diff --git a/OpenSim/Framework/DAMap.cs b/OpenSim/Framework/DAMap.cs
index 7d7738a2a0..64cea77469 100644
--- a/OpenSim/Framework/DAMap.cs
+++ b/OpenSim/Framework/DAMap.cs
@@ -176,6 +176,10 @@ namespace OpenSim.Framework
}
}
+ ///
+ /// Validate the key used for storing separate data stores.
+ ///
+ ///
private static void ValidateKey(string key)
{
if (key.Length < MIN_STORE_NAME_LENGTH)
@@ -196,7 +200,8 @@ namespace OpenSim.Framework
}
public void Add(KeyValuePair kvp)
- {
+ {
+ ValidateKey(kvp.Key);
lock (this)
m_map.Add(kvp.Key, kvp.Value);
}
diff --git a/OpenSim/Framework/Util.cs b/OpenSim/Framework/Util.cs
index 9b1e97d237..d9148fb7c1 100644
--- a/OpenSim/Framework/Util.cs
+++ b/OpenSim/Framework/Util.cs
@@ -45,6 +45,7 @@ using System.Text.RegularExpressions;
using System.Xml;
using System.Threading;
using log4net;
+using log4net.Appender;
using Nini.Config;
using Nwc.XmlRpc;
using OpenMetaverse;
@@ -816,9 +817,22 @@ namespace OpenSim.Framework
return ".";
}
+ public static string logFile()
+ {
+ foreach (IAppender appender in LogManager.GetRepository().GetAppenders())
+ {
+ if (appender is FileAppender)
+ {
+ return ((FileAppender)appender).File;
+ }
+ }
+
+ return "./OpenSim.log";
+ }
+
public static string logDir()
{
- return ".";
+ return Path.GetDirectoryName(logFile());
}
// From: http://coercedcode.blogspot.com/2008/03/c-generate-unique-filenames-within.html
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
index 306928ad33..965c3823b8 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
@@ -220,7 +220,7 @@ public static class BSParam
(s) => { return BSParam.NumericBool(ShouldUseHullsForPhysicalObjects); },
(s,p,l,v) => { ShouldUseHullsForPhysicalObjects = BSParam.BoolNumeric(v); } ),
new ParameterDefn("ShouldRemoveZeroWidthTriangles", "If true, remove degenerate triangles from meshes",
- ConfigurationParameters.numericFalse,
+ ConfigurationParameters.numericTrue,
(s,cf,p,v) => { ShouldRemoveZeroWidthTriangles = cf.GetBoolean(p, BSParam.BoolNumeric(v)); },
(s) => { return BSParam.NumericBool(ShouldRemoveZeroWidthTriangles); },
(s,p,l,v) => { ShouldRemoveZeroWidthTriangles = BSParam.BoolNumeric(v); } ),
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index 823402ba03..ec25aa927e 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -75,6 +75,7 @@ public abstract class BSPhysObject : PhysicsActor
PhysicsScene = parentScene;
LocalID = localID;
PhysObjectName = name;
+ Name = name; // PhysicsActor also has the name of the object. Someday consolidate.
TypeName = typeName;
// We don't have any physical representation yet.
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index fe0f984144..15747c9020 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -608,7 +608,7 @@ public sealed class BSShapeCollection : IDisposable
// Since we're recreating new, get rid of the reference to the previous shape
DereferenceShape(prim.PhysShape, shapeCallback);
- newShape = CreatePhysicalMesh(prim.PhysObjectName, newMeshKey, prim.BaseShape, prim.Size, lod);
+ newShape = CreatePhysicalMesh(prim, newMeshKey, prim.BaseShape, prim.Size, lod);
// Take evasive action if the mesh was not constructed.
