Merge branch 'master' into careminster
commit
272ba5a741
|
@ -236,3 +236,10 @@ CREATE NONCLUSTERED INDEX IX_regions_name ON dbo.regions
|
|||
) WITH( STATISTICS_NORECOMPUTE = OFF, IGNORE_DUP_KEY = OFF, ALLOW_ROW_LOCKS = ON, ALLOW_PAGE_LOCKS = ON) ON [PRIMARY]
|
||||
|
||||
COMMIT
|
||||
|
||||
:VERSION 9
|
||||
|
||||
BEGIN TRANSACTION
|
||||
ALTER TABLE regions ADD parcelMapTexture uniqueidentifier NULL;
|
||||
|
||||
COMMIT
|
||||
|
|
|
@ -472,3 +472,73 @@ COMMIT;
|
|||
BEGIN;
|
||||
ALTER TABLE regionsettings ADD COLUMN covenant_datetime INTEGER NOT NULL default 0;
|
||||
COMMIT;
|
||||
|
||||
:VERSION 23
|
||||
BEGIN;
|
||||
CREATE TABLE regionwindlight (
|
||||
region_id VARCHAR(36) NOT NULL DEFAULT '000000-0000-0000-0000-000000000000' PRIMARY KEY,
|
||||
water_color_r FLOAT NOT NULL DEFAULT '4.000000',
|
||||
water_color_g FLOAT NOT NULL DEFAULT '38.000000',
|
||||
water_color_b FLOAT NOT NULL DEFAULT '64.000000',
|
||||
water_color_i FLOAT NOT NULL DEFAULT '1.000000',
|
||||
water_fog_density_exponent FLOAT NOT NULL DEFAULT '4.0',
|
||||
underwater_fog_modifier FLOAT NOT NULL DEFAULT '0.25',
|
||||
reflection_wavelet_scale_1 FLOAT NOT NULL DEFAULT '2.0',
|
||||
reflection_wavelet_scale_2 FLOAT NOT NULL DEFAULT '2.0',
|
||||
reflection_wavelet_scale_3 FLOAT NOT NULL DEFAULT '2.0',
|
||||
fresnel_scale FLOAT NOT NULL DEFAULT '0.40',
|
||||
fresnel_offset FLOAT NOT NULL DEFAULT '0.50',
|
||||
refract_scale_above FLOAT NOT NULL DEFAULT '0.03',
|
||||
refract_scale_below FLOAT NOT NULL DEFAULT '0.20',
|
||||
blur_multiplier FLOAT NOT NULL DEFAULT '0.040',
|
||||
big_wave_direction_x FLOAT NOT NULL DEFAULT '1.05',
|
||||
big_wave_direction_y FLOAT NOT NULL DEFAULT '-0.42',
|
||||
little_wave_direction_x FLOAT NOT NULL DEFAULT '1.11',
|
||||
little_wave_direction_y FLOAT NOT NULL DEFAULT '-1.16',
|
||||
normal_map_texture VARCHAR(36) NOT NULL DEFAULT '822ded49-9a6c-f61c-cb89-6df54f42cdf4',
|
||||
horizon_r FLOAT NOT NULL DEFAULT '0.25',
|
||||
horizon_g FLOAT NOT NULL DEFAULT '0.25',
|
||||
horizon_b FLOAT NOT NULL DEFAULT '0.32',
|
||||
horizon_i FLOAT NOT NULL DEFAULT '0.32',
|
||||
haze_horizon FLOAT NOT NULL DEFAULT '0.19',
|
||||
blue_density_r FLOAT NOT NULL DEFAULT '0.12',
|
||||
blue_density_g FLOAT NOT NULL DEFAULT '0.22',
|
||||
blue_density_b FLOAT NOT NULL DEFAULT '0.38',
|
||||
blue_density_i FLOAT NOT NULL DEFAULT '0.38',
|
||||
haze_density FLOAT NOT NULL DEFAULT '0.70',
|
||||
density_multiplier FLOAT NOT NULL DEFAULT '0.18',
|
||||
distance_multiplier FLOAT NOT NULL DEFAULT '0.8',
|
||||
max_altitude INTEGER NOT NULL DEFAULT '1605',
|
||||
sun_moon_color_r FLOAT NOT NULL DEFAULT '0.24',
|
||||
sun_moon_color_g FLOAT NOT NULL DEFAULT '0.26',
|
||||
sun_moon_color_b FLOAT NOT NULL DEFAULT '0.30',
|
||||
sun_moon_color_i FLOAT NOT NULL DEFAULT '0.30',
|
||||
sun_moon_position FLOAT NOT NULL DEFAULT '0.317',
|
||||
ambient_r FLOAT NOT NULL DEFAULT '0.35',
|
||||
ambient_g FLOAT NOT NULL DEFAULT '0.35',
|
||||
ambient_b FLOAT NOT NULL DEFAULT '0.35',
|
||||
ambient_i FLOAT NOT NULL DEFAULT '0.35',
|
||||
east_angle FLOAT NOT NULL DEFAULT '0.00',
|
||||
sun_glow_focus FLOAT NOT NULL DEFAULT '0.10',
|
||||
sun_glow_size FLOAT NOT NULL DEFAULT '1.75',
|
||||
scene_gamma FLOAT NOT NULL DEFAULT '1.00',
|
||||
star_brightness FLOAT NOT NULL DEFAULT '0.00',
|
||||
cloud_color_r FLOAT NOT NULL DEFAULT '0.41',
|
||||
cloud_color_g FLOAT NOT NULL DEFAULT '0.41',
|
||||
cloud_color_b FLOAT NOT NULL DEFAULT '0.41',
|
||||
cloud_color_i FLOAT NOT NULL DEFAULT '0.41',
|
||||
cloud_x FLOAT NOT NULL DEFAULT '1.00',
|
||||
cloud_y FLOAT NOT NULL DEFAULT '0.53',
|
||||
cloud_density FLOAT NOT NULL DEFAULT '1.00',
|
||||
cloud_coverage FLOAT NOT NULL DEFAULT '0.27',
|
||||
cloud_scale FLOAT NOT NULL DEFAULT '0.42',
|
||||
cloud_detail_x FLOAT NOT NULL DEFAULT '1.00',
|
||||
cloud_detail_y FLOAT NOT NULL DEFAULT '0.53',
|
||||
cloud_detail_density FLOAT NOT NULL DEFAULT '0.12',
|
||||
cloud_scroll_x FLOAT NOT NULL DEFAULT '0.20',
|
||||
cloud_scroll_x_lock INTEGER NOT NULL DEFAULT '0',
|
||||
cloud_scroll_y FLOAT NOT NULL DEFAULT '0.01',
|
||||
cloud_scroll_y_lock INTEGER NOT NULL DEFAULT '0',
|
||||
draw_classic_clouds INTEGER NOT NULL DEFAULT '1');
|
||||
|
||||
COMMIT;
|
|
@ -60,6 +60,7 @@ namespace OpenSim.Data.SQLite
|
|||
private const string landAccessListSelect = "select distinct * from landaccesslist";
|
||||
private const string regionbanListSelect = "select * from regionban";
|
||||
private const string regionSettingsSelect = "select * from regionsettings";
|
||||
private const string regionWindlightSelect = "select * from regionwindlight";
|
||||
|
||||
private DataSet ds;
|
||||
private SqliteDataAdapter primDa;
|
||||
|
@ -69,9 +70,9 @@ namespace OpenSim.Data.SQLite
|
|||
private SqliteDataAdapter landDa;
|
||||
private SqliteDataAdapter landAccessListDa;
|
||||
private SqliteDataAdapter regionSettingsDa;
|
||||
private SqliteDataAdapter regionWindlightDa;
|
||||
|
||||
private SqliteConnection m_conn;
|
||||
|
||||
private String m_connectionString;
|
||||
|
||||
protected virtual Assembly Assembly
|
||||
|
@ -136,6 +137,9 @@ namespace OpenSim.Data.SQLite
|
|||
|
||||
SqliteCommand regionSettingsSelectCmd = new SqliteCommand(regionSettingsSelect, m_conn);
|
||||
regionSettingsDa = new SqliteDataAdapter(regionSettingsSelectCmd);
|
||||
|
||||
SqliteCommand regionWindlightSelectCmd = new SqliteCommand(regionWindlightSelect, m_conn);
|
||||
regionWindlightDa = new SqliteDataAdapter(regionWindlightSelectCmd);
|
||||
// This actually does the roll forward assembly stuff
|
||||
Migration m = new Migration(m_conn, Assembly, "RegionStore");
|
||||
m.Update();
|
||||
|
@ -163,6 +167,9 @@ namespace OpenSim.Data.SQLite
|
|||
ds.Tables.Add(createRegionSettingsTable());
|
||||
setupRegionSettingsCommands(regionSettingsDa, m_conn);
|
||||
|
||||
ds.Tables.Add(createRegionWindlightTable());
|
||||
setupRegionWindlightCommands(regionWindlightDa, m_conn);
|
||||
|
||||
// WORKAROUND: This is a work around for sqlite on
|
||||
// windows, which gets really unhappy with blob columns
|
||||
