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;