merge crap gerge branch 'ubitwork' of ssh://3dhosting.de/var/git/careminster into ubitwork
Conflicts: bin/Regions/Regions.ini.example bin/lib32/BulletSim.dll bin/lib32/libBulletSim.so bin/lib64/BulletSim.dll bin/lib64/libBulletSim.soavinationmerge
commit
254d3e1ad3
|
@ -44,6 +44,8 @@ bin/Physics*
|
|||
bin/Terrain*
|
||||
bin/Regions/*
|
||||
bin/UserAssets
|
||||
bin/assetcache
|
||||
bin/maptiles
|
||||
bin/estate_settings.xml
|
||||
bin/config-include/CenomeCache.ini
|
||||
bin/config-include/FlotsamCache.ini
|
||||
|
|
|
@ -66,6 +66,19 @@ namespace OpenSim.Framework
|
|||
|
||||
IConfigSource Config { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Are logins enabled on this simulator?
|
||||
/// </summary>
|
||||
bool LoginsEnabled { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Is this region ready for use?
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This does not mean that logins are enabled, merely that they can be.
|
||||
/// </remarks>
|
||||
bool Ready { get; set; }
|
||||
|
||||
float TimeDilation { get; }
|
||||
|
||||
bool AllowScriptCrossings { get; }
|
||||
|
|
|
@ -28,7 +28,7 @@
|
|||
using System;
|
||||
using System.Timers;
|
||||
|
||||
namespace OpenSim.Framework.Statistics
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||||
namespace OpenSim.Framework.Monitoring
|
||||
{
|
||||
/// <summary>
|
||||
/// Asset service statistics collection
|
|
@ -31,8 +31,7 @@ using System.Text;
|
|||
using OpenMetaverse;
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||||
using OpenMetaverse.StructuredData;
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||||
|
||||
|
||||
namespace OpenSim.Framework.Statistics
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||||
namespace OpenSim.Framework.Monitoring
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||||
{
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||||
/// <summary>
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||||
/// Statistics which all collectors are interested in reporting
|
|
@ -25,7 +25,7 @@
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|||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
namespace OpenSim.Framework.Statistics.Interfaces
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||||
namespace OpenSim.Framework.Monitoring.Interfaces
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||||
{
|
||||
/// <summary>
|
||||
/// Implemented by objects which allow statistical information to be pulled from them.
|
|
@ -25,7 +25,7 @@
|
|||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
namespace OpenSim.Framework.Statistics
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||||
namespace OpenSim.Framework.Monitoring
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||||
{
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||||
/// <summary>
|
||||
/// Implemented by classes which collect up non-viewer statistical information
|
|
@ -0,0 +1,129 @@
|
|||
/*
|
||||
* 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.Linq;
|
||||
using System.Reflection;
|
||||
using System.Threading;
|
||||
using log4net;
|
||||
|
||||
namespace OpenSim.Framework.Monitoring
|
||||
{
|
||||
/// <summary>
|
||||
/// Experimental watchdog for memory usage.
|
||||
/// </summary>
|
||||
public static class MemoryWatchdog
|
||||
{
|
||||
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
/// <summary>
|
||||
/// Is this watchdog active?
|
||||
/// </summary>
|
||||
public static bool Enabled
|
||||
{
|
||||
get { return m_enabled; }
|
||||
set
|
||||
{
|
||||
// m_log.DebugFormat("[MEMORY WATCHDOG]: Setting MemoryWatchdog.Enabled to {0}", value);
|
||||
|
||||
if (value && !m_enabled)
|
||||
UpdateLastRecord(GC.GetTotalMemory(false), Util.EnvironmentTickCount());
|
||||
|
||||
m_enabled = value;
|
||||
}
|
||||
}
|
||||
private static bool m_enabled;
|
||||
|
||||
/// <summary>
|
||||
/// Average memory churn in bytes per millisecond.
|
||||
/// </summary>
|
||||
public static double AverageMemoryChurn
|
||||
{
|
||||
get { if (m_samples.Count > 0) return m_samples.Average(); else return 0; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Maximum number of statistical samples.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// At the moment this corresponds to 1 minute since the sampling rate is every 2.5 seconds as triggered from
|
||||
/// the main Watchdog.
|
||||
/// </remarks>
|
||||
private static int m_maxSamples = 24;
|
||||
|
||||
/// <summary>
|
||||
/// Time when the watchdog was last updated.
|
||||
/// </summary>
|
||||
private static int m_lastUpdateTick;
|
||||
|
||||
/// <summary>
|
||||
/// Memory used at time of last watchdog update.
|
||||
/// </summary>
|
||||
private static long m_lastUpdateMemory;
|
||||
|
||||
/// <summary>
|
||||
/// Memory churn rate per millisecond.
|
||||
/// </summary>
|
||||
// private static double m_churnRatePerMillisecond;
|
||||
|
||||
/// <summary>
|
||||
/// Historical samples for calculating moving average.
|
||||
/// </summary>
|
||||
private static Queue<double> m_samples = new Queue<double>(m_maxSamples);
|
||||
|
||||
public static void Update()
|
||||
{
|
||||
int now = Util.EnvironmentTickCount();
|
||||
long memoryNow = GC.GetTotalMemory(false);
|
||||
long memoryDiff = memoryNow - m_lastUpdateMemory;
|
||||
|
||||
if (memoryDiff >= 0)
|
||||
{
|
||||
if (m_samples.Count >= m_maxSamples)
|
||||
m_samples.Dequeue();
|
||||
|
||||
double elapsed = Util.EnvironmentTickCountSubtract(now, m_lastUpdateTick);
|
||||
|
||||
// This should never happen since it's not useful for updates to occur with no time elapsed, but
|
||||
// protect ourselves from a divide-by-zero just in case.
|
||||
if (elapsed == 0)
|
||||
return;
|
||||
|
||||
m_samples.Enqueue(memoryDiff / (double)elapsed);
|
||||
}
|
||||
|
||||
UpdateLastRecord(memoryNow, now);
|
||||
}
|
||||
|
||||
private static void UpdateLastRecord(long memoryNow, int timeNow)
|
||||
{
|
||||
m_lastUpdateMemory = memoryNow;
|
||||
m_lastUpdateTick = timeNow;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -28,12 +28,11 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Framework.Statistics.Interfaces;
|
||||
using OpenMetaverse.StructuredData;
|
||||
using OpenSim.Framework.Monitoring.Interfaces;
|
||||
|
||||
namespace OpenSim.Framework.Statistics
|
||||
namespace OpenSim.Framework.Monitoring
|
||||
{
|
||||
/// <summary>
|
||||
/// Collects sim statistics which aren't already being collected for the linden viewer's statistics pane
|
|
@ -25,7 +25,7 @@
|
|||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
namespace OpenSim.Framework.Statistics
|
||||
namespace OpenSim.Framework.Monitoring
|
||||
{
|
||||
/// <summary>
|
||||
/// Singleton used to provide access to statistics reporters
|
|
@ -27,7 +27,7 @@
|
|||
|
||||
using System.Timers;
|
||||
|
||||
namespace OpenSim.Framework.Statistics
|
||||
namespace OpenSim.Framework.Monitoring
|
||||
{
|
||||
/// <summary>
|
||||
/// Collects user service statistics
|
|
@ -31,7 +31,7 @@ using System.Linq;
|
|||
using System.Threading;
|
||||
using log4net;
|
||||
|
||||
namespace OpenSim.Framework
|
||||
namespace OpenSim.Framework.Monitoring
|
||||
{
|
||||
/// <summary>
|
||||
/// Manages launching threads and keeping watch over them for timeouts
|
||||
|
@ -325,6 +325,9 @@ namespace OpenSim.Framework
|
|||
callback(callbackInfo);
|
||||
}
|
||||
|
||||
if (MemoryWatchdog.Enabled)
|
||||
MemoryWatchdog.Update();
|
||||
|
||||
m_watchdogTimer.Start();
|
||||
}
|
||||
}
|
|
@ -482,9 +482,16 @@ namespace OpenSim.Framework
|
|||
MainConsole.Instance.Output("=====================================\n");
|
||||
|
||||
if (name == String.Empty)
|
||||
name = MainConsole.Instance.CmdPrompt("New region name", name);
|
||||
if (name == String.Empty)
|
||||
throw new Exception("Cannot interactively create region with no name");
|
||||
{
|
||||
while (name.Trim() == string.Empty)
|
||||
{
|
||||
name = MainConsole.Instance.CmdPrompt("New region name", name);
|
||||
if (name.Trim() == string.Empty)
|
||||
{
|
||||
MainConsole.Instance.Output("Cannot interactively create region with no name");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
source.AddConfig(name);
|
||||
|
||||
|
@ -515,15 +522,20 @@ namespace OpenSim.Framework
|
|||
//
|
||||
allKeys.Remove("RegionUUID");
|
||||
string regionUUID = config.GetString("RegionUUID", string.Empty);
|
||||
if (regionUUID == String.Empty)
|
||||
if (!UUID.TryParse(regionUUID.Trim(), out RegionID))
|
||||
{
|
||||
UUID newID = UUID.Random();
|
||||
|
||||
regionUUID = MainConsole.Instance.CmdPrompt("RegionUUID", newID.ToString());
|
||||
while (RegionID == UUID.Zero)
|
||||
{
|
||||
regionUUID = MainConsole.Instance.CmdPrompt("RegionUUID", newID.ToString());
|
||||
if (!UUID.TryParse(regionUUID.Trim(), out RegionID))
|
||||
{
|
||||
MainConsole.Instance.Output("RegionUUID must be a valid UUID");
|
||||
}
|
||||
}
|
||||
config.Set("RegionUUID", regionUUID);
|
||||
}
|
||||
|
||||
RegionID = new UUID(regionUUID);
|
||||
originRegionID = RegionID; // What IS this?! (Needed for RegionCombinerModule?)
|
||||
|
||||
// Location
|
||||
|
|
|
@ -40,9 +40,9 @@ using log4net.Core;
|
|||
using log4net.Repository;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Console;
|
||||
using OpenSim.Framework.Monitoring;
|
||||
using OpenSim.Framework.Servers;
|
||||
using OpenSim.Framework.Servers.HttpServer;
|
||||
using OpenSim.Framework.Statistics;
|
||||
using Timer=System.Timers.Timer;
|
||||
|
||||
using OpenMetaverse;
|
||||
|
|
|
@ -45,6 +45,7 @@ using OpenMetaverse.StructuredData;
|
|||
using CoolHTTPListener = HttpServer.HttpListener;
|
||||
using HttpListener=System.Net.HttpListener;
|
||||
using LogPrio=HttpServer.LogPrio;
|
||||
using OpenSim.Framework.Monitoring;
|
||||
|
||||
namespace OpenSim.Framework.Servers.HttpServer
|
||||
{
|
||||
|
|
|
@ -32,6 +32,7 @@ using System.Reflection;
|
|||
using log4net;
|
||||
using HttpServer;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Monitoring;
|
||||
|
||||
|
||||
/*
|
||||
|
|
|
@ -36,6 +36,7 @@ using HttpServer;
|
|||
using OpenMetaverse;
|
||||
using System.Reflection;
|
||||
using log4net;
|
||||
using OpenSim.Framework.Monitoring;
|
||||
|
||||
namespace OpenSim.Framework.Servers.HttpServer
|
||||
{
|
||||
|
|
|
@ -40,7 +40,7 @@ using OpenMetaverse;
|
|||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Console;
|
||||
using OpenSim.Framework.Servers;
|
||||
using OpenSim.Framework.Statistics;
|
||||
using OpenSim.Framework.Monitoring;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
|
||||
|
@ -200,9 +200,9 @@ namespace OpenSim
|
|||
PrintFileToConsole("startuplogo.txt");
|
||||
|
||||
// For now, start at the 'root' level by default
|
||||
if (m_sceneManager.Scenes.Count == 1) // If there is only one region, select it
|
||||
if (SceneManager.Scenes.Count == 1) // If there is only one region, select it
|
||||
ChangeSelectedRegion("region",
|
||||
new string[] {"change", "region", m_sceneManager.Scenes[0].RegionInfo.RegionName});
|
||||
new string[] {"change", "region", SceneManager.Scenes[0].RegionInfo.RegionName});
|
||||
else
|
||||
ChangeSelectedRegion("region", new string[] {"change", "region", "root"});
|
||||
|
||||
|
@ -461,7 +461,7 @@ namespace OpenSim
|
|||
if (cmdparams.Length > 4)
|
||||
alert = String.Format("\n{0}\n", String.Join(" ", cmdparams, 4, cmdparams.Length - 4));
|
||||
|
||||
IList agents = m_sceneManager.GetCurrentSceneAvatars();
|
||||
IList agents = SceneManager.GetCurrentSceneAvatars();
|
||||
|
||||
foreach (ScenePresence presence in agents)
|
||||
{
|
||||
|
@ -542,7 +542,7 @@ namespace OpenSim
|
|||
private void HandleForceUpdate(string module, string[] args)
|
||||
{
|
||||
MainConsole.Instance.Output("Updating all clients");
|
||||
m_sceneManager.ForceCurrentSceneClientUpdate();
|
||||
SceneManager.ForceCurrentSceneClientUpdate();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -554,7 +554,7 @@ namespace OpenSim
|
|||
{
|
||||
if (args.Length == 6)
|
||||
{
|
||||
m_sceneManager.HandleEditCommandOnCurrentScene(args);
|
||||
SceneManager.HandleEditCommandOnCurrentScene(args);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -765,7 +765,7 @@ namespace OpenSim
|
|||
case "load":
|
||||
if (cmdparams.Length > 1)
|
||||
{
|
||||
foreach (Scene s in new ArrayList(m_sceneManager.Scenes))
|
||||
foreach (Scene s in new ArrayList(SceneManager.Scenes))
|
||||
{
|
||||
MainConsole.Instance.Output(String.Format("Loading module: {0}", cmdparams[1]));
|
||||
m_moduleLoader.LoadRegionModules(cmdparams[1], s);
|
||||
|
@ -803,14 +803,14 @@ namespace OpenSim
|
|||
|
||||
case "backup":
|
||||
MainConsole.Instance.Output("Triggering save of pending object updates to persistent store");
|
||||
m_sceneManager.BackupCurrentScene();
|
||||
SceneManager.BackupCurrentScene();
|
||||
break;
|
||||
|
||||
case "remove-region":
|
||||
string regRemoveName = CombineParams(cmdparams, 0);
|
||||
|
||||
Scene removeScene;
|
||||
if (m_sceneManager.TryGetScene(regRemoveName, out removeScene))
|
||||
if (SceneManager.TryGetScene(regRemoveName, out removeScene))
|
||||
RemoveRegion(removeScene, false);
|
||||
else
|
||||
MainConsole.Instance.Output("No region with that name");
|
||||
|
@ -820,14 +820,14 @@ namespace OpenSim
|
|||
string regDeleteName = CombineParams(cmdparams, 0);
|
||||
|
||||
Scene killScene;
|
||||
if (m_sceneManager.TryGetScene(regDeleteName, out killScene))
|
||||
if (SceneManager.TryGetScene(regDeleteName, out killScene))
|
||||
RemoveRegion(killScene, true);
|
||||
else
|
||||
MainConsole.Instance.Output("no region with that name");
|
||||
break;
|
||||
|
||||
case "restart":
|
||||
m_sceneManager.RestartCurrentScene();
|
||||
SceneManager.RestartCurrentScene();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -842,7 +842,7 @@ namespace OpenSim
|
|||
{
|
||||
string newRegionName = CombineParams(cmdparams, 2);
|
||||
|
||||
if (!m_sceneManager.TrySetCurrentScene(newRegionName))
|
||||
if (!SceneManager.TrySetCurrentScene(newRegionName))
|
||||
MainConsole.Instance.Output(String.Format("Couldn't select region {0}", newRegionName));
|
||||
}
|
||||
else
|
||||
|
@ -850,7 +850,7 @@ namespace OpenSim
|
|||
MainConsole.Instance.Output("Usage: change region <region name>");
|
||||
}
|
||||
|
||||
string regionName = (m_sceneManager.CurrentScene == null ? "root" : m_sceneManager.CurrentScene.RegionInfo.RegionName);
|
||||
string regionName = (SceneManager.CurrentScene == null ? "root" : SceneManager.CurrentScene.RegionInfo.RegionName);
|
||||
MainConsole.Instance.Output(String.Format("Currently selected region is {0}", regionName));
|
||||
|
||||
// m_log.DebugFormat("Original prompt is {0}", m_consolePrompt);
|
||||
|
@ -868,7 +868,7 @@ namespace OpenSim
|
|||
});
|
||||
|
||||
m_console.DefaultPrompt = prompt;
|
||||
m_console.ConsoleScene = m_sceneManager.CurrentScene;
|
||||
m_console.ConsoleScene = SceneManager.CurrentScene;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -892,7 +892,7 @@ namespace OpenSim
|
|||
int newDebug;
|
||||
if (int.TryParse(args[2], out newDebug))
|
||||
{
|
||||
m_sceneManager.SetDebugPacketLevelOnCurrentScene(newDebug, name);
|
||||
SceneManager.SetDebugPacketLevelOnCurrentScene(newDebug, name);
|
||||
// We provide user information elsewhere if any clients had their debug level set.
|
||||
// MainConsole.Instance.OutputFormat("Debug packet level set to {0}", newDebug);
|
||||
}
|
||||
|
@ -907,7 +907,7 @@ namespace OpenSim
|
|||
case "scene":
|
||||
if (args.Length == 4)
|
||||
{
|
||||
if (m_sceneManager.CurrentScene == null)
|
||||
if (SceneManager.CurrentScene == null)
|
||||
{
|
||||
MainConsole.Instance.Output("Please use 'change region <regioname>' first");
|
||||
}
|
||||
|
@ -915,7 +915,7 @@ namespace OpenSim
|
|||
{
|
||||
string key = args[2];
|
||||
string value = args[3];
|
||||
m_sceneManager.CurrentScene.SetSceneCoreDebug(
|
||||
SceneManager.CurrentScene.SetSceneCoreDebug(
|
||||
new Dictionary<string, string>() { { key, value } });
|
||||
|
||||
MainConsole.Instance.OutputFormat("Set debug scene {0} = {1}", key, value);
|
||||
|
@ -954,10 +954,10 @@ namespace OpenSim
|
|||
IList agents;
|
||||
if (showParams.Length > 1 && showParams[1] == "full")
|
||||
{
|
||||
agents = m_sceneManager.GetCurrentScenePresences();
|
||||
agents = SceneManager.GetCurrentScenePresences();
|
||||
} else
|
||||
{
|
||||
agents = m_sceneManager.GetCurrentSceneAvatars();
|
||||
agents = SceneManager.GetCurrentSceneAvatars();
|
||||
}
|
||||
|
||||
MainConsole.Instance.Output(String.Format("\nAgents connected: {0}\n", agents.Count));
|
||||
|
@ -1037,7 +1037,7 @@ namespace OpenSim
|
|||
MainConsole.Instance.Output("Shared Module: " + module.Name);
|
||||
}
|
||||
|
||||
m_sceneManager.ForEachScene(
|
||||
SceneManager.ForEachScene(
|
||||
delegate(Scene scene) {
|
||||
m_log.Error("The currently loaded modules in " + scene.RegionInfo.RegionName + " are:");
|
||||
foreach (IRegionModule module in scene.Modules.Values)
|
||||
|
@ -1050,7 +1050,7 @@ namespace OpenSim
|
|||
}
|
||||
);
|
||||
|
||||
m_sceneManager.ForEachScene(
|
||||
SceneManager.ForEachScene(
|
||||
delegate(Scene scene) {
|
||||
MainConsole.Instance.Output("Loaded new region modules in" + scene.RegionInfo.RegionName + " are:");
|
||||
foreach (IRegionModuleBase module in scene.RegionModules.Values)
|
||||
|
@ -1066,7 +1066,7 @@ namespace OpenSim
|
|||
break;
|
||||
|
||||
case "regions":
|
||||
m_sceneManager.ForEachScene(
|
||||
SceneManager.ForEachScene(
|
||||
delegate(Scene scene)
|
||||
{
|
||||
MainConsole.Instance.Output(String.Format(
|
||||
|
@ -1080,7 +1080,7 @@ namespace OpenSim
|
|||
break;
|
||||
|
||||
case "ratings":
|
||||
m_sceneManager.ForEachScene(
|
||||
SceneManager.ForEachScene(
|
||||
delegate(Scene scene)
|
||||
{
|
||||
string rating = "";
|
||||
|
@ -1115,7 +1115,7 @@ namespace OpenSim
|
|||
cdt.AddColumn("IP", 16);
|
||||
cdt.AddColumn("Viewer Name", 24);
|
||||
|
||||
m_sceneManager.ForEachScene(
|
||||
SceneManager.ForEachScene(
|
||||
s =>
|
||||
{
|
||||
foreach (AgentCircuitData aCircuit in s.AuthenticateHandler.GetAgentCircuits().Values)
|
||||
|
@ -1140,13 +1140,13 @@ namespace OpenSim
|
|||
cdt.AddColumn("Endpoint", 23);
|
||||
cdt.AddColumn("Active?", 7);
|
||||
|
||||
m_sceneManager.ForEachScene(
|
||||
SceneManager.ForEachScene(
|
||||
s => s.ForEachClient(
|
||||
c => cdt.AddRow(
|
||||
s.Name,
|
||||
c.Name,
|
||||
c.RemoteEndPoint.ToString(),
|
||||
c.CircuitCode.ToString(),
|
||||
c.RemoteEndPoint.ToString(),
|
||||
c.IsActive.ToString())));
|
||||
|
||||
MainConsole.Instance.Output(cdt.ToString());
|
||||
|
@ -1161,11 +1161,11 @@ namespace OpenSim
|
|||
{
|
||||
if (cmdparams.Length > 5)
|
||||
{
|
||||
m_sceneManager.SaveNamedPrimsToXml2(cmdparams[3], cmdparams[4]);
|
||||
SceneManager.SaveNamedPrimsToXml2(cmdparams[3], cmdparams[4]);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_sceneManager.SaveNamedPrimsToXml2("Primitive", DEFAULT_PRIM_BACKUP_FILENAME);
|
||||
SceneManager.SaveNamedPrimsToXml2("Primitive", DEFAULT_PRIM_BACKUP_FILENAME);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1180,11 +1180,11 @@ namespace OpenSim
|
|||
|
||||
if (cmdparams.Length > 0)
|
||||
{
|
||||
m_sceneManager.SaveCurrentSceneToXml(cmdparams[2]);
|
||||
SceneManager.SaveCurrentSceneToXml(cmdparams[2]);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_sceneManager.SaveCurrentSceneToXml(DEFAULT_PRIM_BACKUP_FILENAME);
|
||||
SceneManager.SaveCurrentSceneToXml(DEFAULT_PRIM_BACKUP_FILENAME);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1221,13 +1221,13 @@ namespace OpenSim
|
|||
MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z));
|
||||
}
|
||||
}
|
||||
m_sceneManager.LoadCurrentSceneFromXml(cmdparams[0], generateNewIDS, loadOffset);
|
||||
SceneManager.LoadCurrentSceneFromXml(cmdparams[2], generateNewIDS, loadOffset);
|
||||
}
|
||||
else
|
||||
{
|
||||
try
|
||||
{
|
||||
m_sceneManager.LoadCurrentSceneFromXml(DEFAULT_PRIM_BACKUP_FILENAME, false, loadOffset);
|
||||
SceneManager.LoadCurrentSceneFromXml(DEFAULT_PRIM_BACKUP_FILENAME, false, loadOffset);
|
||||
}
|
||||
catch (FileNotFoundException)
|
||||
{
|
||||
|
@ -1244,11 +1244,11 @@ namespace OpenSim
|
|||
{
|
||||
if (cmdparams.Length > 2)
|
||||
{
|
||||
m_sceneManager.SaveCurrentSceneToXml2(cmdparams[2]);
|
||||
SceneManager.SaveCurrentSceneToXml2(cmdparams[2]);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_sceneManager.SaveCurrentSceneToXml2(DEFAULT_PRIM_BACKUP_FILENAME);
|
||||
SceneManager.SaveCurrentSceneToXml2(DEFAULT_PRIM_BACKUP_FILENAME);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1263,7 +1263,7 @@ namespace OpenSim
|
|||
{
|
||||
try
|
||||
{
|
||||
m_sceneManager.LoadCurrentSceneFromXml2(cmdparams[2]);
|
||||
SceneManager.LoadCurrentSceneFromXml2(cmdparams[2]);
|
||||
}
|
||||
catch (FileNotFoundException)
|
||||
{
|
||||
|
@ -1274,7 +1274,7 @@ namespace OpenSim
|
|||
{
|
||||
try
|
||||
{
|
||||
m_sceneManager.LoadCurrentSceneFromXml2(DEFAULT_PRIM_BACKUP_FILENAME);
|
||||
SceneManager.LoadCurrentSceneFromXml2(DEFAULT_PRIM_BACKUP_FILENAME);
|
||||
}
|
||||
catch (FileNotFoundException)
|
||||
{
|
||||
|
@ -1291,7 +1291,7 @@ namespace OpenSim
|
|||
{
|
||||
try
|
||||
{
|
||||
m_sceneManager.LoadArchiveToCurrentScene(cmdparams);
|
||||
SceneManager.LoadArchiveToCurrentScene(cmdparams);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
|
@ -1305,7 +1305,7 @@ namespace OpenSim
|
|||
/// <param name="cmdparams"></param>
|
||||
protected void SaveOar(string module, string[] cmdparams)
|
||||
{
|
||||
m_sceneManager.SaveCurrentSceneToArchive(cmdparams);
|
||||
SceneManager.SaveCurrentSceneToArchive(cmdparams);
|
||||
}
|
||||
|
||||
private static string CombineParams(string[] commandParams, int pos)
|
||||
|
|
|
@ -40,7 +40,7 @@ using OpenSim.Framework.Communications;
|
|||
using OpenSim.Framework.Console;
|
||||
using OpenSim.Framework.Servers;
|
||||
using OpenSim.Framework.Servers.HttpServer;
|
||||
using OpenSim.Framework.Statistics;
|
||||
using OpenSim.Framework.Monitoring;
|
||||
using OpenSim.Region.ClientStack;
|
||||
using OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts;
|
||||
using OpenSim.Region.Framework;
|
||||
|
@ -300,7 +300,7 @@ namespace OpenSim
|
|||
|
||||
private void HandleCommanderCommand(string module, string[] cmd)
|
||||
{
|
||||
m_sceneManager.SendCommandToPluginModules(cmd);
|
||||
SceneManager.SendCommandToPluginModules(cmd);
|
||||
}
|
||||
|
||||
private void HandleCommanderHelp(string module, string[] cmd)
|
||||
|
@ -318,7 +318,10 @@ namespace OpenSim
|
|||
// Called from base.StartUp()
|
||||
|
||||
m_httpServerPort = m_networkServersInfo.HttpListenerPort;
|
||||
m_sceneManager.OnRestartSim += handleRestartRegion;
|
||||
SceneManager.OnRestartSim += handleRestartRegion;
|
||||
|
||||
// Only start the memory watchdog once all regions are ready
|
||||
SceneManager.OnRegionsReadyStatusChange += sm => MemoryWatchdog.Enabled = sm.AllRegionsReady;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -480,7 +483,7 @@ namespace OpenSim
|
|||
scene.SnmpService.BootInfo("ScriptEngine started", scene);
|
||||
}
|
||||
|
||||
m_sceneManager.Add(scene);
|
||||
SceneManager.Add(scene);
|
||||
|
||||
if (m_autoCreateClientStack)
|
||||
{
|
||||
|
@ -510,7 +513,6 @@ namespace OpenSim
|
|||
}
|
||||
|
||||
scene.Start();
|
||||
|
||||
scene.StartScripts();
|
||||
|
||||
return clientServer;
|
||||
|
@ -644,14 +646,14 @@ namespace OpenSim
|
|||
{
|
||||
// only need to check this if we are not at the
|
||||
// root level
|
||||
if ((m_sceneManager.CurrentScene != null) &&
|
||||
(m_sceneManager.CurrentScene.RegionInfo.RegionID == scene.RegionInfo.RegionID))
|
||||
if ((SceneManager.CurrentScene != null) &&
|
||||
(SceneManager.CurrentScene.RegionInfo.RegionID == scene.RegionInfo.RegionID))
|
||||
{
|
||||
m_sceneManager.TrySetCurrentScene("..");
|
||||
SceneManager.TrySetCurrentScene("..");
|
||||
}
|
||||
|
||||
scene.DeleteAllSceneObjects();
|
||||
m_sceneManager.CloseScene(scene);
|
||||
SceneManager.CloseScene(scene);
|
||||
ShutdownClientServer(scene.RegionInfo);
|
||||
|
||||
if (!cleanup)
|
||||
|
@ -693,7 +695,7 @@ namespace OpenSim
|
|||
public void RemoveRegion(string name, bool cleanUp)
|
||||
{
|
||||
Scene target;
|
||||
if (m_sceneManager.TryGetScene(name, out target))
|
||||
if (SceneManager.TryGetScene(name, out target))
|
||||
RemoveRegion(target, cleanUp);
|
||||
}
|
||||
|
||||
|
@ -706,13 +708,13 @@ namespace OpenSim
|
|||
{
|
||||
// only need to check this if we are not at the
|
||||
// root level
|
||||
if ((m_sceneManager.CurrentScene != null) &&
|
||||
(m_sceneManager.CurrentScene.RegionInfo.RegionID == scene.RegionInfo.RegionID))
|
||||
if ((SceneManager.CurrentScene != null) &&
|
||||
(SceneManager.CurrentScene.RegionInfo.RegionID == scene.RegionInfo.RegionID))
|
||||
{
|
||||
m_sceneManager.TrySetCurrentScene("..");
|
||||
SceneManager.TrySetCurrentScene("..");
|
||||
}
|
||||
|
||||
m_sceneManager.CloseScene(scene);
|
||||
SceneManager.CloseScene(scene);
|
||||
ShutdownClientServer(scene.RegionInfo);
|
||||
}
|
||||
|
||||
|
@ -724,7 +726,7 @@ namespace OpenSim
|
|||
public void CloseRegion(string name)
|
||||
{
|
||||
Scene target;
|
||||
if (m_sceneManager.TryGetScene(name, out target))
|
||||
if (SceneManager.TryGetScene(name, out target))
|
||||
CloseRegion(target);
|
||||
}
|
||||
|
||||
|
@ -781,6 +783,7 @@ namespace OpenSim
|
|||
scene.LoadWorldMap();
|
||||
|
||||
scene.PhysicsScene = GetPhysicsScene(scene.RegionInfo.RegionName);
|
||||
scene.PhysicsScene.RequestAssetMethod = scene.PhysicsRequestAsset;
|
||||
scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
|
||||
scene.PhysicsScene.SetWaterLevel((float) regionInfo.RegionSettings.WaterHeight);
|
||||
|
||||
|
@ -980,7 +983,7 @@ namespace OpenSim
|
|||
|
||||
try
|
||||
{
|
||||
m_sceneManager.Close();
|
||||
SceneManager.Close();
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
|
@ -1005,7 +1008,7 @@ namespace OpenSim
|
|||
/// <param name="usernum">The first out parameter describing the number of all the avatars in the Region server</param>
|
||||
public void GetAvatarNumber(out int usernum)
|
||||
{
|
||||
usernum = m_sceneManager.GetCurrentSceneAvatars().Count;
|
||||
usernum = SceneManager.GetCurrentSceneAvatars().Count;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -1014,7 +1017,7 @@ namespace OpenSim
|
|||
/// <param name="regionnum">The first out parameter describing the number of regions</param>
|
||||
public void GetRegionNumber(out int regionnum)
|
||||
{
|
||||
regionnum = m_sceneManager.Scenes.Count;
|
||||
regionnum = SceneManager.Scenes.Count;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -41,7 +41,7 @@ using OpenMetaverse.Messages.Linden;
|
|||
using OpenMetaverse.StructuredData;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Client;
|
||||
using OpenSim.Framework.Statistics;
|
||||
using OpenSim.Framework.Monitoring;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Services.Interfaces;
|
||||
|
@ -355,8 +355,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
private int m_animationSequenceNumber = 1;
|
||||
private bool m_SendLogoutPacketWhenClosing = true;
|
||||
private AgentUpdateArgs lastarg;
|
||||
private bool m_IsActive = true;
|
||||
private bool m_IsLoggingOut = false;
|
||||
|
||||
protected Dictionary<PacketType, PacketProcessor> m_packetHandlers = new Dictionary<PacketType, PacketProcessor>();
|
||||
protected Dictionary<string, GenericMessage> m_genericPacketHandlers = new Dictionary<string, GenericMessage>(); //PauPaw:Local Generic Message handlers
|
||||
|
@ -428,16 +426,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
public uint CircuitCode { get { return m_circuitCode; } }
|
||||
public int MoneyBalance { get { return m_moneyBalance; } }
|
||||
public int NextAnimationSequenceNumber { get { return m_animationSequenceNumber++; } }
|
||||
public bool IsActive
|
||||
{
|
||||
get { return m_IsActive; }
|
||||
set { m_IsActive = value; }
|
||||
}
|
||||
public bool IsLoggingOut
|
||||
{
|
||||
get { return m_IsLoggingOut; }
|
||||
set { m_IsLoggingOut = value; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// As well as it's function in IClientAPI, in LLClientView we are locking on this property in order to
|
||||
/// prevent race conditions by different threads calling Close().
|
||||
/// </summary>
|
||||
public bool IsActive { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Used to synchronise threads when client is being closed.
|
||||
/// </summary>
|
||||
public Object CloseSyncLock { get; private set; }
|
||||
|
||||
public bool IsLoggingOut { get; set; }
|
||||
|
||||
public bool DisableFacelights
|
||||
{
|
||||
|
@ -462,6 +463,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
{
|
||||
// DebugPacketLevel = 1;
|
||||
|
||||
CloseSyncLock = new Object();
|
||||
|
||||
RegisterInterface<IClientIM>(this);
|
||||
RegisterInterface<IClientInventory>(this);
|
||||
RegisterInterface<IClientChat>(this);
|
||||
|
@ -494,13 +497,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
m_prioritizer = new Prioritizer(m_scene);
|
||||
|
||||
RegisterLocalPacketHandlers();
|
||||
|
||||
IsActive = true;
|
||||
}
|
||||
|
||||
#region Client Methods
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Shut down the client view
|
||||
/// Close down the client view
|
||||
/// </summary>
|
||||
public void Close()
|
||||
{
|
||||
|
@ -513,7 +518,29 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
public void Close(bool sendStop)
|
||||
{
|
||||
IsActive = false;
|
||||
// We lock here to prevent race conditions between two threads calling close simultaneously (e.g.