// that have no sample data in them. At some point we
|
||||
|
@ -171,63 +178,72 @@ namespace OpenSim.Data.SQLite
|
|||
{
|
||||
primDa.Fill(ds.Tables["prims"]);
|
||||
}
|
||||
catch (Exception)
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.Info("[SQLITE REGION DB]: Caught fill error on prims table");
|
||||
m_log.ErrorFormat("[SQLITE REGION DB]: Caught fill error on prims table :{0}", e.Message);
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
shapeDa.Fill(ds.Tables["primshapes"]);
|
||||
}
|
||||
catch (Exception)
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.Info("[SQLITE REGION DB]: Caught fill error on primshapes table");
|
||||
m_log.ErrorFormat("[SQLITE REGION DB]: Caught fill error on primshapes table :{0}", e.Message);
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
itemsDa.Fill(ds.Tables["primitems"]);
|
||||
}
|
||||
catch (Exception)
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.Info("[SQLITE REGION DB]: Caught fill error on primitems table");
|
||||
m_log.ErrorFormat("[SQLITE REGION DB]: Caught fill error on primitems table :{0}", e.Message);
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
terrainDa.Fill(ds.Tables["terrain"]);
|
||||
}
|
||||
catch (Exception)
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.Info("[SQLITE REGION DB]: Caught fill error on terrain table");
|
||||
m_log.ErrorFormat("[SQLITE REGION DB]: Caught fill error on terrain table :{0}", e.Message);
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
landDa.Fill(ds.Tables["land"]);
|
||||
}
|
||||
catch (Exception)
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.Info("[SQLITE REGION DB]: Caught fill error on land table");
|
||||
m_log.ErrorFormat("[SQLITE REGION DB]: Caught fill error on land table :{0}", e.Message);
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
landAccessListDa.Fill(ds.Tables["landaccesslist"]);
|
||||
}
|
||||
catch (Exception)
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.Info("[SQLITE REGION DB]: Caught fill error on landaccesslist table");
|
||||
m_log.ErrorFormat("[SQLITE REGION DB]: Caught fill error on landaccesslist table :{0}", e.Message);
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
regionSettingsDa.Fill(ds.Tables["regionsettings"]);
|
||||
}
|
||||
catch (Exception)
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.Info("[SQLITE REGION DB]: Caught fill error on regionsettings table");
|
||||
m_log.ErrorFormat("[SQLITE REGION DB]: Caught fill error on regionsettings table :{0}", e.Message);
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
regionWindlightDa.Fill(ds.Tables["regionwindlight"]);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.ErrorFormat("[SQLITE REGION DB]: Caught fill error on regionwindlight table :{0}", e.Message);
|
||||
}
|
||||
|
||||
// We have to create a data set mapping for every table, otherwise the IDataAdaptor.Update() will not populate rows with values!
|
||||
|
@ -240,14 +256,14 @@ namespace OpenSim.Data.SQLite
|
|||
CreateDataSetMapping(landDa, "land");
|
||||
CreateDataSetMapping(landAccessListDa, "landaccesslist");
|
||||
CreateDataSetMapping(regionSettingsDa, "regionsettings");
|
||||
CreateDataSetMapping(regionWindlightDa, "regionwindlight");
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.Error(e);
|
||||
m_log.ErrorFormat("[SQLITE REGION DB]: ", e);
|
||||
Environment.Exit(23);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -298,6 +314,11 @@ namespace OpenSim.Data.SQLite
|
|||
regionSettingsDa.Dispose();
|
||||
regionSettingsDa = null;
|
||||
}
|
||||
if (regionWindlightDa != null)
|
||||
{
|
||||
regionWindlightDa.Dispose();
|
||||
regionWindlightDa = null;
|
||||
}
|
||||
}
|
||||
|
||||
public void StoreRegionSettings(RegionSettings rs)
|
||||
|
@ -321,19 +342,76 @@ namespace OpenSim.Data.SQLite
|
|||
Commit();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Load windlight settings from region storage
|
||||
/// </summary>
|
||||
/// <param name="regionUUID">RegionID</param>
|
||||
public RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID)
|
||||
{
|
||||
//This connector doesn't support the windlight module yet
|
||||
//Return default LL windlight settings
|
||||
return new RegionLightShareData();
|
||||
RegionLightShareData wl = null;
|
||||
|
||||
lock (ds)
|
||||
{
|
||||
DataTable windlightTable = ds.Tables["regionwindlight"];
|
||||
DataRow windlightRow = windlightTable.Rows.Find(regionUUID.ToString());
|
||||
if (windlightRow == null)
|
||||
{
|
||||
wl = new RegionLightShareData();
|
||||
wl.regionID = regionUUID;
|
||||
StoreRegionWindlightSettings(wl);
|
||||
return wl;
|
||||
}
|
||||
wl = buildRegionWindlight(windlightRow);
|
||||
return wl;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove windlight settings from region storage
|
||||
/// </summary>
|
||||
/// <param name="regionID">RegionID</param>
|
||||
public void RemoveRegionWindlightSettings(UUID regionID)
|
||||
{
|
||||
lock (ds)
|
||||
{
|
||||
DataTable windlightTable = ds.Tables["regionwindlight"];
|
||||
DataRow windlightRow = windlightTable.Rows.Find(regionID.ToString());
|
||||
|
||||
if (windlightRow != null)
|
||||
{
|
||||
windlightRow.Delete();
|
||||
}
|
||||
}
|
||||
Commit();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds an windlight into region storage
|
||||
/// </summary>
|
||||
/// <param name="wl">RegionLightShareData</param>
|
||||
public void StoreRegionWindlightSettings(RegionLightShareData wl)
|
||||
{
|
||||
//This connector doesn't support the windlight module yet
|
||||
lock (ds)
|
||||
{
|
||||
DataTable windlightTable = ds.Tables["regionwindlight"];
|
||||
DataRow windlightRow = windlightTable.Rows.Find(wl.regionID.ToString());
|
||||
|
||||
if (windlightRow == null)
|
||||
{
|
||||
windlightRow = windlightTable.NewRow();
|
||||
fillRegionWindlightRow(windlightRow, wl);
|
||||
windlightTable.Rows.Add(windlightRow);
|
||||
}
|
||||
else
|
||||
{
|
||||
fillRegionWindlightRow(windlightRow, wl);
|
||||
}
|
||||
|
||||
Commit();
|
||||
}
|
||||
}
|
||||
|
||||
public RegionSettings LoadRegionSettings(UUID regionUUID)
|
||||
{
|
||||
