Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
274d376c82
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@ -176,6 +176,10 @@ namespace OpenSim.Framework
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}
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}
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/// <summary>
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/// Validate the key used for storing separate data stores.
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/// </summary>
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/// <param name='key'></param>
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private static void ValidateKey(string key)
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{
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if (key.Length < MIN_STORE_NAME_LENGTH)
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@ -196,7 +200,8 @@ namespace OpenSim.Framework
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}
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public void Add(KeyValuePair<string, OSDMap> kvp)
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{
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{
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ValidateKey(kvp.Key);
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lock (this)
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m_map.Add(kvp.Key, kvp.Value);
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}
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@ -45,6 +45,7 @@ using System.Text.RegularExpressions;
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using System.Xml;
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using System.Threading;
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using log4net;
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using log4net.Appender;
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using Nini.Config;
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using Nwc.XmlRpc;
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using OpenMetaverse;
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@ -816,9 +817,22 @@ namespace OpenSim.Framework
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return ".";
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}
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public static string logFile()
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{
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foreach (IAppender appender in LogManager.GetRepository().GetAppenders())
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{
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if (appender is FileAppender)
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{
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return ((FileAppender)appender).File;
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}
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}
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return "./OpenSim.log";
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}
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public static string logDir()
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{
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return ".";
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return Path.GetDirectoryName(logFile());
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}
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// From: http://coercedcode.blogspot.com/2008/03/c-generate-unique-filenames-within.html
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@ -220,7 +220,7 @@ public static class BSParam
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(s) => { return BSParam.NumericBool(ShouldUseHullsForPhysicalObjects); },
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(s,p,l,v) => { ShouldUseHullsForPhysicalObjects = BSParam.BoolNumeric(v); } ),
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new ParameterDefn("ShouldRemoveZeroWidthTriangles", "If true, remove degenerate triangles from meshes",
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ConfigurationParameters.numericFalse,
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ConfigurationParameters.numericTrue,
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(s,cf,p,v) => { ShouldRemoveZeroWidthTriangles = cf.GetBoolean(p, BSParam.BoolNumeric(v)); },
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(s) => { return BSParam.NumericBool(ShouldRemoveZeroWidthTriangles); },
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(s,p,l,v) => { ShouldRemoveZeroWidthTriangles = BSParam.BoolNumeric(v); } ),
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@ -75,6 +75,7 @@ public abstract class BSPhysObject : PhysicsActor
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PhysicsScene = parentScene;
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LocalID = localID;
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PhysObjectName = name;
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Name = name; // PhysicsActor also has the name of the object. Someday consolidate.
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TypeName = typeName;
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// We don't have any physical representation yet.
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@ -608,7 +608,7 @@ public sealed class BSShapeCollection : IDisposable
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// Since we're recreating new, get rid of the reference to the previous shape
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DereferenceShape(prim.PhysShape, shapeCallback);
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newShape = CreatePhysicalMesh(prim.PhysObjectName, newMeshKey, prim.BaseShape, prim.Size, lod);
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newShape = CreatePhysicalMesh(prim, newMeshKey, prim.BaseShape, prim.Size, lod);
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// Take evasive action if the mesh was not constructed.
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newShape = VerifyMeshCreated(newShape, prim);
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@ -619,7 +619,7 @@ public sealed class BSShapeCollection : IDisposable
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return true; // 'true' means a new shape has been added to this prim
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}
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private BulletShape CreatePhysicalMesh(string objName, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
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private BulletShape CreatePhysicalMesh(BSPhysObject prim, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
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{
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BulletShape newShape = new BulletShape();
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@ -631,7 +631,7 @@ public sealed class BSShapeCollection : IDisposable
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}
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else
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{
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IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod,
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IMesh meshData = PhysicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod,
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false, // say it is not physical so a bounding box is not built
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false // do not cache the mesh and do not use previously built versions
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);
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@ -651,18 +651,20 @@ public sealed class BSShapeCollection : IDisposable
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realIndicesIndex = 0;
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for (int tri = 0; tri < indices.Length; tri += 3)
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{
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// Compute displacements into vertex array for each vertex of the triangle
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int v1 = indices[tri + 0] * 3;
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int v2 = indices[tri + 1] * 3;
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int v3 = indices[tri + 2] * 3;
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if (!((verticesAsFloats[v1 + 0] == verticesAsFloats[v2 + 0]
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// Check to see if any two of the vertices are the same
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if (!( ( verticesAsFloats[v1 + 0] == verticesAsFloats[v2 + 0]
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&& verticesAsFloats[v1 + 1] == verticesAsFloats[v2 + 1]
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&& verticesAsFloats[v1 + 2] == verticesAsFloats[v2 + 2])
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|| (verticesAsFloats[v2 + 0] == verticesAsFloats[v3 + 0]
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|| ( verticesAsFloats[v2 + 0] == verticesAsFloats[v3 + 0]
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&& verticesAsFloats[v2 + 1] == verticesAsFloats[v3 + 1]
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&& verticesAsFloats[v2 + 2] == verticesAsFloats[v3 + 2])
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|| (verticesAsFloats[v1 + 0] == verticesAsFloats[v3 + 0]
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|| ( verticesAsFloats[v1 + 0] == verticesAsFloats[v3 + 0]
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&& verticesAsFloats[v1 + 1] == verticesAsFloats[v3 + 1]
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&& verticesAsFloats[v1 + 2] == verticesAsFloats[v3 + 2]))
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&& verticesAsFloats[v1 + 2] == verticesAsFloats[v3 + 2]) )
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)
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{
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// None of the vertices of the triangles are the same. This is a good triangle;
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@ -676,8 +678,16 @@ public sealed class BSShapeCollection : IDisposable
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DetailLog("{0},BSShapeCollection.CreatePhysicalMesh,origTri={1},realTri={2},numVerts={3}",
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BSScene.DetailLogZero, indices.Length / 3, realIndicesIndex / 3, verticesAsFloats.Length / 3);
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newShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World,
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realIndicesIndex, indices, verticesAsFloats.Length/3, verticesAsFloats);
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if (realIndicesIndex != 0)
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{
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newShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World,
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realIndicesIndex, indices, verticesAsFloats.Length / 3, verticesAsFloats);
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}
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else
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{
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PhysicsScene.Logger.ErrorFormat("{0} All mesh triangles degenerate. Prim {1} at {2} in {3}",
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LogHeader, prim.PhysObjectName, prim.RawPosition, PhysicsScene.Name);
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}
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}
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}
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newShape.shapeKey = newMeshKey;
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@ -420,7 +420,7 @@ namespace OpenSim.Region.UserStatistics
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Encoding encoding = Encoding.ASCII;
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int sizeOfChar = encoding.GetByteCount("\n");
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byte[] buffer = encoding.GetBytes("\n");
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string logfile = Util.logDir() + "/" + "OpenSim.log";
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string logfile = Util.logFile();
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FileStream fs = new FileStream(logfile, FileMode.Open, FileAccess.Read, FileShare.ReadWrite);
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Int64 tokenCount = 0;
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Int64 endPosition = fs.Length / sizeOfChar;
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