|
||||
// a simultaneous relog just as a client is being closed out due to no packet ack from the old connection.
|
||||
lock (CloseSyncLock)
|
||||
{
|
||||
if (!IsActive)
|
||||
return;
|
||||
|
||||
IsActive = false;
|
||||
CloseWithoutChecks(sendStop);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Closes down the client view without first checking whether it is active.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This exists because LLUDPServer has to set IsActive = false in earlier synchronous code before calling
|
||||
/// CloseWithoutIsActiveCheck asynchronously.
|
||||
///
|
||||
/// Callers must lock ClosingSyncLock before calling.
|
||||
/// </remarks>
|
||||
public void CloseWithoutChecks(bool sendStop)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[CLIENT]: Close has been called for {0} attached to scene {1}",
|
||||
Name, m_scene.RegionInfo.RegionName);
|
||||
|
@ -3634,7 +3661,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
|
||||
public void SendCoarseLocationUpdate(List<UUID> users, List<Vector3> CoarseLocations)
|
||||
{
|
||||
if (!IsActive) return; // We don't need to update inactive clients.
|
||||
// We don't need to update inactive clients.
|
||||
if (!IsActive)
|
||||
return;
|
||||
|
||||
CoarseLocationUpdatePacket loc = (CoarseLocationUpdatePacket)PacketPool.Instance.GetPacket(PacketType.CoarseLocationUpdate);
|
||||
loc.Header.Reliable = false;
|
||||
|
@ -5267,7 +5296,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
AddLocalPacketHandler(PacketType.ChatFromViewer, HandleChatFromViewer);
|
||||
AddLocalPacketHandler(PacketType.AvatarPropertiesUpdate, HandlerAvatarPropertiesUpdate);
|
||||
AddLocalPacketHandler(PacketType.ScriptDialogReply, HandlerScriptDialogReply);
|
||||
AddLocalPacketHandler(PacketType.ImprovedInstantMessage, HandlerImprovedInstantMessage, false);
|
||||
AddLocalPacketHandler(PacketType.ImprovedInstantMessage, HandlerImprovedInstantMessage);
|
||||
AddLocalPacketHandler(PacketType.AcceptFriendship, HandlerAcceptFriendship);
|
||||
AddLocalPacketHandler(PacketType.DeclineFriendship, HandlerDeclineFriendship);
|
||||
AddLocalPacketHandler(PacketType.TerminateFriendship, HandlerTerminateFriendship);
|
||||
|
|
|
@ -279,7 +279,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
public string GetStats()
|
||||
{
|
||||
return string.Format(
|
||||
"{0,7} {1,7} {2,7} {3,9} {4,7} {5,7} {6,7} {7,7} {8,7} {9,8} {10,7} {11,7}",
|
||||
"{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}",
|
||||
Util.EnvironmentTickCountSubtract(TickLastPacketReceived),
|
||||
PacketsReceived,
|
||||
PacketsSent,
|
||||
PacketsResent,
|
||||
|
|
|
@ -37,7 +37,7 @@ using log4net;
|
|||
using Nini.Config;
|
||||
using OpenMetaverse.Packets;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Statistics;
|
||||
using OpenSim.Framework.Monitoring;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenMetaverse;
|
||||
|
||||
|
@ -1181,22 +1181,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
/// regular client pings.
|
||||
/// </remarks>
|
||||
/// <param name='client'></param>
|
||||
private void DeactivateClientDueToTimeout(IClientAPI client)
|
||||
private void DeactivateClientDueToTimeout(LLClientView client)
|
||||
{
|
||||
// We must set IsActive synchronously so that we can stop the packet loop reinvoking this method, even
|
||||
// though it's set later on by LLClientView.Close()
|
||||
client.IsActive = false;
|
||||
lock (client.CloseSyncLock)
|
||||
{
|
||||
m_log.WarnFormat(
|
||||
"[LLUDPSERVER]: Ack timeout, disconnecting {0} agent for {1} in {2}",
|
||||
client.SceneAgent.IsChildAgent ? "child" : "root", client.Name, m_scene.RegionInfo.RegionName);
|
||||
|
||||
m_log.WarnFormat(
|
||||
"[LLUDPSERVER]: Ack timeout, disconnecting {0} agent for {1} in {2}",
|
||||
client.SceneAgent.IsChildAgent ? "child" : "root", client.Name, m_scene.RegionInfo.RegionName);
|
||||
StatsManager.SimExtraStats.AddAbnormalClientThreadTermination();
|
||||
|
||||
StatsManager.SimExtraStats.AddAbnormalClientThreadTermination();
|
||||
if (!client.SceneAgent.IsChildAgent)
|
||||
client.Kick("Simulator logged you out due to connection timeout");
|
||||
|
||||
if (!client.SceneAgent.IsChildAgent)
|
||||
client.Kick("Simulator logged you out due to connection timeout");
|
||||
|
||||
Util.FireAndForget(o => client.Close());
|
||||
client.CloseWithoutChecks(true);
|
||||
}
|
||||
}
|
||||
|
||||
private void IncomingPacketHandler()
|
||||
|
|
|
@ -53,9 +53,8 @@ namespace OpenSim.Region.ClientStack
|
|||
protected ISimulationDataService m_simulationDataService;
|
||||
protected IEstateDataService m_estateDataService;
|
||||
protected ClientStackManager m_clientStackManager;
|
||||
protected SceneManager m_sceneManager = new SceneManager();
|
||||
|
||||
public SceneManager SceneManager { get { return m_sceneManager; } }
|
||||
public SceneManager SceneManager { get; protected set; }
|
||||
public NetworkServersInfo NetServersInfo { get { return m_networkServersInfo; } }
|
||||
public ISimulationDataService SimulationDataService { get { return m_simulationDataService; } }
|
||||
public IEstateDataService EstateDataService { get { return m_estateDataService; } }
|
||||
|
@ -77,6 +76,7 @@ namespace OpenSim.Region.ClientStack
|
|||
|
||||
protected override void StartupSpecific()
|
||||
{
|
||||
SceneManager = new SceneManager();
|
||||
m_clientStackManager = CreateClientStackManager();
|
||||
|
||||
Initialize();
|
||||
|
|
|
@ -626,10 +626,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
|
||||
m_scene.InventoryService.UpdateItem(item);
|
||||
|
||||
// this gets called when the agent logs off!
|
||||
// If the name of the object has been changed whilst attached then we want to update the inventory
|
||||
// item in the viewer.
|
||||
if (sp.ControllingClient != null)
|
||||
sp.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
|
||||
}
|
||||
|
||||
grp.HasGroupChanged = false; // Prevent it being saved over and over
|
||||
}
|
||||
// else
|
||||
|
|
|
@ -47,6 +47,7 @@ using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
|
|||
using OpenSim.Region.CoreModules.World.Serialiser;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.ScriptEngine.Interfaces;
|
||||
using OpenSim.Region.ScriptEngine.XEngine;
|
||||
using OpenSim.Services.Interfaces;
|
||||
using OpenSim.Tests.Common;
|
||||
|
@ -289,21 +290,37 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
{
|
||||
TestHelpers.InMethod();
|
||||
|
||||
Scene scene = CreateTestScene();
|
||||
Scene scene = CreateScriptingEnabledTestScene();
|
||||
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
|
||||
ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1.PrincipalID);
|
||||
ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
|
||||
|
||||
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, sp.UUID, "att-name", 0x10);
|
||||
TaskInventoryHelpers.AddScript(scene, so.RootPart);
|
||||
TaskInventoryItem scriptItem
|
||||
= TaskInventoryHelpers.AddScript(
|
||||
scene,
|
||||
so.RootPart,
|
||||
"scriptItem",
|
||||
"default { attach(key id) { if (id != NULL_KEY) { llSay(0, \"Hello World\"); } } }");
|
||||
|
||||
InventoryItemBase userItem = UserInventoryHelpers.AddInventoryItem(scene, so, 0x100, 0x1000);
|
||||
|
||||
// FIXME: Right now, we have to do a tricksy chat listen to make sure we know when the script is running.
|
||||
// In the future, we need to be able to do this programatically more predicably.
|
||||
scene.EventManager.OnChatFromWorld += OnChatFromWorld;
|
||||
|
||||
scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, userItem.ID, (uint)AttachmentPoint.Chest);
|
||||
|
||||
m_chatEvent.WaitOne(60000);
|
||||
|
||||
// TODO: Need to have a test that checks the script is actually started but this involves a lot more
|
||||
// plumbing of the script engine and either pausing for events or more infrastructure to turn off various
|
||||
// script engine delays/asychronicity that isn't helpful in an automated regression testing context.
|
||||
SceneObjectGroup attSo = scene.GetSceneObjectGroup(so.Name);
|
||||
Assert.That(attSo.ContainsScripts(), Is.True);
|
||||
|
||||
TaskInventoryItem reRezzedScriptItem = attSo.RootPart.Inventory.GetInventoryItem(scriptItem.Name);
|
||||
IScriptModule xengine = scene.RequestModuleInterface<IScriptModule>();
|
||||
Assert.That(xengine.GetScriptState(reRezzedScriptItem.ItemID), Is.True);
|
||||
}
|
||||
|
||||
[Test]
|
||||
|
@ -379,29 +396,49 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
|
||||
|
||||
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, sp.UUID, "att-name", 0x10);
|
||||
TaskInventoryHelpers.AddScript(scene, so.RootPart);
|
||||
TaskInventoryItem scriptTaskItem
|
||||
= TaskInventoryHelpers.AddScript(
|
||||
scene,
|
||||
so.RootPart,
|
||||
"scriptItem",
|
||||
"default { attach(key id) { if (id != NULL_KEY) { llSay(0, \"Hello World\"); } } }");
|
||||
|
||||
InventoryItemBase userItem = UserInventoryHelpers.AddInventoryItem(scene, so, 0x100, 0x1000);
|
||||
|
||||
// FIXME: Right now, we have to do a tricksy chat listen to make sure we know when the script is running.
|
||||
// In the future, we need to be able to do this programatically more predicably.
|
||||
scene.EventManager.OnChatFromWorld += OnChatFromWorld;
|
||||
|
||||
SceneObjectGroup soRezzed
|
||||
= (SceneObjectGroup)scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, userItem.ID, (uint)AttachmentPoint.Chest);
|
||||
SceneObjectGroup rezzedSo
|
||||
= (SceneObjectGroup)(scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, userItem.ID, (uint)AttachmentPoint.Chest));
|
||||
|
||||
// Wait for chat to signal rezzed script has been started.
|
||||
m_chatEvent.WaitOne(60000);
|
||||
|
||||
scene.AttachmentsModule.DetachSingleAttachmentToInv(sp, soRezzed);
|
||||
scene.AttachmentsModule.DetachSingleAttachmentToInv(sp, rezzedSo);
|
||||
|
||||
InventoryItemBase userItemUpdated = scene.InventoryService.GetItem(userItem);
|
||||
AssetBase asset = scene.AssetService.Get(userItemUpdated.AssetID.ToString());
|
||||
|
||||
// TODO: It would probably be better here to check script state via the saving and retrieval of state
|
||||
// information at a higher level, rather than having to inspect the serialization.
|
||||
XmlDocument soXml = new XmlDocument();
|
||||
soXml.LoadXml(Encoding.UTF8.GetString(asset.Data));
|
||||
|
||||
XmlNodeList scriptStateNodes = soXml.GetElementsByTagName("ScriptState");
|
||||
Assert.That(scriptStateNodes.Count, Is.EqualTo(1));
|
||||
|
||||
// Re-rez the attachment to check script running state
|
||||
SceneObjectGroup reRezzedSo = (SceneObjectGroup)(scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, userItem.ID, (uint)AttachmentPoint.Chest));
|
||||
|
||||
// Wait for chat to signal rezzed script has been started.
|
||||
m_chatEvent.WaitOne(60000);
|
||||
|
||||
TaskInventoryItem reRezzedScriptItem = reRezzedSo.RootPart.Inventory.GetInventoryItem(scriptTaskItem.Name);
|
||||
IScriptModule xengine = scene.RequestModuleInterface<IScriptModule>();
|
||||
Assert.That(xengine.GetScriptState(reRezzedScriptItem.ItemID), Is.True);
|
||||
|
||||
// Console.WriteLine(soXml.OuterXml);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -37,7 +37,7 @@ using Nini.Config;
|
|||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Console;
|
||||
using OpenSim.Framework.Statistics;
|
||||
using OpenSim.Framework.Monitoring;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
|
||||
|
|
|
@ -96,7 +96,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Groups
|
|||
|
||||
scene.EventManager.OnNewClient += OnNewClient;
|
||||
scene.EventManager.OnClientClosed += OnClientClosed;
|
||||
scene.EventManager.OnIncomingInstantMessage += OnGridInstantMessage;
|
||||
// scene.EventManager.OnIncomingInstantMessage += OnGridInstantMessage;
|
||||
}
|
||||
|
||||
public void PostInitialise()
|
||||
|
@ -133,7 +133,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Groups
|
|||
private void OnNewClient(IClientAPI client)
|
||||
{
|
||||
// Subscribe to instant messages
|
||||
client.OnInstantMessage += OnInstantMessage;
|
||||
// client.OnInstantMessage += OnInstantMessage;
|
||||
client.OnAgentDataUpdateRequest += OnAgentDataUpdateRequest;
|
||||
client.OnUUIDGroupNameRequest += HandleUUIDGroupNameRequest;
|
||||
lock (m_ClientMap)
|
||||
|
@ -171,15 +171,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Groups
|
|||
ActiveGroupTitle);
|
||||
}
|
||||
|
||||
private void OnInstantMessage(IClientAPI client, GridInstantMessage im)
|
||||
{
|
||||
}
|
||||
// private void OnInstantMessage(IClientAPI client, GridInstantMessage im)
|
||||
// {
|
||||
// }
|
||||
|
||||
private void OnGridInstantMessage(GridInstantMessage msg)
|
||||
{
|
||||
// Trigger the above event handler
|
||||
OnInstantMessage(null, msg);
|
||||
}
|
||||
// private void OnGridInstantMessage(GridInstantMessage msg)
|
||||
// {
|
||||
// // Trigger the above event handler
|
||||
// OnInstantMessage(null, msg);
|
||||
// }
|
||||
|
||||
private void HandleUUIDGroupNameRequest(UUID id,IClientAPI remote_client)
|
||||
{
|
||||
|
|
|
@ -143,11 +143,13 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
|
|||
// m_log.DebugFormat(
|
||||
// "[INSTANT MESSAGE]: Looking for root agent {0} in {1}",
|
||||
// toAgentID.ToString(), scene.RegionInfo.RegionName);
|
||||
|
||||
ScenePresence sp = scene.GetScenePresence(toAgentID);
|
||||
if (sp != null && !sp.IsChildAgent)
|
||||
{
|
||||
// Local message
|
||||
// m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to root agent {0} {1}", user.Name, toAgentID);
|
||||
m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to root agent {0} {1}", sp.Name, toAgentID);
|
||||
|
||||
sp.ControllingClient.SendInstantMessage(im);
|
||||
|
||||
// Message sent
|
||||
|
@ -159,13 +161,15 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
|
|||
// try child avatar second
|
||||
foreach (Scene scene in m_Scenes)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[INSTANT MESSAGE]: Looking for child of {0} in {1}", toAgentID, scene.RegionInfo.RegionName);
|
||||
m_log.DebugFormat(
|
||||
"[INSTANT MESSAGE]: Looking for child of {0} in {1}", toAgentID, scene.RegionInfo.RegionName);
|
||||
|
||||
ScenePresence sp = scene.GetScenePresence(toAgentID);
|
||||
if (sp != null)
|
||||
{
|
||||
// Local message
|
||||
// m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to child agent {0} {1}", user.Name, toAgentID);
|
||||
m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to child agent {0} {1}", sp.Name, toAgentID);
|
||||
|
||||
sp.ControllingClient.SendInstantMessage(im);
|
||||
|
||||
// Message sent
|
||||
|
@ -174,10 +178,9 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
|
|||
}
|
||||
}
|
||||
|
||||
// m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to {0} via XMLRPC", im.toAgentID);
|
||||
SendGridInstantMessageViaXMLRPC(im, result);
|
||||
m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to {0} via XMLRPC", im.toAgentID);
|
||||
|
||||
return;
|
||||
SendGridInstantMessageViaXMLRPC(im, result);
|
||||
}
|
||||
|
||||
private void HandleUndeliveredMessage(GridInstantMessage im, MessageResultNotification result)
|
||||
|
|
|
@ -313,8 +313,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
|
|||
m_TransferModule.SendInstantMessage(im, delegate(bool success) {});
|
||||
}
|
||||
}
|
||||
else if (im.dialog == (byte) InstantMessageDialog.InventoryDeclined ||
|
||||
im.dialog == (byte) InstantMessageDialog.TaskInventoryDeclined)
|
||||
else if (
|
||||
im.dialog == (byte)InstantMessageDialog.InventoryDeclined
|
||||
|| im.dialog == (byte)InstantMessageDialog.TaskInventoryDeclined)
|
||||
{
|
||||
// Here, the recipient is local and we can assume that the
|
||||
// inventory is loaded. Courtesy of the above bulk update,
|
||||
|
|
|
@ -204,8 +204,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
|
||||
AssetBase asset = m_Scene.CreateAsset(name, description, assetType, data, remoteClient.AgentId);
|
||||
m_Scene.AssetService.Store(asset);
|
||||
|
||||
m_Scene.CreateNewInventoryItem(remoteClient, remoteClient.AgentId.ToString(), string.Empty, folderID, asset.Name, 0, callbackID, asset, invType, nextOwnerMask, creationDate);
|
||||
m_Scene.CreateNewInventoryItem(
|
||||
remoteClient, remoteClient.AgentId.ToString(), string.Empty, folderID,
|
||||
name, description, 0, callbackID, asset, invType, nextOwnerMask, creationDate);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -39,7 +39,7 @@ using OpenSim.Region.Framework;
|
|||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
|
||||
namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
||||
namespace OpenSim.Region.CoreModules.Framework.Statistics.Logging
|
||||
{
|
||||
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "BinaryLoggingModule")]
|
||||
public class BinaryLoggingModule : INonSharedRegionModule
|
||||
|
|
|
@ -0,0 +1,161 @@
|
|||
/*
|
||||
* 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.IO;
|
||||
using System.Text;
|
||||
using log4net;
|
||||
|
||||
namespace OpenSim.Region.CoreModules.Framework.Statistics.Logging
|
||||
{
|
||||
/// <summary>
|
||||
/// Class for writing a high performance, high volume log file.
|
||||
/// Sometimes, to debug, one has a high volume logging to do and the regular
|
||||
/// log file output is not appropriate.
|
||||
/// Create a new instance with the parameters needed and
|
||||
/// call Write() to output a line. Call Close() when finished.
|
||||
/// If created with no parameters, it will not log anything.
|
||||
/// </summary>
|
||||
public class LogWriter : IDisposable
|
||||
{
|
||||
public bool Enabled { get; private set; }
|
||||
|
||||
private string m_logDirectory = ".";
|
||||
private int m_logMaxFileTimeMin = 5; // 5 minutes
|
||||
public String LogFileHeader { get; set; }
|
||||
|
||||
private StreamWriter m_logFile = null;
|
||||
private TimeSpan m_logFileLife;
|
||||
private DateTime m_logFileEndTime;
|
||||
private Object m_logFileWriteLock = new Object();
|
||||
|
||||
// set externally when debugging. If let 'null', this does not write any error messages.
|
||||
public ILog ErrorLogger = null;
|
||||
private string LogHeader = "[LOG WRITER]";
|
||||
|
||||
/// <summary>
|
||||
/// Create a log writer that will not write anything. Good for when not enabled
|
||||
/// but the write statements are still in the code.
|
||||
/// </summary>
|
||||
public LogWriter()
|
||||
{
|
||||
Enabled = false;
|
||||
m_logFile = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a log writer instance.
|
||||
/// </summary>
|
||||
/// <param name="dir">The directory to create the log file in. May be 'null' for default.</param>
|
||||
/// <param name="headr">The characters that begin the log file name. May be 'null' for default.</param>
|
||||
/// <param name="maxFileTime">Maximum age of a log file in minutes. If zero, will set default.</param>
|
||||
public LogWriter(string dir, string headr, int maxFileTime)
|
||||
{
|
||||
m_logDirectory = dir == null ? "." : dir;
|
||||
|
||||
LogFileHeader = headr == null ? "log-" : headr;
|
||||
|
||||
m_logMaxFileTimeMin = maxFileTime;
|
||||
if (m_logMaxFileTimeMin < 1)
|
||||
m_logMaxFileTimeMin = 5;
|
||||
|
||||
m_logFileLife = new TimeSpan(0, m_logMaxFileTimeMin, 0);
|
||||
m_logFileEndTime = DateTime.Now + m_logFileLife;
|
||||
|
||||
Enabled = true;
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
this.Close();
|
||||
}
|
||||
|
||||
public void Close()
|
||||
{
|
||||
Enabled = false;
|
||||
if (m_logFile != null)
|
||||
{
|
||||
m_logFile.Close();
|
||||
m_logFile.Dispose();
|
||||
m_logFile = null;
|
||||
}
|
||||
}
|
||||
|
||||
public void Write(string line, params object[] args)
|
||||
{
|
||||
if (!Enabled) return;
|
||||
Write(String.Format(line, args));
|
||||
}
|
||||
|
||||
public void Write(string line)
|
||||
{
|
||||
if (!Enabled) return;
|
||||
try
|
||||
{
|
||||
lock (m_logFileWriteLock)
|
||||
{
|
||||
DateTime now = DateTime.Now;
|
||||
if (m_logFile == null || now > m_logFileEndTime)
|
||||
{
|
||||
if (m_logFile != null)
|
||||
{
|
||||
m_logFile.Close();
|
||||
m_logFile.Dispose();
|
||||
m_logFile = null;
|
||||
}
|
||||
|
||||
// First log file or time has expired, start writing to a new log file
|
||||
m_logFileEndTime = now + m_logFileLife;
|
||||
string path = (m_logDirectory.Length > 0 ? m_logDirectory
|
||||
+ System.IO.Path.DirectorySeparatorChar.ToString() : "")
|
||||
+ String.Format("{0}{1}.log", LogFileHeader, now.ToString("yyyyMMddHHmmss"));
|
||||
m_logFile = new StreamWriter(File.Open(path, FileMode.Append, FileAccess.Write));
|
||||
}
|
||||
if (m_logFile != null)
|
||||
{
|
||||
StringBuilder buff = new StringBuilder(line.Length + 25);
|
||||
buff.Append(now.ToString("yyyyMMddHHmmssfff"));
|
||||
// buff.Append(now.ToString("yyyyMMddHHmmss"));
|
||||
buff.Append(",");
|
||||
buff.Append(line);
|
||||
buff.Append("\r\n");
|
||||
m_logFile.Write(buff.ToString());
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
if (ErrorLogger != null)
|
||||
{
|
||||
ErrorLogger.ErrorFormat("{0}: FAILURE WRITING TO LOGFILE: {1}", LogHeader, e);
|
||||
}
|
||||
Enabled = false;
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -40,6 +40,7 @@ using OpenMetaverse;
|
|||
using OpenMetaverse.StructuredData;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Capabilities;
|
||||
using OpenSim.Framework.Monitoring;
|
||||
using OpenSim.Framework.Servers;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
|
|
|
@ -31,7 +31,7 @@ using System.Collections.Generic;
|
|||
using System.Reflection;
|
||||
using Nini.Config;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Statistics;
|
||||
using OpenSim.Framework.Monitoring;
|
||||
using OpenSim.Services.Connectors;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
|
|
|
@ -131,11 +131,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
|
|||
m_enabled = true;
|
||||
}
|
||||
|
||||
///<summary>
|
||||
///
|
||||
///</summary>
|
||||
|
||||
|
||||
///<summary>
|
||||
///
|
||||
///</summary>
|
||||
|
@ -149,10 +144,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
|
|||
lock (m_scenes)
|
||||
m_scenes[scene.RegionInfo.RegionID] = scene;
|
||||
|
||||
scene.EventManager.OnLoginsEnabled += OnLoginsEnabled;
|
||||
scene.EventManager.OnRegionReadyStatusChange += s => { if (s.Ready) UploadMapTile(s); };
|
||||
}
|
||||
|
||||
|
||||
///<summary>
|
||||
///
|
||||
///</summary>
|
||||
|
@ -167,20 +161,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
|
|||
|
||||
#endregion ISharedRegionModule
|
||||
|
||||
void OnLoginsEnabled(string regionName)
|
||||
{
|
||||
Scene scene = null;
|
||||
foreach (Scene s in m_scenes.Values)
|
||||
if (s.RegionInfo.RegionName == regionName)
|
||||
{
|
||||
scene = s;
|
||||
break;
|
||||
}
|
||||
if (scene != null)
|
||||
UploadMapTile(scene);
|
||||
}
|
||||
|
||||
|
||||
///<summary>
|
||||
///
|
||||
///</summary>
|
||||
|
|
|
@ -129,18 +129,18 @@ namespace OpenSim.Region.CoreModules.World
|
|||
switch (cmd[1])
|
||||
{
|
||||
case "enable":
|
||||
scene.LoginsDisabled = false;
|
||||
scene.LoginsEnabled = true;
|
||||
MainConsole.Instance.Output(String.Format("Logins are enabled for region {0}", scene.RegionInfo.RegionName));
|
||||
break;
|
||||
case "disable":
|
||||
scene.LoginsDisabled = true;
|
||||
scene.LoginsEnabled = false;
|
||||
MainConsole.Instance.Output(String.Format("Logins are disabled for region {0}", scene.RegionInfo.RegionName));
|
||||
break;
|
||||
case "status":
|
||||
if (scene.LoginsDisabled)
|
||||
MainConsole.Instance.Output(String.Format("Login in {0} are disabled", scene.RegionInfo.RegionName));
|
||||
else
|
||||
if (scene.LoginsEnabled)
|
||||
MainConsole.Instance.Output(String.Format("Login in {0} are enabled", scene.RegionInfo.RegionName));
|
||||
else
|
||||
MainConsole.Instance.Output(String.Format("Login in {0} are disabled", scene.RegionInfo.RegionName));
|
||||
break;
|
||||
default:
|
||||
MainConsole.Instance.Output("Syntax: login enable|disable|status");
|
||||
|
|
|
@ -37,7 +37,7 @@ using Nini.Config;
|
|||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Console;
|
||||
using OpenSim.Framework.Statistics;
|
||||
using OpenSim.Framework.Monitoring;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
|
||||
|
|
|
@ -37,7 +37,7 @@ using Nini.Config;
|
|||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Console;
|
||||
using OpenSim.Framework.Statistics;
|
||||
using OpenSim.Framework.Monitoring;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
|
||||
|
|
|
@ -119,17 +119,20 @@ namespace OpenSim.Region.CoreModules.World.Sound
|
|||
m_scene.ForEachRootScenePresence(delegate(ScenePresence sp)
|
||||
{
|
||||
double dis = Util.GetDistanceTo(sp.AbsolutePosition, position);
|
||||
|
||||
if (dis > 100.0) // Max audio distance
|
||||
return;
|
||||
|
||||
float thisSpGain;
|
||||
|
||||
// Scale by distance
|
||||
if (radius == 0)
|
||||
gain = (float)((double)gain * ((100.0 - dis) / 100.0));
|
||||
thisSpGain = (float)((double)gain * ((100.0 - dis) / 100.0));
|
||||
else
|
||||
gain = (float)((double)gain * ((radius - dis) / radius));
|
||||
thisSpGain = (float)((double)gain * ((radius - dis) / radius));
|
||||
|
||||
sp.ControllingClient.SendTriggeredSound(
|
||||
soundId, ownerID, objectID, parentID, handle, position, (float)gain);
|
||||
soundId, ownerID, objectID, parentID, handle, position, thisSpGain);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
@ -42,6 +42,7 @@ using OpenMetaverse.Imaging;
|
|||
using OpenMetaverse.StructuredData;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Capabilities;
|
||||
using OpenSim.Framework.Monitoring;
|
||||
using OpenSim.Framework.Servers;
|
||||
using OpenSim.Framework.Servers.HttpServer;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
|
|
|
@ -25,14 +25,23 @@
|
|||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
|
||||
using System;
|
||||
using OpenSim.Framework;
|
||||
|
||||
namespace OpenSim.Region.Framework.Interfaces
|
||||
{
|
||||
public interface IRegionReadyModule
|
||||
{
|
||||
void OarLoadingAlert(string msg);
|
||||
|
||||
/// <summary>
|
||||
/// Trigger region ready status manually.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This should be called by the scene if the IRegionReadyModule has set Scene.LoginLock == true
|
||||
/// </remarks>
|
||||
/// <param name='scene'></param>
|
||||
void TriggerRegionReady(IScene scene);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -40,8 +40,6 @@ namespace OpenSim.Region.Framework.Interfaces
|
|||
/// </remarks>
|
||||
public interface IScenePresence : ISceneAgent
|
||||
{
|
||||
PresenceType PresenceType { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Copy of the script states while the agent is in transit. This state may
|
||||
/// need to be placed back in case of transfer fail.
|
||||
|
|
|
@ -67,6 +67,10 @@ namespace OpenSim.Region.Framework.Interfaces
|
|||
/// <param name="key"></param>
|
||||
void DispatchReply(UUID scriptId, int code, string text, string key);
|
||||
|
||||
/// For constants
|
||||
void RegisterConstant(string cname, object value);
|
||||
object LookupModConstant(string cname);
|
||||
|
||||
// For use ONLY by the script API
|
||||
void RaiseEvent(UUID script, string id, string module, string command, string key);
|
||||
}
|
||||
|
|
|
@ -551,11 +551,5 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
|
||||
SendAnimPack(animIDs, sequenceNums, objectIDs);
|
||||
}
|
||||
|
||||
public void Close()
|
||||
{
|
||||
m_animations = null;
|
||||
m_scenePresence = null;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -500,15 +500,24 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
public delegate void RegionHeartbeatEnd(Scene scene);
|
||||
public event RegionHeartbeatEnd OnRegionHeartbeatEnd;
|
||||
|
||||
public delegate void LoginsEnabled(string regionName);
|
||||
|
||||
/// <summary>
|
||||
/// This should only fire in all circumstances if the RegionReady module is active.
|
||||
/// Fired when logins to a region are enabled or disabled.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// TODO: Fire this even when the RegionReady module is not active.
|
||||
///
|
||||
/// </remarks>
|
||||
public event LoginsEnabled OnLoginsEnabled;
|
||||
/// Fired
|
||||
public event RegionLoginsStatusChange OnRegionLoginsStatusChange;
|
||||
public delegate void RegionLoginsStatusChange(IScene scene);
|
||||
|
||||
/// <summary>
|
||||
/// Fired when a region is considered ready for use.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// A region is considered ready when startup operations such as loading of scripts already on the region
|
||||
/// have been completed.
|
||||
/// </remarks>
|
||||
public event Action<IScene> OnRegionReadyStatusChange;
|
||||
|
||||
public delegate void PrimsLoaded(Scene s);
|
||||
public event PrimsLoaded OnPrimsLoaded;
|
||||
|
@ -2502,21 +2511,42 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
public void TriggerLoginsEnabled (string regionName)
|
||||
public void TriggerRegionLoginsStatusChange(IScene scene)
|
||||
{
|
||||
LoginsEnabled handler = OnLoginsEnabled;
|
||||
RegionLoginsStatusChange handler = OnRegionLoginsStatusChange;
|
||||
|
||||
if ( handler != null)
|
||||
if (handler != null)
|
||||
{
|
||||
foreach (LoginsEnabled d in handler.GetInvocationList())
|
||||
foreach (RegionLoginsStatusChange d in handler.GetInvocationList())
|
||||
{
|
||||
try
|
||||
{
|
||||
d(regionName);
|
||||
d(scene);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.ErrorFormat("[EVENT MANAGER]: Delegate for LoginsEnabled failed - continuing {0} - {1}",
|
||||
m_log.ErrorFormat("[EVENT MANAGER]: Delegate for OnRegionLoginsStatusChange failed - continuing {0} - {1}",
|
||||
e.Message, e.StackTrace);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void TriggerRegionReadyStatusChange(IScene scene)
|
||||
{
|
||||
Action<IScene> handler = OnRegionReadyStatusChange;
|
||||
|
||||
if (handler != null)
|
||||
{
|
||||
foreach (Action<IScene> d in handler.GetInvocationList())
|
||||
{
|
||||
try
|
||||
{
|
||||
d(scene);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.ErrorFormat("[EVENT MANAGER]: Delegate for OnRegionReadyStatusChange failed - continuing {0} - {1}",
|
||||
e.Message, e.StackTrace);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -39,7 +39,7 @@ using OpenSim.Framework.Communications;
|
|||
using OpenSim.Framework.Console;
|
||||
using OpenSim.Framework.Servers;
|
||||
using OpenSim.Framework.Servers.HttpServer;
|
||||
using OpenSim.Framework.Statistics;
|
||||
using OpenSim.Framework.Monitoring;
|
||||
using OpenSim.Region.Framework;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
|
|
|
@ -811,16 +811,20 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
&& oldAgentID == LibraryService.LibraryRootFolder.Owner))
|
||||
{
|
||||
CreateNewInventoryItem(
|
||||
remoteClient, item.CreatorId, item.CreatorData, newFolderID, newName, item.Flags, callbackID, asset, (sbyte)item.InvType,
|
||||
item.BasePermissions, item.CurrentPermissions, item.EveryOnePermissions, item.NextPermissions, item.GroupPermissions, Util.UnixTimeSinceEpoch());
|
||||
remoteClient, item.CreatorId, item.CreatorData, newFolderID,
|
||||
newName, item.Description, item.Flags, callbackID, asset, (sbyte)item.InvType,
|
||||
item.BasePermissions, item.CurrentPermissions, item.EveryOnePermissions,
|
||||
item.NextPermissions, item.GroupPermissions, Util.UnixTimeSinceEpoch());
|
||||
}
|
||||
else
|
||||
{
|
||||
// If item is transfer or permissions are off or calling agent is allowed to copy item owner's inventory item.