lock (ds)
|
||||
|
@ -562,8 +640,7 @@ namespace OpenSim.Data.SQLite
|
|||
DataRow[] dbItemRows = dbItems.Select(sql);
|
||||
IList<TaskInventoryItem> inventory = new List<TaskInventoryItem>();
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[SQLITE REGION DB]: Found {0} items for {1} {2}", dbItemRows.Length, prim.Name, prim.UUID);
|
||||
// m_log.DebugFormat("[SQLITE REGION DB]: Found {0} items for {1} {2}", dbItemRows.Length, prim.Name, prim.UUID);
|
||||
|
||||
foreach (DataRow row in dbItemRows)
|
||||
{
|
||||
|
@ -819,6 +896,7 @@ namespace OpenSim.Data.SQLite
|
|||
try
|
||||
{
|
||||
regionSettingsDa.Update(ds, "regionsettings");
|
||||
regionWindlightDa.Update(ds, "regionwindlight");
|
||||
}
|
||||
catch (SqliteException SqlEx)
|
||||
{
|
||||
|
@ -1191,6 +1269,82 @@ namespace OpenSim.Data.SQLite
|
|||
return regionsettings;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// create "regionwindlight" table
|
||||
/// </summary>
|
||||
/// <returns>RegionWindlight DataTable</returns>
|
||||
private static DataTable createRegionWindlightTable()
|
||||
{
|
||||
DataTable regionwindlight = new DataTable("regionwindlight");
|
||||
createCol(regionwindlight, "region_id", typeof(String));
|
||||
createCol(regionwindlight, "water_color_r", typeof(Double));
|
||||
createCol(regionwindlight, "water_color_g", typeof(Double));
|
||||
createCol(regionwindlight, "water_color_b", typeof(Double));
|
||||
createCol(regionwindlight, "water_color_i", typeof(Double));
|
||||
createCol(regionwindlight, "water_fog_density_exponent", typeof(Double));
|
||||
createCol(regionwindlight, "underwater_fog_modifier", typeof(Double));
|
||||
createCol(regionwindlight, "reflection_wavelet_scale_1", typeof(Double));
|
||||
createCol(regionwindlight, "reflection_wavelet_scale_2", typeof(Double));
|
||||
createCol(regionwindlight, "reflection_wavelet_scale_3", typeof(Double));
|
||||
createCol(regionwindlight, "fresnel_scale", typeof(Double));
|
||||
createCol(regionwindlight, "fresnel_offset", typeof(Double));
|
||||
createCol(regionwindlight, "refract_scale_above", typeof(Double));
|
||||
createCol(regionwindlight, "refract_scale_below", typeof(Double));
|
||||
createCol(regionwindlight, "blur_multiplier", typeof(Double));
|
||||
createCol(regionwindlight, "big_wave_direction_x", typeof(Double));
|
||||
createCol(regionwindlight, "big_wave_direction_y", typeof(Double));
|
||||
createCol(regionwindlight, "little_wave_direction_x", typeof(Double));
|
||||
createCol(regionwindlight, "little_wave_direction_y", typeof(Double));
|
||||
createCol(regionwindlight, "normal_map_texture", typeof(String));
|
||||
createCol(regionwindlight, "horizon_r", typeof(Double));
|
||||
createCol(regionwindlight, "horizon_g", typeof(Double));
|
||||
createCol(regionwindlight, "horizon_b", typeof(Double));
|
||||
createCol(regionwindlight, "horizon_i", typeof(Double));
|
||||
createCol(regionwindlight, "haze_horizon", typeof(Double));
|
||||
createCol(regionwindlight, "blue_density_r", typeof(Double));
|
||||
createCol(regionwindlight, "blue_density_g", typeof(Double));
|
||||
createCol(regionwindlight, "blue_density_b", typeof(Double));
|
||||
createCol(regionwindlight, "blue_density_i", typeof(Double));
|
||||
createCol(regionwindlight, "haze_density", typeof(Double));
|
||||
createCol(regionwindlight, "density_multiplier", typeof(Double));
|
||||
createCol(regionwindlight, "distance_multiplier", typeof(Double));
|
||||
createCol(regionwindlight, "max_altitude", typeof(Int32));
|
||||
createCol(regionwindlight, "sun_moon_color_r", typeof(Double));
|
||||
createCol(regionwindlight, "sun_moon_color_g", typeof(Double));
|
||||
createCol(regionwindlight, "sun_moon_color_b", typeof(Double));
|
||||
createCol(regionwindlight, "sun_moon_color_i", typeof(Double));
|
||||
createCol(regionwindlight, "sun_moon_position", typeof(Double));
|
||||
createCol(regionwindlight, "ambient_r", typeof(Double));
|
||||
createCol(regionwindlight, "ambient_g", typeof(Double));
|
||||
createCol(regionwindlight, "ambient_b", typeof(Double));
|
||||
createCol(regionwindlight, "ambient_i", typeof(Double));
|
||||
createCol(regionwindlight, "east_angle", typeof(Double));
|
||||
createCol(regionwindlight, "sun_glow_focus", typeof(Double));
|
||||
createCol(regionwindlight, "sun_glow_size", typeof(Double));
|
||||
createCol(regionwindlight, "scene_gamma", typeof(Double));
|
||||
createCol(regionwindlight, "star_brightness", typeof(Double));
|
||||
createCol(regionwindlight, "cloud_color_r", typeof(Double));
|
||||
createCol(regionwindlight, "cloud_color_g", typeof(Double));
|
||||
createCol(regionwindlight, "cloud_color_b", typeof(Double));
|
||||
createCol(regionwindlight, "cloud_color_i", typeof(Double));
|
||||
createCol(regionwindlight, "cloud_x", typeof(Double));
|
||||
createCol(regionwindlight, "cloud_y", typeof(Double));
|
||||
createCol(regionwindlight, "cloud_density", typeof(Double));
|
||||
createCol(regionwindlight, "cloud_coverage", typeof(Double));
|
||||
createCol(regionwindlight, "cloud_scale", typeof(Double));
|
||||
createCol(regionwindlight, "cloud_detail_x", typeof(Double));
|
||||
createCol(regionwindlight, "cloud_detail_y", typeof(Double));
|
||||
createCol(regionwindlight, "cloud_detail_density", typeof(Double));
|
||||
createCol(regionwindlight, "cloud_scroll_x", typeof(Double));
|
||||
createCol(regionwindlight, "cloud_scroll_x_lock", typeof(Int32));
|
||||
createCol(regionwindlight, "cloud_scroll_y", typeof(Double));
|
||||
createCol(regionwindlight, "cloud_scroll_y_lock", typeof(Int32));
|
||||
createCol(regionwindlight, "draw_classic_clouds", typeof(Int32));
|
||||
|
||||
regionwindlight.PrimaryKey = new DataColumn[] { regionwindlight.Columns["region_id"] };
|
||||
return regionwindlight;
|
||||
}
|
||||
|
||||
/***********************************************************************
|
||||
*
|
||||
* Convert between ADO.NET <=> OpenSim Objects
|
||||
|
@ -1516,6 +1670,83 @@ namespace OpenSim.Data.SQLite
|
|||
return newSettings;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Build a windlight entry from the persisted data.