newShape = VerifyMeshCreated(newShape, prim);
@@ -619,7 +619,7 @@ public sealed class BSShapeCollection : IDisposable
return true; // 'true' means a new shape has been added to this prim
}
- private BulletShape CreatePhysicalMesh(string objName, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
+ private BulletShape CreatePhysicalMesh(BSPhysObject prim, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
{
BulletShape newShape = new BulletShape();
@@ -631,7 +631,7 @@ public sealed class BSShapeCollection : IDisposable
}
else
{
- IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod,
+ IMesh meshData = PhysicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod,
false, // say it is not physical so a bounding box is not built
false // do not cache the mesh and do not use previously built versions
);
@@ -651,18 +651,20 @@ public sealed class BSShapeCollection : IDisposable
realIndicesIndex = 0;
for (int tri = 0; tri < indices.Length; tri += 3)
{
+ // Compute displacements into vertex array for each vertex of the triangle
int v1 = indices[tri + 0] * 3;
int v2 = indices[tri + 1] * 3;
int v3 = indices[tri + 2] * 3;
- if (!((verticesAsFloats[v1 + 0] == verticesAsFloats[v2 + 0]
+ // Check to see if any two of the vertices are the same
+ if (!( ( verticesAsFloats[v1 + 0] == verticesAsFloats[v2 + 0]
&& verticesAsFloats[v1 + 1] == verticesAsFloats[v2 + 1]
&& verticesAsFloats[v1 + 2] == verticesAsFloats[v2 + 2])
- || (verticesAsFloats[v2 + 0] == verticesAsFloats[v3 + 0]
+ || ( verticesAsFloats[v2 + 0] == verticesAsFloats[v3 + 0]
&& verticesAsFloats[v2 + 1] == verticesAsFloats[v3 + 1]
&& verticesAsFloats[v2 + 2] == verticesAsFloats[v3 + 2])
- || (verticesAsFloats[v1 + 0] == verticesAsFloats[v3 + 0]
+ || ( verticesAsFloats[v1 + 0] == verticesAsFloats[v3 + 0]
&& verticesAsFloats[v1 + 1] == verticesAsFloats[v3 + 1]
- && verticesAsFloats[v1 + 2] == verticesAsFloats[v3 + 2]))
+ && verticesAsFloats[v1 + 2] == verticesAsFloats[v3 + 2]) )
)
{
// None of the vertices of the triangles are the same. This is a good triangle;
@@ -676,8 +678,16 @@ public sealed class BSShapeCollection : IDisposable
DetailLog("{0},BSShapeCollection.CreatePhysicalMesh,origTri={1},realTri={2},numVerts={3}",
BSScene.DetailLogZero, indices.Length / 3, realIndicesIndex / 3, verticesAsFloats.Length / 3);
- newShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World,
- realIndicesIndex, indices, verticesAsFloats.Length/3, verticesAsFloats);
+ if (realIndicesIndex != 0)
+ {
+ newShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World,
+ realIndicesIndex, indices, verticesAsFloats.Length / 3, verticesAsFloats);
+ }
+ else
+ {
+ PhysicsScene.Logger.ErrorFormat("{0} All mesh triangles degenerate. Prim {1} at {2} in {3}",
+ LogHeader, prim.PhysObjectName, prim.RawPosition, PhysicsScene.Name);
+ }
}
}
newShape.shapeKey = newMeshKey;
diff --git a/OpenSim/Region/UserStatistics/WebStatsModule.cs b/OpenSim/Region/UserStatistics/WebStatsModule.cs
index 438ef485ab..b98b762764 100644
--- a/OpenSim/Region/UserStatistics/WebStatsModule.cs
+++ b/OpenSim/Region/UserStatistics/WebStatsModule.cs
@@ -420,7 +420,7 @@ namespace OpenSim.Region.UserStatistics
Encoding encoding = Encoding.ASCII;
int sizeOfChar = encoding.GetByteCount("\n");
byte[] buffer = encoding.GetBytes("\n");
- string logfile = Util.logDir() + "/" + "OpenSim.log";
+ string logfile = Util.logFile();
FileStream fs = new FileStream(logfile, FileMode.Open, FileAccess.Read, FileShare.ReadWrite);
Int64 tokenCount = 0;
Int64 endPosition = fs.Length / sizeOfChar;