|
||||
if (((item.CurrentPermissions & (uint)PermissionMask.Transfer) != 0) && (m_permissions.BypassPermissions() || m_permissions.CanCopyUserInventory(remoteClient.AgentId, oldItemID)))
|
||||
if (((item.CurrentPermissions & (uint)PermissionMask.Transfer) != 0)
|
||||
&& (m_permissions.BypassPermissions()
|
||||
|| m_permissions.CanCopyUserInventory(remoteClient.AgentId, oldItemID)))
|
||||
{
|
||||
CreateNewInventoryItem(
|
||||
remoteClient, item.CreatorId, item.CreatorData, newFolderID, newName, item.Flags, callbackID,
|
||||
remoteClient, item.CreatorId, item.CreatorData, newFolderID, newName, item.Description, item.Flags, callbackID,
|
||||
asset, (sbyte) item.InvType,
|
||||
item.NextPermissions, item.NextPermissions, item.EveryOnePermissions & item.NextPermissions,
|
||||
item.NextPermissions, item.GroupPermissions, Util.UnixTimeSinceEpoch());
|
||||
|
@ -885,32 +889,50 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <summary>
|
||||
/// Create a new inventory item.
|
||||
/// </summary>
|
||||
/// <param name="remoteClient"></param>
|
||||
/// <param name="folderID"></param>
|
||||
/// <param name="callbackID"></param>
|
||||
/// <param name="asset"></param>
|
||||
/// <param name="invType"></param>
|
||||
/// <param name="nextOwnerMask"></param>
|
||||
public void CreateNewInventoryItem(IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, string name, uint flags, uint callbackID,
|
||||
AssetBase asset, sbyte invType, uint nextOwnerMask, int creationDate)
|
||||
/// <param name="remoteClient">Client creating this inventory item.</param>
|
||||
/// <param name="creatorID"></param>
|
||||
/// <param name="creatorData"></param>
|
||||
/// <param name="folderID">UUID of folder in which this item should be placed.</param>
|
||||
/// <param name="name">Item name.</para>
|
||||
/// <param name="description">Item description.</param>
|
||||
/// <param name="flags">Item flags</param>
|
||||
/// <param name="callbackID">Generated by the client.</para>
|
||||
/// <param name="asset">Asset to which this item refers.</param>
|
||||
/// <param name="invType">Type of inventory item.</param>
|
||||
/// <param name="nextOwnerMask">Next owner pemrissions mask.</param>
|
||||
/// <param name="creationDate">Unix timestamp at which this item was created.</param>
|
||||
public void CreateNewInventoryItem(
|
||||
IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
|
||||
string name, string description, uint flags, uint callbackID,
|
||||
AssetBase asset, sbyte invType, uint nextOwnerMask, int creationDate)
|
||||
{
|
||||
CreateNewInventoryItem(
|
||||
remoteClient, creatorID, creatorData, folderID, name, flags, callbackID, asset, invType,
|
||||
remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, asset, invType,
|
||||
(uint)PermissionMask.All, (uint)PermissionMask.All, 0, nextOwnerMask, 0, creationDate);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a new Inventory Item
|
||||
/// </summary>
|
||||
/// <param name="remoteClient"></param>
|
||||
/// <param name="folderID"></param>
|
||||
/// <param name="callbackID"></param>
|
||||
/// <param name="asset"></param>
|
||||
/// <param name="invType"></param>
|
||||
/// <param name="nextOwnerMask"></param>
|
||||
/// <param name="creationDate"></param>
|
||||
/// <param name="remoteClient">Client creating this inventory item.</param>
|
||||
/// <param name="creatorID"></param>
|
||||
/// <param name="creatorData"></param>
|
||||
/// <param name="folderID">UUID of folder in which this item should be placed.</param>
|
||||
/// <param name="name">Item name.</para>
|
||||
/// <param name="description">Item description.</param>
|
||||
/// <param name="flags">Item flags</param>
|
||||
/// <param name="callbackID">Generated by the client.</para>
|
||||
/// <param name="asset">Asset to which this item refers.</param>
|
||||
/// <param name="invType">Type of inventory item.</param>
|
||||
/// <param name="baseMask">Base permissions mask.</param>
|
||||
/// <param name="currentMask">Current permissions mask.</param>
|
||||
/// <param name="everyoneMask">Everyone permissions mask.</param>
|
||||
/// <param name="nextOwnerMask">Next owner pemrissions mask.</param>
|
||||
/// <param name="groupMask">Group permissions mask.</param>
|
||||
/// <param name="creationDate">Unix timestamp at which this item was created.</param>
|
||||
private void CreateNewInventoryItem(
|
||||
IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, string name, uint flags, uint callbackID, AssetBase asset, sbyte invType,
|
||||
IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
|
||||
string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType,
|
||||
uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate)
|
||||
{
|
||||
InventoryItemBase item = new InventoryItemBase();
|
||||
|
@ -919,8 +941,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
item.CreatorData = creatorData;
|
||||
item.ID = UUID.Random();
|
||||
item.AssetID = asset.FullID;
|
||||
item.Description = asset.Description;
|
||||
item.Name = name;
|
||||
item.Description = description;
|
||||
item.Flags = flags;
|
||||
item.AssetType = asset.Type;
|
||||
item.InvType = invType;
|
||||
|
@ -1002,7 +1024,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
asset.Description = description;
|
||||
|
||||
CreateNewInventoryItem(
|
||||
remoteClient, remoteClient.AgentId.ToString(), string.Empty, folderID, name, 0, callbackID, asset, invType,
|
||||
remoteClient, remoteClient.AgentId.ToString(), string.Empty, folderID,
|
||||
name, description, 0, callbackID, asset, invType,
|
||||
(uint)PermissionMask.All, (uint)PermissionMask.All, (uint)PermissionMask.All,
|
||||
(uint)PermissionMask.All, (uint)PermissionMask.All, Util.UnixTimeSinceEpoch());
|
||||
}
|
||||
|
|
|
@ -40,6 +40,7 @@ using OpenMetaverse;
|
|||
using OpenMetaverse.Packets;
|
||||
using OpenMetaverse.Imaging;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Monitoring;
|
||||
using OpenSim.Services.Interfaces;
|
||||
using OpenSim.Framework.Communications;
|
||||
using OpenSim.Framework.Console;
|
||||
|
@ -129,9 +130,10 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
public bool m_strictAccessControl = true;
|
||||
public bool m_seeIntoBannedRegion = false;
|
||||
public int MaxUndoCount = 5;
|
||||
|
||||
// Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
|
||||
public bool LoginLock = false;
|
||||
public bool LoginsDisabled = true;
|
||||
|
||||
public bool StartDisabled = false;
|
||||
public bool LoadingPrims;
|
||||
public IXfer XferManager;
|
||||
|
@ -727,6 +729,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
IConfig startupConfig = m_config.Configs["Startup"];
|
||||
|
||||
StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
|
||||
|
||||
m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
|
||||
m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
|
||||
if (!m_useBackup)
|
||||
|
@ -1229,15 +1233,17 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
avatar.ControllingClient.SendShutdownConnectionNotice();
|
||||
});
|
||||
|
||||
// Stop updating the scene objects and agents.
|
||||
m_shuttingDown = true;
|
||||
|
||||
// Wait here, or the kick messages won't actually get to the agents before the scene terminates.
|
||||
// We also need to wait to avoid a race condition with the scene update loop which might not yet
|
||||
// have checked ShuttingDown.
|
||||
Thread.Sleep(500);
|
||||
|
||||
// Stop all client threads.
|
||||
ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); });
|
||||
|
||||
// Stop updating the scene objects and agents.
|
||||
m_shuttingDown = true;
|
||||
|
||||
m_log.Debug("[SCENE]: Persisting changed objects");
|
||||
EventManager.TriggerSceneShuttingDown(this);
|
||||
|
||||
|
@ -1252,6 +1258,15 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
m_sceneGraph.Close();
|
||||
|
||||
if (PhysicsScene != null)
|
||||
{
|
||||
PhysicsScene phys = PhysicsScene;
|
||||
// remove the physics engine from both Scene and SceneGraph
|
||||
PhysicsScene = null;
|
||||
phys.Dispose();
|
||||
phys = null;
|
||||
}
|
||||
|
||||
if (!GridService.DeregisterRegion(RegionInfo.RegionID))
|
||||
m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", Name);
|
||||
|
||||
|
@ -1530,7 +1545,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// landMS = Util.EnvironmentTickCountSubtract(ldMS);
|
||||
//}
|
||||
|
||||
if (LoginsDisabled && Frame == 20)
|
||||
if (!LoginsEnabled && Frame == 20)
|
||||
{
|
||||
// m_log.DebugFormat("{0} {1} {2}", LoginsDisabled, m_sceneGraph.GetActiveScriptsCount(), LoginLock);
|
||||
|
||||
|
@ -1539,30 +1554,33 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// allocations, and there is no more work to be done until someone logs in
|
||||
GC.Collect();
|
||||
|
||||
IConfig startupConfig = m_config.Configs["Startup"];
|
||||
if (startupConfig == null || !startupConfig.GetBoolean("StartDisabled", false))
|
||||
if (!LoginLock)
|
||||
{
|
||||
if (!StartDisabled)
|
||||
{
|
||||
m_log.InfoFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName);
|
||||
LoginsEnabled = true;
|
||||
}
|
||||
|
||||
m_sceneGridService.InformNeighborsThatRegionisUp(
|
||||
RequestModuleInterface<INeighbourService>(), RegionInfo);
|
||||
|
||||
// Region ready should always be set
|
||||
Ready = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// This handles a case of a region having no scripts for the RegionReady module
|
||||
if (m_sceneGraph.GetActiveScriptsCount() == 0)
|
||||
{
|
||||
// need to be able to tell these have changed in RegionReady
|
||||
LoginLock = false;
|
||||
EventManager.TriggerLoginsEnabled(RegionInfo.RegionName);
|
||||
}
|
||||
// In this case, we leave it to the IRegionReadyModule to enable logins
|
||||
|
||||
// For RegionReady lockouts
|
||||
if (!LoginLock)
|
||||
{
|
||||
m_log.InfoFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName);
|
||||
LoginsDisabled = false;
|
||||
// LoginLock can currently only be set by a region module implementation.
|
||||
// If somehow this hasn't been done then the quickest way to bugfix is to see the
|
||||
// NullReferenceException
|
||||
IRegionReadyModule rrm = RequestModuleInterface<IRegionReadyModule>();
|
||||
rrm.TriggerRegionReady(this);
|
||||
}
|
||||
|
||||
m_sceneGridService.InformNeighborsThatRegionisUp(RequestModuleInterface<INeighbourService>(), RegionInfo);
|
||||
}
|
||||
else
|
||||
{
|
||||
StartDisabled = true;
|
||||
LoginsDisabled = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3477,25 +3495,31 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (AgentTransactionsModule != null)
|
||||
AgentTransactionsModule.RemoveAgentAssetTransactions(agentID);
|
||||
|
||||
avatar.Close();
|
||||
|
||||
m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
|
||||
m_log.Debug("[Scene] The avatar has left the building");
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.Error(
|
||||
string.Format("[SCENE]: Exception removing {0} from {1}, ", avatar.Name, RegionInfo.RegionName), e);
|
||||
string.Format("[SCENE]: Exception removing {0} from {1}. Cleaning up. Exception ", avatar.Name, Name), e);
|
||||
}
|
||||
finally
|
||||
{
|
||||
// Always clean these structures up so that any failure above doesn't cause them to remain in the
|
||||
// scene with possibly bad effects (e.g. continually timing out on unacked packets and triggering
|
||||
// the same cleanup exception continually.
|
||||
// TODO: This should probably extend to the whole method, but we don't want to also catch the NRE
|
||||
// since this would hide the underlying failure and other associated problems.
|
||||
m_sceneGraph.RemoveScenePresence(agentID);
|
||||
m_clientManager.Remove(agentID);
|
||||
try
|
||||
{
|
||||
// Always clean these structures up so that any failure above doesn't cause them to remain in the
|
||||
// scene with possibly bad effects (e.g. continually timing out on unacked packets and triggering
|
||||
// the same cleanup exception continually.
|
||||
m_sceneGraph.RemoveScenePresence(agentID);
|
||||
m_clientManager.Remove(agentID);
|
||||
|
||||
avatar.Close();
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.Error(
|
||||
string.Format("[SCENE]: Exception in final clean up of {0} in {1}. Exception ", avatar.Name, Name), e);
|
||||
}
|
||||
}
|
||||
|
||||
//m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
|
||||
|
@ -3609,7 +3633,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
agent.startpos
|
||||
);
|
||||
|
||||
if (LoginsDisabled)
|
||||
if (!LoginsEnabled)
|
||||
{
|
||||
reason = "Logins Disabled";
|
||||
return false;
|
||||
|
@ -3666,8 +3690,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// We have a zombie from a crashed session.
|
||||
// Or the same user is trying to be root twice here, won't work.
|
||||
// Kill it.
|
||||
m_log.DebugFormat(
|
||||
"[SCENE]: Zombie scene presence detected for {0} {1} in {2}",
|
||||
m_log.WarnFormat(
|
||||
"[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.",
|
||||
sp.Name, sp.UUID, RegionInfo.RegionName);
|
||||
|
||||
sp.ControllingClient.Close();
|
||||
|
@ -4657,6 +4681,23 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
return m_sceneGraph.GetScenePresence(localID);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets all the scene presences in this scene.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This method will return both root and child scene presences.
|
||||
///
|
||||
/// Consider using ForEachScenePresence() or ForEachRootScenePresence() if possible since these will not
|
||||
/// involving creating a new List object.
|
||||
/// </remarks>
|
||||
/// <returns>
|
||||
/// A list of the scene presences. Adding or removing from the list will not affect the presences in the scene.
|
||||
/// </returns>
|
||||
public List<ScenePresence> GetScenePresences()
|
||||
{
|
||||
return new List<ScenePresence>(m_sceneGraph.GetScenePresences());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Performs action on all avatars in the scene (root scene presences)
|
||||
/// Avatars may be an NPC or a 'real' client.
|
||||
|
@ -5775,5 +5816,21 @@ Environment.Exit(1);
|
|||
{
|
||||
GC.Collect();
|
||||
}
|
||||
|
||||
// Wrappers to get physics modules retrieve assets. Has to be done this way
|
||||
// because we can't assign the asset service to physics directly - at the
|
||||
// time physics are instantiated it's not registered but it will be by
|
||||
// the time the first prim exists.
|
||||
public void PhysicsRequestAsset(UUID assetID, AssetReceivedDelegate callback)
|
||||
{
|
||||
AssetService.Get(assetID.ToString(), callback, PhysicsAssetReceived);
|
||||
}
|
||||
|
||||
private void PhysicsAssetReceived(string id, Object sender, AssetBase asset)
|
||||
{
|
||||
AssetReceivedDelegate callback = (AssetReceivedDelegate)sender;
|
||||
|
||||
callback(asset);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -106,6 +106,42 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
protected readonly ClientManager m_clientManager = new ClientManager();
|
||||
|
||||
public bool LoginsEnabled
|
||||
{
|
||||
get
|
||||
{
|
||||
return m_loginsEnabled;
|
||||
}
|
||||
|
||||
set
|
||||
{
|
||||
if (m_loginsEnabled != value)
|
||||
{
|
||||
m_loginsEnabled = value;
|
||||
EventManager.TriggerRegionLoginsStatusChange(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
private bool m_loginsEnabled;
|
||||
|
||||
public bool Ready
|
||||
{
|
||||
get
|
||||
{
|
||||
return m_ready;
|
||||
}
|
||||
|
||||
set
|
||||
{
|
||||
if (m_ready != value)
|
||||
{
|
||||
m_ready = value;
|
||||
EventManager.TriggerRegionReadyStatusChange(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
private bool m_ready;
|
||||
|
||||
public float TimeDilation
|
||||
{
|
||||
get { return 1.0f; }
|
||||
|
|
|
@ -848,7 +848,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// pass a delegate to ForEachScenePresence.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
private List<ScenePresence> GetScenePresences()
|
||||
protected internal List<ScenePresence> GetScenePresences()
|
||||
{
|
||||
return m_scenePresenceArray;
|
||||
}
|
||||
|
|
|
@ -47,6 +47,48 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public event RestartSim OnRestartSim;
|
||||
|
||||
/// <summary>
|
||||
/// Fired when either all regions are ready for use or at least one region has become unready for use where
|
||||
/// previously all regions were ready.
|
||||
/// </summary>
|
||||
public event Action<SceneManager> OnRegionsReadyStatusChange;
|
||||
|
||||
/// <summary>
|
||||
/// Are all regions ready for use?
|
||||
/// </summary>
|
||||
public bool AllRegionsReady
|
||||
{
|
||||
get
|
||||
{
|
||||
return m_allRegionsReady;
|
||||
}
|
||||
|
||||
private set
|
||||
{
|
||||
if (m_allRegionsReady != value)
|
||||
{
|
||||
m_allRegionsReady = value;
|
||||
Action<SceneManager> handler = OnRegionsReadyStatusChange;
|
||||
if (handler != null)
|
||||
{
|
||||
foreach (Action<SceneManager> d in handler.GetInvocationList())
|
||||
{
|
||||
try
|
||||
{
|
||||
d(this);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.ErrorFormat("[SCENE MANAGER]: Delegate for OnRegionsReadyStatusChange failed - continuing {0} - {1}",
|
||||
e.Message, e.StackTrace);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
private bool m_allRegionsReady;
|
||||
|
||||
private static SceneManager m_instance = null;
|
||||
public static SceneManager Instance
|
||||
{
|
||||
|
@ -128,9 +170,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public void Add(Scene scene)
|
||||
{
|
||||
scene.OnRestart += HandleRestart;
|
||||
lock (m_localScenes)
|
||||
m_localScenes.Add(scene.RegionInfo.RegionID, scene.RegionInfo.RegionName, scene);
|
||||
|
||||
m_localScenes.Add(scene.RegionInfo.RegionID, scene.RegionInfo.RegionName, scene);
|
||||
scene.OnRestart += HandleRestart;
|
||||
scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange;
|
||||
}
|
||||
|
||||
public void HandleRestart(RegionInfo rdata)
|
||||
|
@ -138,12 +182,19 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_log.Error("[SCENEMANAGER]: Got Restart message for region:" + rdata.RegionName + " Sending up to main");
|
||||
int RegionSceneElement = -1;
|
||||
|
||||
m_localScenes.Remove(rdata.RegionID);
|
||||
lock (m_localScenes)
|
||||
m_localScenes.Remove(rdata.RegionID);
|
||||
|
||||
// Send signal to main that we're restarting this sim.
|
||||
OnRestartSim(rdata);
|
||||
}
|
||||
|
||||
private void HandleRegionReadyStatusChange(IScene scene)
|
||||
{
|
||||
lock (m_localScenes)
|
||||
AllRegionsReady = m_localScenes.FindAll(s => !s.Ready).Count == 0;
|
||||
}
|
||||
|
||||
public void SendSimOnlineNotification(ulong regionHandle)
|
||||
{
|
||||
RegionInfo Result = null;
|
||||
|
@ -483,7 +534,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public void CloseScene(Scene scene)
|
||||
{
|
||||
m_localScenes.Remove(scene.RegionInfo.RegionID);
|
||||
lock (m_localScenes)
|
||||
m_localScenes.Remove(scene.RegionInfo.RegionID);
|
||||
|
||||
scene.Close();
|
||||
}
|
||||
|
|
|
@ -1991,7 +1991,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
try
|
||||
{
|
||||
if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
|
||||
m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
|
||||
!m_scene.LoginsEnabled || // We're starting up or doing maintenance, don't mess with things
|
||||
m_scene.LoadingPrims) // Land may not be valid yet
|
||||
|
||||
{
|
||||
|
|
|
@ -110,15 +110,10 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public UUID currentParcelUUID = UUID.Zero;
|
||||
|
||||
protected ScenePresenceAnimator m_animator;
|
||||
/// <value>
|
||||
/// The animator for this avatar
|
||||
/// </value>
|
||||
public ScenePresenceAnimator Animator
|
||||
{
|
||||
get { return m_animator; }
|
||||
private set { m_animator = value; }
|
||||
}
|
||||
public ScenePresenceAnimator Animator { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Attachments recorded on this avatar.
|
||||
|
@ -2763,8 +2758,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
//m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToAgent from {0} ({1}) to {2} ({3})", Name, UUID, avatar.Name, avatar.UUID);
|
||||
|
||||
avatar.ControllingClient.SendAvatarDataImmediate(this);
|
||||
if (Animator != null)
|
||||
Animator.SendAnimPackToClient(avatar.ControllingClient);
|
||||
Animator.SendAnimPackToClient(avatar.ControllingClient);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -3440,6 +3434,16 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (IsChildAgent)
|
||||
return;
|
||||
|
||||
//if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
|
||||
// The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents(
|
||||
// as of this comment the interval is set in AddToPhysicalScene
|
||||
|
||||
// if (m_updateCount > 0)
|
||||
// {
|
||||
Animator.UpdateMovementAnimations();
|
||||
// m_updateCount--;
|
||||
// }
|
||||
|
||||
CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
|
||||
Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
|
||||
|
||||
|
@ -3453,7 +3457,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// m_lastColCount = coldata.Count;
|
||||
// }
|
||||
|
||||
if (coldata.Count != 0 && Animator != null)
|
||||
if (coldata.Count != 0)
|
||||
{
|
||||
switch (Animator.CurrentMovementAnimation)
|
||||
{
|
||||
|
@ -3565,7 +3569,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
ControllingClient.SendHealth(Health);
|
||||
}
|
||||
|
||||
public void Close()
|
||||
protected internal void Close()
|
||||
{
|
||||
// Clear known regions
|
||||
KnownRegions = new Dictionary<ulong, string>();
|
||||
|
@ -3581,9 +3585,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// m_reprioritizationTimer.Dispose();
|
||||
|
||||
RemoveFromPhysicalScene();
|
||||
if(Animator != null)
|
||||
Animator.Close();
|
||||
Animator = null;
|
||||
}
|
||||
|
||||
public void AddAttachment(SceneObjectGroup gobj)
|
||||
|
|
|
@ -30,7 +30,7 @@ using System.Collections.Generic;
|
|||
using System.Timers;
|
||||
using OpenMetaverse.Packets;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Statistics;
|
||||
using OpenSim.Framework.Monitoring;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
|
||||
namespace OpenSim.Region.Framework.Scenes
|
||||
|
|
|
@ -53,48 +53,83 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
/// Scene presence tests
|
||||
/// </summary>
|
||||
[TestFixture]
|
||||
public class ScenePresenceAgentTests
|
||||
public class ScenePresenceAgentTests : OpenSimTestCase
|
||||
{
|
||||
public Scene scene, scene2, scene3;
|
||||
public UUID agent1, agent2, agent3;
|
||||
public static Random random;
|
||||
public ulong region1,region2,region3;
|
||||
public AgentCircuitData acd1;
|
||||
public SceneObjectGroup sog1, sog2, sog3;
|
||||
public TestClient testclient;
|
||||
// public Scene scene, scene2, scene3;
|
||||
// public UUID agent1, agent2, agent3;
|
||||
// public static Random random;
|
||||
// public ulong region1, region2, region3;
|
||||
// public AgentCircuitData acd1;
|
||||
// public TestClient testclient;
|
||||
|
||||
[TestFixtureSetUp]
|
||||
public void Init()
|
||||
// [TestFixtureSetUp]
|
||||
// public void Init()
|
||||
// {
|
||||
//// TestHelpers.InMethod();
|
||||
////
|
||||
//// SceneHelpers sh = new SceneHelpers();
|
||||
////
|
||||
//// scene = sh.SetupScene("Neighbour x", UUID.Random(), 1000, 1000);
|
||||
//// scene2 = sh.SetupScene("Neighbour x+1", UUID.Random(), 1001, 1000);
|
||||
//// scene3 = sh.SetupScene("Neighbour x-1", UUID.Random(), 999, 1000);
|
||||
////
|
||||
//// ISharedRegionModule interregionComms = new LocalSimulationConnectorModule();
|
||||
//// interregionComms.Initialise(new IniConfigSource());
|
||||
//// interregionComms.PostInitialise();
|
||||
//// SceneHelpers.SetupSceneModules(scene, new IniConfigSource(), interregionComms);
|
||||
//// SceneHelpers.SetupSceneModules(scene2, new IniConfigSource(), interregionComms);
|
||||
//// SceneHelpers.SetupSceneModules(scene3, new IniConfigSource(), interregionComms);
|
||||
//
|
||||
//// agent1 = UUID.Random();
|
||||
//// agent2 = UUID.Random();
|
||||
//// agent3 = UUID.Random();
|
||||
//
|
||||
//// region1 = scene.RegionInfo.RegionHandle;
|
||||
//// region2 = scene2.RegionInfo.RegionHandle;
|
||||
//// region3 = scene3.RegionInfo.RegionHandle;
|
||||
// }
|
||||
|
||||
[Test]
|
||||
public void TestCreateRootScenePresence()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// TestHelpers.EnableLogging();
|
||||
|
||||
SceneHelpers sh = new SceneHelpers();
|
||||
UUID spUuid = TestHelpers.ParseTail(0x1);
|
||||
|
||||
scene = sh.SetupScene("Neighbour x", UUID.Random(), 1000, 1000);
|
||||
scene2 = sh.SetupScene("Neighbour x+1", UUID.Random(), 1001, 1000);
|
||||
scene3 = sh.SetupScene("Neighbour x-1", UUID.Random(), 999, 1000);
|
||||
TestScene scene = new SceneHelpers().SetupScene();
|
||||
SceneHelpers.AddScenePresence(scene, spUuid);
|
||||
|
||||
ISharedRegionModule interregionComms = new LocalSimulationConnectorModule();
|
||||
interregionComms.Initialise(new IniConfigSource());
|
||||
interregionComms.PostInitialise();
|
||||
SceneHelpers.SetupSceneModules(scene, new IniConfigSource(), interregionComms);
|
||||
SceneHelpers.SetupSceneModules(scene2, new IniConfigSource(), interregionComms);
|
||||
SceneHelpers.SetupSceneModules(scene3, new IniConfigSource(), interregionComms);
|
||||
Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(spUuid), Is.Not.Null);
|
||||
Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
|
||||
|
||||
agent1 = UUID.Random();
|
||||
agent2 = UUID.Random();
|
||||
agent3 = UUID.Random();
|
||||
random = new Random();
|
||||
sog1 = SceneHelpers.CreateSceneObject(1, agent1);
|
||||
scene.AddSceneObject(sog1);
|
||||
sog2 = SceneHelpers.CreateSceneObject(1, agent1);
|
||||
scene.AddSceneObject(sog2);
|
||||
sog3 = SceneHelpers.CreateSceneObject(1, agent1);
|
||||
scene.AddSceneObject(sog3);
|
||||
ScenePresence sp = scene.GetScenePresence(spUuid);
|
||||
Assert.That(sp, Is.Not.Null);
|
||||
Assert.That(sp.IsChildAgent, Is.False);
|
||||
Assert.That(sp.UUID, Is.EqualTo(spUuid));
|
||||
|
||||
region1 = scene.RegionInfo.RegionHandle;
|
||||
region2 = scene2.RegionInfo.RegionHandle;
|
||||
region3 = scene3.RegionInfo.RegionHandle;
|
||||
Assert.That(scene.GetScenePresences().Count, Is.EqualTo(1));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestCreateDuplicateRootScenePresence()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// TestHelpers.EnableLogging();
|
||||
|
||||
UUID spUuid = TestHelpers.ParseTail(0x1);
|
||||
|
||||
TestScene scene = new SceneHelpers().SetupScene();
|
||||
SceneHelpers.AddScenePresence(scene, spUuid);
|
||||
SceneHelpers.AddScenePresence(scene, spUuid);
|
||||
|
||||
Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(spUuid), Is.Not.Null);
|
||||
Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
|
||||
|
||||
ScenePresence sp = scene.GetScenePresence(spUuid);
|
||||
Assert.That(sp, Is.Not.Null);
|
||||
Assert.That(sp.IsChildAgent, Is.False);
|
||||
Assert.That(sp.UUID, Is.EqualTo(spUuid));
|
||||
}
|
||||
|
||||
[Test]
|
||||
|
@ -106,9 +141,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
TestScene scene = new SceneHelpers().SetupScene();
|
||||
ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
|
||||
|
||||
Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(sp.UUID), Is.Not.Null);
|
||||
Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
|
||||
|
||||
scene.IncomingCloseAgent(sp.UUID);
|
||||
|
||||
Assert.That(scene.GetScenePresence(sp.UUID), Is.Null);
|
||||
|
@ -266,99 +298,99 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
// but things are synchronous among them. So there should be
|
||||
// 3 threads in here.
|
||||
//[Test]
|
||||
public void T021_TestCrossToNewRegion()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
|
||||
scene.RegisterRegionWithGrid();
|
||||
scene2.RegisterRegionWithGrid();
|
||||
|
||||
// Adding child agent to region 1001
|
||||
string reason;
|
||||
scene2.NewUserConnection(acd1,0, out reason);
|
||||
scene2.AddNewClient(testclient, PresenceType.User);
|
||||
|
||||
ScenePresence presence = scene.GetScenePresence(agent1);
|
||||
presence.MakeRootAgent(new Vector3(0,unchecked(Constants.RegionSize-1),0), true);
|
||||
|
||||
ScenePresence presence2 = scene2.GetScenePresence(agent1);
|
||||
|
||||
// Adding neighbour region caps info to presence2
|
||||
|
||||
string cap = presence.ControllingClient.RequestClientInfo().CapsPath;
|
||||
presence2.AddNeighbourRegion(region1, cap);
|
||||
|
||||
Assert.That(presence.IsChildAgent, Is.False, "Did not start root in origin region.");
|
||||
Assert.That(presence2.IsChildAgent, Is.True, "Is not a child on destination region.");
|
||||
|
||||
// Cross to x+1
|
||||
presence.AbsolutePosition = new Vector3(Constants.RegionSize+1,3,100);
|
||||
presence.Update();
|
||||
|
||||
EventWaitHandle wh = new EventWaitHandle (false, EventResetMode.AutoReset, "Crossing");
|
||||
|
||||
// Mimicking communication between client and server, by waiting OK from client
|
||||
// sent by TestClient.CrossRegion call. Originally, this is network comm.
|
||||
if (!wh.WaitOne(5000,false))
|
||||
{
|
||||
presence.Update();
|
||||
if (!wh.WaitOne(8000,false))
|
||||
throw new ArgumentException("1 - Timeout waiting for signal/variable.");
|
||||
}
|
||||
|
||||
// This is a TestClient specific method that fires OnCompleteMovementToRegion event, which
|
||||
// would normally be fired after receiving the reply packet from comm. done on the last line.
|
||||
testclient.CompleteMovement();
|
||||
|
||||
// Crossings are asynchronous
|
||||
int timer = 10;
|
||||
|
||||
// Make sure cross hasn't already finished
|
||||
if (!presence.IsInTransit && !presence.IsChildAgent)
|
||||
{
|
||||
// If not and not in transit yet, give it some more time
|
||||
Thread.Sleep(5000);
|
||||
}
|
||||
|
||||
// Enough time, should at least be in transit by now.
|
||||
while (presence.IsInTransit && timer > 0)
|
||||
{
|
||||
Thread.Sleep(1000);
|
||||
timer-=1;
|
||||
}
|
||||
|
||||
Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 2->1.");
|
||||
Assert.That(presence.IsChildAgent, Is.True, "Did not complete region cross as expected.");
|
||||
Assert.That(presence2.IsChildAgent, Is.False, "Did not receive root status after receiving agent.");
|
||||
|
||||
// Cross Back
|
||||
presence2.AbsolutePosition = new Vector3(-10, 3, 100);
|
||||
presence2.Update();
|
||||
|
||||
if (!wh.WaitOne(5000,false))
|
||||
{
|
||||
presence2.Update();
|
||||
if (!wh.WaitOne(8000,false))
|
||||
throw new ArgumentException("2 - Timeout waiting for signal/variable.");
|
||||
}
|
||||
testclient.CompleteMovement();
|
||||
|
||||
if (!presence2.IsInTransit && !presence2.IsChildAgent)
|
||||
{
|
||||
// If not and not in transit yet, give it some more time
|
||||
Thread.Sleep(5000);
|
||||
}
|
||||
|
||||
// Enough time, should at least be in transit by now.
|
||||
while (presence2.IsInTransit && timer > 0)
|
||||
{
|
||||
Thread.Sleep(1000);
|
||||
timer-=1;
|
||||
}
|
||||
|
||||
Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 1->2.");
|
||||
Assert.That(presence2.IsChildAgent, Is.True, "Did not return from region as expected.");
|
||||
Assert.That(presence.IsChildAgent, Is.False, "Presence was not made root in old region again.");
|
||||
}
|
||||
// public void T021_TestCrossToNewRegion()
|
||||
// {
|
||||
// TestHelpers.InMethod();
|
||||
//
|
||||
// scene.RegisterRegionWithGrid();
|
||||
// scene2.RegisterRegionWithGrid();
|
||||
//
|
||||
// // Adding child agent to region 1001
|
||||
// string reason;
|
||||
// scene2.NewUserConnection(acd1,0, out reason);
|
||||
// scene2.AddNewClient(testclient, PresenceType.User);
|
||||
//
|
||||
// ScenePresence presence = scene.GetScenePresence(agent1);
|
||||
// presence.MakeRootAgent(new Vector3(0,unchecked(Constants.RegionSize-1),0), true);
|
||||
//
|
||||
// ScenePresence presence2 = scene2.GetScenePresence(agent1);
|
||||
//
|
||||
// // Adding neighbour region caps info to presence2
|
||||
//
|
||||
// string cap = presence.ControllingClient.RequestClientInfo().CapsPath;
|
||||
// presence2.AddNeighbourRegion(region1, cap);
|
||||
//
|
||||
// Assert.That(presence.IsChildAgent, Is.False, "Did not start root in origin region.");
|
||||
// Assert.That(presence2.IsChildAgent, Is.True, "Is not a child on destination region.");
|
||||
//
|
||||
// // Cross to x+1
|
||||
// presence.AbsolutePosition = new Vector3(Constants.RegionSize+1,3,100);
|
||||
// presence.Update();
|
||||
//
|
||||
// EventWaitHandle wh = new EventWaitHandle (false, EventResetMode.AutoReset, "Crossing");
|
||||
//
|
||||
// // Mimicking communication between client and server, by waiting OK from client
|
||||
// // sent by TestClient.CrossRegion call. Originally, this is network comm.
|
||||
// if (!wh.WaitOne(5000,false))
|
||||
// {
|
||||
// presence.Update();
|
||||
// if (!wh.WaitOne(8000,false))
|
||||
// throw new ArgumentException("1 - Timeout waiting for signal/variable.");
|
||||
// }
|
||||
//
|
||||
// // This is a TestClient specific method that fires OnCompleteMovementToRegion event, which
|
||||
// // would normally be fired after receiving the reply packet from comm. done on the last line.