|
||||
/// </summary>
|
||||
/// <param name="row"></param>
|
||||
/// <returns>RegionLightShareData</returns>
|
||||
private RegionLightShareData buildRegionWindlight(DataRow row)
|
||||
{
|
||||
RegionLightShareData windlight = new RegionLightShareData();
|
||||
|
||||
windlight.regionID = new UUID((string)row["region_id"]);
|
||||
windlight.waterColor.X = Convert.ToSingle(row["water_color_r"]);
|
||||
windlight.waterColor.Y = Convert.ToSingle(row["water_color_g"]);
|
||||
windlight.waterColor.Z = Convert.ToSingle(row["water_color_b"]);
|
||||
//windlight.waterColor.W = Convert.ToSingle(row["water_color_i"]); //not implemented
|
||||
windlight.waterFogDensityExponent = Convert.ToSingle(row["water_fog_density_exponent"]);
|
||||
windlight.underwaterFogModifier = Convert.ToSingle(row["underwater_fog_modifier"]);
|
||||
windlight.reflectionWaveletScale.X = Convert.ToSingle(row["reflection_wavelet_scale_1"]);
|
||||
windlight.reflectionWaveletScale.Y = Convert.ToSingle(row["reflection_wavelet_scale_2"]);
|
||||
windlight.reflectionWaveletScale.Z = Convert.ToSingle(row["reflection_wavelet_scale_3"]);
|
||||
windlight.fresnelScale = Convert.ToSingle(row["fresnel_scale"]);
|
||||
windlight.fresnelOffset = Convert.ToSingle(row["fresnel_offset"]);
|
||||
windlight.refractScaleAbove = Convert.ToSingle(row["refract_scale_above"]);
|
||||
windlight.refractScaleBelow = Convert.ToSingle(row["refract_scale_below"]);
|
||||
windlight.blurMultiplier = Convert.ToSingle(row["blur_multiplier"]);
|
||||
windlight.bigWaveDirection.X = Convert.ToSingle(row["big_wave_direction_x"]);
|
||||
windlight.bigWaveDirection.Y = Convert.ToSingle(row["big_wave_direction_y"]);
|
||||
windlight.littleWaveDirection.X = Convert.ToSingle(row["little_wave_direction_x"]);
|
||||
windlight.littleWaveDirection.Y = Convert.ToSingle(row["little_wave_direction_y"]);
|
||||
windlight.normalMapTexture = new UUID((string)row["normal_map_texture"]);
|
||||
windlight.horizon.X = Convert.ToSingle(row["horizon_r"]);
|
||||
windlight.horizon.Y = Convert.ToSingle(row["horizon_g"]);
|
||||
windlight.horizon.Z = Convert.ToSingle(row["horizon_b"]);
|
||||
windlight.horizon.W = Convert.ToSingle(row["horizon_i"]);
|
||||
windlight.hazeHorizon = Convert.ToSingle(row["haze_horizon"]);
|
||||
windlight.blueDensity.X = Convert.ToSingle(row["blue_density_r"]);
|
||||
windlight.blueDensity.Y = Convert.ToSingle(row["blue_density_g"]);
|
||||
windlight.blueDensity.Z = Convert.ToSingle(row["blue_density_b"]);
|
||||
windlight.blueDensity.W = Convert.ToSingle(row["blue_density_i"]);
|
||||
windlight.hazeDensity = Convert.ToSingle(row["haze_density"]);
|
||||
windlight.densityMultiplier = Convert.ToSingle(row["density_multiplier"]);
|
||||
windlight.distanceMultiplier = Convert.ToSingle(row["distance_multiplier"]);
|
||||
windlight.maxAltitude = Convert.ToUInt16(row["max_altitude"]);
|
||||
windlight.sunMoonColor.X = Convert.ToSingle(row["sun_moon_color_r"]);
|
||||
windlight.sunMoonColor.Y = Convert.ToSingle(row["sun_moon_color_g"]);
|
||||
windlight.sunMoonColor.Z = Convert.ToSingle(row["sun_moon_color_b"]);
|
||||
windlight.sunMoonColor.W = Convert.ToSingle(row["sun_moon_color_i"]);
|
||||
windlight.sunMoonPosition = Convert.ToSingle(row["sun_moon_position"]);
|
||||
windlight.ambient.X = Convert.ToSingle(row["ambient_r"]);
|
||||
windlight.ambient.Y = Convert.ToSingle(row["ambient_g"]);
|
||||
windlight.ambient.Z = Convert.ToSingle(row["ambient_b"]);
|
||||
windlight.ambient.W = Convert.ToSingle(row["ambient_i"]);
|
||||
windlight.eastAngle = Convert.ToSingle(row["east_angle"]);
|
||||
windlight.sunGlowFocus = Convert.ToSingle(row["sun_glow_focus"]);
|
||||
windlight.sunGlowSize = Convert.ToSingle(row["sun_glow_size"]);
|
||||
windlight.sceneGamma = Convert.ToSingle(row["scene_gamma"]);
|
||||
windlight.starBrightness = Convert.ToSingle(row["star_brightness"]);
|
||||
windlight.cloudColor.X = Convert.ToSingle(row["cloud_color_r"]);
|
||||
windlight.cloudColor.Y = Convert.ToSingle(row["cloud_color_g"]);
|
||||
windlight.cloudColor.Z = Convert.ToSingle(row["cloud_color_b"]);
|
||||
windlight.cloudColor.W = Convert.ToSingle(row["cloud_color_i"]);
|
||||
windlight.cloudXYDensity.X = Convert.ToSingle(row["cloud_x"]);
|
||||
windlight.cloudXYDensity.Y = Convert.ToSingle(row["cloud_y"]);
|
||||
windlight.cloudXYDensity.Z = Convert.ToSingle(row["cloud_density"]);
|
||||
windlight.cloudCoverage = Convert.ToSingle(row["cloud_coverage"]);
|
||||
windlight.cloudScale = Convert.ToSingle(row["cloud_scale"]);
|
||||
windlight.cloudDetailXYDensity.X = Convert.ToSingle(row["cloud_detail_x"]);
|
||||
windlight.cloudDetailXYDensity.Y = Convert.ToSingle(row["cloud_detail_y"]);
|
||||
windlight.cloudDetailXYDensity.Z = Convert.ToSingle(row["cloud_detail_density"]);
|
||||
windlight.cloudScrollX = Convert.ToSingle(row["cloud_scroll_x"]);
|
||||
windlight.cloudScrollXLock = Convert.ToBoolean(row["cloud_scroll_x_lock"]);
|
||||
windlight.cloudScrollY = Convert.ToSingle(row["cloud_scroll_y"]);
|
||||
windlight.cloudScrollYLock = Convert.ToBoolean(row["cloud_scroll_y_lock"]);
|
||||
windlight.drawClassicClouds = Convert.ToBoolean(row["draw_classic_clouds"]);
|
||||
|
||||
return windlight;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Build a land access entry from the persisted data.
|
||||
/// </summary>
|
||||
|
@ -1839,6 +2070,79 @@ namespace OpenSim.Data.SQLite
|
|||
row["map_tile_ID"] = settings.TerrainImageID.ToString();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="row"></param>
|
||||
/// <param name="windlight"></param>
|
||||
private static void fillRegionWindlightRow(DataRow row, RegionLightShareData windlight)
|
||||
{
|
||||
row["region_id"] = windlight.regionID.ToString();
|
||||
row["water_color_r"] = windlight.waterColor.X;
|
||||
row["water_color_g"] = windlight.waterColor.Y;
|
||||
row["water_color_b"] = windlight.waterColor.Z;
|
||||
row["water_color_i"] = 1; //windlight.waterColor.W; //not implemented
|
||||
row["water_fog_density_exponent"] = windlight.waterFogDensityExponent;
|
||||
row["underwater_fog_modifier"] = windlight.underwaterFogModifier;
|
||||
row["reflection_wavelet_scale_1"] = windlight.reflectionWaveletScale.X;
|
||||
row["reflection_wavelet_scale_2"] = windlight.reflectionWaveletScale.Y;
|
||||
row["reflection_wavelet_scale_3"] = windlight.reflectionWaveletScale.Z;
|
||||
row["fresnel_scale"] = windlight.fresnelScale;
|
||||
row["fresnel_offset"] = windlight.fresnelOffset;
|
||||
row["refract_scale_above"] = windlight.refractScaleAbove;
|
||||
row["refract_scale_below"] = windlight.refractScaleBelow;
|
||||
row["blur_multiplier"] = windlight.blurMultiplier;
|
||||
row["big_wave_direction_x"] = windlight.bigWaveDirection.X;
|
||||
row["big_wave_direction_y"] = windlight.bigWaveDirection.Y;
|
||||
row["little_wave_direction_x"] = windlight.littleWaveDirection.X;
|
||||
row["little_wave_direction_y"] = windlight.littleWaveDirection.Y;
|
||||
row["normal_map_texture"] = windlight.normalMapTexture.ToString();
|
||||
row["horizon_r"] = windlight.horizon.X;
|
||||
row["horizon_g"] = windlight.horizon.Y;
|
||||
row["horizon_b"] = windlight.horizon.Z;
|
||||
row["horizon_i"] = windlight.horizon.W;
|
||||
row["haze_horizon"] = windlight.hazeHorizon;
|
||||
row["blue_density_r"] = windlight.blueDensity.X;
|
||||
row["blue_density_g"] = windlight.blueDensity.Y;
|
||||
row["blue_density_b"] = windlight.blueDensity.Z;
|
||||
row["blue_density_i"] = windlight.blueDensity.W;
|
||||
row["haze_density"] = windlight.hazeDensity;
|
||||
row["density_multiplier"] = windlight.densityMultiplier;
|
||||
row["distance_multiplier"] = windlight.distanceMultiplier;
|
||||
row["max_altitude"] = windlight.maxAltitude;
|
||||
row["sun_moon_color_r"] = windlight.sunMoonColor.X;
|
||||
row["sun_moon_color_g"] = windlight.sunMoonColor.Y;
|
||||
row["sun_moon_color_b"] = windlight.sunMoonColor.Z;
|
||||
row["sun_moon_color_i"] = windlight.sunMoonColor.W;
|
||||
row["sun_moon_position"] = windlight.sunMoonPosition;
|
||||
row["ambient_r"] = windlight.ambient.X;
|
||||
row["ambient_g"] = windlight.ambient.Y;
|
||||
row["ambient_b"] = windlight.ambient.Z;
|
||||
row["ambient_i"] = windlight.ambient.W;
|
||||
row["east_angle"] = windlight.eastAngle;
|
||||
row["sun_glow_focus"] = windlight.sunGlowFocus;
|
||||
row["sun_glow_size"] = windlight.sunGlowSize;
|
||||
row["scene_gamma"] = windlight.sceneGamma;
|
||||
row["star_brightness"] = windlight.starBrightness;
|
||||
row["cloud_color_r"] = windlight.cloudColor.X;
|
||||
row["cloud_color_g"] = windlight.cloudColor.Y;
|
||||
row["cloud_color_b"] = windlight.cloudColor.Z;
|
||||
row["cloud_color_i"] = windlight.cloudColor.W;
|
||||
row["cloud_x"] = windlight.cloudXYDensity.X;
|
||||
row["cloud_y"] = windlight.cloudXYDensity.Y;
|
||||
row["cloud_density"] = windlight.cloudXYDensity.Z;
|
||||
row["cloud_coverage"] = windlight.cloudCoverage;
|
||||
row["cloud_scale"] = windlight.cloudScale;
|
||||
row["cloud_detail_x"] = windlight.cloudDetailXYDensity.X;
|
||||
row["cloud_detail_y"] = windlight.cloudDetailXYDensity.Y;
|
||||
row["cloud_detail_density"] = windlight.cloudDetailXYDensity.Z;
|
||||
row["cloud_scroll_x"] = windlight.cloudScrollX;
|
||||
row["cloud_scroll_x_lock"] = windlight.cloudScrollXLock;
|
||||
row["cloud_scroll_y"] = windlight.cloudScrollY;
|
||||
row["cloud_scroll_y_lock"] = windlight.cloudScrollYLock;
|
||||
row["draw_classic_clouds"] = windlight.drawClassicClouds;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
|
@ -2274,6 +2578,19 @@ namespace OpenSim.Data.SQLite
|
|||
da.UpdateCommand.Connection = conn;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="da"></param>
|
||||
/// <param name="conn"></param>
|
||||
private void setupRegionWindlightCommands(SqliteDataAdapter da, SqliteConnection conn)
|
||||
{
|
||||
da.InsertCommand = createInsertCommand("regionwindlight", ds.Tables["regionwindlight"]);
|
||||
da.InsertCommand.Connection = conn;
|
||||
da.UpdateCommand = createUpdateCommand("regionwindlight", "region_id=:region_id", ds.Tables["regionwindlight"]);
|
||||
da.UpdateCommand.Connection = conn;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
|
|
|
@ -49,15 +49,16 @@ namespace OpenSim.Framework.Serialization.External
|
|||
/// <param name="nodeToFill"></param>
|
||||
/// <param name="processors">/param>
|
||||
/// <param name="xtr"></param>
|
||||
public static void ExecuteReadProcessors<NodeType>(
|
||||
/// <returns>true on successful, false if there were any processing failures</returns>
|
||||
public static bool ExecuteReadProcessors<NodeType>(
|
||||
NodeType nodeToFill, Dictionary<string, Action<NodeType, XmlTextReader>> processors, XmlTextReader xtr)
|
||||
{
|
||||
ExecuteReadProcessors(
|
||||
return ExecuteReadProcessors(
|
||||
nodeToFill,
|
||||
processors,
|
||||
xtr,
|
||||
(o, name, e)
|
||||
=> m_log.ErrorFormat(
|
||||
=> m_log.DebugFormat(
|
||||
"[ExternalRepresentationUtils]: Exception while parsing element {0}, continuing. Exception {1}{2}",
|
||||
name, e.Message, e.StackTrace));
|
||||
}
|
||||
|
@ -71,12 +72,15 @@ namespace OpenSim.Framework.Serialization.External
|
|||
/// <param name="parseExceptionAction">
|
||||
/// Action to take if there is a parsing problem. This will usually just be to log the exception
|
||||
/// </param>
|
||||
public static void ExecuteReadProcessors<NodeType>(
|
||||