|
||||
// testclient.CompleteMovement();
|
||||
//
|
||||
// // Crossings are asynchronous
|
||||
// int timer = 10;
|
||||
//
|
||||
// // Make sure cross hasn't already finished
|
||||
// if (!presence.IsInTransit && !presence.IsChildAgent)
|
||||
// {
|
||||
// // If not and not in transit yet, give it some more time
|
||||
// Thread.Sleep(5000);
|
||||
// }
|
||||
//
|
||||
// // Enough time, should at least be in transit by now.
|
||||
// while (presence.IsInTransit && timer > 0)
|
||||
// {
|
||||
// Thread.Sleep(1000);
|
||||
// timer-=1;
|
||||
// }
|
||||
//
|
||||
// Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 2->1.");
|
||||
// Assert.That(presence.IsChildAgent, Is.True, "Did not complete region cross as expected.");
|
||||
// Assert.That(presence2.IsChildAgent, Is.False, "Did not receive root status after receiving agent.");
|
||||
//
|
||||
// // Cross Back
|
||||
// presence2.AbsolutePosition = new Vector3(-10, 3, 100);
|
||||
// presence2.Update();
|
||||
//
|
||||
// if (!wh.WaitOne(5000,false))
|
||||
// {
|
||||
// presence2.Update();
|
||||
// if (!wh.WaitOne(8000,false))
|
||||
// throw new ArgumentException("2 - Timeout waiting for signal/variable.");
|
||||
// }
|
||||
// testclient.CompleteMovement();
|
||||
//
|
||||
// if (!presence2.IsInTransit && !presence2.IsChildAgent)
|
||||
// {
|
||||
// // If not and not in transit yet, give it some more time
|
||||
// Thread.Sleep(5000);
|
||||
// }
|
||||
//
|
||||
// // Enough time, should at least be in transit by now.
|
||||
// while (presence2.IsInTransit && timer > 0)
|
||||
// {
|
||||
// Thread.Sleep(1000);
|
||||
// timer-=1;
|
||||
// }
|
||||
//
|
||||
// Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 1->2.");
|
||||
// Assert.That(presence2.IsChildAgent, Is.True, "Did not return from region as expected.");
|
||||
// Assert.That(presence.IsChildAgent, Is.False, "Presence was not made root in old region again.");
|
||||
// }
|
||||
}
|
||||
}
|
|
@ -301,7 +301,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
sp.AbsolutePosition = preTeleportPosition;
|
||||
|
||||
// Make sceneB refuse CreateAgent
|
||||
sceneB.LoginsDisabled = true;
|
||||
sceneB.LoginsEnabled = false;
|
||||
|
||||
sceneA.RequestTeleportLocation(
|
||||
sp.ControllingClient,
|
||||
|
|
|
@ -38,6 +38,7 @@ using OpenMetaverse;
|
|||
using OpenMetaverse.Packets;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Client;
|
||||
using OpenSim.Framework.Monitoring;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
|
||||
namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
|
||||
|
|
|
@ -34,6 +34,7 @@ using System.Text;
|
|||
using System.Threading;
|
||||
using log4net;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Monitoring;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
|
||||
namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
|
||||
|
|
|
@ -35,7 +35,7 @@ using Nini.Config;
|
|||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Console;
|
||||
using OpenSim.Framework.Statistics;
|
||||
using OpenSim.Framework.Monitoring;
|
||||
using OpenSim.Region.ClientStack.LindenUDP;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
|
@ -81,18 +81,6 @@ namespace OpenSim.Region.CoreModules.UDP.Linden
|
|||
lock (m_scenes)
|
||||
m_scenes[scene.RegionInfo.RegionID] = scene;
|
||||
|
||||
scene.AddCommand(
|
||||
"Comms", this, "image queues clear",
|
||||
"image queues clear <first-name> <last-name>",
|
||||
"Clear the image queues (textures downloaded via UDP) for a particular client.",
|
||||
(mod, cmd) => MainConsole.Instance.Output(HandleImageQueuesClear(cmd)));
|
||||
|
||||
scene.AddCommand(
|
||||
"Comms", this, "image queues show",
|
||||
"image queues show <first-name> <last-name>",
|
||||
"Show the image queues (textures downloaded via UDP) for a particular client.",
|
||||
(mod, cmd) => MainConsole.Instance.Output(GetImageQueuesReport(cmd)));
|
||||
|
||||
scene.AddCommand(
|
||||
"Comms", this, "show pqueues",
|
||||
"show pqueues [full]",
|
||||
|
@ -105,8 +93,15 @@ namespace OpenSim.Region.CoreModules.UDP.Linden
|
|||
"Comms", this, "show queues",
|
||||
"show queues [full]",
|
||||
"Show queue data for each client",
|
||||
"Without the 'full' option, only root agents are shown."
|
||||
+ " With the 'full' option child agents are also shown.",
|
||||
"Without the 'full' option, only root agents are shown.\n"
|
||||
+ "With the 'full' option child agents are also shown.\n\n"
|
||||
+ "Type - Rt is a root (avatar) client whilst cd is a child (neighbour interacting) client.\n"
|
||||
+ "Since Last In - Time in milliseconds since last packet received.\n"
|
||||
+ "Pkts In - Number of packets processed from the client.\n"
|
||||
+ "Pkts Out - Number of packets sent to the client.\n"
|
||||
+ "Pkts Resent - Number of packets resent to the client.\n"
|
||||
+ "Bytes Unacked - Number of bytes transferred to the client that are awaiting acknowledgement.\n"
|
||||
+ "Q Pkts * - Number of packets of various types (land, wind, etc.) to be sent to the client that are waiting for available bandwidth.\n",
|
||||
(mod, cmd) => MainConsole.Instance.Output(GetQueuesReport(cmd)));
|
||||
|
||||
scene.AddCommand(
|
||||
|
@ -115,6 +110,12 @@ namespace OpenSim.Region.CoreModules.UDP.Linden
|
|||
"Show the image queues (textures downloaded via UDP) for a particular client.",
|
||||
(mod, cmd) => MainConsole.Instance.Output(GetImageQueuesReport(cmd)));
|
||||
|
||||
scene.AddCommand(
|
||||
"Comms", this, "clear image queues",
|
||||
"clear image queues <first-name> <last-name>",
|
||||
"Clear the image queues (textures downloaded via UDP) for a particular client.",
|
||||
(mod, cmd) => MainConsole.Instance.Output(HandleImageQueuesClear(cmd)));
|
||||
|
||||
scene.AddCommand(
|
||||
"Comms", this, "show throttles",
|
||||
"show throttles [full]",
|
||||
|
@ -373,14 +374,19 @@ namespace OpenSim.Region.CoreModules.UDP.Linden
|
|||
int maxNameLength = 18;
|
||||
int maxRegionNameLength = 14;
|
||||
int maxTypeLength = 4;
|
||||
int totalInfoFieldsLength = maxNameLength + columnPadding + maxRegionNameLength + columnPadding + maxTypeLength + columnPadding;
|
||||
|
||||
int totalInfoFieldsLength
|
||||
= maxNameLength + columnPadding
|
||||
+ maxRegionNameLength + columnPadding
|
||||
+ maxTypeLength + columnPadding;
|
||||
|
||||
report.Append(GetColumnEntry("User", maxNameLength, columnPadding));
|
||||
report.Append(GetColumnEntry("Region", maxRegionNameLength, columnPadding));
|
||||
report.Append(GetColumnEntry("Type", maxTypeLength, columnPadding));
|
||||
|
||||
report.AppendFormat(
|
||||
"{0,7} {1,7} {2,7} {3,9} {4,7} {5,7} {6,7} {7,7} {8,7} {9,8} {10,7} {11,7}\n",
|
||||
"{0,7} {1,7} {2,7} {3,7} {4,9} {5,7} {6,7} {7,7} {8,7} {9,7} {10,8} {11,7} {12,7}\n",
|
||||
"Since",
|
||||
"Pkts",
|
||||
"Pkts",
|
||||
"Pkts",
|
||||
|
@ -396,7 +402,8 @@ namespace OpenSim.Region.CoreModules.UDP.Linden
|
|||
|
||||
report.AppendFormat("{0,-" + totalInfoFieldsLength + "}", "");
|
||||
report.AppendFormat(
|
||||
"{0,7} {1,7} {2,7} {3,9} {4,7} {5,7} {6,7} {7,7} {8,7} {9,8} {10,7} {11,7}\n",
|
||||
"{0,7} {1,7} {2,7} {3,7} {4,9} {5,7} {6,7} {7,7} {8,7} {9,7} {10,8} {11,7} {12,7}\n",
|
||||
"Last In",
|
||||
"In",
|
||||
"Out",
|
||||
"Resent",
|
||||
|
@ -417,22 +424,22 @@ namespace OpenSim.Region.CoreModules.UDP.Linden
|
|||
scene.ForEachClient(
|
||||
delegate(IClientAPI client)
|
||||
{
|
||||
bool isChild = client.SceneAgent.IsChildAgent;
|
||||
if (isChild && !showChildren)
|
||||
return;
|
||||
|
||||
string name = client.Name;
|
||||
if (pname != "" && name != pname)
|
||||
return;
|
||||
|
||||
string regionName = scene.RegionInfo.RegionName;
|
||||
|
||||
report.Append(GetColumnEntry(name, maxNameLength, columnPadding));
|
||||
report.Append(GetColumnEntry(regionName, maxRegionNameLength, columnPadding));
|
||||
report.Append(GetColumnEntry(isChild ? "Cd" : "Rt", maxTypeLength, columnPadding));
|
||||
|
||||
if (client is IStatsCollector)
|
||||
{
|
||||
bool isChild = client.SceneAgent.IsChildAgent;
|
||||
if (isChild && !showChildren)
|
||||
return;
|
||||
|
||||
string name = client.Name;
|
||||
if (pname != "" && name != pname)
|
||||
return;
|
||||
|
||||
string regionName = scene.RegionInfo.RegionName;
|
||||
|
||||
report.Append(GetColumnEntry(name, maxNameLength, columnPadding));
|
||||
report.Append(GetColumnEntry(regionName, maxRegionNameLength, columnPadding));
|
||||
report.Append(GetColumnEntry(isChild ? "Cd" : "Rt", maxTypeLength, columnPadding));
|
||||
|
||||
IStatsCollector stats = (IStatsCollector)client;
|
||||
|
||||
report.AppendLine(stats.Report());
|
||||
|
|
|
@ -36,7 +36,7 @@ using Nini.Config;
|
|||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Console;
|
||||
using OpenSim.Framework.Statistics;
|
||||
using OpenSim.Framework.Monitoring;
|
||||
using OpenSim.Region.ClientStack.LindenUDP;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
|
|
|
@ -36,7 +36,7 @@ using Nini.Config;
|
|||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Console;
|
||||
using OpenSim.Framework.Statistics;
|
||||
using OpenSim.Framework.Monitoring;
|
||||
using OpenSim.Region.ClientStack.LindenUDP;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
|
|
|
@ -37,6 +37,7 @@ using OpenMetaverse;
|
|||
using log4net;
|
||||
using Nini.Config;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Monitoring;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
|
||||
|
|
|
@ -37,7 +37,7 @@ using Nini.Config;
|
|||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Console;
|
||||
using OpenSim.Framework.Statistics;
|
||||
using OpenSim.Framework.Monitoring;
|
||||
using OpenSim.Region.ClientStack.LindenUDP;
|
||||
using OpenSim.Region.CoreModules.Avatar.Friends;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
|
|
|
@ -47,7 +47,7 @@ namespace OpenSim.Region.OptionalModules.PhysicsParameters
|
|||
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "PhysicsParameters")]
|
||||
public class PhysicsParameters : ISharedRegionModule
|
||||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
// private static string LogHeader = "[PHYSICS PARAMETERS]";
|
||||
|
||||
private List<Scene> m_scenes = new List<Scene>();
|
||||
|
|
|
@ -31,16 +31,14 @@ using System.Reflection;
|
|||
using System.Net;
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
|
||||
using log4net;
|
||||
using Nini.Config;
|
||||
using OpenMetaverse;
|
||||
using OpenMetaverse.StructuredData;
|
||||
using OpenSim.Services.Interfaces;
|
||||
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Services.Interfaces;
|
||||
|
||||
namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
|
||||
{
|
||||
|
@ -50,16 +48,15 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
|
|||
LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
private IConfig m_config = null;
|
||||
private bool m_ScriptRez;
|
||||
private bool m_firstEmptyCompileQueue;
|
||||
private bool m_oarFileLoading;
|
||||
private bool m_lastOarLoadedOk;
|
||||
private int m_channelNotify = -1000;
|
||||
private bool m_enabled = false;
|
||||
private bool m_disable_logins = false;
|
||||
private bool m_disable_logins;
|
||||
private string m_uri = string.Empty;
|
||||
|
||||
Scene m_scene = null;
|
||||
Scene m_scene;
|
||||
|
||||
#region INonSharedRegionModule interface
|
||||
|
||||
|
@ -93,53 +90,40 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
|
|||
|
||||
m_scene.RegisterModuleInterface<IRegionReadyModule>(this);
|
||||
|
||||
m_ScriptRez = false;
|
||||
m_firstEmptyCompileQueue = true;
|
||||
m_oarFileLoading = false;
|
||||
m_lastOarLoadedOk = true;
|
||||
|
||||
m_scene.EventManager.OnOarFileLoaded += OnOarFileLoaded;
|
||||
m_scene.EventManager.OnRezScript += OnRezScript;
|
||||
m_scene.EventManager.OnLoginsEnabled += OnLoginsEnabled;
|
||||
|
||||
m_log.DebugFormat("[RegionReady]: Enabled for region {0}", scene.RegionInfo.RegionName);
|
||||
|
||||
if (m_disable_logins == true)
|
||||
if (m_disable_logins)
|
||||
{
|
||||
scene.LoginLock = true;
|
||||
scene.LoginsDisabled = true;
|
||||
m_log.InfoFormat("[RegionReady]: Region {0} - logins disabled during initialization.",m_scene.RegionInfo.RegionName);
|
||||
m_scene.LoginLock = true;
|
||||
m_scene.EventManager.OnEmptyScriptCompileQueue += OnEmptyScriptCompileQueue;
|
||||
|
||||
if(m_uri != string.Empty)
|
||||
m_log.InfoFormat("[RegionReady]: Region {0} - LOGINS DISABLED DURING INITIALIZATION.", m_scene.Name);
|
||||
|
||||
if (m_uri != string.Empty)
|
||||
{
|
||||
RRAlert("disabled");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OnRezScript (uint localID, UUID itemID, string script, int startParam, bool postOnRez, string engine, int stateSource)
|
||||
{
|
||||
if (!m_ScriptRez)
|
||||
{
|
||||
m_ScriptRez = true;
|
||||
m_scene.EventManager.OnEmptyScriptCompileQueue += OnEmptyScriptCompileQueue;
|
||||
m_scene.EventManager.OnRezScript -= OnRezScript;
|
||||
}
|
||||
}
|
||||
|
||||
public void RemoveRegion(Scene scene)
|
||||
{
|
||||
if (!m_enabled)
|
||||
return;
|
||||
|
||||
m_scene.EventManager.OnEmptyScriptCompileQueue -= OnEmptyScriptCompileQueue;
|
||||
m_scene.EventManager.OnOarFileLoaded -= OnOarFileLoaded;
|
||||
m_scene.EventManager.OnLoginsEnabled -= OnLoginsEnabled;
|
||||
|
||||
if(m_uri != string.Empty)
|
||||
{
|
||||
if (m_disable_logins)
|
||||
m_scene.EventManager.OnEmptyScriptCompileQueue -= OnEmptyScriptCompileQueue;
|
||||
|
||||
if (m_uri != string.Empty)
|
||||
RRAlert("shutdown");
|
||||
}
|
||||
|
||||
m_scene = null;
|
||||
}
|
||||
|
@ -159,7 +143,6 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
|
|||
|
||||
#endregion
|
||||
|
||||
|
||||
void OnEmptyScriptCompileQueue(int numScriptsFailed, string message)
|
||||
{
|
||||
m_log.DebugFormat("[RegionReady]: Script compile queue empty!");
|
||||
|
@ -193,75 +176,80 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
|
|||
m_scene.RegionInfo.RegionName, c.Message, m_channelNotify);
|
||||
|
||||
m_scene.EventManager.TriggerOnChatBroadcast(this, c);
|
||||
m_scene.EventManager.TriggerLoginsEnabled(m_scene.RegionInfo.RegionName);
|
||||
m_scene.SceneGridService.InformNeighborsThatRegionisUp(m_scene.RequestModuleInterface<INeighbourService>(), m_scene.RegionInfo);
|
||||
|
||||
TriggerRegionReady(m_scene);
|
||||
}
|
||||
}
|
||||
|
||||
void OnOarFileLoaded(Guid requestId, string message)
|
||||
{
|
||||
m_oarFileLoading = true;
|
||||
|
||||
if (message==String.Empty)
|
||||
{
|
||||
m_lastOarLoadedOk = true;
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat("[RegionReady]: Oar file load errors: {0}", message);
|
||||
m_lastOarLoadedOk = false;
|
||||
}
|
||||
}
|
||||
|
||||
// This will be triggerd by Scene if we have no scripts
|
||||
// m_ScriptsRezzing will be false if there were none
|
||||
// else it will be true and we should wait on the
|
||||
// empty compile queue
|
||||
void OnLoginsEnabled(string regionName)
|
||||
/// <summary>
|
||||
/// This will be triggered by Scene directly if it contains no scripts on startup. Otherwise it is triggered
|
||||
/// when the script compile queue is empty after initial region startup.
|
||||
/// </summary>
|
||||
/// <param name='scene'></param>
|
||||
public void TriggerRegionReady(IScene scene)
|
||||
{
|
||||
if (m_disable_logins == true)
|
||||
m_scene.EventManager.OnEmptyScriptCompileQueue -= OnEmptyScriptCompileQueue;
|
||||
m_scene.LoginLock = false;
|
||||
|
||||
if (!m_scene.StartDisabled)
|
||||
{
|
||||
if (m_scene.StartDisabled == false)
|
||||
{
|
||||
m_scene.LoginsDisabled = false;
|
||||
m_scene.LoginLock = false;
|
||||
m_scene.LoginsEnabled = true;
|
||||
|
||||
m_scene.EventManager.OnEmptyScriptCompileQueue -= OnEmptyScriptCompileQueue;
|
||||
// m_log.InfoFormat("[RegionReady]: Logins enabled for {0}, Oar {1}",
|
||||
// m_scene.RegionInfo.RegionName, m_oarFileLoading.ToString());
|
||||
|
||||
// m_log.InfoFormat("[RegionReady]: Logins enabled for {0}, Oar {1}",
|
||||
// m_scene.RegionInfo.RegionName, m_oarFileLoading.ToString());
|
||||
|
||||
m_log.InfoFormat(
|
||||
"[RegionReady]: INITIALIZATION COMPLETE FOR {0} - LOGINS ENABLED", m_scene.Name);
|
||||
|
||||
if (m_uri != string.Empty)
|
||||
{
|
||||
RRAlert("enabled");
|
||||
}
|
||||
}
|
||||
m_log.InfoFormat(
|
||||
"[RegionReady]: INITIALIZATION COMPLETE FOR {0} - LOGINS ENABLED", m_scene.Name);
|
||||
}
|
||||
|
||||
m_scene.SceneGridService.InformNeighborsThatRegionisUp(
|
||||
m_scene.RequestModuleInterface<INeighbourService>(), m_scene.RegionInfo);
|
||||
|
||||
if (m_uri != string.Empty)
|
||||
{
|
||||
RRAlert("enabled");
|
||||
}
|
||||
|
||||
m_scene.Ready = true;
|
||||
}
|
||||
|
||||
public void OarLoadingAlert(string msg)
|
||||
{
|
||||
// Let's bypass this for now until some better feedback can be established
|
||||
//
|
||||
return;
|
||||
|
||||
if (msg == "load")
|
||||
{
|
||||
m_scene.EventManager.OnEmptyScriptCompileQueue += OnEmptyScriptCompileQueue;
|
||||
m_scene.EventManager.OnOarFileLoaded += OnOarFileLoaded;
|
||||
m_scene.EventManager.OnLoginsEnabled += OnLoginsEnabled;
|
||||
m_scene.EventManager.OnRezScript += OnRezScript;
|
||||
m_oarFileLoading = true;
|
||||
m_firstEmptyCompileQueue = true;
|
||||
|
||||
m_scene.LoginsDisabled = true;
|
||||
m_scene.LoginLock = true;
|
||||
if ( m_uri != string.Empty )
|
||||
{
|
||||
RRAlert("loading oar");
|
||||
RRAlert("disabled");
|
||||
}
|
||||
}
|
||||
// if (msg == "load")
|
||||
// {
|
||||
// m_scene.EventManager.OnEmptyScriptCompileQueue += OnEmptyScriptCompileQueue;
|
||||
// m_scene.EventManager.OnOarFileLoaded += OnOarFileLoaded;
|
||||
// m_scene.EventManager.OnLoginsEnabled += OnLoginsEnabled;
|
||||
// m_scene.EventManager.OnRezScript += OnRezScript;
|
||||
// m_oarFileLoading = true;
|
||||
// m_firstEmptyCompileQueue = true;
|
||||
//
|
||||
// m_scene.LoginsDisabled = true;
|
||||
// m_scene.LoginLock = true;
|
||||
// if ( m_uri != string.Empty )
|
||||
// {
|
||||
// RRAlert("loading oar");
|
||||
// RRAlert("disabled");
|
||||
// }
|
||||
// }
|
||||
}
|
||||
|
||||
public void RRAlert(string status)
|
||||
|
|
|
@ -46,6 +46,8 @@ namespace OpenSim.Region.OptionalModules.Scripting.ScriptModuleComms
|
|||
private static readonly ILog m_log =
|
||||
LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
private Dictionary<string,object> m_constants = new Dictionary<string,object>();
|
||||
|
||||
#region ScriptInvocation
|
||||
protected class ScriptInvocationData
|
||||
{
|
||||
|
@ -269,6 +271,37 @@ namespace OpenSim.Region.OptionalModules.Scripting.ScriptModuleComms
|
|||
Delegate fn = LookupScriptInvocation(fname);
|
||||
return fn.DynamicInvoke(olist.ToArray());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Operation to for a region module to register a constant to be used
|
||||
/// by the script engine
|
||||
/// </summary>
|
||||
public void RegisterConstant(string cname, object value)
|
||||
{
|
||||
m_log.DebugFormat("[MODULE COMMANDS] register constant <{0}> with value {1}",cname,value.ToString());
|
||||
lock (m_constants)
|
||||
{
|
||||
m_constants.Add(cname,value);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Operation to check for a registered constant
|
||||
/// </summary>
|
||||
public object LookupModConstant(string cname)
|
||||
{
|
||||
// m_log.DebugFormat("[MODULE COMMANDS] lookup constant <{0}>",cname);
|
||||
|
||||
lock (m_constants)
|
||||
{
|
||||
object value = null;
|
||||
if (m_constants.TryGetValue(cname,out value))
|
||||
return value;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
}
|
||||
|
|
|
@ -41,7 +41,7 @@ public class BSCharacter : PhysicsActor
|
|||
|
||||
private BSScene _scene;
|
||||
private String _avName;
|
||||
private bool _stopped;
|
||||
// private bool _stopped;
|
||||
private Vector3 _size;
|
||||
private Vector3 _scale;
|
||||
private PrimitiveBaseShape _pbs;
|
||||
|
@ -134,9 +134,9 @@ public class BSCharacter : PhysicsActor
|
|||
{
|
||||
base.RequestPhysicsterseUpdate();
|
||||
}
|
||||
|
||||
// No one calls this method so I don't know what it could possibly mean
|
||||
public override bool Stopped {
|
||||
get { return _stopped; }
|
||||
get { return false; }
|
||||
}
|
||||
public override Vector3 Size {
|
||||
get { return _size; }
|
||||
|
@ -391,52 +391,47 @@ public class BSCharacter : PhysicsActor
|
|||
_mass = _density * _avatarVolume;
|
||||
}
|
||||
|
||||
// Set to 'true' if the individual changed items should be checked
|
||||
// (someday RequestPhysicsTerseUpdate() will take a bitmap of changed properties)
|
||||
const bool SHOULD_CHECK_FOR_INDIVIDUAL_CHANGES = false;
|
||||
|
||||
// The physics engine says that properties have updated. Update same and inform
|
||||
// the world that things have changed.
|
||||
public void UpdateProperties(EntityProperties entprop)
|
||||
{
|
||||
/*
|
||||
bool changed = false;
|
||||
if (SHOULD_CHECK_FOR_INDIVIDUAL_CHANGES) {
|
||||
// we assign to the local variables so the normal set action does not happen
|
||||
if (_position != entprop.Position) {
|
||||
_position = entprop.Position;
|
||||
changed = true;
|
||||
}
|
||||
if (_orientation != entprop.Rotation) {
|
||||
_orientation = entprop.Rotation;
|
||||
changed = true;
|
||||
}
|
||||
if (_velocity != entprop.Velocity) {
|
||||
_velocity = entprop.Velocity;
|
||||
changed = true;
|
||||
}
|
||||
if (_acceleration != entprop.Acceleration) {
|
||||
_acceleration = entprop.Acceleration;
|
||||
changed = true;
|
||||
}
|
||||
if (_rotationalVelocity != entprop.RotationalVelocity) {
|
||||
_rotationalVelocity = entprop.RotationalVelocity;
|
||||
changed = true;
|
||||
}
|
||||
if (changed) {
|
||||
// m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
|
||||
// Avatar movement is not done by generating this event. There is code in the heartbeat
|
||||
// loop that updates avatars.
|
||||
// base.RequestPhysicsterseUpdate();
|
||||
}
|
||||
}
|
||||
else {
|
||||
// we assign to the local variables so the normal set action does not happen
|
||||
if (_position != entprop.Position) {
|
||||
_position = entprop.Position;
|
||||
changed = true;
|
||||
}
|
||||
if (_orientation != entprop.Rotation) {
|
||||
_orientation = entprop.Rotation;
|
||||
changed = true;
|
||||
}
|
||||
if (_velocity != entprop.Velocity) {
|
||||
_velocity = entprop.Velocity;
|
||||
changed = true;
|
||||
}
|
||||
if (_acceleration != entprop.Acceleration) {
|
||||
_acceleration = entprop.Acceleration;
|
||||
changed = true;
|
||||
}
|
||||
if (_rotationalVelocity != entprop.RotationalVelocity) {
|
||||
_rotationalVelocity = entprop.RotationalVelocity;
|
||||
changed = true;
|
||||
}
|
||||
if (changed) {
|
||||
// m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
|
||||
// Avatar movement is not done by generating this event. There is code in the heartbeat
|
||||
// loop that updates avatars.
|
||||
// base.RequestPhysicsterseUpdate();
|
||||
}
|
||||
*/
|
||||
_position = entprop.Position;
|
||||
_orientation = entprop.Rotation;
|
||||
_velocity = entprop.Velocity;
|
||||
_acceleration = entprop.Acceleration;
|
||||
_rotationalVelocity = entprop.RotationalVelocity;
|
||||
// Avatars don't report theirr changes the usual way. Changes are checked for in the heartbeat loop.
|
||||
// base.RequestPhysicsterseUpdate();
|
||||
}
|
||||
|
||||
// Called by the scene when a collision with this object is reported
|
||||
|
|
|
@ -0,0 +1,125 @@
|
|||
/*
|
||||
* 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 copyrightD
|
||||
* 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.Text;
|
||||
using OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
|
||||
public class BSConstraint : IDisposable
|
||||
{
|
||||
private BulletSim m_world;
|
||||
private BulletBody m_body1;
|
||||
private BulletBody m_body2;
|
||||
private BulletConstraint m_constraint;
|
||||
private bool m_enabled = false;
|
||||
|
||||
public BSConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
|
||||
Vector3 frame1, Quaternion frame1rot,
|
||||
Vector3 frame2, Quaternion frame2rot
|
||||
)
|
||||
{
|
||||
m_world = world;
|
||||
m_body1 = obj1;
|
||||
m_body2 = obj2;
|
||||
m_constraint = new BulletConstraint(BulletSimAPI.CreateConstraint2(m_world.Ptr, m_body1.Ptr, m_body2.Ptr,
|
||||
frame1, frame1rot,
|
||||
frame2, frame2rot,
|
||||
true /*useLinearReferenceFrameA*/, true /*disableCollisionsBetweenLinkedBodies*/));
|
||||
m_enabled = true;
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (m_enabled)
|
||||
{
|
||||
// BulletSimAPI.RemoveConstraint(m_world.ID, m_body1.ID, m_body2.ID);
|
||||
BulletSimAPI.DestroyConstraint2(m_world.Ptr, m_constraint.Ptr);
|
||||
m_enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
public BulletBody Body1 { get { return m_body1; } }
|
||||
public BulletBody Body2 { get { return m_body2; } }
|
||||
|
||||
public bool SetLinearLimits(Vector3 low, Vector3 high)
|
||||
{
|
||||
bool ret = false;
|
||||
if (m_enabled)
|
||||
ret = BulletSimAPI.SetLinearLimits2(m_constraint.Ptr, low, high);
|
||||
return ret;
|
||||
}
|
||||
|
||||
public bool SetAngularLimits(Vector3 low, Vector3 high)
|
||||
{
|
||||
bool ret = false;
|
||||
if (m_enabled)
|
||||
ret = BulletSimAPI.SetAngularLimits2(m_constraint.Ptr, low, high);
|
||||
return ret;
|
||||
}
|
||||
|
||||
public bool SetCFMAndERP(float cfm, float erp)
|
||||
{
|
||||
bool ret = true;
|
||||
BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
|
||||
BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL);
|
||||
BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
|
||||
return ret;
|
||||
}
|
||||
|
||||
public bool UseFrameOffset(bool useOffset)
|
||||
{
|
||||
bool ret = false;
|
||||
float onOff = useOffset ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse;
|
||||
if (m_enabled)
|
||||
ret = BulletSimAPI.UseFrameOffset2(m_constraint.Ptr, onOff);
|
||||
return ret;
|
||||
}
|
||||
|
||||
public bool TranslationalLimitMotor(bool enable, float targetVelocity, float maxMotorForce)
|
||||
{
|
||||
bool ret = false;
|
||||
float onOff = enable ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse;
|
||||
if (m_enabled)
|
||||
ret = BulletSimAPI.TranslationalLimitMotor2(m_constraint.Ptr, onOff, targetVelocity, maxMotorForce);
|
||||
return ret;
|
||||
}
|
||||
|
||||
public bool CalculateTransforms()
|
||||
{
|
||||
bool ret = false;
|
||||
if (m_enabled)
|
||||
{
|
||||
BulletSimAPI.CalculateTransforms2(m_constraint.Ptr);
|
||||
ret = true;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,184 @@
|
|||
/*
|
||||
* 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 copyrightD
|
||||
* 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.Text;
|
||||
using log4net;
|
||||
using OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
|
||||
public class BSConstraintCollection : IDisposable
|
||||
{
|
||||
// private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
|
||||
// private static readonly string LogHeader = "[CONSTRAINT COLLECTION]";
|
||||
|
||||
delegate bool ConstraintAction(BSConstraint constrain);
|
||||
|
||||
private List<BSConstraint> m_constraints;
|
||||
private BulletSim m_world;
|
||||
|
||||
public BSConstraintCollection(BulletSim world)
|
||||
{
|
||||
m_world = world;
|
||||
m_constraints = new List<BSConstraint>();
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
this.Clear();
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
foreach (BSConstraint cons in m_constraints)
|
||||
{
|
||||
cons.Dispose();
|
||||
}
|
||||
m_constraints.Clear();
|
||||
}
|
||||
|
||||
public BSConstraint CreateConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
|
||||
Vector3 frame1, Quaternion frame1rot,
|
||||
Vector3 frame2, Quaternion frame2rot)
|
||||
{
|
||||
BSConstraint constrain = new BSConstraint(world, obj1, obj2, frame1, frame1rot, frame2, frame2rot);
|
||||
|
||||
this.AddConstraint(constrain);
|
||||
return constrain;
|
||||
}
|
||||
|
||||
public bool AddConstraint(BSConstraint cons)
|
||||
{
|
||||
// There is only one constraint between any bodies. Remove any old just to make sure.
|
||||
RemoveAndDestroyConstraint(cons.Body1, cons.Body2);
|
||||
|
||||
m_constraints.Add(cons);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// Get the constraint between two bodies. There can be only one.
|
||||
// Return 'true' if a constraint was found.
|
||||
public bool TryGetConstraint(BulletBody body1, BulletBody body2, out BSConstraint returnConstraint)
|
||||
{
|
||||
bool found = false;
|
||||
BSConstraint foundConstraint = null;
|
||||
|
||||
uint lookingID1 = body1.ID;
|
||||
uint lookingID2 = body2.ID;
|
||||
ForEachConstraint(delegate(BSConstraint constrain)
|
||||
{
|
||||
if ((constrain.Body1.ID == lookingID1 && constrain.Body2.ID == lookingID2)
|
||||
|| (constrain.Body1.ID == lookingID2 && constrain.Body2.ID == lookingID1))
|
||||
{
|
||||
foundConstraint = constrain;
|
||||
found = true;
|
||||
}
|
||||
return found;
|
||||
});
|
||||
returnConstraint = foundConstraint;
|
||||
return found;
|
||||
}
|
||||
|
||||
// Remove any constraint between the passed bodies.
|
||||
// Presumed there is only one such constraint possible.
|
||||
// Return 'true' if a constraint was found and destroyed.
|
||||
public bool RemoveAndDestroyConstraint(BulletBody body1, BulletBody body2)
|
||||
{
|
||||
// return BulletSimAPI.RemoveConstraint(m_world.ID, obj1.ID, obj2.ID);
|
||||
|
||||
bool ret = false;
|
||||
BSConstraint constrain;
|
||||
|
||||
if (this.TryGetConstraint(body1, body2, out constrain))
|
||||
{
|
||||
// remove the constraint from our collection
|
||||
m_constraints.Remove(constrain);
|
||||
// tell the engine that all its structures need to be freed
|
||||
constrain.Dispose();
|
||||
// we destroyed something
|
||||
ret = true;
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Remove all constraints that reference the passed body.
|
||||
// Return 'true' if any constraints were destroyed.