/// <returns>true on successful, false if there were any processing failures</returns>
|
||||
public static bool ExecuteReadProcessors<NodeType>(
|
||||
NodeType nodeToFill,
|
||||
Dictionary<string, Action<NodeType, XmlTextReader>> processors,
|
||||
XmlTextReader xtr,
|
||||
Action<NodeType, string, Exception> parseExceptionAction)
|
||||
{
|
||||
bool errors = false;
|
||||
|
||||
string nodeName = string.Empty;
|
||||
while (xtr.NodeType != XmlNodeType.EndElement)
|
||||
{
|
||||
|
@ -95,6 +99,7 @@ namespace OpenSim.Framework.Serialization.External
|
|||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
errors = true;
|
||||
parseExceptionAction(nodeToFill, nodeName, e);
|
||||
|
||||
if (xtr.NodeType == XmlNodeType.EndElement)
|
||||
|
@ -107,6 +112,8 @@ namespace OpenSim.Framework.Serialization.External
|
|||
xtr.ReadOuterXml(); // ignore
|
||||
}
|
||||
}
|
||||
|
||||
return errors;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -140,6 +147,7 @@ namespace OpenSim.Framework.Serialization.External
|
|||
UUID.TryParse(node.InnerText, out uuid);
|
||||
creator = userService.GetUserAccount(scopeID, uuid);
|
||||
}
|
||||
|
||||
if (node.Name == "CreatorData" && node.InnerText != null && node.InnerText != string.Empty)
|
||||
hasCreatorData = true;
|
||||
|
||||
|
@ -163,7 +171,6 @@ namespace OpenSim.Framework.Serialization.External
|
|||
doc.Save(wr);
|
||||
return wr.ToString();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
|
@ -111,6 +111,15 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
|
|||
|
||||
#region IAvatarFactoryModule
|
||||
|
||||
/// </summary>
|
||||
/// <param name="sp"></param>
|
||||
/// <param name="texture"></param>
|
||||
/// <param name="visualParam"></param>
|
||||
public void SetAppearance(IScenePresence sp, AvatarAppearance appearance)
|
||||
{
|
||||
SetAppearance(sp, appearance.Texture, appearance.VisualParams);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set appearance data (texture asset IDs and slider settings)
|
||||
/// </summary>
|
||||
|
@ -156,7 +165,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
|
|||
changed = sp.Appearance.SetTextureEntries(textureEntry) || changed;
|
||||
|
||||
// WriteBakedTexturesReport(sp, m_log.DebugFormat);
|
||||
if (!ValidateBakedTextureCache(sp))
|
||||
|
||||
// If bake textures are missing and this is not an NPC, request a rebake from client
|
||||
if (!ValidateBakedTextureCache(sp) && (((ScenePresence)sp).PresenceType != PresenceType.Npc))
|
||||
RequestRebake(sp, true);
|
||||
|
||||
// This appears to be set only in the final stage of the appearance
|
||||
|
@ -164,6 +175,13 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
|
|||
// appearance send and save here.
|
||||
}
|
||||
|
||||
// NPC should send to clients immediately and skip saving appearance
|
||||
if (((ScenePresence)sp).PresenceType == PresenceType.Npc)
|
||||
{
|
||||
SendAppearance((ScenePresence)sp);
|
||||
return;
|
||||
}
|
||||
|
||||
// save only if there were changes, send no matter what (doesn't hurt to send twice)
|
||||
if (changed)
|
||||
QueueAppearanceSave(sp.ControllingClient.AgentId);
|
||||
|
@ -174,6 +192,15 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
|
|||
// m_log.WarnFormat("[AVFACTORY]: complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString());
|
||||
}
|
||||
|
||||
private void SendAppearance(ScenePresence sp)
|
||||
{
|
||||
// Send the appearance to everyone in the scene
|
||||
sp.SendAppearanceToAllOtherAgents();
|
||||
|
||||
// Send animations back to the avatar as well
|
||||
sp.Animator.SendAnimPack();
|
||||
}
|
||||
|
||||
public bool SendAppearance(UUID agentId)
|
||||
{
|
||||
// m_log.DebugFormat("[AVFACTORY]: Sending appearance for {0}", agentId);
|
||||
|
@ -185,12 +212,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
|
|||
return false;
|
||||
}
|
||||
|
||||
// Send the appearance to everyone in the scene
|
||||
sp.SendAppearanceToAllOtherAgents();
|
||||
|
||||
// Send animations back to the avatar as well
|
||||
sp.Animator.SendAnimPack();
|
||||
|
||||
SendAppearance(sp);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
@ -707,7 +707,12 @@ namespace OpenSim.Region.CoreModules.World.Permissions
|
|||
// Object owners should be able to edit their own content
|
||||
if (currentUser == objectOwner)
|
||||
{
|
||||
permission = true;
|
||||
// there is no way that later code can change this back to false
|
||||
// so just return true immediately and short circuit the more
|
||||
// expensive group checks
|
||||
return true;
|
||||
|
||||
//permission = true;
|
||||
}
|
||||
else if (group.IsAttachment)
|
||||
{
|
||||
|
|
|
@ -35,6 +35,7 @@ namespace OpenSim.Region.Framework.Interfaces
|
|||
|
||||
public interface IAvatarFactoryModule
|
||||
{
|
||||
void SetAppearance(IScenePresence sp, AvatarAppearance appearance);
|
||||
void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams);
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -3408,9 +3408,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
// Don't disable this log message - it's too helpful
|
||||
m_log.DebugFormat(
|
||||
"[SCENE]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, teleportflags {6}, position {7})",
|
||||
"[SCENE]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, IP {6}, viewer {7}, teleportflags {8}, position {9})",
|
||||
RegionInfo.RegionName, (agent.child ? "child" : "root"),agent.firstname, agent.lastname,
|
||||
agent.AgentID, agent.circuitcode, teleportFlags, agent.startpos);
|
||||
agent.AgentID, agent.circuitcode, agent.IPAddress, agent.Viewer, teleportFlags, agent.startpos);
|
||||
|
||||
if (LoginsDisabled)
|
||||
{
|
||||
|
|
|
@ -295,13 +295,10 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </summary>
|
||||
public PhysicsActor PhysicsActor { get; private set; }
|
||||
|
||||
private byte m_movementflag;
|
||||
|
||||
public byte MovementFlag
|
||||
{
|
||||
set { m_movementflag = value; }
|
||||
get { return m_movementflag; }
|
||||
}
|
||||
/// <summary>
|
||||
/// Record user movement inputs.