|
||||
public bool RemoveAndDestroyConstraint(BulletBody body1)
|
||||
{
|
||||
// return BulletSimAPI.RemoveConstraintByID(m_world.ID, obj.ID);
|
||||
|
||||
List<BSConstraint> toRemove = new List<BSConstraint>();
|
||||
uint lookingID = body1.ID;
|
||||
ForEachConstraint(delegate(BSConstraint constrain)
|
||||
{
|
||||
if (constrain.Body1.ID == lookingID || constrain.Body2.ID == lookingID)
|
||||
{
|
||||
toRemove.Add(constrain);
|
||||
}
|
||||
return false;
|
||||
});
|
||||
lock (m_constraints)
|
||||
{
|
||||
foreach (BSConstraint constrain in toRemove)
|
||||
{
|
||||
m_constraints.Remove(constrain);
|
||||
constrain.Dispose();
|
||||
}
|
||||
}
|
||||
return (toRemove.Count > 0);
|
||||
}
|
||||
|
||||
public bool RecalculateAllConstraints()
|
||||
{
|
||||
foreach (BSConstraint constrain in m_constraints)
|
||||
{
|
||||
constrain.CalculateTransforms();
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// Lock the constraint list and loop through it.
|
||||
// The constraint action returns 'true' if it wants the loop aborted.
|
||||
private void ForEachConstraint(ConstraintAction action)
|
||||
{
|
||||
lock (m_constraints)
|
||||
{
|
||||
foreach (BSConstraint constrain in m_constraints)
|
||||
{
|
||||
if (action(constrain))
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
|
@ -57,7 +57,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
private int frcount = 0; // Used to limit dynamics debug output to
|
||||
// every 100th frame
|
||||
|
||||
// private BSScene m_parentScene = null;
|
||||
private BSPrim m_prim; // the prim this dynamic controller belongs to
|
||||
|
||||
// Vehicle properties
|
||||
|
@ -131,8 +130,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
m_type = Vehicle.TYPE_NONE;
|
||||
}
|
||||
|
||||
internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
|
||||
internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue, float timestep)
|
||||
{
|
||||
DetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
|
||||
switch (pParam)
|
||||
{
|
||||
case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
|
||||
|
@ -229,8 +229,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
}
|
||||
}//end ProcessFloatVehicleParam
|
||||
|
||||
internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
|
||||
internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue, float timestep)
|
||||
{
|
||||
DetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
|
||||
switch (pParam)
|
||||
{
|
||||
case Vehicle.ANGULAR_FRICTION_TIMESCALE:
|
||||
|
@ -265,6 +266,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
|
||||
internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
|
||||
{
|
||||
DetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
|
||||
switch (pParam)
|
||||
{
|
||||
case Vehicle.REFERENCE_FRAME:
|
||||
|
@ -278,6 +280,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
|
||||
internal void ProcessVehicleFlags(int pParam, bool remove)
|
||||
{
|
||||
DetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", m_prim.LocalID, pParam, remove);
|
||||
if (remove)
|
||||
{
|
||||
if (pParam == -1)
|
||||
|
@ -434,6 +437,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
|
||||
internal void ProcessTypeChange(Vehicle pType)
|
||||
{
|
||||
DetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType);
|
||||
// Set Defaults For Type
|
||||
m_type = pType;
|
||||
switch (pType)
|
||||
|
@ -594,11 +598,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
|
||||
m_Hoverflags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT);
|
||||
break;
|
||||
|
||||
}
|
||||
}//end SetDefaultsForType
|
||||
|
||||
internal void Step(float pTimestep, BSScene pParentScene)
|
||||
internal void Step(float pTimestep)
|
||||
{
|
||||
if (m_type == Vehicle.TYPE_NONE) return;
|
||||
|
||||
|
@ -606,21 +609,34 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
if (frcount > 100)
|
||||
frcount = 0;
|
||||
|
||||
MoveLinear(pTimestep, pParentScene);
|
||||
MoveLinear(pTimestep);
|
||||
MoveAngular(pTimestep);
|
||||
LimitRotation(pTimestep);
|
||||
|
||||
DetailLog("{0},Dynamics,done,pos={1},force={2},velocity={3},angvel={4}",
|
||||
m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity);
|
||||
}// end Step
|
||||
|
||||
private void MoveLinear(float pTimestep, BSScene _pParentScene)
|
||||
private void MoveLinear(float pTimestep)
|
||||
{
|
||||
if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) // requested m_linearMotorDirection is significant
|
||||
// requested m_linearMotorDirection is significant
|
||||
// if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f))
|
||||
if (m_linearMotorDirection.LengthSquared() > 0.0001f)
|
||||
{
|
||||
Vector3 origDir = m_linearMotorDirection;
|
||||
Vector3 origVel = m_lastLinearVelocityVector;
|
||||
|
||||
// add drive to body
|
||||
Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep);
|
||||
m_lastLinearVelocityVector += (addAmount*10); // lastLinearVelocityVector is the current body velocity vector?
|
||||
// Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep);
|
||||
Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale);
|
||||
// lastLinearVelocityVector is the current body velocity vector?
|
||||
// RA: Not sure what the *10 is for. A correction for pTimestep?
|
||||
// m_lastLinearVelocityVector += (addAmount*10);
|
||||
m_lastLinearVelocityVector += addAmount;
|
||||
|
||||
// This will work temporarily, but we really need to compare speed on an axis
|
||||
// KF: Limit body velocity to applied velocity?
|
||||
// Limit the velocity vector to less than the last set linear motor direction
|
||||
if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X))
|
||||
m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X;
|
||||
if (Math.Abs(m_lastLinearVelocityVector.Y) > Math.Abs(m_linearMotorDirectionLASTSET.Y))
|
||||
|
@ -630,76 +646,93 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
|
||||
// decay applied velocity
|
||||
Vector3 decayfraction = ((Vector3.One/(m_linearMotorDecayTimescale/pTimestep)));
|
||||
//Console.WriteLine("decay: " + decayfraction);
|
||||
m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f;
|
||||
//Console.WriteLine("actual: " + m_linearMotorDirection);
|
||||
|
||||
/*
|
||||
Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/m_linearMotorTimescale;
|
||||
m_lastLinearVelocityVector += addAmount;
|
||||
|
||||
float decayfraction = (1.0f - 1.0f / m_linearMotorDecayTimescale);
|
||||
m_linearMotorDirection *= decayfraction;
|
||||
|
||||
*/
|
||||
|
||||
DetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},decay={4},dir={5},vel={6}",
|
||||
m_prim.LocalID, origDir, origVel, addAmount, decayfraction, m_linearMotorDirection, m_lastLinearVelocityVector);
|
||||
}
|
||||
else
|
||||
{ // requested is not significant
|
||||
// if what remains of applied is small, zero it.
|
||||
if (m_lastLinearVelocityVector.ApproxEquals(Vector3.Zero, 0.01f))
|
||||
m_lastLinearVelocityVector = Vector3.Zero;
|
||||
{
|
||||
// if what remains of applied is small, zero it.
|
||||
// if (m_lastLinearVelocityVector.ApproxEquals(Vector3.Zero, 0.01f))
|
||||
// m_lastLinearVelocityVector = Vector3.Zero;
|
||||
m_linearMotorDirection = Vector3.Zero;
|
||||
m_lastLinearVelocityVector = Vector3.Zero;
|
||||
}
|
||||
|
||||
// convert requested object velocity to world-referenced vector
|
||||
m_dir = m_lastLinearVelocityVector;
|
||||
Quaternion rot = m_prim.Orientation;
|
||||
Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
|
||||
m_dir *= rotq; // apply obj rotation to velocity vector
|
||||
Quaternion rotq = m_prim.Orientation;
|
||||
m_dir = m_lastLinearVelocityVector * rotq;
|
||||
|
||||
// add Gravity andBuoyancy
|
||||
// Add the various forces into m_dir which will be our new direction vector (velocity)
|
||||
|
||||
// add Gravity and Buoyancy
|
||||
// KF: So far I have found no good method to combine a script-requested
|
||||
// .Z velocity and gravity. Therefore only 0g will used script-requested
|
||||
// .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only.
|
||||
Vector3 grav = Vector3.Zero;
|
||||
// There is some gravity, make a gravity force vector
|
||||
// that is applied after object velocity.
|
||||
float objMass = m_prim.Mass;
|
||||
// There is some gravity, make a gravity force vector that is applied after object velocity.
|
||||
// m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
|
||||
grav.Z = _pParentScene.DefaultGravity.Z * objMass * (1f - m_VehicleBuoyancy);
|
||||
grav.Z = m_prim.Scene.DefaultGravity.Z * m_prim.Mass * (1f - m_VehicleBuoyancy);
|
||||
// Preserve the current Z velocity
|
||||
Vector3 vel_now = m_prim.Velocity;
|
||||
m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity
|
||||
|
||||
Vector3 pos = m_prim.Position;
|
||||
Vector3 posChange = pos;
|
||||
// Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f);
|
||||
Vector3 posChange = new Vector3();
|
||||
posChange.X = pos.X - m_lastPositionVector.X;
|
||||
posChange.Y = pos.Y - m_lastPositionVector.Y;
|
||||
posChange.Z = pos.Z - m_lastPositionVector.Z;
|
||||
double Zchange = Math.Abs(posChange.Z);
|
||||
if (m_BlockingEndPoint != Vector3.Zero)
|
||||
{
|
||||
bool changed = false;
|
||||
if (pos.X >= (m_BlockingEndPoint.X - (float)1))
|
||||
{
|
||||
pos.X -= posChange.X + 1;
|
||||
m_prim.Position = pos;
|
||||
changed = true;
|
||||
}
|
||||
if (pos.Y >= (m_BlockingEndPoint.Y - (float)1))
|
||||
{
|
||||
pos.Y -= posChange.Y + 1;
|
||||
m_prim.Position = pos;
|
||||
changed = true;
|
||||
}
|
||||
if (pos.Z >= (m_BlockingEndPoint.Z - (float)1))
|
||||
{
|
||||
pos.Z -= posChange.Z + 1;
|
||||
m_prim.Position = pos;
|
||||
changed = true;
|
||||
}
|
||||
if (pos.X <= 0)
|
||||
{
|
||||
pos.X += posChange.X + 1;
|
||||
m_prim.Position = pos;
|
||||
changed = true;
|
||||
}
|
||||
if (pos.Y <= 0)
|
||||
{
|
||||
pos.Y += posChange.Y + 1;
|
||||
changed = true;
|
||||
}
|
||||
if (changed)
|
||||
{
|
||||
m_prim.Position = pos;
|
||||
DetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}",
|
||||
m_prim.LocalID, m_BlockingEndPoint, posChange, pos);
|
||||
}
|
||||
}
|
||||
if (pos.Z < _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y))
|
||||
|
||||
// If below the terrain, move us above the ground a little.
|
||||
if (pos.Z < m_prim.Scene.GetTerrainHeightAtXYZ(pos))
|
||||
{
|
||||
pos.Z = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y) + 2;
|
||||
pos.Z = m_prim.Scene.GetTerrainHeightAtXYZ(pos) + 2;
|
||||
m_prim.Position = pos;
|
||||
DetailLog("{0},MoveLinear,terrainHeight,pos={1}", m_prim.LocalID, pos);
|
||||
}
|
||||
|
||||
// Check if hovering
|
||||
|
@ -708,11 +741,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// We should hover, get the target height
|
||||
if ((m_Hoverflags & VehicleFlag.HOVER_WATER_ONLY) != 0)
|
||||
{
|
||||
m_VhoverTargetHeight = _pParentScene.GetWaterLevel() + m_VhoverHeight;
|
||||
m_VhoverTargetHeight = m_prim.Scene.GetWaterLevel() + m_VhoverHeight;
|
||||
}
|
||||
if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
|
||||
{
|
||||
m_VhoverTargetHeight = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
|
||||
m_VhoverTargetHeight = m_prim.Scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
|
||||
}
|
||||
if ((m_Hoverflags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0)
|
||||
{
|
||||
|
@ -746,6 +779,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
}
|
||||
}
|
||||
|
||||
DetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_dir, m_VhoverHeight, m_VhoverTargetHeight);
|
||||
|
||||
// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
|
||||
// m_VhoverTimescale = 0f; // time to acheive height
|
||||
// pTimestep is time since last frame,in secs
|
||||
|
@ -774,12 +809,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
{
|
||||
grav.Z = (float)(grav.Z * 1.125);
|
||||
}
|
||||
float terraintemp = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
|
||||
float terraintemp = m_prim.Scene.GetTerrainHeightAtXYZ(pos);
|
||||
float postemp = (pos.Z - terraintemp);
|
||||
if (postemp > 2.5f)
|
||||
{
|
||||
grav.Z = (float)(grav.Z * 1.037125);
|
||||
}
|
||||
DetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav);
|
||||
//End Experimental Values
|
||||
}
|
||||
if ((m_flags & (VehicleFlag.NO_X)) != 0)
|
||||
|
@ -800,32 +836,39 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// Apply velocity
|
||||
m_prim.Velocity = m_dir;
|
||||
// apply gravity force
|
||||
m_prim.Force = grav;
|
||||
// Why is this set here? The physics engine already does gravity.
|
||||
// m_prim.AddForce(grav, false);
|
||||
// m_prim.Force = grav;
|
||||
|
||||
|
||||
// apply friction
|
||||
// Apply friction
|
||||
Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep);
|
||||
m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount;
|
||||
|
||||
DetailLog("{0},MoveLinear,done,pos={1},vel={2},force={3},decay={4}",
|
||||
m_prim.LocalID, m_lastPositionVector, m_dir, grav, decayamount);
|
||||
|
||||
} // end MoveLinear()
|
||||
|
||||
private void MoveAngular(float pTimestep)
|
||||
{
|
||||
/*
|
||||
private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
|
||||
private int m_angularMotorApply = 0; // application frame counter
|
||||
private float m_angularMotorVelocity = 0; // current angular motor velocity (ramps up and down)
|
||||
private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate
|
||||
private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate
|
||||
private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate
|
||||
private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
|
||||
*/
|
||||
// m_angularMotorDirection // angular velocity requested by LSL motor
|
||||
// m_angularMotorApply // application frame counter
|
||||
// m_angularMotorVelocity // current angular motor velocity (ramps up and down)
|
||||
// m_angularMotorTimescale // motor angular velocity ramp up rate
|
||||
// m_angularMotorDecayTimescale // motor angular velocity decay rate
|
||||
// m_angularFrictionTimescale // body angular velocity decay rate
|
||||
// m_lastAngularVelocity // what was last applied to body
|
||||
|
||||
// Get what the body is doing, this includes 'external' influences
|
||||
Vector3 angularVelocity = m_prim.RotationalVelocity;
|
||||
// Vector3 angularVelocity = Vector3.Zero;
|
||||
|
||||
if (m_angularMotorApply > 0)
|
||||
{
|
||||
// Rather than snapping the angular motor velocity from the old value to
|
||||
// a newly set velocity, this routine steps the value from the previous
|
||||
// value (m_angularMotorVelocity) to the requested value (m_angularMotorDirection).
|
||||
// There are m_angularMotorApply steps.
|
||||
Vector3 origAngularVelocity = m_angularMotorVelocity;
|
||||
// ramp up to new value
|
||||
// current velocity += error / (time to get there / step interval)
|
||||
// requested speed - last motor speed
|
||||
|
@ -833,23 +876,21 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep);
|
||||
m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep);
|
||||
|
||||
DetailLog("{0},MoveAngular,angularMotorApply,apply={1},origvel={2},dir={3},vel={4}",
|
||||
m_prim.LocalID,m_angularMotorApply,origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity);
|
||||
|
||||
m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected
|
||||
// velocity may still be acheived.
|
||||
}
|
||||
else
|
||||
{
|
||||
// no motor recently applied, keep the body velocity
|
||||
/* m_angularMotorVelocity.X = angularVelocity.X;
|
||||
m_angularMotorVelocity.Y = angularVelocity.Y;
|
||||
m_angularMotorVelocity.Z = angularVelocity.Z; */
|
||||
|
||||
// No motor recently applied, keep the body velocity
|
||||
// and decay the velocity
|
||||
m_angularMotorVelocity -= m_angularMotorVelocity / (m_angularMotorDecayTimescale / pTimestep);
|
||||
} // end motor section
|
||||
|
||||
// Vertical attractor section
|
||||
Vector3 vertattr = Vector3.Zero;
|
||||
|
||||
if (m_verticalAttractionTimescale < 300)
|
||||
{
|
||||
float VAservo = 0.2f / (m_verticalAttractionTimescale * pTimestep);
|
||||
|
@ -871,7 +912,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// Error is 0 (no error) to +/- 2 (max error)
|
||||
// scale it by VAservo
|
||||
verterr = verterr * VAservo;
|
||||
//if (frcount == 0) Console.WriteLine("VAerr=" + verterr);
|
||||
|
||||
// As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
|
||||
// Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
|
||||
|
@ -884,11 +924,15 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
vertattr.X += bounce * angularVelocity.X;
|
||||
vertattr.Y += bounce * angularVelocity.Y;
|
||||
|
||||
DetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}",
|
||||
m_prim.LocalID, verterr, bounce, vertattr);
|
||||
|
||||
} // else vertical attractor is off
|
||||
|
||||
// m_lastVertAttractor = vertattr;
|
||||
// m_lastVertAttractor = vertattr;
|
||||
|
||||
// Bank section tba
|
||||
|
||||
// Deflection section tba
|
||||
|
||||
// Sum velocities
|
||||
|
@ -898,11 +942,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
{
|
||||
m_lastAngularVelocity.X = 0;
|
||||
m_lastAngularVelocity.Y = 0;
|
||||
DetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity);
|
||||
}
|
||||
|
||||
if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f))
|
||||
{
|
||||
m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero.
|
||||
DetailLog("{0},MoveAngular,zeroSmallValues,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity);
|
||||
}
|
||||
|
||||
// apply friction
|
||||
|
@ -912,10 +958,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// Apply to the body
|
||||
m_prim.RotationalVelocity = m_lastAngularVelocity;
|
||||
|
||||
DetailLog("{0},MoveAngular,done,decay={1},lastAngular={2}", m_prim.LocalID, decayamount, m_lastAngularVelocity);
|
||||
} //end MoveAngular
|
||||
|
||||
internal void LimitRotation(float timestep)
|
||||
{
|
||||
Quaternion rotq = m_prim.Orientation; // rotq = rotation of object
|
||||
Quaternion rotq = m_prim.Orientation;
|
||||
Quaternion m_rot = rotq;
|
||||
bool changed = false;
|
||||
if (m_RollreferenceFrame != Quaternion.Identity)
|
||||
|
@ -923,18 +971,22 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
if (rotq.X >= m_RollreferenceFrame.X)
|
||||
{
|
||||
m_rot.X = rotq.X - (m_RollreferenceFrame.X / 2);
|
||||
changed = true;
|
||||
}
|
||||
if (rotq.Y >= m_RollreferenceFrame.Y)
|
||||
{
|
||||
m_rot.Y = rotq.Y - (m_RollreferenceFrame.Y / 2);
|
||||
changed = true;
|
||||
}
|
||||
if (rotq.X <= -m_RollreferenceFrame.X)
|
||||
{
|
||||
m_rot.X = rotq.X + (m_RollreferenceFrame.X / 2);
|
||||
changed = true;
|
||||
}
|
||||
if (rotq.Y <= -m_RollreferenceFrame.Y)
|
||||
{
|
||||
m_rot.Y = rotq.Y + (m_RollreferenceFrame.Y / 2);
|
||||
changed = true;
|
||||
}
|
||||
changed = true;
|
||||
}
|
||||
|
@ -944,8 +996,23 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
m_rot.Y = 0;
|
||||
changed = true;
|
||||
}
|
||||
if ((m_flags & VehicleFlag.LOCK_ROTATION) != 0)
|
||||
{
|
||||
m_rot.X = 0;
|
||||
m_rot.Y = 0;
|
||||
changed = true;
|
||||
}
|
||||
if (changed)
|
||||
m_prim.Orientation = m_rot;
|
||||
|
||||
DetailLog("{0},LimitRotation,done,changed={1},orig={2},new={3}", m_prim.LocalID, changed, rotq, m_rot);
|
||||
}
|
||||
|
||||
// Invoke the detailed logger and output something if it's enabled.
|
||||
private void DetailLog(string msg, params Object[] args)
|
||||
{
|
||||
if (m_prim.Scene.VehicleLoggingEnabled)
|
||||
m_prim.Scene.PhysicsLogging.Write(msg, args);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,352 @@
|
|||
/*
|
||||
* 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 copyrightD
|
||||
* 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.Text;
|
||||
|
||||
using OMV = OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
public class BSLinkset
|
||||
{
|
||||
private static string LogHeader = "[BULLETSIM LINKSET]";
|
||||
|
||||
private BSPrim m_linksetRoot;
|
||||
public BSPrim Root { get { return m_linksetRoot; } }
|
||||
|
||||
private BSScene m_scene;
|
||||
|
||||
private List<BSPrim> m_children;
|
||||
|
||||
// We lock the diddling of linkset classes to prevent any badness.
|
||||
// This locks the modification of the instances of this class. Changes
|
||||
// to the physical representation is done via the tainting mechenism.
|
||||
private object m_linksetActivityLock = new Object();
|
||||
|
||||
// We keep the prim's mass in the linkset structure since it could be dependent on other prims
|
||||
private float m_mass;
|
||||
public float LinksetMass
|
||||
{
|
||||
get
|
||||
{
|
||||
m_mass = ComputeLinksetMass();
|
||||
return m_mass;
|
||||
}
|
||||
}
|
||||
|
||||
public OMV.Vector3 CenterOfMass
|
||||
{
|
||||
get { return ComputeLinksetCenterOfMass(); }
|
||||
}
|
||||
|
||||
public OMV.Vector3 GeometricCenter
|
||||
{
|
||||
get { return ComputeLinksetGeometricCenter(); }
|
||||
}
|
||||
|
||||
public BSLinkset(BSScene scene, BSPrim parent)
|
||||
{
|
||||
// A simple linkset of one (no children)
|
||||
m_scene = scene;
|
||||
m_linksetRoot = parent;
|
||||
m_children = new List<BSPrim>();
|
||||
m_mass = parent.MassRaw;
|
||||
}
|
||||
|
||||
// Link to a linkset where the child knows the parent.
|
||||
// Parent changing should not happen so do some sanity checking.
|
||||
// We return the parent's linkset so the child can track it's membership.
|
||||
public BSLinkset AddMeToLinkset(BSPrim child, BSPrim parent)
|
||||
{
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
parent.Linkset.AddChildToLinkset(child);
|
||||
}
|
||||
return parent.Linkset;
|
||||
}
|
||||
|
||||
public BSLinkset RemoveMeFromLinkset(BSPrim child)
|
||||
{
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
if (IsRoot(child))
|
||||
{
|
||||
// if root of linkset, take the linkset apart
|
||||
while (m_children.Count > 0)
|
||||
{
|
||||
// Note that we don't do a foreach because the remove routine
|
||||
// takes it out of the list.
|
||||
RemoveChildFromLinkset(m_children[0]);
|
||||
}
|
||||
m_children.Clear(); // just to make sure
|
||||
}
|
||||
else
|
||||
{
|
||||
// Just removing a child from an existing linkset
|
||||
RemoveChildFromLinkset(child);
|
||||
}
|
||||
}
|
||||
|
||||
// The child is down to a linkset of just itself
|
||||
return new BSLinkset(m_scene, child);
|
||||
}
|
||||
|
||||
// An existing linkset had one of its members rebuilt or something.
|
||||
// Go through the linkset and rebuild the pointers to the bodies of the linkset members.
|
||||
public BSLinkset RefreshLinkset(BSPrim requestor)
|
||||
{
|
||||
BSLinkset ret = requestor.Linkset;
|
||||
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
System.IntPtr aPtr = BulletSimAPI.GetBodyHandle2(m_scene.World.Ptr, m_linksetRoot.LocalID);
|
||||
if (aPtr == System.IntPtr.Zero)
|
||||
{
|
||||
// That's odd. We can't find the root of the linkset.
|
||||
// The linkset is somehow dead. The requestor is now a member of a linkset of one.
|
||||
DetailLog("{0},RefreshLinkset.RemoveRoot,child={1}", m_linksetRoot.LocalID, m_linksetRoot.LocalID);
|
||||
ret = RemoveMeFromLinkset(m_linksetRoot);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Reconstruct the pointer to the body of the linkset root.
|
||||
DetailLog("{0},RefreshLinkset.RebuildRoot,rootID={1},ptr={2}", m_linksetRoot.LocalID, m_linksetRoot.LocalID, aPtr);
|
||||
m_linksetRoot.Body = new BulletBody(m_linksetRoot.LocalID, aPtr);
|
||||
|
||||
List<BSPrim> toRemove = new List<BSPrim>();
|
||||
foreach (BSPrim bsp in m_children)
|
||||
{
|
||||
aPtr = BulletSimAPI.GetBodyHandle2(m_scene.World.Ptr, bsp.LocalID);
|
||||
if (aPtr == System.IntPtr.Zero)
|
||||
{
|
||||
toRemove.Add(bsp);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Reconstruct the pointer to the body of the linkset root.
|
||||
DetailLog("{0},RefreshLinkset.RebuildChild,rootID={1},ptr={2}", bsp.LocalID, m_linksetRoot.LocalID, aPtr);
|
||||
bsp.Body = new BulletBody(bsp.LocalID, aPtr);
|
||||
}
|
||||
}
|
||||
foreach (BSPrim bsp in toRemove)
|
||||
{
|
||||
RemoveChildFromLinkset(bsp);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
||||
// Return 'true' if the passed object is the root object of this linkset
|
||||
public bool IsRoot(BSPrim requestor)
|
||||
{
|
||||
return (requestor.LocalID == m_linksetRoot.LocalID);
|
||||
}
|
||||
|
||||
// Return 'true' if this linkset has any children (more than the root member)
|
||||
public bool HasAnyChildren { get { return (m_children.Count > 0); } }
|
||||
|
||||
// Return 'true' if this child is in this linkset
|
||||
public bool HasChild(BSPrim child)
|
||||
{
|
||||
bool ret = false;
|
||||
foreach (BSPrim bp in m_children)
|
||||
{
|
||||
if (child.LocalID == bp.LocalID)
|
||||
{
|
||||
ret = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
private float ComputeLinksetMass()
|
||||
{
|
||||
float mass = m_linksetRoot.MassRaw;
|
||||
foreach (BSPrim bp in m_children)
|
||||
{
|
||||
mass += bp.MassRaw;
|
||||
}
|
||||
return mass;
|
||||
}
|
||||
|
||||
private OMV.Vector3 ComputeLinksetCenterOfMass()
|
||||
{
|
||||
OMV.Vector3 com = m_linksetRoot.Position * m_linksetRoot.MassRaw;
|
||||
float totalMass = m_linksetRoot.MassRaw;
|
||||
|
||||
foreach (BSPrim bp in m_children)
|
||||
{
|
||||
com += bp.Position * bp.MassRaw;
|
||||
totalMass += bp.MassRaw;
|
||||
}
|
||||
com /= totalMass;
|
||||
|
||||
return com;
|
||||
}
|
||||
|
||||
private OMV.Vector3 ComputeLinksetGeometricCenter()
|
||||
{
|
||||
OMV.Vector3 com = m_linksetRoot.Position;
|
||||
|
||||
foreach (BSPrim bp in m_children)
|
||||
{
|
||||
com += bp.Position * bp.MassRaw;
|
||||
}
|
||||
com /= m_children.Count + 1;
|
||||
|
||||
return com;
|
||||
}
|
||||
|
||||
// I am the root of a linkset and a new child is being added
|
||||
public void AddChildToLinkset(BSPrim pchild)
|
||||
{
|
||||
BSPrim child = pchild;
|
||||
if (!HasChild(child))
|
||||
{
|
||||
m_children.Add(child);
|
||||
|
||||
m_scene.TaintedObject(delegate()
|
||||
{
|
||||
DebugLog("{0}: AddChildToLinkset: adding child {1} to {2}", LogHeader, child.LocalID, m_linksetRoot.LocalID);
|
||||
DetailLog("{0},AddChildToLinkset,child={1}", m_linksetRoot.LocalID, pchild.LocalID);
|
||||
PhysicallyLinkAChildToRoot(pchild); // build the physical binding between me and the child
|
||||
});
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// I am the root of a linkset and one of my children is being removed.
|
||||
// Safe to call even if the child is not really in my linkset.
|
||||
public void RemoveChildFromLinkset(BSPrim pchild)
|
||||
{
|
||||
BSPrim child = pchild;
|
||||
|
||||
if (m_children.Remove(child))
|
||||
{
|
||||
m_scene.TaintedObject(delegate()
|
||||
{
|
||||
DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID);
|
||||
DetailLog("{0},RemoveChildFromLinkset,child={1}", m_linksetRoot.LocalID, pchild.LocalID);
|
||||
|
||||
if (m_children.Count == 0)
|
||||
{
|
||||
// if the linkset is empty, make sure all linkages have been removed
|
||||
PhysicallyUnlinkAllChildrenFromRoot();
|
||||
}
|
||||
else
|
||||
{
|
||||
PhysicallyUnlinkAChildFromRoot(pchild);
|
||||
}
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
// This will happen if we remove the root of the linkset first. Non-fatal occurance.
|
||||
// m_scene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Create a constraint between me (root of linkset) and the passed prim (the child).
|
||||
// Called at taint time!
|
||||
private void PhysicallyLinkAChildToRoot(BSPrim childPrim)
|
||||
{
|
||||
// Zero motion for children so they don't interpolate
|
||||
childPrim.ZeroMotion();
|
||||
|
||||
// relative position normalized to the root prim
|
||||
OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(m_linksetRoot.Orientation);
|
||||
OMV.Vector3 childRelativePosition = (childPrim.Position - m_linksetRoot.Position) * invThisOrientation;
|
||||
|
||||
// relative rotation of the child to the parent
|
||||
OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation;
|
||||
|
||||
// create a constraint that allows no freedom of movement between the two objects
|
||||
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
|
||||
// DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID);
|
||||
DetailLog("{0},LinkAChildToMe,taint,root={1},child={2}", m_linksetRoot.LocalID, m_linksetRoot.LocalID, childPrim.LocalID);
|
||||
BSConstraint constrain = m_scene.Constraints.CreateConstraint(
|
||||
m_scene.World, m_linksetRoot.Body, childPrim.Body,
|
||||
// childRelativePosition,
|
||||
// childRelativeRotation,
|
||||
OMV.Vector3.Zero,
|
||||
OMV.Quaternion.Identity,
|
||||
OMV.Vector3.Zero,
|
||||
OMV.Quaternion.Identity
|
||||
);
|
||||
constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
|
||||
constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
|
||||
|
||||
// tweek the constraint to increase stability
|
||||
constrain.UseFrameOffset(m_scene.BoolNumeric(m_scene.Params.linkConstraintUseFrameOffset));
|
||||
constrain.TranslationalLimitMotor(m_scene.BoolNumeric(m_scene.Params.linkConstraintEnableTransMotor),
|
||||
m_scene.Params.linkConstraintTransMotorMaxVel,
|
||||
m_scene.Params.linkConstraintTransMotorMaxForce);
|
||||
constrain.SetCFMAndERP(m_scene.Params.linkConstraintCFM, m_scene.Params.linkConstraintERP);
|
||||
|
||||
}
|
||||
|
||||
// Remove linkage between myself and a particular child
|
||||
// Called at taint time!
|
||||
private void PhysicallyUnlinkAChildFromRoot(BSPrim childPrim)
|
||||
{
|
||||
DebugLog("{0}: PhysicallyUnlinkAChildFromRoot: RemoveConstraint between root prim {1} and child prim {2}",
|
||||
LogHeader, m_linksetRoot.LocalID, childPrim.LocalID);
|
||||
DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", m_linksetRoot.LocalID, m_linksetRoot.LocalID, childPrim.LocalID);
|
||||
// BulletSimAPI.RemoveConstraint(_scene.WorldID, LocalID, childPrim.LocalID);
|
||||
m_scene.Constraints.RemoveAndDestroyConstraint(m_linksetRoot.Body, childPrim.Body);
|
||||
}
|
||||
|
||||
// Remove linkage between myself and any possible children I might have
|
||||
// Called at taint time!
|
||||
private void PhysicallyUnlinkAllChildrenFromRoot()
|
||||
{
|
||||
// DebugLog("{0}: PhysicallyUnlinkAllChildren:", LogHeader);
|
||||
DetailLog("{0},PhysicallyUnlinkAllChildren,taint", m_linksetRoot.LocalID);
|
||||
m_scene.Constraints.RemoveAndDestroyConstraint(m_linksetRoot.Body);
|
||||
// BulletSimAPI.RemoveConstraintByID(_scene.WorldID, LocalID);
|
||||
}
|
||||
|
||||
// Invoke the detailed logger and output something if it's enabled.
|
||||
private void DebugLog(string msg, params Object[] args)
|
||||
{
|
||||
m_scene.Logger.DebugFormat(msg, args);
|
||||
}
|
||||
|
||||
// Invoke the detailed logger and output something if it's enabled.
|
||||
private void DetailLog(string msg, params Object[] args)
|
||||
{
|
||||
m_scene.PhysicsLogging.Write(msg, args);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
|
@ -42,6 +42,8 @@ public sealed class BSPrim : PhysicsActor
|
|||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
private static readonly string LogHeader = "[BULLETS PRIM]";
|
||||
|
||||
private void DebugLog(string mm, params Object[] xx) { if (_scene.shouldDebugLog) m_log.DebugFormat(mm, xx); }
|
||||
|
||||
private IMesh _mesh;
|
||||
private PrimitiveBaseShape _pbs;
|
||||
private ShapeData.PhysicsShapeType _shapeType;
|
||||
|
@ -50,6 +52,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
private List<ConvexResult> _hulls;
|
||||
|
||||
private BSScene _scene;
|
||||
public BSScene Scene { get { return _scene; } }
|
||||
private String _avName;
|
||||
private uint _localID = 0;
|
||||
|
||||
|
@ -63,7 +66,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
private bool _isSelected;
|
||||
private bool _isVolumeDetect;
|
||||
private OMV.Vector3 _position;
|
||||
private float _mass;
|
||||
private float _mass; // the mass of this object
|
||||
private float _density;
|
||||
private OMV.Vector3 _force;
|
||||
private OMV.Vector3 _velocity;
|
||||
|
@ -86,14 +89,25 @@ public sealed class BSPrim : PhysicsActor
|
|||
private bool _kinematic;
|
||||
private float _buoyancy;
|
||||
|
||||
private List<BSPrim> _childrenPrims;
|
||||
private BSPrim _parentPrim;
|
||||
// Membership in a linkset is controlled by this class.