|
||||
/// </summary>
|
||||
public byte MovementFlag { get; private set; }
|
||||
|
||||
private bool m_updateflag;
|
||||
|
||||
|
|
|
@ -1486,7 +1486,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
m_SOPXmlProcessors,
|
||||
reader,
|
||||
(o, nodeName, e)
|
||||
=> m_log.ErrorFormat(
|
||||
=> m_log.DebugFormat(
|
||||
"[SceneObjectSerializer]: Exception while parsing {0} in object {1} {2}: {3}{4}",
|
||||
((SceneObjectPart)o).Name, ((SceneObjectPart)o).UUID, nodeName, e.Message, e.StackTrace));
|
||||
|
||||
|
@ -1539,14 +1539,18 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
|
||||
reader.ReadStartElement(name, String.Empty); // Shape
|
||||
|
||||
ExternalRepresentationUtils.ExecuteReadProcessors(
|
||||
errors = ExternalRepresentationUtils.ExecuteReadProcessors(
|
||||
shape,
|
||||
m_ShapeXmlProcessors,
|
||||
reader,
|
||||
(o, nodeName, e)
|
||||
=> m_log.ErrorFormat(
|
||||
=>
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[SceneObjectSerializer]: Exception while parsing Shape property {0}: {1}{2}",
|
||||
nodeName, e.Message, e.StackTrace));
|
||||
nodeName, e.Message, e.StackTrace);
|
||||
}
|
||||
);
|
||||
|
||||
reader.ReadEndElement(); // Shape
|
||||
|
||||
|
|
|
@ -63,9 +63,9 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
|
|||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
// Capability string prefixes
|
||||
private static readonly string m_parcelVoiceInfoRequestPath = "0007/";
|
||||
private static readonly string m_provisionVoiceAccountRequestPath = "0008/";
|
||||
private static readonly string m_chatSessionRequestPath = "0009/";
|
||||
private static readonly string m_parcelVoiceInfoRequestPath = "0207/";
|
||||
private static readonly string m_provisionVoiceAccountRequestPath = "0208/";
|
||||
private static readonly string m_chatSessionRequestPath = "0209/";
|
||||
|
||||
// Control info
|
||||
private static bool m_Enabled = false;
|
||||
|
|
|
@ -30,6 +30,7 @@ using System.Collections;
|
|||
using System.Collections.Generic;
|
||||
using System.Collections.Specialized;
|
||||
using System.Reflection;
|
||||
using System.Threading;
|
||||
|
||||
using Nwc.XmlRpc;
|
||||
|
||||
|
@ -167,6 +168,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
|
|||
|
||||
private bool m_debugEnabled = false;
|
||||
|
||||
private Dictionary<string, bool> m_pendingRequests = new Dictionary<string,bool>();
|
||||
|
||||
private ExpiringCache<string, OSDMap> m_memoryCache;
|
||||
private int m_cacheTimeout = 30;
|
||||
|
||||
|
@ -1348,6 +1351,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
|
|||
// Immediately forward the request if the cache is disabled.
|
||||
if (m_cacheTimeout == 0)
|
||||
{
|
||||
m_log.WarnFormat("[SIMIAN GROUPS CONNECTOR]: cache is disabled");
|
||||
return WebUtil.PostToService(m_groupsServerURI, requestArgs);
|
||||
}
|
||||
|
||||
|
@ -1355,6 +1359,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
|
|||
if (requestArgs["RequestMethod"] == "RemoveGeneric"
|
||||
|| requestArgs["RequestMethod"] == "AddGeneric")
|
||||
{
|
||||
m_log.WarnFormat("[SIMIAN GROUPS CONNECTOR]: clearing generics cache");
|
||||
|
||||
// Any and all updates cause the cache to clear
|
||||
m_memoryCache.Clear();
|
||||
|
||||
|
@ -1366,19 +1372,68 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
|
|||
|
||||
// Create the cache key for the request and see if we have it cached
|
||||
string CacheKey = WebUtil.BuildQueryString(requestArgs);
|
||||
OSDMap response = null;
|
||||
if (!m_memoryCache.TryGetValue(CacheKey, out response))
|
||||
{
|
||||
// if it wasn't in the cache, pass the request to the Simian Grid Services
|
||||
response = WebUtil.PostToService(m_groupsServerURI, requestArgs);
|
||||
|
||||
// and cache the response
|
||||
m_memoryCache.AddOrUpdate(CacheKey, response, TimeSpan.FromSeconds(m_cacheTimeout));
|
||||
// This code uses a leader/follower pattern. On a cache miss, the request is added
|
||||
// to a queue; the first thread to add it to the queue completes the request while
|
||||
// follow on threads busy wait for the results, this situation seems to happen
|
||||
// often when checking permissions
|
||||
while (true)
|
||||
{
|
||||
OSDMap response = null;
|
||||
bool firstRequest = false;
|
||||
|
||||
lock (m_memoryCache)
|
||||
{
|
||||
if (m_memoryCache.TryGetValue(CacheKey, out response))
|
||||
return response;
|
||||
|
||||
if (! m_pendingRequests.ContainsKey(CacheKey))
|
||||
{
|
||||
m_pendingRequests.Add(CacheKey,true);
|
||||
firstRequest = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (firstRequest)
|
||||
{
|
||||
// if it wasn't in the cache, pass the request to the Simian Grid Services
|
||||
try
|
||||
{
|
||||
response = WebUtil.PostToService(m_groupsServerURI, requestArgs);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.InfoFormat("[SIMIAN GROUPS CONNECTOR] request failed {0}",CacheKey);
|
||||
}
|
||||
|
||||
// and cache the response
|
||||
lock (m_memoryCache)
|
||||
{
|
||||
m_memoryCache.AddOrUpdate(CacheKey, response, TimeSpan.FromSeconds(m_cacheTimeout));
|
||||
m_pendingRequests.Remove(CacheKey);
|
||||
}
|
||||
|
||||
// return cached response
|
||||
return response;
|
||||
}
|
||||
|
||||
Thread.Sleep(50); // waiting for a web request to complete, 50msecs is reasonable
|
||||
}
|
||||
|
||||
// if (!m_memoryCache.TryGetValue(CacheKey, out response))
|
||||
// {
|
||||
// m_log.WarnFormat("[SIMIAN GROUPS CONNECTOR]: query not in the cache");
|
||||
// Util.PrintCallStack();
|
||||
|
||||
// // if it wasn't in the cache, pass the request to the Simian Grid Services
|
||||
// response = WebUtil.PostToService(m_groupsServerURI, requestArgs);
|
||||
|
||||
// // and cache the response
|
||||
// m_memoryCache.AddOrUpdate(CacheKey, response, TimeSpan.FromSeconds(m_cacheTimeout));
|
||||
// }
|
||||
|
||||
// // return cached response
|
||||
// return response;
|
||||
}
|
||||
#endregion
|
||||
|
||||
}
|
||||
|
|
|
@ -96,14 +96,14 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
if (!m_avatars.ContainsKey(agentId))
|
||||
return false;
|
||||
|
||||
// Delete existing sp attachments
|
||||
scene.AttachmentsModule.DeleteAttachmentsFromScene(sp, false);
|
||||
|
||||
AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true);
|
||||
sp.Appearance = npcAppearance;
|
||||
scene.AttachmentsModule.RezAttachments(sp);
|
||||
// Set new sp appearance. Also sends to clients.