|
||||
private BSLinkset _linkset;
|
||||
public BSLinkset Linkset
|
||||
{
|
||||
get { return _linkset; }
|
||||
set { _linkset = value; }
|
||||
}
|
||||
|
||||
private int _subscribedEventsMs = 0;
|
||||
private int _nextCollisionOkTime = 0;
|
||||
long _collidingStep;
|
||||
long _collidingGroundStep;
|
||||
|
||||
private BulletBody m_body;
|
||||
public BulletBody Body {
|
||||
get { return m_body; }
|
||||
set { m_body = value; }
|
||||
}
|
||||
|
||||
private BSDynamics _vehicle;
|
||||
|
||||
private OMV.Vector3 _PIDTarget;
|
||||
|
@ -127,17 +141,18 @@ public sealed class BSPrim : PhysicsActor
|
|||
_friction = _scene.Params.defaultFriction; // TODO: compute based on object material
|
||||
_density = _scene.Params.defaultDensity; // TODO: compute based on object material
|
||||
_restitution = _scene.Params.defaultRestitution;
|
||||
_parentPrim = null; // not a child or a parent
|
||||
_linkset = new BSLinkset(_scene, this); // a linkset of one
|
||||
_vehicle = new BSDynamics(this); // add vehicleness
|
||||
_childrenPrims = new List<BSPrim>();
|
||||
if (_isPhysical)
|
||||
_mass = CalculateMass();
|
||||
else
|
||||
_mass = 0f;
|
||||
_mass = CalculateMass();
|
||||
// do the actual object creation at taint time
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
RecreateGeomAndObject();
|
||||
|
||||
// Get the pointer to the physical body for this object.
|
||||
// At the moment, we're still letting BulletSim manage the creation and destruction
|
||||
// of the object. Someday we'll move that into the C# code.
|
||||
m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID));
|
||||
});
|
||||
}
|
||||
|
||||
|
@ -145,13 +160,19 @@ public sealed class BSPrim : PhysicsActor
|
|||
public void Destroy()
|
||||
{
|
||||
// m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID);
|
||||
// DetailLog("{0},Destroy", LocalID);
|
||||
|
||||
// Undo any vehicle properties
|
||||
_vehicle.ProcessTypeChange(Vehicle.TYPE_NONE);
|
||||
_scene.RemoveVehiclePrim(this); // just to make sure
|
||||
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
// Undo any links between me and any other object
|
||||
_linkset = _linkset.RemoveMeFromLinkset(this);
|
||||
|
||||
// everything in the C# world will get garbage collected. Tell the C++ world to free stuff.
|
||||
BulletSimAPI.DestroyObject(_scene.WorldID, _localID);
|
||||
BulletSimAPI.DestroyObject(_scene.WorldID, LocalID);
|
||||
});
|
||||
}
|
||||
|
||||
|
@ -164,8 +185,9 @@ public sealed class BSPrim : PhysicsActor
|
|||
_size = value;
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
if (_isPhysical) _mass = CalculateMass(); // changing size changes the mass
|
||||
BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, _mass, _isPhysical);
|
||||
_mass = CalculateMass(); // changing size changes the mass
|
||||
BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical);
|
||||
DetailLog("{0}: setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical);
|
||||
RecreateGeomAndObject();
|
||||
});
|
||||
}
|
||||
|
@ -175,7 +197,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
_pbs = value;
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
if (_isPhysical) _mass = CalculateMass(); // changing the shape changes the mass
|
||||
_mass = CalculateMass(); // changing the shape changes the mass
|
||||
RecreateGeomAndObject();
|
||||
});
|
||||
}
|
||||
|
@ -202,33 +224,10 @@ public sealed class BSPrim : PhysicsActor
|
|||
// link me to the specified parent
|
||||
public override void link(PhysicsActor obj) {
|
||||
BSPrim parent = obj as BSPrim;
|
||||
// m_log.DebugFormat("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, obj.LocalID);
|
||||
// TODO: decide if this parent checking needs to happen at taint time
|
||||
if (_parentPrim == null)
|
||||
{
|
||||
if (parent != null)
|
||||
{
|
||||
// I don't have a parent so I am joining a linkset
|
||||
parent.AddChildToLinkset(this);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// I already have a parent, is parenting changing?
|
||||
if (parent != _parentPrim)
|
||||
{
|
||||
if (parent == null)
|
||||
{
|
||||
// we are being removed from a linkset
|
||||
_parentPrim.RemoveChildFromLinkset(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
// asking to reparent a prim should not happen
|
||||
m_log.ErrorFormat("{0}: Reparenting a prim. ", LogHeader);
|
||||
}
|
||||
}
|
||||
}
|
||||
DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, obj.LocalID);
|
||||
DetailLog("{0},link,parent={1}", LocalID, obj.LocalID);
|
||||
|
||||
_linkset = _linkset.AddMeToLinkset(this, parent);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -236,101 +235,92 @@ public sealed class BSPrim : PhysicsActor
|
|||
public override void delink() {
|
||||
// TODO: decide if this parent checking needs to happen at taint time
|
||||
// Race condition here: if link() and delink() in same simulation tick, the delink will not happen
|
||||
// m_log.DebugFormat("{0}: delink {1}/{2}", LogHeader, _avName, _localID);
|
||||
if (_parentPrim != null)
|
||||
{
|
||||
_parentPrim.RemoveChildFromLinkset(this);
|
||||
}
|
||||
DebugLog("{0}: delink {1}/{2}. Parent={3}", LogHeader, _avName, _localID,
|
||||
_linkset.Root._avName+"/"+_linkset.Root.LocalID.ToString());
|
||||
DetailLog("{0},delink,parent={1}", LocalID, _linkset.Root.LocalID.ToString());
|
||||
|
||||
_linkset.RemoveMeFromLinkset(this);
|
||||
return;
|
||||
}
|
||||
|
||||
// I am the root of a linkset and a new child is being added
|
||||
public void AddChildToLinkset(BSPrim pchild)
|
||||
{
|
||||
BSPrim child = pchild;
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
if (!_childrenPrims.Contains(child))
|
||||
{
|
||||
_childrenPrims.Add(child);
|
||||
child.ParentPrim = this; // the child has gained a parent
|
||||
RecreateGeomAndObject(); // rebuild my shape with the new child added
|
||||
}
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
// I am the root of a linkset and one of my children is being removed.
|
||||
// Safe to call even if the child is not really in my linkset.
|
||||
public void RemoveChildFromLinkset(BSPrim pchild)
|
||||
{
|
||||
BSPrim child = pchild;
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
if (_childrenPrims.Contains(child))
|
||||
{
|
||||
BulletSimAPI.RemoveConstraint(_scene.WorldID, child.LocalID, this.LocalID);
|
||||
_childrenPrims.Remove(child);
|
||||
child.ParentPrim = null; // the child has lost its parent
|
||||
RecreateGeomAndObject(); // rebuild my shape with the child removed
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset");
|
||||
}
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
public BSPrim ParentPrim
|
||||
{
|
||||
set { _parentPrim = value; }
|
||||
}
|
||||
|
||||
// return true if we are the root of a linkset (there are children to manage)
|
||||
public bool IsRootOfLinkset
|
||||
{
|
||||
get { return (_parentPrim == null && _childrenPrims.Count != 0); }
|
||||
}
|
||||
|
||||
// Set motion values to zero.
|
||||
// Do it to the properties so the values get set in the physics engine.
|
||||
// Push the setting of the values to the viewer.
|
||||
private void ZeroMotion()
|
||||
// Called at taint time!
|
||||
public void ZeroMotion()
|
||||
{
|
||||
Velocity = OMV.Vector3.Zero;
|
||||
_velocity = OMV.Vector3.Zero;
|
||||
_acceleration = OMV.Vector3.Zero;
|
||||
RotationalVelocity = OMV.Vector3.Zero;
|
||||
base.RequestPhysicsterseUpdate();
|
||||
_rotationalVelocity = OMV.Vector3.Zero;
|
||||
|
||||
// Zero some other properties directly into the physics engine
|
||||
BulletSimAPI.SetVelocity2(Body.Ptr, OMV.Vector3.Zero);
|
||||
BulletSimAPI.SetAngularVelocity2(Body.Ptr, OMV.Vector3.Zero);
|
||||
BulletSimAPI.SetInterpolation2(Body.Ptr, OMV.Vector3.Zero, OMV.Vector3.Zero);
|
||||
BulletSimAPI.ClearForces2(Body.Ptr);
|
||||
}
|
||||
|
||||
public override void LockAngularMotion(OMV.Vector3 axis) { return; }
|
||||
public override void LockAngularMotion(OMV.Vector3 axis)
|
||||
{
|
||||
DetailLog("{0},LockAngularMotion,call,axis={1}", LocalID, axis);
|
||||
return;
|
||||
}
|
||||
|
||||
public override OMV.Vector3 Position {
|
||||
get {
|
||||
// don't do the following GetObjectPosition because this function is called a zillion times
|
||||
if (!_linkset.IsRoot(this))
|
||||
// child prims move around based on their parent. Need to get the latest location
|
||||
_position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
|
||||
|
||||
// don't do the GetObjectPosition for root elements because this function is called a zillion times
|
||||
// _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
|
||||
return _position;
|
||||
}
|
||||
set {
|
||||
_position = value;
|
||||
// TODO: what does it mean to set the position of a child prim?? Rebuild the constraint?
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
DetailLog("{0},SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
|
||||
BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
|
||||
// m_log.DebugFormat("{0}: setPosition: id={1}, position={2}", LogHeader, _localID, _position);
|
||||
});
|
||||
}
|
||||
}
|
||||
public override float Mass {
|
||||
get { return _mass; }
|
||||
|
||||
// Return the effective mass of the object.
|
||||
// If there are multiple items in the linkset, add them together for the root
|
||||
public override float Mass
|
||||
{
|
||||
get
|
||||
{
|
||||
return _linkset.LinksetMass;
|
||||
}
|
||||
}
|
||||
|
||||
// used when we only want this prim's mass and not the linkset thing
|
||||
public float MassRaw { get { return _mass; } }
|
||||
|
||||
// Is this used?
|
||||
public override OMV.Vector3 CenterOfMass
|
||||
{
|
||||
get { return _linkset.CenterOfMass; }
|
||||
}
|
||||
|
||||
// Is this used?
|
||||
public override OMV.Vector3 GeometricCenter
|
||||
{
|
||||
get { return _linkset.GeometricCenter; }
|
||||
}
|
||||
|
||||
public override OMV.Vector3 Force {
|
||||
get { return _force; }
|
||||
set {
|
||||
_force = value;
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
|
||||
DetailLog("{0},SetForce,taint,force={1}", LocalID, _force);
|
||||
// BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
|
||||
BulletSimAPI.SetObjectForce2(Body.Ptr, _force);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -341,15 +331,22 @@ public sealed class BSPrim : PhysicsActor
|
|||
}
|
||||
set {
|
||||
Vehicle type = (Vehicle)value;
|
||||
_vehicle.ProcessTypeChange(type);
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
DetailLog("{0},SetVehicleType,taint,type={1}", LocalID, type);
|
||||
_vehicle.ProcessTypeChange(type);
|
||||
if (type == Vehicle.TYPE_NONE)
|
||||
{
|
||||
_scene.RemoveVehiclePrim(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
// Tell the physics engine to clear state
|
||||
BulletSimAPI.ClearForces2(this.Body.Ptr);
|
||||
});
|
||||
|
||||
// make it so the scene will call us each tick to do vehicle things
|
||||
_scene.AddVehiclePrim(this);
|
||||
}
|
||||
|
@ -359,47 +356,59 @@ public sealed class BSPrim : PhysicsActor
|
|||
}
|
||||
public override void VehicleFloatParam(int param, float value)
|
||||
{
|
||||
_vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
_vehicle.ProcessFloatVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep);
|
||||
});
|
||||
}
|
||||
public override void VehicleVectorParam(int param, OMV.Vector3 value)
|
||||
{
|
||||
_vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
_vehicle.ProcessVectorVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep);
|
||||
});
|
||||
}
|
||||
public override void VehicleRotationParam(int param, OMV.Quaternion rotation)
|
||||
{
|
||||
_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
|
||||
});
|
||||
}
|
||||
public override void VehicleFlags(int param, bool remove)
|
||||
{
|
||||
_vehicle.ProcessVehicleFlags(param, remove);
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
_vehicle.ProcessVehicleFlags(param, remove);
|
||||
});
|
||||
}
|
||||
// Called each simulation step to advance vehicle characteristics
|
||||
|
||||
// Called each simulation step to advance vehicle characteristics.
|
||||
// Called from Scene when doing simulation step so we're in taint processing time.
|
||||
public void StepVehicle(float timeStep)
|
||||
{
|
||||
_vehicle.Step(timeStep, _scene);
|
||||
if (IsPhysical)
|
||||
_vehicle.Step(timeStep);
|
||||
}
|
||||
|
||||
// Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
|
||||
public override void SetVolumeDetect(int param) {
|
||||
bool newValue = (param != 0);
|
||||
if (_isVolumeDetect != newValue)
|
||||
_isVolumeDetect = newValue;
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
_isVolumeDetect = newValue;
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
SetObjectDynamic();
|
||||
});
|
||||
}
|
||||
SetObjectDynamic();
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } }
|
||||
public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } }
|
||||
public override OMV.Vector3 Velocity {
|
||||
get { return _velocity; }
|
||||
set { _velocity = value;
|
||||
set {
|
||||
_velocity = value;
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
DetailLog("{0},SetVelocity,taint,vel={1}", LocalID, _velocity);
|
||||
BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity);
|
||||
});
|
||||
}
|
||||
|
@ -407,6 +416,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
public override OMV.Vector3 Torque {
|
||||
get { return _torque; }
|
||||
set { _torque = value;
|
||||
DetailLog("{0},SetTorque,call,torque={1}", LocalID, _torque);
|
||||
}
|
||||
}
|
||||
public override float CollisionScore {
|
||||
|
@ -419,13 +429,21 @@ public sealed class BSPrim : PhysicsActor
|
|||
set { _acceleration = value; }
|
||||
}
|
||||
public override OMV.Quaternion Orientation {
|
||||
get { return _orientation; }
|
||||
get {
|
||||
if (!_linkset.IsRoot(this))
|
||||
{
|
||||
// Children move around because tied to parent. Get a fresh value.
|
||||
_orientation = BulletSimAPI.GetObjectOrientation(_scene.WorldID, LocalID);
|
||||
}
|
||||
return _orientation;
|
||||
}
|
||||
set {
|
||||
_orientation = value;
|
||||
// m_log.DebugFormat("{0}: set orientation: id={1}, ori={2}", LogHeader, LocalID, _orientation);
|
||||
// TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint?
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
// _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
|
||||
DetailLog("{0},SetOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation);
|
||||
BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
|
||||
});
|
||||
}
|
||||
|
@ -458,25 +476,24 @@ public sealed class BSPrim : PhysicsActor
|
|||
get { return !IsPhantom && !_isVolumeDetect; }
|
||||
}
|
||||
|
||||
// make gravity work if the object is physical and not selected
|
||||
// no locking here because only called when it is safe
|
||||
// Make gravity work if the object is physical and not selected
|
||||
// No locking here because only called when it is safe
|
||||
// Only called at taint time so it is save to call into Bullet.
|
||||
private void SetObjectDynamic()
|
||||
{
|
||||
// m_log.DebugFormat("{0}: ID={1}, SetObjectDynamic: IsStatic={2}, IsSolid={3}", LogHeader, _localID, IsStatic, IsSolid);
|
||||
// non-physical things work best with a mass of zero
|
||||
if (IsStatic)
|
||||
{
|
||||
_mass = 0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
_mass = CalculateMass();
|
||||
// If it's dynamic, make sure the hull has been created for it
|
||||
// This shouldn't do much work if the object had previously been built
|
||||
RecreateGeomAndObject();
|
||||
// RA: remove this for the moment.
|
||||
// The problem is that dynamic objects are hulls so if we are becoming physical
|
||||
// the shape has to be checked and possibly built.
|
||||
// Maybe a VerifyCorrectPhysicalShape() routine?
|
||||
// RecreateGeomAndObject();
|
||||
|
||||
}
|
||||
BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), _mass);
|
||||
float mass = _mass;
|
||||
// Bullet wants static objects have a mass of zero
|
||||
if (IsStatic)
|
||||
mass = 0f;
|
||||
|
||||
DetailLog("{0},SetObjectDynamic,taint,static={1},solid={2},mass={3}", LocalID, IsStatic, IsSolid, mass);
|
||||
BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass);
|
||||
}
|
||||
|
||||
// prims don't fly
|
||||
|
@ -516,11 +533,24 @@ public sealed class BSPrim : PhysicsActor
|
|||
set { _floatOnWater = value; }
|
||||
}
|
||||
public override OMV.Vector3 RotationalVelocity {
|
||||
get { return _rotationalVelocity; }
|
||||
set { _rotationalVelocity = value;
|
||||
get {
|
||||
/*
|
||||
OMV.Vector3 pv = OMV.Vector3.Zero;
|
||||
// if close to zero, report zero
|
||||
// This is copied from ODE but I'm not sure why it returns zero but doesn't
|
||||
// zero the property in the physics engine.
|
||||
if (_rotationalVelocity.ApproxEquals(pv, 0.2f))
|
||||
return pv;
|
||||
*/
|
||||
|
||||
return _rotationalVelocity;
|
||||
}
|
||||
set {
|
||||
_rotationalVelocity = value;
|
||||
// m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
DetailLog("{0},SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
|
||||
BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity);
|
||||
});
|
||||
}
|
||||
|
@ -533,11 +563,13 @@ public sealed class BSPrim : PhysicsActor
|
|||
}
|
||||
public override float Buoyancy {
|
||||
get { return _buoyancy; }
|
||||
set { _buoyancy = value;
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy);
|
||||
});
|
||||
set {
|
||||
_buoyancy = value;
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
DetailLog("{0},SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
|
||||
BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -573,27 +605,45 @@ public sealed class BSPrim : PhysicsActor
|
|||
public override float APIDStrength { set { return; } }
|
||||
public override float APIDDamping { set { return; } }
|
||||
|
||||
private List<OMV.Vector3> m_accumulatedForces = new List<OMV.Vector3>();
|
||||
public override void AddForce(OMV.Vector3 force, bool pushforce) {
|
||||
if (force.IsFinite())
|
||||
{
|
||||
_force.X += force.X;
|
||||
_force.Y += force.Y;
|
||||
_force.Z += force.Z;
|
||||
// _force += force;
|
||||
lock (m_accumulatedForces)
|
||||
m_accumulatedForces.Add(new OMV.Vector3(force));
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader);
|
||||
return;
|
||||
}
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
|
||||
lock (m_accumulatedForces)
|
||||
{
|
||||
if (m_accumulatedForces.Count > 0)
|
||||
{
|
||||
OMV.Vector3 fSum = OMV.Vector3.Zero;
|
||||
foreach (OMV.Vector3 v in m_accumulatedForces)
|
||||
{
|
||||
fSum += v;
|
||||
}
|
||||
m_accumulatedForces.Clear();
|
||||
|
||||
DetailLog("{0},SetObjectForce,taint,force={1}", LocalID, fSum);
|
||||
BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, fSum);
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
public override void AddAngularForce(OMV.Vector3 force, bool pushforce) {
|
||||
DetailLog("{0},AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce);
|
||||
// m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce);
|
||||
}
|
||||
public override void SetMomentum(OMV.Vector3 momentum) {
|
||||
DetailLog("{0},SetMomentum,call,mom={1}", LocalID, momentum);
|
||||
}
|
||||
public override void SubscribeEvents(int ms) {
|
||||
_subscribedEventsMs = ms;
|
||||
|
@ -885,6 +935,9 @@ public sealed class BSPrim : PhysicsActor
|
|||
|
||||
returnMass = _density * volume;
|
||||
|
||||
/*
|
||||
* This change means each object keeps its own mass and the Mass property
|
||||
* will return the sum if we're part of a linkset.
|
||||
if (IsRootOfLinkset)
|
||||
{
|
||||
foreach (BSPrim prim in _childrenPrims)
|
||||
|
@ -892,6 +945,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
returnMass += prim.CalculateMass();
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
if (returnMass <= 0)
|
||||
returnMass = 0.0001f;
|
||||
|
@ -907,9 +961,11 @@ public sealed class BSPrim : PhysicsActor
|
|||
// The objects needs a hull if it's physical otherwise a mesh is enough
|
||||
// No locking here because this is done when we know physics is not simulating
|
||||
// if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used
|
||||
private void CreateGeom(bool forceRebuild)
|
||||
// Returns 'true' if the geometry was rebuilt
|
||||
private bool CreateGeom(bool forceRebuild)
|
||||
{
|
||||
// the mesher thought this was too simple to mesh. Use a native Bullet collision shape.
|
||||
bool ret = false;
|
||||
if (!_scene.NeedsMeshing(_pbs))
|
||||
{
|
||||
if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
|
||||
|
@ -917,16 +973,28 @@ public sealed class BSPrim : PhysicsActor
|
|||
if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
|
||||
{
|
||||
// m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size);
|
||||
_shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE;
|
||||
// Bullet native objects are scaled by the Bullet engine so pass the size in
|
||||
_scale = _size;
|
||||
if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE))
|
||||
{
|
||||
DetailLog("{0},CreateGeom,sphere", LocalID);
|
||||
_shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE;
|
||||
// Bullet native objects are scaled by the Bullet engine so pass the size in
|
||||
_scale = _size;
|
||||
// TODO: do we need to check for and destroy a mesh or hull that might have been left from before?
|
||||
ret = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, size={2}", LogHeader, LocalID, _size);
|
||||
_shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX;
|
||||
_scale = _size;
|
||||
// m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size);
|
||||
if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX))
|
||||
{
|
||||
DetailLog("{0},CreateGeom,box", LocalID);
|
||||
_shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX;
|
||||
_scale = _size;
|
||||
// TODO: do we need to check for and destroy a mesh or hull that might have been left from before?
|
||||
ret = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -938,6 +1006,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
// physical objects require a hull for interaction.
|
||||
// This will create the mesh if it doesn't already exist
|
||||
CreateGeomHull();
|
||||
ret = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -946,9 +1015,11 @@ public sealed class BSPrim : PhysicsActor
|
|||
{
|
||||
// Static (non-physical) objects only need a mesh for bumping into
|
||||
CreateGeomMesh();
|
||||
ret = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
// No locking here because this is done when we know physics is not simulating
|
||||
|
@ -961,10 +1032,12 @@ public sealed class BSPrim : PhysicsActor
|
|||
// if this new shape is the same as last time, don't recreate the mesh
|
||||
if (_meshKey == newMeshKey) return;
|
||||
|
||||
DetailLog("{0},CreateGeomMesh,create,key={1}", LocalID, _meshKey);
|
||||
// Since we're recreating new, get rid of any previously generated shape
|
||||
if (_meshKey != 0)
|
||||
{
|
||||
// m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey);
|
||||
DetailLog("{0},CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey);
|
||||
BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey);
|
||||
_mesh = null;
|
||||
_meshKey = 0;
|
||||
|
@ -981,7 +1054,6 @@ public sealed class BSPrim : PhysicsActor
|
|||
int vi = 0;
|
||||
foreach (OMV.Vector3 vv in vertices)
|
||||
{
|
||||
// m_log.DebugFormat("{0}: {1}: <{2:0.00}, {3:0.00}, {4:0.00}>", LogHeader, vi / 3, vv.X, vv.Y, vv.Z);
|
||||
verticesAsFloats[vi++] = vv.X;
|
||||
verticesAsFloats[vi++] = vv.Y;
|
||||
verticesAsFloats[vi++] = vv.Z;
|
||||
|
@ -995,6 +1067,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
_shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH;
|
||||
// meshes are already scaled by the meshmerizer
|
||||
_scale = new OMV.Vector3(1f, 1f, 1f);
|
||||
DetailLog("{0},CreateGeomMesh,done", LocalID);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -1008,13 +1081,17 @@ public sealed class BSPrim : PhysicsActor
|
|||
// if the hull hasn't changed, don't rebuild it
|
||||
if (newHullKey == _hullKey) return;
|
||||
|
||||
DetailLog("{0},CreateGeomHull,create,key={1}", LocalID, _meshKey);
|
||||
|
||||
// Since we're recreating new, get rid of any previously generated shape
|
||||
if (_hullKey != 0)
|
||||
{
|
||||
// m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey);
|
||||
DetailLog("{0},CreateGeomHull,deleteOldHull,key={1}", LocalID, _meshKey);
|
||||
BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey);
|
||||
_hullKey = 0;
|
||||
_hulls.Clear();
|
||||
DetailLog("{0},CreateGeomHull,deleteOldMesh,key={1}", LocalID, _meshKey);
|
||||
BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey);
|
||||
_mesh = null; // the mesh cannot match either
|
||||
_meshKey = 0;
|
||||
|
@ -1111,6 +1188,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
_shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL;
|
||||
// meshes are already scaled by the meshmerizer
|
||||
_scale = new OMV.Vector3(1f, 1f, 1f);
|
||||
DetailLog("{0},CreateGeomHull,done", LocalID);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -1124,47 +1202,21 @@ public sealed class BSPrim : PhysicsActor
|
|||
|
||||
// Create an object in Bullet if it has not already been created
|
||||
// No locking here because this is done when the physics engine is not simulating
|
||||
private void CreateObject()
|
||||
// Returns 'true' if an object was actually created.
|
||||
private bool CreateObject()
|
||||
{
|
||||
if (IsRootOfLinkset)
|
||||
{
|
||||
// Create a linkset around this object
|
||||
// CreateLinksetWithCompoundHull();
|
||||
CreateLinksetWithConstraints();
|
||||
}
|
||||
else
|
||||
{
|
||||
// simple object
|
||||
// the mesh or hull must have already been created in Bullet
|
||||
ShapeData shape;
|
||||
FillShapeInfo(out shape);
|
||||
// m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type);
|
||||
BulletSimAPI.CreateObject(_scene.WorldID, shape);
|
||||
}
|
||||
}
|
||||
// this routine is called when objects are rebuilt.
|
||||
|
||||
// Create a linkset by creating a compound hull at the root prim that consists of all
|
||||
// the children.
|
||||
// NOTE: This does not allow proper collisions with the children prims so it is not a workable solution
|
||||
void CreateLinksetWithCompoundHull()
|
||||
{
|
||||
// If I am the root prim of a linkset, replace my physical shape with all the
|
||||
// pieces of the children.
|
||||
// All of the children should have called CreateGeom so they have a hull
|
||||
// in the physics engine already. Here we pull together all of those hulls
|
||||
// into one shape.
|
||||
int totalPrimsInLinkset = _childrenPrims.Count + 1;
|
||||
// m_log.DebugFormat("{0}: CreateLinkset. Root prim={1}, prims={2}", LogHeader, LocalID, totalPrimsInLinkset);
|
||||
ShapeData[] shapes = new ShapeData[totalPrimsInLinkset];
|
||||
FillShapeInfo(out shapes[0]);
|
||||
int ii = 1;
|
||||
foreach (BSPrim prim in _childrenPrims)
|
||||
{
|
||||
// m_log.DebugFormat("{0}: CreateLinkset: adding prim {1}", LogHeader, prim.LocalID);
|
||||
prim.FillShapeInfo(out shapes[ii]);
|
||||
ii++;
|
||||
}
|
||||
BulletSimAPI.CreateLinkset(_scene.WorldID, totalPrimsInLinkset, shapes);
|
||||
// the mesh or hull must have already been created in Bullet
|
||||
ShapeData shape;
|
||||
FillShapeInfo(out shape);
|
||||
// m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type);
|
||||
bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape);
|
||||
|
||||
// the CreateObject() may have recreated the rigid body. Make sure we have the latest.
|
||||
m_body.Ptr = BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Copy prim's info into the BulletSim shape description structure
|
||||
|
@ -1186,44 +1238,6 @@ public sealed class BSPrim : PhysicsActor
|
|||
shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue;
|
||||
}
|
||||
|
||||
// Create the linkset by putting constraints between the objects of the set so they cannot move
|
||||
// relative to each other.
|
||||
// TODO: make this more effeicient: a large linkset gets rebuilt over and over and prims are added
|
||||
void CreateLinksetWithConstraints()
|
||||
{
|
||||
// m_log.DebugFormat("{0}: CreateLinkset. Root prim={1}, prims={2}", LogHeader, LocalID, _childrenPrims.Count+1);
|
||||
|
||||
// remove any constraints that might be in place
|
||||
foreach (BSPrim prim in _childrenPrims)
|
||||
{
|
||||
// m_log.DebugFormat("{0}: CreateLinkset: RemoveConstraint between root prim {1} and child prim {2}", LogHeader, LocalID, prim.LocalID);
|
||||
BulletSimAPI.RemoveConstraint(_scene.WorldID, LocalID, prim.LocalID);
|
||||
}
|
||||
// create constraints between the root prim and each of the children
|
||||
foreach (BSPrim prim in _childrenPrims)
|
||||
{
|
||||
// m_log.DebugFormat("{0}: CreateLinkset: AddConstraint between root prim {1} and child prim {2}", LogHeader, LocalID, prim.LocalID);
|
||||
|
||||
// Zero motion for children so they don't interpolate
|
||||
prim.ZeroMotion();
|
||||
|
||||
// relative position normalized to the root prim
|
||||
OMV.Vector3 childRelativePosition = (prim._position - this._position) * OMV.Quaternion.Inverse(this._orientation);
|
||||
|
||||
// relative rotation of the child to the parent
|
||||
OMV.Quaternion relativeRotation = OMV.Quaternion.Inverse(prim._orientation) * this._orientation;
|
||||
|
||||
// this is a constraint that allows no freedom of movement between the two objects
|
||||
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
|
||||
BulletSimAPI.AddConstraint(_scene.WorldID, LocalID, prim.LocalID,
|
||||
childRelativePosition,
|
||||
relativeRotation,
|
||||
OMV.Vector3.Zero,
|
||||
OMV.Quaternion.Identity,
|
||||
OMV.Vector3.Zero, OMV.Vector3.Zero,
|
||||
OMV.Vector3.Zero, OMV.Vector3.Zero);
|
||||
}
|
||||
}
|
||||
|
||||
// Rebuild the geometry and object.
|
||||
// This is called when the shape changes so we need to recreate the mesh/hull.
|
||||
|
@ -1231,8 +1245,8 @@ public sealed class BSPrim : PhysicsActor
|
|||
private void RecreateGeomAndObject()
|
||||
{
|
||||
// m_log.DebugFormat("{0}: RecreateGeomAndObject. lID={1}", LogHeader, _localID);
|
||||
CreateGeom(true);
|
||||
CreateObject();
|
||||
if (CreateGeom(true))
|
||||
CreateObject();
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -1252,77 +1266,77 @@ public sealed class BSPrim : PhysicsActor
|
|||
const float POSITION_TOLERANCE = 0.05f;
|
||||
const float ACCELERATION_TOLERANCE = 0.01f;
|
||||
const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f;
|
||||
const bool SHOULD_DAMP_UPDATES = false;
|
||||
|
||||
public void UpdateProperties(EntityProperties entprop)
|
||||
{
|
||||
/*
|
||||
UpdatedProperties changed = 0;
|
||||
if (SHOULD_DAMP_UPDATES)
|
||||
// assign to the local variables so the normal set action does not happen
|
||||
// if (_position != entprop.Position)
|
||||
if (!_position.ApproxEquals(entprop.Position, POSITION_TOLERANCE))
|
||||
{
|
||||
// assign to the local variables so the normal set action does not happen
|
||||
// if (_position != entprop.Position)
|
||||
if (!_position.ApproxEquals(entprop.Position, POSITION_TOLERANCE))
|
||||
_position = entprop.Position;
|
||||
changed |= UpdatedProperties.Position;
|
||||
}
|
||||
// if (_orientation != entprop.Rotation)
|
||||
if (!_orientation.ApproxEquals(entprop.Rotation, ROTATION_TOLERANCE))
|
||||
{
|
||||
_orientation = entprop.Rotation;
|
||||
changed |= UpdatedProperties.Rotation;
|
||||
}
|
||||
// if (_velocity != entprop.Velocity)
|
||||
if (!_velocity.ApproxEquals(entprop.Velocity, VELOCITY_TOLERANCE))
|
||||
{
|
||||
_velocity = entprop.Velocity;
|
||||
changed |= UpdatedProperties.Velocity;
|
||||
}
|
||||
// if (_acceleration != entprop.Acceleration)
|
||||
if (!_acceleration.ApproxEquals(entprop.Acceleration, ACCELERATION_TOLERANCE))
|
||||
{
|
||||
_acceleration = entprop.Acceleration;
|
||||
changed |= UpdatedProperties.Acceleration;
|
||||
}
|
||||
// if (_rotationalVelocity != entprop.RotationalVelocity)
|
||||
if (!_rotationalVelocity.ApproxEquals(entprop.RotationalVelocity, ROTATIONAL_VELOCITY_TOLERANCE))
|
||||
{
|
||||
_rotationalVelocity = entprop.RotationalVelocity;
|
||||
changed |= UpdatedProperties.RotationalVel;
|
||||
}
|
||||
if (changed != 0)
|
||||
{
|
||||
// Only update the position of single objects and linkset roots
|
||||
if (this._parentPrim == null)
|
||||
{
|
||||
_position = entprop.Position;
|
||||
// m_log.DebugFormat("{0}: UpdateProperties: id={1}, pos = {2}", LogHeader, LocalID, _position);
|
||||
changed |= UpdatedProperties.Position;
|
||||
}
|
||||
// if (_orientation != entprop.Rotation)
|
||||
if (!_orientation.ApproxEquals(entprop.Rotation, ROTATION_TOLERANCE))
|
||||
{
|
||||
_orientation = entprop.Rotation;
|
||||
// m_log.DebugFormat("{0}: UpdateProperties: id={1}, rot = {2}", LogHeader, LocalID, _orientation);
|
||||
changed |= UpdatedProperties.Rotation;
|
||||
}
|
||||
// if (_velocity != entprop.Velocity)
|
||||
if (!_velocity.ApproxEquals(entprop.Velocity, VELOCITY_TOLERANCE))
|
||||
{
|
||||
_velocity = entprop.Velocity;
|
||||
// m_log.DebugFormat("{0}: UpdateProperties: velocity = {1}", LogHeader, _velocity);
|
||||
changed |= UpdatedProperties.Velocity;
|
||||
}
|
||||
// if (_acceleration != entprop.Acceleration)
|
||||
if (!_acceleration.ApproxEquals(entprop.Acceleration, ACCELERATION_TOLERANCE))
|
||||
{
|
||||
_acceleration = entprop.Acceleration;
|
||||
// m_log.DebugFormat("{0}: UpdateProperties: acceleration = {1}", LogHeader, _acceleration);
|
||||
changed |= UpdatedProperties.Acceleration;
|
||||
}
|
||||
// if (_rotationalVelocity != entprop.RotationalVelocity)
|
||||
if (!_rotationalVelocity.ApproxEquals(entprop.RotationalVelocity, ROTATIONAL_VELOCITY_TOLERANCE))
|
||||
{
|
||||
_rotationalVelocity = entprop.RotationalVelocity;
|
||||
// m_log.DebugFormat("{0}: UpdateProperties: rotationalVelocity = {1}", LogHeader, _rotationalVelocity);
|
||||
changed |= UpdatedProperties.RotationalVel;
|
||||
}
|
||||
if (changed != 0)
|
||||
{
|
||||
// m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
|
||||
// Only update the position of single objects and linkset roots
|
||||
if (this._parentPrim == null)
|
||||
{
|
||||
// m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
|
||||
base.RequestPhysicsterseUpdate();
|
||||
}
|
||||
base.RequestPhysicsterseUpdate();
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
// Don't check for damping here -- it's done in BulletSim and SceneObjectPart.
|
||||
|
||||
// Updates only for individual prims and for the root object of a linkset.
|
||||
if (_linkset.IsRoot(this))
|
||||
{
|
||||
// Assign to the local variables so the normal set action does not happen
|
||||
_position = entprop.Position;
|
||||
_orientation = entprop.Rotation;
|
||||
_velocity = entprop.Velocity;
|
||||
_acceleration = entprop.Acceleration;
|
||||
_rotationalVelocity = entprop.RotationalVelocity;
|
||||
|
||||
// m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}",
|
||||
// LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
|
||||
DetailLog("{0},UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
|
||||
LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
|
||||
|
||||
base.RequestPhysicsterseUpdate();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Don't check for damping here -- it's done in BulletSim and SceneObjectPart.
|
||||
|
||||
// Only updates only for individual prims and for the root object of a linkset.
|
||||
if (this._parentPrim == null)
|
||||
{
|
||||
// Assign to the local variables so the normal set action does not happen
|
||||
_position = entprop.Position;
|
||||
_orientation = entprop.Rotation;
|
||||
_velocity = entprop.Velocity;
|
||||
_acceleration = entprop.Acceleration;
|
||||
_rotationalVelocity = entprop.RotationalVelocity;
|
||||
// m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}",
|
||||
// LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
|
||||
base.RequestPhysicsterseUpdate();
|
||||
}
|
||||
// For debugging, we can also report the movement of children
|
||||
DetailLog("{0},UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
|
||||
LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
|
||||
entprop.Acceleration, entprop.RotationalVelocity);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1362,5 +1376,11 @@ public sealed class BSPrim : PhysicsActor
|
|||
collisionCollection.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
// Invoke the detailed logger and output something if it's enabled.
|
||||
private void DetailLog(string msg, params Object[] args)
|
||||
{
|
||||
Scene.PhysicsLogging.Write(msg, args);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -32,6 +32,28 @@ using OpenMetaverse;
|
|||
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin {
|
||||
|
||||
// Classes to allow some type checking for the API
|
||||
public struct BulletSim
|
||||
{
|
||||
public BulletSim(uint id, IntPtr xx) { ID = id; Ptr = xx; }
|
||||
public IntPtr Ptr;
|
||||
public uint ID;
|
||||
}
|
||||
|
||||
public struct BulletBody
|
||||
{
|
||||
public BulletBody(uint id, IntPtr xx) { ID = id; Ptr = xx; }
|
||||
public IntPtr Ptr;
|
||||
public uint ID;
|
||||
}
|
||||
|
||||
public struct BulletConstraint
|
||||
{
|
||||
public BulletConstraint(IntPtr xx) { Ptr = xx; }
|
||||
public IntPtr Ptr;
|
||||
}
|
||||
|
||||
// ===============================================================================
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct ConvexHull
|
||||
{
|
||||
|
@ -44,13 +66,14 @@ public struct ShapeData
|
|||
{
|
||||
public enum PhysicsShapeType
|
||||
{
|
||||
SHAPE_AVATAR = 0,
|
||||
SHAPE_BOX = 1,
|
||||
SHAPE_CONE = 2,
|
||||
SHAPE_CYLINDER = 3,
|
||||
SHAPE_SPHERE = 4,
|
||||
SHAPE_MESH = 5,
|
||||
SHAPE_HULL = 6
|
||||
SHAPE_UNKNOWN = 0,
|
||||
SHAPE_AVATAR = 1,
|
||||
SHAPE_BOX = 2,
|
||||
SHAPE_CONE = 3,
|
||||
SHAPE_CYLINDER = 4,
|
||||
SHAPE_SPHERE = 5,
|
||||
SHAPE_MESH = 6,
|
||||
SHAPE_HULL = 7
|
||||
};
|
||||
public uint ID;
|
||||
public PhysicsShapeType Type;
|
||||
|
@ -64,12 +87,12 @@ public struct ShapeData
|
|||
public System.UInt64 MeshKey;
|
||||
public float Friction;
|
||||
public float Restitution;
|
||||
public int Collidable;
|
||||
public int Static; // true if a static object. Otherwise gravity, etc.
|
||||
public float Collidable; // true of things bump into this
|
||||
public float Static; // true if a static object. Otherwise gravity, etc.
|
||||
|
||||
// note that bools are passed as ints since bool size changes by language and architecture
|
||||
public const int numericTrue = 1;
|
||||
public const int numericFalse = 0;
|
||||
// note that bools are passed as floats since bool size changes by language and architecture
|
||||
public const float numericTrue = 1f;
|
||||
public const float numericFalse = 0f;
|
||||
}
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct SweepHit
|
||||
|
@ -142,10 +165,56 @@ public struct ConfigurationParameters
|
|||
public float shouldEnableFrictionCaching;
|
||||
public float numberOfSolverIterations;
|
||||
|
||||
public float linkConstraintUseFrameOffset;
|
||||
public float linkConstraintEnableTransMotor;
|
||||
public float linkConstraintTransMotorMaxVel;
|
||||
public float linkConstraintTransMotorMaxForce;
|
||||
public float linkConstraintERP;
|
||||
public float linkConstraintCFM;
|
||||
|
||||
public const float numericTrue = 1f;
|
||||
public const float numericFalse = 0f;
|
||||
}
|
||||
|
||||
// Values used by Bullet and BulletSim to control collisions
|
||||
public enum CollisionFlags : uint
|
||||
{
|
||||
STATIC_OBJECT = 1 << 0,
|
||||
KINEMATIC_OBJECT = 1 << 1,
|
||||
NO_CONTACT_RESPONSE = 1 << 2,
|
||||
CUSTOM_MATERIAL_CALLBACK = 1 << 3,
|
||||
CHARACTER_OBJECT = 1 << 4,
|
||||
DISABLE_VISUALIZE_OBJECT = 1 << 5,
|
||||
DISABLE_SPU_COLLISION_PROCESS = 1 << 6,
|
||||
// Following used by BulletSim to control collisions
|
||||
VOLUME_DETECT_OBJECT = 1 << 10,
|
||||
PHANTOM_OBJECT = 1 << 11,
|
||||
PHYSICAL_OBJECT = 1 << 12,
|
||||
};
|
||||
|
||||
// CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0
|
||||
// ERP controls amount of correction per tick. Usable range=0.1..0.8. Default=0.2.
|
||||
public enum ConstraintParams : int
|
||||
{
|
||||
BT_CONSTRAINT_ERP = 1, // this one is not used in Bullet as of 20120730
|
||||
BT_CONSTRAINT_STOP_ERP,
|
||||
BT_CONSTRAINT_CFM,
|
||||
BT_CONSTRAINT_STOP_CFM,
|
||||
};
|
||||
public enum ConstraintParamAxis : int
|
||||
{
|
||||
AXIS_LINEAR_X = 0,
|
||||
AXIS_LINEAR_Y,
|
||||
AXIS_LINEAR_Z,
|
||||
AXIS_ANGULAR_X,
|
||||
AXIS_ANGULAR_Y,
|
||||
AXIS_ANGULAR_Z,
|
||||
AXIS_LINEAR_ALL = 20, // these last three added by BulletSim so we don't have to do zillions of calls
|
||||
AXIS_ANGULAR_ALL,
|
||||
AXIS_ALL
|
||||
};
|
||||
|
||||
// ===============================================================================
|
||||
static class BulletSimAPI {
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
|
@ -195,6 +264,7 @@ public static extern bool DestroyMesh(uint worldID, System.UInt64 meshKey);
|
|||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool CreateObject(uint worldID, ShapeData shapeData);
|
||||
|
||||
/* Remove old functionality
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void CreateLinkset(uint worldID, int objectCount, ShapeData[] shapeDatas);
|
||||
|
||||
|
@ -209,10 +279,14 @@ public static extern bool RemoveConstraintByID(uint worldID, uint id1);
|
|||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool RemoveConstraint(uint worldID, uint id1, uint id2);
|
||||
*/
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern Vector3 GetObjectPosition(uint WorldID, uint id);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern Quaternion GetObjectOrientation(uint WorldID, uint id);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetObjectTranslation(uint worldID, uint id, Vector3 position, Quaternion rotation);
|
||||
|
||||
|
@ -268,5 +342,179 @@ public static extern void DumpBulletStatistics();
|
|||
public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg);
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void SetDebugLogCallback(DebugLogCallback callback);
|
||||
|
||||
// ===============================================================================
|
||||
// ===============================================================================
|
||||
// ===============================================================================
|
||||
// A new version of the API that enables moving all the logic out of the C++ code and into
|
||||
// the C# code. This will make modifications easier for the next person.
|
||||
// This interface passes the actual pointers to the objects in the unmanaged
|
||||
// address space. All the management (calls for creation/destruction/lookup)
|
||||
// is done in the C# code.
|
||||
// The names have a "2" tacked on. This will be removed as the C# code gets rebuilt
|
||||
// and the old code is removed.
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr GetSimHandle2(uint worldID);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr GetBodyHandleWorldID2(uint worldID, uint id);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr GetBodyHandle2(IntPtr sim, uint id);
|
||||
|
||||
// ===============================================================================
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms,
|
||||
int maxCollisions, IntPtr collisionArray,
|
||||
int maxUpdates, IntPtr updateArray);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool UpdateParameter2(IntPtr sim, uint localID, String parm, float value);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void SetHeightmap2(IntPtr sim, float[] heightmap);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void Shutdown2(IntPtr sim);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern int PhysicsStep2(IntPtr sim, float timeStep, int maxSubSteps, float fixedTimeStep,
|
||||
out int updatedEntityCount,
|
||||
out IntPtr updatedEntitiesPtr,
|
||||
out int collidersCount,
|
||||
out IntPtr collidersPtr);
|
||||
|
||||
/*
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreateMesh2(IntPtr sim, int indicesCount, int* indices, int verticesCount, float* vertices );
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool BuildHull2(IntPtr sim, IntPtr mesh);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool ReleaseHull2(IntPtr sim, IntPtr mesh);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool DestroyMesh2(IntPtr sim, IntPtr mesh);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreateObject2(IntPtr sim, ShapeData shapeData);
|
||||
*/
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreateConstraint2(IntPtr sim, IntPtr obj1, IntPtr obj2,
|
||||
Vector3 frame1loc, Quaternion frame1rot,
|
||||
Vector3 frame2loc, Quaternion frame2rot,
|
||||
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetLinearLimits2(IntPtr constrain, Vector3 low, Vector3 hi);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetAngularLimits2(IntPtr constrain, Vector3 low, Vector3 hi);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool UseFrameOffset2(IntPtr constrain, float enable);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool TranslationalLimitMotor2(IntPtr constrain, float enable, float targetVel, float maxMotorForce);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool CalculateTransforms2(IntPtr constrain);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetConstraintParam2(IntPtr constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool DestroyConstraint2(IntPtr sim, IntPtr constrain);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern Vector3 GetPosition2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern Quaternion GetOrientation2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetTranslation2(IntPtr obj, Vector3 position, Quaternion rotation);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetVelocity2(IntPtr obj, Vector3 velocity);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetAngularVelocity2(IntPtr obj, Vector3 angularVelocity);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetObjectForce2(IntPtr obj, Vector3 force);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetCcdMotionThreshold2(IntPtr obj, float val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetCcdSweepSphereRadius2(IntPtr obj, float val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetDamping2(IntPtr obj, float lin_damping, float ang_damping);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetDeactivationTime2(IntPtr obj, float val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetSleepingThresholds2(IntPtr obj, float lin_threshold, float ang_threshold);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetContactProcessingThreshold2(IntPtr obj, float val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetFriction2(IntPtr obj, float val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetRestitution2(IntPtr obj, float val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetLinearVelocity2(IntPtr obj, Vector3 val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetInterpolation2(IntPtr obj, Vector3 lin, Vector3 ang);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr SetCollisionFlags2(IntPtr obj, uint flags);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr AddToCollisionFlags2(IntPtr obj, uint flags);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr RemoveFromCollisionFlags2(IntPtr obj, uint flags);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetMassProps2(IntPtr obj, float mass, Vector3 inertia);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool UpdateInertiaTensor2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetGravity2(IntPtr obj, Vector3 val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr ClearForces2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetMargin2(IntPtr obj, float val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool UpdateSingleAabb2(IntPtr world, IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool AddObjectToWorld2(IntPtr world, IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool RemoveObjectFromWorld2(IntPtr world, IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool DestroyObject2(IntPtr world, uint id);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void DumpPhysicsStatistics2(IntPtr sim);
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -71,6 +71,9 @@ namespace OpenSim.Region.Physics.Manager
|
|||
All = 0x3f
|
||||
}
|
||||
|
||||
public delegate void RequestAssetDelegate(UUID assetID, AssetReceivedDelegate callback);
|
||||
public delegate void AssetReceivedDelegate(AssetBase asset);
|
||||
|
||||
/// <summary>
|
||||
/// Contact result from a raycast.
|
||||
/// </summary>
|
||||
|
@ -103,6 +106,8 @@ namespace OpenSim.Region.Physics.Manager
|
|||
get { return new NullPhysicsScene(); }
|
||||
}
|
||||
|
||||
public RequestAssetDelegate RequestAssetMethod { private get; set; }
|
||||
|
||||
public virtual void TriggerPhysicsBasedRestart()
|
||||
{
|
||||
physicsCrash handler = OnPhysicsCrash;
|
||||
|
|
|
@ -290,7 +290,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
private readonly IntPtr contactgroup;
|
||||
|
||||
internal IntPtr LandGeom;
|
||||
internal IntPtr WaterGeom;
|
||||
|
||||
private float nmTerrainContactFriction = 255.0f;
|
||||
|
@ -489,6 +488,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
/// </summary>
|
||||
internal Object OdeLock = new Object();
|
||||
|
||||
private bool _worldInitialized = false;
|
||||
|
||||
public IMesher mesher;
|
||||
|
||||
private IConfigSource m_config;
|
||||
|
@ -875,6 +876,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
staticPrimspace[i, j] = IntPtr.Zero;
|
||||
}
|
||||
}
|
||||
|
||||
_worldInitialized = true;
|
||||
}
|
||||
|
||||
// internal void waitForSpaceUnlock(IntPtr space)
|
||||
|
@ -1508,8 +1511,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f)
|
||||
&& (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f)
|
||||
&& (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f))
|
||||
&& contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
|
||||
&& (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)))
|
||||
{
|
||||
if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
|
||||
{
|
||||
|
@ -1538,7 +1540,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
//d.GeomGetAABB(contactGeom.g2, out aabb2);
|
||||
//d.GeomGetAABB(contactGeom.g1, out aabb1);
|
||||
//aabb1.
|
||||
if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
|
||||
if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)))
|
||||
{
|
||||
if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
|
||||
{
|
||||
|
@ -2896,6 +2898,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
/// <returns>The number of frames simulated over that period.</returns>
|
||||
public override float Simulate(float timeStep)
|
||||
{
|
||||
if (!_worldInitialized) return 11f;
|
||||
|
||||
int startFrameTick = CollectStats ? Util.EnvironmentTickCount() : 0;
|
||||
int tempTick = 0, tempTick2 = 0;
|
||||
|
||||
|
@ -4017,6 +4021,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
public override void Dispose()
|
||||
{
|
||||
_worldInitialized = false;
|
||||
|
||||
m_rayCastManager.Dispose();
|
||||
m_rayCastManager = null;
|
||||
|
||||
|
@ -4037,6 +4043,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
d.WorldDestroy(world);
|
||||
//d.CloseODE();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public override Dictionary<uint, float> GetTopColliders()
|
||||
|
|
|
@ -99,6 +99,8 @@ namespace OpenSim.Region.RegionCombinerModule
|
|||
|
||||
public void RemoveRegion(Scene scene)
|
||||
{
|
||||
lock (m_startingScenes)
|
||||
m_startingScenes.Remove(scene.RegionInfo.originRegionID);
|
||||
}
|
||||
|
||||
public void RegionLoaded(Scene scene)
|
||||
|
|
|
@ -31,6 +31,7 @@ using System.Collections.Generic;
|
|||
using System.Threading;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Monitoring;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.ScriptEngine.Interfaces;
|
||||
using OpenSim.Region.ScriptEngine.Shared;
|
||||
|
|
|
@ -6885,22 +6885,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
if (folderID == UUID.Zero)
|
||||
return;
|
||||
|
||||
byte[] bucket = new byte[1];
|
||||
bucket[0] = (byte)AssetType.Folder;
|
||||
//byte[] objBytes = folderID.GetBytes();
|
||||
//Array.Copy(objBytes, 0, bucket, 1, 16);
|
||||
|
||||
GridInstantMessage msg = new GridInstantMessage(World,
|
||||
m_host.OwnerID, m_host.Name, destID,
|
||||
(byte)InstantMessageDialog.TaskInventoryOffered,
|
||||
false, category+". "+m_host.Name+" is located at "+
|
||||
World.RegionInfo.RegionName+" "+
|
||||
m_host.AbsolutePosition.ToString(),
|
||||
folderID, true, m_host.AbsolutePosition,
|
||||
bucket);
|
||||
|
||||
if (m_TransferModule != null)
|
||||
{
|
||||
byte[] bucket = new byte[] { (byte)AssetType.Folder };
|
||||
|
||||
GridInstantMessage msg = new GridInstantMessage(World,
|
||||
m_host.UUID, m_host.Name + ", an object owned by " +
|
||||
resolveName(m_host.OwnerID) + ",", destID,
|
||||
(byte)InstantMessageDialog.TaskInventoryOffered,
|
||||
false, category + "\n" + m_host.Name + " is located at " +
|
||||
World.RegionInfo.RegionName + " " +
|
||||
m_host.AbsolutePosition.ToString(),
|
||||
folderID, true, m_host.AbsolutePosition,
|
||||
bucket);
|
||||
|
||||
m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
|
||||
}
|
||||
}
|
||||
|
||||
public void llSetVehicleType(int type)
|
||||
|
|
|
@ -200,24 +200,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
for (int i = 0; i < result.Length; i++)
|
||||
{
|
||||
if (result[i] is string)
|
||||
{
|
||||
llist[i] = new LSL_String((string)result[i]);
|
||||
}
|
||||
else if (result[i] is int)
|
||||
{
|
||||
llist[i] = new LSL_Integer((int)result[i]);
|
||||
}
|
||||
else if (result[i] is float)
|
||||
{
|
||||
llist[i] = new LSL_Float((float)result[i]);
|
||||
}
|
||||
else if (result[i] is UUID)
|
||||
{
|
||||
llist[i] = new LSL_Key(result[i].ToString());
|
||||
}
|
||||
else if (result[i] is OpenMetaverse.Vector3)
|
||||
{
|
||||
OpenMetaverse.Vector3 vresult = (OpenMetaverse.Vector3)result[i];
|
||||
llist[i] = new LSL_Vector(vresult.X,vresult.Y,vresult.Z);
|
||||
llist[i] = new LSL_Vector(vresult.X, vresult.Y, vresult.Z);
|
||||
}
|
||||
else if (result[i] is OpenMetaverse.Quaternion)
|
||||
{
|
||||
OpenMetaverse.Quaternion qresult = (OpenMetaverse.Quaternion)result[i];
|
||||
llist[i] = new LSL_Rotation(qresult.X,qresult.Y,qresult.Z,qresult.W);
|
||||
llist[i] = new LSL_Rotation(qresult.X, qresult.Y, qresult.Z, qresult.W);
|
||||
}
|
||||
else
|
||||
{
|
||||
MODError(String.Format("unknown list element returned by {0}",fname));
|
||||
MODError(String.Format("unknown list element {1} returned by {0}", fname, result[i].GetType().Name));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -3290,8 +3290,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
((LSL_Api)m_LSL_Api).llSay(0, string.Format("Unable to attach, item '{0}' is not an object.", itemName));
|
||||
|
||||
throw new Exception(String.Format("The inventory item '{0}' is not an object", itemName));
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
ScenePresence sp = World.GetScenePresence(avatarId);
|
||||
|
@ -3322,5 +3320,47 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
InitLSL();
|
||||
((LSL_Api)m_LSL_Api).DetachFromAvatar();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if thing is a UUID.
|
||||
/// </summary>
|
||||
/// <param name="thing"></param>
|
||||
/// <returns>1 if thing is a valid UUID, 0 otherwise</returns>
|
||||
public LSL_Integer osIsUUID(string thing)
|
||||
{
|
||||
CheckThreatLevel(ThreatLevel.None, "osIsUUID");
|
||||
m_host.AddScriptLPS(1);
|
||||
|
||||
UUID test;
|
||||
return UUID.TryParse(thing, out test) ? 1 : 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Wraps to Math.Min()
|
||||
/// </summary>
|
||||
/// <param name="a"></param>
|
||||
/// <param name="b"></param>
|
||||
/// <returns></returns>
|
||||
public LSL_Float osMin(double a, double b)
|
||||
{
|
||||
CheckThreatLevel(ThreatLevel.None, "osMin");
|
||||
m_host.AddScriptLPS(1);
|
||||
|
||||
return Math.Min(a, b);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Wraps to Math.max()
|
||||
/// </summary>
|
||||
/// <param name="a"></param>
|
||||
/// <param name="b"></param>
|
||||
/// <returns></returns>
|
||||
public LSL_Float osMax(double a, double b)
|
||||
{
|
||||
CheckThreatLevel(ThreatLevel.None, "osMax");
|
||||
m_host.AddScriptLPS(1);
|
||||
|
||||
return Math.Max(a, b);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -51,8 +51,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
|
|||
{
|
||||
get
|
||||
{
|
||||
lock (SenseRepeatListLock)
|
||||
return SenseRepeaters.Count;
|
||||
return SenseRepeaters.Count;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -61,8 +60,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
|
|||
m_CmdManager = CmdManager;
|
||||
maximumRange = CmdManager.m_ScriptEngine.Config.GetDouble("SensorMaxRange", 96.0d);
|
||||
maximumToReturn = CmdManager.m_ScriptEngine.Config.GetInt("SensorMaxResults", 16);
|
||||
m_npcModule = m_CmdManager.m_ScriptEngine.World.RequestModuleInterface<INPCModule>();
|
||||
}
|
||||
|
||||
private INPCModule m_npcModule;
|
||||
|
||||
private Object SenseLock = new Object();
|
||||
|
||||
private const int AGENT = 1;
|
||||
|
@ -115,6 +117,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
|
|||
public double distance;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sensors to process.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Do not add or remove sensors from this list directly. Instead, copy the list and substitute the updated
|
||||
/// copy. This is to avoid locking the list for the duration of the sensor sweep, which increases the danger
|
||||
/// of deadlocks with future code updates.
|
||||
///
|
||||
/// Always lock SenseRepeatListLock when updating this list.
|
||||
/// </remarks>
|
||||
private List<SenseRepeatClass> SenseRepeaters = new List<SenseRepeatClass>();
|
||||
private object SenseRepeatListLock = new object();
|
||||
|
||||
|
@ -124,6 +136,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
|
|||
{
|
||||
// Always remove first, in case this is a re-set
|
||||
UnSetSenseRepeaterEvents(m_localID, m_itemID);
|
||||
|
||||
if (sec == 0) // Disabling timer
|
||||
return;
|
||||
|
||||
|
@ -143,9 +156,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
|
|||
ts.host = host;
|
||||
|
||||
ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
|
||||
|
||||
AddSenseRepeater(ts);
|
||||
}
|
||||
|
||||
private void AddSenseRepeater(SenseRepeatClass senseRepeater)
|
||||
{
|
||||
lock (SenseRepeatListLock)
|
||||
{
|
||||
SenseRepeaters.Add(ts);
|
||||
List<SenseRepeatClass> newSenseRepeaters = new List<SenseRepeatClass>(SenseRepeaters);
|
||||
newSenseRepeaters.Add(senseRepeater);
|
||||
SenseRepeaters = newSenseRepeaters;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -154,39 +175,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
|
|||
// Remove from timer
|
||||
lock (SenseRepeatListLock)
|
||||
{
|
||||
List<SenseRepeatClass> NewSensors = new List<SenseRepeatClass>();
|
||||
List<SenseRepeatClass> newSenseRepeaters = new List<SenseRepeatClass>();
|
||||
foreach (SenseRepeatClass ts in SenseRepeaters)
|
||||
{
|
||||
if (ts.localID != m_localID || ts.itemID != m_itemID)
|
||||
{
|
||||
NewSensors.Add(ts);
|
||||
newSenseRepeaters.Add(ts);
|
||||
}
|
||||
}
|
||||
SenseRepeaters.Clear();
|
||||
SenseRepeaters = NewSensors;
|
||||
|
||||
SenseRepeaters = newSenseRepeaters;
|
||||
}
|
||||
}
|
||||
|
||||
public void CheckSenseRepeaterEvents()
|
||||
{
|
||||
lock (SenseRepeatListLock)
|
||||
// Go through all timers
|
||||
foreach (SenseRepeatClass ts in SenseRepeaters)
|
||||
{
|
||||
// Nothing to do here?
|
||||
if (SenseRepeaters.Count == 0)
|
||||
return;
|
||||
|
||||
// Go through all timers
|
||||
foreach (SenseRepeatClass ts in SenseRepeaters)
|
||||
// Time has passed?
|
||||
if (ts.next.ToUniversalTime() < DateTime.Now.ToUniversalTime())
|
||||
{
|
||||
// Time has passed?
|
||||
if (ts.next.ToUniversalTime() < DateTime.Now.ToUniversalTime())
|
||||
{
|
||||
SensorSweep(ts);
|
||||
// set next interval
|
||||
ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
|
||||
}
|
||||
SensorSweep(ts);
|
||||
// set next interval
|
||||
ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
|
||||
}
|
||||
} // lock
|
||||
}
|
||||
}
|
||||
|
||||
public void SenseOnce(uint m_localID, UUID m_itemID,
|
||||
|
@ -440,8 +454,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
|
|||
|
||||
private List<SensedEntity> doAgentSensor(SenseRepeatClass ts)
|
||||
{
|
||||
INPCModule npcModule = m_CmdManager.m_ScriptEngine.World.RequestModuleInterface<INPCModule>();
|
||||
|
||||
List<SensedEntity> sensedEntities = new List<SensedEntity>();
|
||||
|
||||
// If nobody about quit fast
|
||||
|
@ -486,7 +498,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
|
|||
|
||||
if ((ts.type & NPC) == 0 && presence.PresenceType == PresenceType.Npc)
|
||||
{
|
||||
INPC npcData = npcModule.GetNPC(presence.UUID, presence.Scene);
|
||||
INPC npcData = m_npcModule.GetNPC(presence.UUID, presence.Scene);
|
||||
if (npcData == null || !npcData.SenseAsAgent)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
|
@ -504,7 +516,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
|
|||
}
|
||||
else
|
||||
{
|
||||
INPC npcData = npcModule.GetNPC(presence.UUID, presence.Scene);
|
||||
INPC npcData = m_npcModule.GetNPC(presence.UUID, presence.Scene);
|
||||
if (npcData != null && npcData.SenseAsAgent)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
|
@ -619,21 +631,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
|
|||
{
|
||||
List<Object> data = new List<Object>();
|
||||
|
||||
lock (SenseRepeatListLock)
|
||||
foreach (SenseRepeatClass ts in SenseRepeaters)
|
||||
{
|
||||
foreach (SenseRepeatClass ts in SenseRepeaters)
|
||||
if (ts.itemID == itemID)
|
||||
{
|
||||
if (ts.itemID == itemID)
|
||||
{
|
||||
data.Add(ts.interval);
|
||||
data.Add(ts.name);
|
||||
data.Add(ts.keyID);
|
||||
data.Add(ts.type);
|
||||
data.Add(ts.range);
|
||||
data.Add(ts.arc);
|
||||
}
|
||||
data.Add(ts.interval);
|
||||
data.Add(ts.name);
|
||||
data.Add(ts.keyID);
|
||||
data.Add(ts.type);
|
||||
data.Add(ts.range);
|
||||
data.Add(ts.arc);
|
||||
}
|
||||
}
|
||||
|
||||
return data.ToArray();
|
||||
}
|
||||
|
||||
|
@ -667,8 +677,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
|
|||
ts.next =
|
||||
DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
|
||||
|
||||
lock (SenseRepeatListLock)
|
||||
SenseRepeaters.Add(ts);
|
||||
AddSenseRepeater(ts);
|
||||
|
||||
idx += 6;
|
||||
}
|
||||
|
|
|
@ -276,5 +276,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
|
|||
|
||||
void osSetTerrainTexture(int level, LSL_Key texture);
|
||||
void osSetTerrainTextureHeight(int corner, double low, double high);
|
||||
|
||||
/// <summary>
|
||||
/// Checks if thing is a UUID.
|
||||
/// </summary>
|
||||
/// <param name="thing"></param>
|
||||
/// <returns>1 if thing is a valid UUID, 0 otherwise</returns>
|
||||
LSL_Integer osIsUUID(string thing);
|
||||
|
||||
/// <summary>
|
||||
/// Wraps to Math.Min()
|
||||
/// </summary>
|
||||
/// <param name="a"></param>
|
||||
/// <param name="b"></param>
|
||||
/// <returns></returns>
|
||||
LSL_Float osMin(double a, double b);
|
||||
|
||||
/// <summary>
|
||||
/// Wraps to Math.max()
|
||||
/// </summary>
|
||||
/// <param name="a"></param>
|
||||
/// <param name="b"></param>
|
||||
/// <returns></returns>
|
||||
LSL_Float osMax(double a, double b);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -930,5 +930,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
|
|||
{
|
||||
m_OSSL_Functions.osSetTerrainTextureHeight(corner, low, high);
|
||||
}
|
||||
|
||||
public LSL_Integer osIsUUID(string thing)
|
||||
{
|
||||
return m_OSSL_Functions.osIsUUID(thing);
|
||||
}
|
||||
|
||||
public LSL_Float osMin(double a, double b)
|
||||
{
|
||||
return m_OSSL_Functions.osMin(a, b);
|
||||
}
|
||||
|
||||
public LSL_Float osMax(double a, double b)
|
||||
{
|
||||
return m_OSSL_Functions.osMax(a, b);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -38,7 +38,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
|
|||
{
|
||||
public class CSCodeGenerator : ICodeConverter
|
||||
{
|
||||
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
private SYMBOL m_astRoot = null;
|
||||
private Dictionary<KeyValuePair<int, int>, KeyValuePair<int, int>> m_positionMap;
|
||||
|
@ -255,7 +255,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
|
|||
else if (s is IdentDotExpression)
|
||||
retstr += Generate(CheckName(((IdentDotExpression) s).Name) + "." + ((IdentDotExpression) s).Member, s);
|
||||
else if (s is IdentExpression)
|
||||
retstr += Generate(CheckName(((IdentExpression) s).Name), s);
|
||||
retstr += GenerateIdentifier(((IdentExpression) s).Name, s);
|
||||
else if (s is IDENT)
|
||||
retstr += Generate(CheckName(((TOKEN) s).yytext), s);
|
||||
else
|
||||
|
@ -867,6 +867,41 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
|
|||
return retstr;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generates the code for an identifier
|
||||
/// </summary>
|
||||
/// <param name="id">The symbol name</param>
|
||||
/// <param name="s">The Symbol node.</param>
|
||||
/// <returns>String containing C# code for identifier reference.</returns>
|
||||
private string GenerateIdentifier(string id, SYMBOL s)
|
||||
{
|
||||
if (m_comms != null)
|
||||
{
|
||||
object value = m_comms.LookupModConstant(id);
|
||||
if (value != null)
|
||||
{
|
||||
string retval = null;
|
||||
if (value is int)
|
||||
retval = ((int)value).ToString();
|
||||
else if (value is float)
|
||||
retval = String.Format("new LSL_Types.LSLFloat({0})",((float)value).ToString());
|
||||
else if (value is string)
|
||||
retval = String.Format("new LSL_Types.LSLString(\"{0}\")",((string)value));
|
||||
else if (value is OpenMetaverse.UUID)
|
||||
retval = String.Format("new LSL_Types.key(\"{0}\")",((OpenMetaverse.UUID)value).ToString());
|
||||
else if (value is OpenMetaverse.Vector3)
|
||||
retval = String.Format("new LSL_Types.Vector3(\"{0}\")",((OpenMetaverse.Vector3)value).ToString());
|
||||
else if (value is OpenMetaverse.Quaternion)
|
||||
retval = String.Format("new LSL_Types.Quaternion(\"{0}\")",((OpenMetaverse.Quaternion)value).ToString());
|
||||
else retval = id;
|
||||
|
||||
return Generate(retval, s);
|
||||
}
|
||||
}
|
||||
|
||||
return Generate(CheckName(id), s);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generates the code for a FunctionCall node.
|
||||
/// </summary>
|
||||
|
|
|
@ -36,6 +36,7 @@ using OpenSim.Framework;
|
|||
using OpenSim.Region.CoreModules;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Services.Interfaces;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
|
||||
namespace OpenSim.Region.ScriptEngine.Shared
|
||||
{
|
||||
|
@ -83,6 +84,12 @@ namespace OpenSim.Region.ScriptEngine.Shared
|
|||
|
||||
public class DetectParams
|
||||
{
|
||||
public const int AGENT = 1;
|
||||
public const int ACTIVE = 2;
|
||||
public const int PASSIVE = 4;
|
||||
public const int SCRIPTED = 8;
|
||||
public const int OS_NPC = 0x01000000;
|
||||
|
||||
public DetectParams()
|
||||
{
|
||||
Key = UUID.Zero;
|
||||
|
@ -199,8 +206,27 @@ namespace OpenSim.Region.ScriptEngine.Shared
|
|||
Type = 0x01; // Avatar
|
||||
if (presence.PresenceType == PresenceType.Npc)
|
||||
Type = 0x20;
|
||||
|
||||
// Cope Impl. We don't use OS_NPC.