|
||||
scene.RequestModuleInterface<IAvatarFactoryModule>().SetAppearance(sp, new AvatarAppearance(appearance, true));
|
||||
|
||||
IAvatarFactoryModule module = scene.RequestModuleInterface<IAvatarFactoryModule>();
|
||||
module.SendAppearance(sp.UUID);
|
||||
// Rez needed sp attachments
|
||||
scene.AttachmentsModule.RezAttachments(sp);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -156,6 +156,22 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
internal UUID m_uuid { get; private set; }
|
||||
internal bool bad = false;
|
||||
|
||||
/// <summary>
|
||||
/// ODE Avatar.
|
||||
/// </summary>
|
||||
/// <param name="avName"></param>
|
||||
/// <param name="parent_scene"></param>
|
||||
/// <param name="pos"></param>
|
||||
/// <param name="size"></param>
|
||||
/// <param name="pid_d"></param>
|
||||
/// <param name="pid_p"></param>
|
||||
/// <param name="capsule_radius"></param>
|
||||
/// <param name="tensor"></param>
|
||||
/// <param name="density">
|
||||
/// Only used right now to return information to LSL. Not actually used to set mass in ODE!
|
||||
/// </param>
|
||||
/// <param name="walk_divisor"></param>
|
||||
/// <param name="rundivisor"></param>
|
||||
public OdeCharacter(
|
||||
String avName, OdeScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p,
|
||||
float capsule_radius, float tensor, float density,
|
||||
|
@ -786,6 +802,10 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
Vector3 vec = Vector3.Zero;
|
||||
d.Vector3 vel = d.BodyGetLinearVel(Body);
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[ODE CHARACTER]: Current velocity in Move() is <{0},{1},{2}>, target {3} for {4}",
|
||||
// vel.X, vel.Y, vel.Z, _target_velocity, Name);
|
||||
|
||||
float movementdivisor = 1f;
|
||||
|
||||
if (!m_alwaysRun)
|
||||
|
@ -884,12 +904,14 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
if (flying)
|
||||
{
|
||||
// This also acts as anti-gravity so that we hover when flying rather than fall.
|
||||
vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
|
||||
}
|
||||
}
|
||||
|
||||
if (flying)
|
||||
{
|
||||
// Anti-gravity so that we hover when flying rather than fall.
|
||||
vec.Z += ((-1 * _parent_scene.gravityz) * m_mass);
|
||||
|
||||
//Added for auto fly height. Kitto Flora
|
||||
|
@ -921,6 +943,25 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
return;
|
||||
}
|
||||
|
||||
d.Vector3 newVel = d.BodyGetLinearVel(Body);
|
||||
if (newVel.X >= 256 || newVel.X <= 256 || newVel.Y >= 256 || newVel.Y <= 256 || newVel.Z >= 256 || newVel.Z <= 256)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[ODE CHARACTER]: Limiting falling velocity from {0} to {1} for {2}", newVel.Z, -9.8, Name);
|
||||
|
||||
newVel.X = Util.Clamp<float>(newVel.X, -255f, 255f);
|
||||
newVel.Y = Util.Clamp<float>(newVel.Y, -255f, 255f);
|
||||
|
||||
if (!flying)
|
||||
newVel.Z
|
||||
= Util.Clamp<float>(
|
||||
newVel.Z, -_parent_scene.AvatarTerminalVelocity, _parent_scene.AvatarTerminalVelocity);
|
||||
else
|
||||
newVel.Z = Util.Clamp<float>(newVel.Z, -255f, 255f);
|
||||
|
||||
d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -144,6 +144,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
public float gravityy = 0f;
|
||||
public float gravityz = -9.8f;
|
||||
|
||||
public float AvatarTerminalVelocity { get; set; }
|
||||
|
||||
private float contactsurfacelayer = 0.001f;
|
||||
|
||||
private int worldHashspaceLow = -4;
|
||||
|
@ -459,6 +461,15 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
|
||||
gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
|
||||
|
||||
float avatarTerminalVelocity = physicsconfig.GetFloat("avatar_terminal_velocity", 54f);
|
||||
AvatarTerminalVelocity = Util.Clamp<float>(avatarTerminalVelocity, 0, 255f);
|
||||
if (AvatarTerminalVelocity != avatarTerminalVelocity)
|
||||
{
|
||||
m_log.WarnFormat(
|
||||
"[ODE SCENE]: avatar_terminal_velocity of {0} is invalid. Clamping to {1}",
|
||||
avatarTerminalVelocity, AvatarTerminalVelocity);
|
||||
}
|
||||
|
||||
worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4);
|
||||
worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128);
|
||||
|
||||
|
|
|
@ -484,7 +484,6 @@
|
|||
;; such as the Meta7 viewer.
|
||||
;; It has no ill effect on viewers which do not support server-side
|
||||
;; windlight settings.
|
||||
;; Currently we only have support for MySQL databases.
|
||||
; enable_windlight = false
|
||||
|
||||
|
||||
|
@ -573,10 +572,15 @@
|
|||
; DeleteScriptsOnStartup = true
|
||||
|
||||
;; Set this to true (the default) to load each script into a separate
|
||||
;; AppDomain. Setting this to false will load all script assemblies into the
|
||||
;; current AppDomain, which will reduce the per-script overhead at the
|
||||
;; expense of reduced security and the inability to garbage collect the
|
||||
;; script assemblies
|
||||
;; AppDomain.
|
||||
;;
|
||||
;; Setting this to false will load all script assemblies into the
|
||||
;; current AppDomain, which will significantly improve script loading times.
|
||||
;; It will also reduce initial per-script memory overhead.
|
||||
;;
|
||||
;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
|
||||
;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
|
||||
;; Some Windows users have also reported script loading problems when AppDomainLoading = false
|
||||
; AppDomainLoading = true
|
||||
|
||||
;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl vb cs} lsl
|
||||
|
|
|
@ -655,6 +655,11 @@
|
|||
world_gravityy = 0
|
||||
world_gravityz = -9.8
|
||||
|
||||
; Terminal velocity of a falling avatar
|
||||
; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples
|
||||
; Max value is 255, min value is 0
|
||||
avatar_terminal_velocity = 54
|
||||
|
||||
; World Step size. (warning these are dangerous. Changing these will probably cause your scene to explode dramatically)
|
||||
; reference: fps = (0.089/ODE_STEPSIZE) * 1000;
|
||||
world_stepsize = 0.0178
|
||||
|
@ -1065,7 +1070,6 @@
|
|||
[LightShare]
|
||||
; This enables the transmission of Windlight scenes to supporting clients, such as the Meta7 viewer.
|
||||
; It has no ill effect on viewers which do not support server-side windlight settings.
|
||||
; Currently we only have support for MySQL databases.
|
||||
enable_windlight = false
|
||||
|
||||
|
||||
|
|
Loading…
Reference in New Issue