|
||||
//if (presence.PresenceType != PresenceType.Npc)
|
||||
//{
|
||||
// Type = AGENT;
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
// Type = OS_NPC;
|
||||
|
||||
// INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
|
||||
// INPC npcData = npcModule.GetNPC(presence.UUID, presence.Scene);
|
||||
|
||||
// if (npcData.SenseAsAgent)
|
||||
// {
|
||||
// Type |= AGENT;
|
||||
// }
|
||||
//}
|
||||
|
||||
if (presence.Velocity != Vector3.Zero)
|
||||
Type |= 0x02; // Active
|
||||
Type |= ACTIVE;
|
||||
|
||||
Group = presence.ControllingClient.ActiveGroupId;
|
||||
|
||||
|
@ -215,15 +241,15 @@ namespace OpenSim.Region.ScriptEngine.Shared
|
|||
Name = part.Name;
|
||||
Owner = part.OwnerID;
|
||||
if (part.Velocity == Vector3.Zero)
|
||||
Type = 0x04; // Passive
|
||||
Type = PASSIVE;
|
||||
else
|
||||
Type = 0x02; // Passive
|
||||
Type = ACTIVE;
|
||||
|
||||
foreach (SceneObjectPart p in part.ParentGroup.Parts)
|
||||
{
|
||||
if (p.Inventory.ContainsScripts())
|
||||
{
|
||||
Type |= 0x08; // Scripted
|
||||
Type |= SCRIPTED; // Scripted
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -312,11 +312,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
|
|||
part.SetScriptEvents(ItemID,
|
||||
(int)m_Script.GetStateEventFlags(State));
|
||||
|
||||
Running = false;
|
||||
|
||||
if (ShuttingDown)
|
||||
if (!Running)
|
||||
m_startOnInit = false;
|
||||
|
||||
Running = false;
|
||||
|
||||
// we get new rez events on sim restart, too
|
||||
// but if there is state, then we fire the change
|
||||
// event
|
||||
|
@ -352,12 +352,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
|
|||
|
||||
public void Init()
|
||||
{
|
||||
if (!m_startOnInit)
|
||||
if (ShuttingDown)
|
||||
return;
|
||||
|
||||
if (m_startedFromSavedState)
|
||||
{
|
||||
Start();
|
||||
if (m_startOnInit)
|
||||
Start();
|
||||
if (m_postOnRez)
|
||||
{
|
||||
PostEvent(new EventParams("on_rez",
|
||||
|
@ -389,7 +390,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
|
|||
}
|
||||
else
|
||||
{
|
||||
Start();
|
||||
if (m_startOnInit)
|
||||
Start();
|
||||
PostEvent(new EventParams("state_entry",
|
||||
new Object[0], new DetectParams[0]));
|
||||
if (m_postOnRez)
|
||||
|
|
|
@ -109,6 +109,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
|
|||
private bool m_KillTimedOutScripts;
|
||||
private string m_ScriptEnginesPath = null;
|
||||
|
||||
private ExpiringCache<UUID, bool> m_runFlags = new ExpiringCache<UUID, bool>();
|
||||
|
||||
/// <summary>
|
||||
/// Is the entire simulator in the process of shutting down?
|
||||
/// </summary>
|
||||
|
@ -715,6 +717,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
|
|||
m_Scene.EventManager.OnGetScriptRunning += OnGetScriptRunning;
|
||||
m_Scene.EventManager.OnShutdown += OnShutdown;
|
||||
|
||||
// If region ready has been triggered, then the region had no scripts to compile and completed its other
|
||||
// work.
|
||||
m_Scene.EventManager.OnRegionReadyStatusChange += s => { if (s.Ready) m_InitialStartup = false; };
|
||||
|
||||
if (m_SleepTime > 0)
|
||||
{
|
||||
m_ThreadPool.QueueWorkItem(new WorkItemCallback(this.DoMaintenance),
|
||||
|
@ -1270,6 +1276,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
|
|||
if (instance!=null)
|
||||
instance.Init();
|
||||
|
||||
bool runIt;
|
||||
if (m_runFlags.TryGetValue(itemID, out runIt))
|
||||
{
|
||||
if (!runIt)
|
||||
StopScript(itemID);
|
||||
m_runFlags.Remove(itemID);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -1660,6 +1674,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
|
|||
IScriptInstance instance = GetInstance(itemID);
|
||||
if (instance != null)
|
||||
instance.Start();
|
||||
else
|
||||
m_runFlags.AddOrUpdate(itemID, true, 240);
|
||||
}
|
||||
|
||||
public void StopScript(UUID itemID)
|
||||
|
@ -1671,6 +1687,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
|
|||
// cause issues on mono 2.6, 2.10 and possibly later where locks are not released properly on abort.
|
||||
instance.Stop(1000);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_runFlags.AddOrUpdate(itemID, false, 240);
|
||||
}
|
||||
}
|
||||
|
||||
public DetectParams GetDetectParams(UUID itemID, int idx)
|
||||
|
|
|
@ -34,7 +34,7 @@ using Mono.Data.SqliteClient;
|
|||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Framework.Statistics;
|
||||
using OpenSim.Framework.Monitoring;
|
||||
|
||||
namespace OpenSim.Region.UserStatistics
|
||||
{
|
||||
|
|
|
@ -33,7 +33,7 @@ using System.Text;
|
|||
using Mono.Data.SqliteClient;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Framework.Statistics;
|
||||
using OpenSim.Framework.Monitoring;
|
||||
|
||||
|
||||
namespace OpenSim.Region.UserStatistics
|
||||
|
|
|
@ -34,7 +34,7 @@ using System.Text.RegularExpressions;
|
|||
using Mono.Data.SqliteClient;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Framework.Statistics;
|
||||
using OpenSim.Framework.Monitoring;
|
||||
|
||||
namespace OpenSim.Region.UserStatistics
|
||||
{
|
||||
|
|
|
@ -33,7 +33,7 @@ using System.Text;
|
|||
using Mono.Data.SqliteClient;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Framework.Statistics;
|
||||
using OpenSim.Framework.Monitoring;
|
||||
|
||||
namespace OpenSim.Region.UserStatistics
|
||||
{
|
||||
|
|
|
@ -122,7 +122,7 @@ namespace OpenSim.Services.Connectors
|
|||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.DebugFormat("[XINVENTORY CONNECTOR STUB]: Exception unwrapping folder list: {0}", e.Message);
|
||||
m_log.Error("[XINVENTORY SERVICES CONNECTOR]: Exception unwrapping folder list: ", e);
|
||||
}
|
||||
|
||||
return fldrs;
|
||||
|
@ -191,7 +191,7 @@ namespace OpenSim.Services.Connectors
|
|||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.DebugFormat("[XINVENTORY CONNECTOR STUB]: Exception in GetFolderContent: {0}", e.Message);
|
||||
m_log.WarnFormat("[XINVENTORY SERVICES CONNECTOR]: Exception in GetFolderContent: {0}", e.Message);
|
||||
}
|
||||
|
||||
return inventory;
|
||||
|
@ -432,7 +432,7 @@ namespace OpenSim.Services.Connectors
|
|||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.DebugFormat("[XINVENTORY CONNECTOR STUB]: Exception in GetItem: {0}", e.Message);
|
||||
m_log.Error("[XINVENTORY SERVICES CONNECTOR]: Exception in GetItem: ", e);
|
||||
}
|
||||
|
||||
return null;
|
||||
|
@ -456,7 +456,7 @@ namespace OpenSim.Services.Connectors
|
|||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.DebugFormat("[XINVENTORY CONNECTOR STUB]: Exception in GetFolder: {0}", e.Message);
|
||||
m_log.Error("[XINVENTORY SERVICES CONNECTOR]: Exception in GetFolder: ", e);
|
||||
}
|
||||
|
||||
return null;
|
||||
|
@ -474,7 +474,7 @@ namespace OpenSim.Services.Connectors
|
|||
|
||||
List<InventoryItemBase> items = new List<InventoryItemBase>();
|
||||
|
||||
foreach (Object o in ret.Values) // getting the values directly, we don't care about the keys item_i
|
||||
foreach (Object o in ((Dictionary<string,object>)ret["ITEMS"]).Values)
|
||||
items.Add(BuildItem((Dictionary<string, object>)o));
|
||||
|
||||
return items;
|
||||
|
@ -525,7 +525,7 @@ namespace OpenSim.Services.Connectors
|
|||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.DebugFormat("[XINVENTORY CONNECTOR STUB]: Exception in GetUserInventory: {0}", e.Message);
|
||||
m_log.Error("[XINVENTORY SERVICES CONNECTOR]: Exception in GetUserInventory: ", e);
|
||||
}
|
||||
|
||||
return inventory;
|
||||
|
@ -574,7 +574,7 @@ namespace OpenSim.Services.Connectors
|
|||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.DebugFormat("[XINVENTORY CONNECTOR STUB]: Exception building folder: {0}", e.Message);
|
||||
m_log.Error("[XINVENTORY SERVICES CONNECTOR]: Exception building folder: ", e);
|
||||
}
|
||||
|
||||
return folder;
|
||||
|
@ -613,11 +613,10 @@ namespace OpenSim.Services.Connectors
|
|||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.DebugFormat("[XINVENTORY CONNECTOR STUB]: Exception building item: {0}", e.Message);
|
||||
m_log.Error("[XINVENTORY CONNECTOR]: Exception building item: ", e);
|
||||
}
|
||||
|
||||
return item;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
|
@ -190,7 +190,7 @@ namespace OpenSim.Tests.Common
|
|||
= physicsPluginManager.GetPhysicsScene("basicphysics", "ZeroMesher", new IniConfigSource(), "test");
|
||||
|
||||
testScene.RegionInfo.EstateSettings = new EstateSettings();
|
||||
testScene.LoginsDisabled = false;
|
||||
testScene.LoginsEnabled = true;
|
||||
testScene.RegisterRegionWithGrid();
|
||||
|
||||
SceneManager.Add(testScene);
|
||||
|
|
|
@ -79,9 +79,27 @@ namespace OpenSim.Tests.Common
|
|||
/// <param name="part"></param>
|
||||
/// <returns>The item that was added</returns>
|
||||
public static TaskInventoryItem AddScript(Scene scene, SceneObjectPart part)
|
||||
{
|
||||
return AddScript(scene, part, "scriptItem", "default { state_entry() { llSay(0, \"Hello World\"); } }");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add a simple script to the given part.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// TODO: Accept input for item and asset IDs to avoid mysterious script failures that try to use any of these
|
||||
/// functions more than once in a test.
|
||||
/// </remarks>
|
||||
/// <param name="scene"></param>
|
||||
/// <param name="part"></param>
|
||||
/// <param name="scriptName">Name of the script to add</param>
|
||||
/// <param name="scriptSource">LSL script source</param>
|
||||
/// <returns>The item that was added</returns>
|
||||
public static TaskInventoryItem AddScript(
|
||||
Scene scene, SceneObjectPart part, string scriptName, string scriptSource)
|
||||
{
|
||||
AssetScriptText ast = new AssetScriptText();
|
||||
ast.Source = "default { state_entry() { llSay(0, \"Hello World\"); } }";
|
||||
ast.Source = scriptSource;
|
||||
ast.Encode();
|
||||
|
||||
UUID assetUuid = new UUID("00000000-0000-0000-1000-000000000000");
|
||||
|
@ -91,7 +109,7 @@ namespace OpenSim.Tests.Common
|
|||
scene.AssetService.Store(asset);
|
||||
TaskInventoryItem item
|
||||
= new TaskInventoryItem
|
||||
{ Name = "scriptItem", AssetID = assetUuid, ItemID = itemUuid,
|
||||
{ Name = scriptName, AssetID = assetUuid, ItemID = itemUuid,
|
||||
Type = (int)AssetType.LSLText, InvType = (int)InventoryType.LSL };
|
||||
part.Inventory.AddInventoryItem(item, true);
|
||||
|
||||
|
|
|
@ -47,6 +47,9 @@ namespace pCampBot
|
|||
{
|
||||
Dictionary<UUID, Primitive> objects = Bot.Objects;
|
||||
|
||||
if (objects.Count <= 0)
|
||||
return;
|
||||
|
||||
Primitive prim = objects.ElementAt(Bot.Random.Next(0, objects.Count - 1)).Value;
|
||||
|
||||
// This appears to be a typical message sent when a viewer user clicks a clickable object
|
||||
|
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
190
prebuild.xml
190
prebuild.xml
|
@ -112,6 +112,32 @@
|
|||
</Files>
|
||||
</Project>
|
||||
|
||||
<Project frameworkVersion="v4_0" name="OpenSim.Framework.Monitoring" path="OpenSim/Framework/Monitoring" type="Library">
|
||||
<Configuration name="Debug">
|
||||
<Options>
|
||||
<OutputPath>../../../bin/</OutputPath>
|
||||
</Options>
|
||||
</Configuration>
|
||||
<Configuration name="Release">
|
||||
<Options>
|
||||
<OutputPath>../../../bin/</OutputPath>
|
||||
</Options>
|
||||
</Configuration>
|
||||
|
||||
<ReferencePath>../../../bin/</ReferencePath>
|
||||
<Reference name="System"/>
|
||||
<Reference name="System.Core"/>
|
||||
<Reference name="log4net" path="../../../bin/"/>
|
||||
<Reference name="OpenMetaverseTypes" path="../../../bin/"/>
|
||||
<Reference name="OpenMetaverse" path="../../../bin/"/>
|
||||
<Reference name="OpenMetaverse.StructuredData" path="../../../bin/"/>
|
||||
<Reference name="OpenSim.Framework"/>
|
||||
|
||||
<Files>
|
||||
<Match pattern="*.cs" recurse="true"/>
|
||||
</Files>
|
||||
</Project>
|
||||
|
||||
<Project frameworkVersion="v4_0" name="OpenSim.Framework.Servers.HttpServer" path="OpenSim/Framework/Servers/HttpServer" type="Library">
|
||||
<Configuration name="Debug">
|
||||
<Options>
|
||||
|
@ -130,6 +156,7 @@
|
|||
<Reference name="System.Xml"/>
|
||||
<Reference name="System.Web"/>
|
||||
<Reference name="OpenSim.Framework"/>
|
||||
<Reference name="OpenSim.Framework.Monitoring"/>
|
||||
<Reference name="OpenMetaverse.StructuredData" path="../../../../bin/"/>
|
||||
<Reference name="OpenMetaverseTypes" path="../../../../bin/"/>
|
||||
<Reference name="XMLRPC" path="../../../../bin/"/>
|
||||
|
@ -235,30 +262,6 @@
|
|||
</Files>
|
||||
</Project>
|
||||
|
||||
<Project frameworkVersion="v4_0" name="OpenSim.Framework.Statistics" path="OpenSim/Framework/Statistics" type="Library">
|
||||
<Configuration name="Debug">
|
||||
<Options>
|
||||
<OutputPath>../../../bin/</OutputPath>
|
||||
</Options>
|
||||
</Configuration>
|
||||
<Configuration name="Release">
|
||||
<Options>
|
||||
<OutputPath>../../../bin/</OutputPath>
|
||||
</Options>
|
||||
</Configuration>
|
||||
|
||||
<ReferencePath>../../../bin/</ReferencePath>
|
||||
<Reference name="System"/>
|
||||
<Reference name="OpenMetaverseTypes" path="../../../bin/"/>
|
||||
<Reference name="OpenMetaverse" path="../../../bin/"/>
|
||||
<Reference name="OpenMetaverse.StructuredData" path="../../../bin/"/>
|
||||
<Reference name="OpenSim.Framework"/>
|
||||
|
||||
<Files>
|
||||
<Match pattern="*.cs" recurse="true"/>
|
||||
</Files>
|
||||
</Project>
|
||||
|
||||
<Project frameworkVersion="v4_0" name="OpenSim.Data" path="OpenSim/Data" type="Library">
|
||||
<Configuration name="Debug">
|
||||
<Options>
|
||||
|
@ -436,7 +439,7 @@
|
|||
<Reference name="OpenSim.Framework"/>
|
||||
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
||||
<Reference name="OpenSim.Framework.Console"/>
|
||||
<Reference name="OpenSim.Framework.Statistics"/>
|
||||
<Reference name="OpenSim.Framework.Monitoring"/>
|
||||
<Reference name="OpenMetaverse.StructuredData" path="../../../bin/"/>
|
||||
<Reference name="OpenMetaverseTypes" path="../../../bin/"/>
|
||||
<Reference name="XMLRPC" path="../../../bin/"/>
|
||||
|
@ -640,39 +643,6 @@
|
|||
</Files>
|
||||
</Project>
|
||||
|
||||
<Project frameworkVersion="v4_0" name="OpenSim.Region.Physics.BulletSPlugin" path="OpenSim/Region/Physics/BulletSPlugin" type="Library">
|
||||
<Configuration name="Debug">
|
||||
<Options>
|
||||
<OutputPath>../../../../bin/Physics/</OutputPath>
|
||||
</Options>
|
||||
</Configuration>
|
||||
<Configuration name="Release">
|
||||
<Options>
|
||||
<OutputPath>../../../../bin/Physics/</OutputPath>
|
||||
</Options>
|
||||
</Configuration>
|
||||
|
||||
<ReferencePath>../../../../bin/</ReferencePath>
|
||||
<Reference name="System"/>
|
||||
<Reference name="System.Core"/>
|
||||
<Reference name="System.Xml"/>
|
||||
<Reference name="OpenMetaverseTypes" path="../../../../bin/"/>
|
||||
<Reference name="Nini.dll" path="../../../../bin/"/>
|
||||
<Reference name="OpenSim.Framework"/>
|
||||
<Reference name="OpenSim.Region.Framework"/>
|
||||
<Reference name="OpenSim.Region.CoreModules"/>
|
||||
<Reference name="OpenSim.Framework.Console"/>
|
||||
<Reference name="OpenSim.Region.Physics.Manager"/>
|
||||
<Reference name="OpenSim.Region.Physics.ConvexDecompositionDotNet"/>
|
||||
<Reference name="log4net.dll" path="../../../../bin/"/>
|
||||
|
||||
<Files>
|
||||
<Match pattern="*.cs" recurse="true">
|
||||
<Exclude name="Tests" pattern="Tests"/>
|
||||
</Match>
|
||||
</Files>
|
||||
</Project>
|
||||
|
||||
<Project frameworkVersion="v4_0" name="OpenSim.Region.Physics.Meshing" path="OpenSim/Region/Physics/Meshing" type="Library">
|
||||
<Configuration name="Debug">
|
||||
<Options>
|
||||
|
@ -753,9 +723,9 @@
|
|||
<Reference name="System.Xml"/>
|
||||
<Reference name="System.Web"/>
|
||||
<Reference name="OpenSim.Framework"/>
|
||||
<Reference name="OpenSim.Framework.Monitoring"/>
|
||||
<Reference name="OpenSim.Framework.Servers"/>
|
||||
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
||||
<Reference name="OpenSim.Framework.Statistics"/>
|
||||
<Reference name="OpenSim.Services.Interfaces"/>
|
||||
<Reference name="OpenMetaverse" path="../../bin/"/>
|
||||
<Reference name="OpenMetaverseTypes" path="../../bin/"/>
|
||||
|
@ -787,13 +757,13 @@
|
|||
<Reference name="System"/>
|
||||
<Reference name="System.Xml"/>
|
||||
<Reference name="System.Web"/>
|
||||
<Reference name="OpenSim.Data"/>
|
||||
<Reference name="OpenSim.Framework"/>
|
||||
<Reference name="OpenSim.Framework.AssetLoader.Filesystem"/>
|
||||
<Reference name="OpenSim.Data"/>
|
||||
<Reference name="OpenSim.Framework.Console"/>
|
||||
<Reference name="OpenSim.Framework.Monitoring"/>
|
||||
<Reference name="OpenSim.Framework.Servers"/>
|
||||
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
||||
<Reference name="OpenSim.Framework.Console"/>
|
||||
<Reference name="OpenSim.Framework.Statistics"/>
|
||||
<Reference name="OpenSim.Services.Interfaces"/>
|
||||
<Reference name="OpenMetaverseTypes" path="../../../bin/"/>
|
||||
<Reference name="OpenMetaverse.StructuredData" path="../../../bin/"/>
|
||||
|
@ -839,10 +809,10 @@
|
|||
<Reference name="OpenSim.Framework.Communications"/>
|
||||
<Reference name="OpenSim.Data"/>
|
||||
<Reference name="OpenSim.Framework.Console"/>
|
||||
<Reference name="OpenSim.Framework.Monitoring"/>
|
||||
<Reference name="OpenSim.Framework.Serialization"/>
|
||||
<Reference name="OpenSim.Framework.Servers"/>
|
||||
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
||||
<Reference name="OpenSim.Framework.Statistics"/>
|
||||
<Reference name="OpenSim.Region.Physics.Manager"/>
|
||||
|
||||
<!-- For scripting in funny languages by default -->
|
||||
|
@ -1558,10 +1528,10 @@
|
|||
<Reference name="OpenSim.Framework"/>
|
||||
<Reference name="OpenSim.Framework.Communications"/>
|
||||
<Reference name="OpenSim.Framework.Console"/>
|
||||
<Reference name="OpenSim.Framework.Monitoring"/>
|
||||
<Reference name="OpenSim.Framework.Serialization"/>
|
||||
<Reference name="OpenSim.Framework.Servers"/>
|
||||
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
||||
<Reference name="OpenSim.Framework.Statistics"/>
|
||||
<Reference name="OpenSim.Region.Framework"/>
|
||||
<Reference name="OpenSim.Region.Physics.Manager"/>
|
||||
<Reference name="OpenSim.Server.Base"/>
|
||||
|
@ -1649,11 +1619,11 @@
|
|||
<Reference name="OpenSim.Region.Framework"/>
|
||||
<Reference name="OpenSim.Framework"/>
|
||||
<Reference name="OpenSim.Data"/>
|
||||
<Reference name="OpenSim.Framework.Console"/>
|
||||
<Reference name="OpenSim.Framework.Monitoring"/>
|
||||
<Reference name="OpenSim.Framework.Servers"/>
|
||||
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
||||
<Reference name="OpenSim.Framework.Console"/>
|
||||
<Reference name="OpenSim.Framework.Communications"/>
|
||||
<Reference name="OpenSim.Framework.Statistics"/>
|
||||
<Reference name="OpenSim.Region.Physics.Manager"/>
|
||||
<Reference name="XMLRPC" path="../../../bin/"/>
|
||||
<Reference name="Nini" path="../../../bin/"/>
|
||||
|
@ -1686,15 +1656,15 @@
|
|||
<Reference name="OpenMetaverseTypes" path="../../../../../bin/"/>
|
||||
<Reference name="OpenMetaverse.StructuredData" path="../../../../../bin/"/>
|
||||
<Reference name="OpenMetaverse" path="../../../../../bin/"/>
|
||||
<Reference name="OpenSim.Region.Framework"/>
|
||||
<Reference name="OpenSim.Framework"/>
|
||||
<Reference name="OpenSim.Data"/>
|
||||
<Reference name="OpenSim.Framework"/>
|
||||
<Reference name="OpenSim.Framework.Monitoring"/>
|
||||
<Reference name="OpenSim.Framework.Servers"/>
|
||||
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
||||
<Reference name="OpenSim.Framework.Console"/>
|
||||
<Reference name="OpenSim.Framework.Communications"/>
|
||||
<Reference name="OpenSim.Framework.Statistics"/>
|
||||
<Reference name="OpenSim.Region.ClientStack"/>
|
||||
<Reference name="OpenSim.Region.Framework"/>
|
||||
<Reference name="OpenSim.Services.Interfaces"/>
|
||||
<Reference name="Nini" path="../../../../../bin/"/>
|
||||
<Reference name="log4net" path="../../../../../bin/"/>
|
||||
|
@ -1777,9 +1747,9 @@
|
|||
<Reference name="OpenSim.Framework.Communications"/>
|
||||
<Reference name="OpenSim.Data"/>
|
||||
<Reference name="OpenSim.Framework.Console"/>
|
||||
<Reference name="OpenSim.Framework.Monitoring"/>
|
||||
<Reference name="OpenSim.Framework.Servers"/>
|
||||
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
||||
<Reference name="OpenSim.Framework.Statistics"/>
|
||||
<Reference name="OpenSim.Region.CoreModules"/>
|
||||
<Reference name="OpenSim.Region.ClientStack.LindenUDP"/>
|
||||
<Reference name="OpenSim.Region.Framework"/>
|
||||
|
@ -1834,6 +1804,64 @@
|
|||
</Files>
|
||||
</Project>
|
||||
|
||||
<Project frameworkVersion="v3_5" name="OpenSim.Region.Physics.ConvexDecompositionDotNet" path="OpenSim/Region/Physics/ConvexDecompositionDotNet" type="Library">
|
||||
<Configuration name="Debug">
|
||||
<Options>
|
||||
<OutputPath>../../../../bin/</OutputPath>
|
||||
</Options>
|
||||
</Configuration>
|
||||
<Configuration name="Release">
|
||||
<Options>
|
||||
<OutputPath>../../../../bin/</OutputPath>
|
||||
</Options>
|
||||
</Configuration>
|
||||
|
||||
<ReferencePath>../../../../bin/</ReferencePath>
|
||||
<Reference name="System"/>
|
||||
<Reference name="System.Core"/>
|
||||
<Reference name="System.Data"/>
|
||||
<Reference name="System.Xml"/>
|
||||
|
||||
<Files>
|
||||
<Match pattern="*.cs" recurse="true">
|
||||
<Exclude name="Tests" pattern="Tests"/>
|
||||
</Match>
|
||||
</Files>
|
||||
</Project>
|
||||
|
||||
<Project frameworkVersion="v4_0" name="OpenSim.Region.Physics.BulletSPlugin" path="OpenSim/Region/Physics/BulletSPlugin" type="Library">
|
||||
<Configuration name="Debug">
|
||||
<Options>
|
||||
<OutputPath>../../../../bin/Physics/</OutputPath>
|
||||
</Options>
|
||||
</Configuration>
|
||||
<Configuration name="Release">
|
||||
<Options>
|
||||
<OutputPath>../../../../bin/Physics/</OutputPath>
|
||||
</Options>
|
||||
</Configuration>
|
||||
|
||||
<ReferencePath>../../../../bin/</ReferencePath>
|
||||
<Reference name="System"/>
|
||||
<Reference name="System.Core"/>
|
||||
<Reference name="System.Xml"/>
|
||||
<Reference name="OpenMetaverseTypes" path="../../../../bin/"/>
|
||||
<Reference name="Nini.dll" path="../../../../bin/"/>
|
||||
<Reference name="OpenSim.Framework"/>
|
||||
<Reference name="OpenSim.Region.Framework"/>
|
||||
<Reference name="OpenSim.Region.CoreModules"/>
|
||||
<Reference name="OpenSim.Framework.Console"/>
|
||||
<Reference name="OpenSim.Region.Physics.Manager"/>
|
||||
<Reference name="OpenSim.Region.Physics.ConvexDecompositionDotNet"/>
|
||||
<Reference name="log4net.dll" path="../../../../bin/"/>
|
||||
|
||||
<Files>
|
||||
<Match pattern="*.cs" recurse="true">
|
||||
<Exclude name="Tests" pattern="Tests"/>
|
||||
</Match>
|
||||
</Files>
|
||||
</Project>
|
||||
|
||||
<!-- OpenSim app -->
|
||||
<Project frameworkVersion="v4_0" name="OpenSim" path="OpenSim/Region/Application" type="Exe">
|
||||
<Configuration name="Debug">
|
||||
|
@ -1857,15 +1885,15 @@
|
|||
<Reference name="OpenMetaverse" path="../../../bin/"/>
|
||||
<Reference name="OpenSim.Framework"/>
|
||||
<Reference name="OpenSim.Data"/>
|
||||
<Reference name="OpenSim.Framework.Communications"/>
|
||||
<Reference name="OpenSim.Framework.Console"/>
|
||||
<Reference name="OpenSim.Region.Physics.Manager"/>
|
||||
<Reference name="OpenSim.Framework.Monitoring"/>
|
||||
<Reference name="OpenSim.Framework.Servers"/>
|
||||
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
||||
<Reference name="OpenSim.Framework.Statistics"/>
|
||||
<Reference name="OpenSim.Region.Framework"/>
|
||||
<Reference name="OpenSim.Region.CoreModules"/>
|
||||
<Reference name="OpenSim.Region.ClientStack"/>
|
||||
<Reference name="OpenSim.Framework.Communications"/>
|
||||
<Reference name="OpenSim.Region.Physics.Manager"/>
|
||||
<Reference name="OpenSim.Server.Base"/>
|
||||
<Reference name="OpenSim.Services.Base"/>
|
||||
<Reference name="OpenSim.Services.Interfaces"/>
|
||||
|
@ -2378,10 +2406,11 @@
|
|||
<Reference name="OpenSim"/>
|
||||
<Reference name="OpenSim.Framework"/>
|
||||
<Reference name="OpenSim.Framework.Communications"/>
|
||||
<Reference name="OpenSim.Framework.Console"/>
|
||||
<Reference name="OpenSim.Framework.Monitoring"/>
|
||||
<Reference name="OpenSim.Region.Framework"/>
|
||||
<Reference name="OpenSim.Region.CoreModules"/>
|
||||
<Reference name="OpenSim.Region.Physics.Manager"/>
|
||||
<Reference name="OpenSim.Framework.Console"/>
|
||||
<Reference name="OpenSim.Services.Interfaces"/>
|
||||
<Reference name="OpenSim.Region.ScriptEngine.Shared"/>
|
||||
<Reference name="OpenSim.Region.ScriptEngine.Shared.Api.Runtime"/>
|
||||
|
@ -2504,7 +2533,6 @@
|
|||
</Files>
|
||||
</Project>
|
||||
|
||||
|
||||
<Project frameworkVersion="v4_0" name="OpenSim.Region.UserStatistics" path="OpenSim/Region/UserStatistics" type="Library">
|
||||
<Configuration name="Debug">
|
||||
<Options>
|
||||
|
@ -2533,9 +2561,9 @@
|
|||
<Reference name="OpenSim.Region.Framework"/>
|
||||
<Reference name="OpenSim.Region.CoreModules"/>
|
||||
<Reference name="OpenSim.Framework.Console"/>
|
||||
<Reference name="OpenSim.Framework.Monitoring"/>
|
||||
<Reference name="OpenSim.Framework.Servers"/>
|
||||
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
||||
<Reference name="OpenSim.Framework.Statistics"/>
|
||||
<Reference name="OpenSim.Region.Physics.Manager"/>
|
||||
<Reference name="Mono.Data.SqliteClient" path="../../../bin/"/>
|
||||
<Reference name="Mono.Addins"/>
|
||||
|
@ -3019,9 +3047,9 @@
|
|||
<Reference name="OpenSim.Framework.Serialization"/>
|
||||
<Reference name="OpenSim.Framework.Communications"/>
|
||||
<Reference name="OpenSim.Framework.Console"/>
|
||||
<Reference name="OpenSim.Framework.Monitoring"/>
|
||||
<Reference name="OpenSim.Framework.Servers"/>
|
||||
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
||||
<Reference name="OpenSim.Framework.Statistics"/>
|
||||
<Reference name="OpenSim.Region.Framework"/>
|
||||
<Reference name="OpenSim.Region.CoreModules"/>
|
||||
<Reference name="OpenSim.Region.Physics.Manager"/>
|
||||
|
@ -3091,9 +3119,9 @@
|
|||
<Reference name="OpenSim.Framework.Serialization"/>
|
||||
<Reference name="OpenSim.Framework.Communications"/>
|
||||
<Reference name="OpenSim.Framework.Console"/>
|
||||
<Reference name="OpenSim.Framework.Monitoring"/>
|
||||
<Reference name="OpenSim.Framework.Servers"/>
|
||||
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
||||
<Reference name="OpenSim.Framework.Statistics"/>
|
||||
<Reference name="OpenSim.Region.Framework"/>
|
||||
<Reference name="OpenSim.Region.CoreModules"/>
|
||||
<Reference name="OpenSim.Region.OptionalModules"/>
|
||||
|
@ -3150,8 +3178,8 @@
|
|||
<Reference name="OpenSim.Framework"/>
|
||||
<Reference name="OpenSim.Framework.Communications"/>
|
||||
<Reference name="OpenSim.Framework.Console"/>
|
||||
<Reference name="OpenSim.Framework.Monitoring"/>
|
||||
<Reference name="OpenSim.Framework.Servers"/>
|
||||
<Reference name="OpenSim.Framework.Statistics"/>
|
||||
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
||||
<Reference name="OpenSim.Region.ClientStack.LindenCaps"/>
|
||||
<Reference name="OpenSim.Region.Framework"/>
|
||||
|
@ -3207,9 +3235,9 @@
|
|||
<Reference name="OpenMetaverseTypes" path="../../../../../bin/"/>
|
||||
<Reference name="OpenSim.Framework"/>
|
||||
<Reference name="OpenSim.Framework.Communications"/>
|
||||
<Reference name="OpenSim.Framework.Monitoring"/>
|
||||
<Reference name="OpenSim.Framework.Servers"/>
|
||||
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
||||
<Reference name="OpenSim.Framework.Statistics"/>
|
||||
<Reference name="OpenSim.Region.ClientStack.LindenCaps"/>
|
||||
<Reference name="OpenSim.Region.ClientStack.LindenUDP"/>
|
||||
<Reference name="OpenSim.Region.CoreModules"/>
|
||||
|
@ -3244,7 +3272,7 @@
|
|||
<Reference name="OpenMetaverseTypes" path="../../../../../../bin/"/>
|
||||
<Reference name="OpenSim.Framework"/>
|
||||
<Reference name="OpenSim.Framework.Communications"/>
|
||||
<Reference name="OpenSim.Framework.Statistics"/>
|
||||
<Reference name="OpenSim.Framework.Monitoring"/>
|
||||
<Reference name="OpenSim.Region.ClientStack"/>
|
||||
<Reference name="OpenSim.Region.ClientStack.LindenUDP"/>
|
||||
<Reference name="OpenSim.Region.CoreModules"/>
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue