Merge branch 'master' of careminster:/var/git/careminster
commit
28d704599e
|
@ -87,6 +87,7 @@ what it is today.
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* Garmin Kawaguichi
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* Gerhard
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* Godfrey
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* Greg C.
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* Grumly57
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* GuduleLapointe
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* Ewe Loon
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@ -351,7 +351,7 @@ IF EXISTS (SELECT UUID FROM prims WHERE UUID = @UUID)
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ScriptAccessPin = @ScriptAccessPin, AllowedDrop = @AllowedDrop, DieAtEdge = @DieAtEdge, SalePrice = @SalePrice,
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SaleType = @SaleType, ColorR = @ColorR, ColorG = @ColorG, ColorB = @ColorB, ColorA = @ColorA, ParticleSystem = @ParticleSystem,
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ClickAction = @ClickAction, Material = @Material, CollisionSound = @CollisionSound, CollisionSoundVolume = @CollisionSoundVolume, PassTouches = @PassTouches,
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LinkNumber = @LinkNumber, MediaURL = @MediaURL, DynAttrs = @DynAttrs,
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LinkNumber = @LinkNumber, MediaURL = @MediaURL, AttachedPosX = @AttachedPosX, AttachedPosY = @AttachedPosY, AttachedPosZ = @AttachedPosZ, DynAttrs = @DynAttrs,
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PhysicsShapeType = @PhysicsShapeType, Density = @Density, GravityModifier = @GravityModifier, Friction = @Friction, Restitution = @Restitution
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WHERE UUID = @UUID
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END
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@ -367,7 +367,7 @@ ELSE
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PayPrice, PayButton1, PayButton2, PayButton3, PayButton4, LoopedSound, LoopedSoundGain, TextureAnimation, OmegaX,
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OmegaY, OmegaZ, CameraEyeOffsetX, CameraEyeOffsetY, CameraEyeOffsetZ, CameraAtOffsetX, CameraAtOffsetY, CameraAtOffsetZ,
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ForceMouselook, ScriptAccessPin, AllowedDrop, DieAtEdge, SalePrice, SaleType, ColorR, ColorG, ColorB, ColorA,
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ParticleSystem, ClickAction, Material, CollisionSound, CollisionSoundVolume, PassTouches, LinkNumber, MediaURL, DynAttrs,
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ParticleSystem, ClickAction, Material, CollisionSound, CollisionSoundVolume, PassTouches, LinkNumber, MediaURL, AttachedPosX, AttachedPosY, AttachedPosZ, DynAttrs,
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PhysicsShapeType, Density, GravityModifier, Friction, Restitution
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) VALUES (
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@UUID, @CreationDate, @Name, @Text, @Description, @SitName, @TouchName, @ObjectFlags, @OwnerMask, @NextOwnerMask, @GroupMask,
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@ -378,7 +378,7 @@ ELSE
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@PayPrice, @PayButton1, @PayButton2, @PayButton3, @PayButton4, @LoopedSound, @LoopedSoundGain, @TextureAnimation, @OmegaX,
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@OmegaY, @OmegaZ, @CameraEyeOffsetX, @CameraEyeOffsetY, @CameraEyeOffsetZ, @CameraAtOffsetX, @CameraAtOffsetY, @CameraAtOffsetZ,
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@ForceMouselook, @ScriptAccessPin, @AllowedDrop, @DieAtEdge, @SalePrice, @SaleType, @ColorR, @ColorG, @ColorB, @ColorA,
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@ParticleSystem, @ClickAction, @Material, @CollisionSound, @CollisionSoundVolume, @PassTouches, @LinkNumber, @MediaURL, @DynAttrs,
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@ParticleSystem, @ClickAction, @Material, @CollisionSound, @CollisionSoundVolume, @PassTouches, @LinkNumber, @MediaURL, @AttachedPosX, @AttachedPosY, @AttachedPosZ, @DynAttrs,
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@PhysicsShapeType, @Density, @GravityModifier, @Friction, @Restitution
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)
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END";
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@ -1695,6 +1695,12 @@ VALUES
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if (!(primRow["MediaURL"] is System.DBNull))
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prim.MediaUrl = (string)primRow["MediaURL"];
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if (!(primRow["AttachedPosX"] is System.DBNull))
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prim.AttachedPos = new Vector3(
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Convert.ToSingle(primRow["AttachedPosX"]),
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Convert.ToSingle(primRow["AttachedPosY"]),
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Convert.ToSingle(primRow["AttachedPosZ"]));
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if (!(primRow["DynAttrs"] is System.DBNull))
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prim.DynAttrs = DAMap.FromXml((string)primRow["DynAttrs"]);
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else
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@ -2099,7 +2105,10 @@ VALUES
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parameters.Add(_Database.CreateParameter("PassTouches", 0));
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parameters.Add(_Database.CreateParameter("LinkNumber", prim.LinkNum));
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parameters.Add(_Database.CreateParameter("MediaURL", prim.MediaUrl));
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parameters.Add(_Database.CreateParameter("AttachedPosX", prim.AttachedPos.X));
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parameters.Add(_Database.CreateParameter("AttachedPosY", prim.AttachedPos.Y));
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parameters.Add(_Database.CreateParameter("AttachedPosZ", prim.AttachedPos.Z));
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if (prim.DynAttrs.CountNamespaces > 0)
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parameters.Add(_Database.CreateParameter("DynAttrs", prim.DynAttrs.ToXml()));
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else
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@ -1168,3 +1168,15 @@ ALTER TABLE prims ADD `Friction` double NOT NULL default '0.6';
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ALTER TABLE prims ADD `Restitution` double NOT NULL default '0.5';
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COMMIT
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:VERSION 40 #---------------- Save Attachment info
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BEGIN TRANSACTION
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ALTER TABLE prims ADD AttachedPosX float(53) default 0.0;
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ALTER TABLE prims ADD AttachedPosY float(53) default 0.0;
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ALTER TABLE prims ADD AttachedPosZ float(53) default 0.0;
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ALTER TABLE primshapes ADD LastAttachPoint int not null default 0;
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COMMIT
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@ -174,7 +174,8 @@ namespace OpenSim.Data.MySQL
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"CollisionSound, CollisionSoundVolume, " +
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"PassTouches, " +
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"PassCollisions, " +
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"LinkNumber, MediaURL, KeyframeMotion, " +
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"LinkNumber, MediaURL, KeyframeMotion, AttachedPosX, " +
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"AttachedPosY, AttachedPosZ, " +
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"PhysicsShapeType, Density, GravityModifier, " +
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"Friction, Restitution, Vehicle, DynAttrs " +
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") values (" + "?UUID, " +
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@ -209,7 +210,8 @@ namespace OpenSim.Data.MySQL
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"?ColorB, ?ColorA, ?ParticleSystem, " +
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"?ClickAction, ?Material, ?CollisionSound, " +
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"?CollisionSoundVolume, ?PassTouches, ?PassCollisions, " +
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"?LinkNumber, ?MediaURL, ?KeyframeMotion, " +
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"?LinkNumber, ?MediaURL, ?KeyframeMotion, ?AttachedPosX, " +
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"?AttachedPosY, ?AttachedPosZ, " +
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"?PhysicsShapeType, ?Density, ?GravityModifier, " +
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"?Friction, ?Restitution, ?Vehicle, ?DynAttrs)";
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@ -228,7 +230,7 @@ namespace OpenSim.Data.MySQL
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"PathTaperX, PathTaperY, PathTwist, " +
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"PathTwistBegin, ProfileBegin, ProfileEnd, " +
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"ProfileCurve, ProfileHollow, Texture, " +
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"ExtraParams, State, Media) " +
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"ExtraParams, State, LastAttachPoint, Media) " +
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"values (?UUID, " +
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"?Shape, ?ScaleX, ?ScaleY, ?ScaleZ, " +
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"?PCode, ?PathBegin, ?PathEnd, " +
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@ -240,7 +242,7 @@ namespace OpenSim.Data.MySQL
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"?PathTwistBegin, ?ProfileBegin, " +
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"?ProfileEnd, ?ProfileCurve, " +
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"?ProfileHollow, ?Texture, ?ExtraParams, " +
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"?State, ?Media)";
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"?State, ?LastAttachPoint, ?Media)";
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FillShapeCommand(cmd, prim);
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@ -1320,7 +1322,16 @@ namespace OpenSim.Data.MySQL
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if (!(row["MediaURL"] is System.DBNull))
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prim.MediaUrl = (string)row["MediaURL"];
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if (!(row["AttachedPosX"] is System.DBNull))
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{
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prim.AttachedPos = new Vector3(
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(float)(double)row["AttachedPosX"],
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(float)(double)row["AttachedPosY"],
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(float)(double)row["AttachedPosZ"]
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);
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}
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if (!(row["DynAttrs"] is System.DBNull))
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prim.DynAttrs = DAMap.FromXml((string)row["DynAttrs"]);
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else
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@ -1719,6 +1730,12 @@ namespace OpenSim.Data.MySQL
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cmd.Parameters.AddWithValue("LinkNumber", prim.LinkNum);
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cmd.Parameters.AddWithValue("MediaURL", prim.MediaUrl);
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if (prim.AttachedPos != null)
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{
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cmd.Parameters.AddWithValue("AttachedPosX", (double)prim.AttachedPos.X);
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cmd.Parameters.AddWithValue("AttachedPosY", (double)prim.AttachedPos.Y);
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cmd.Parameters.AddWithValue("AttachedPosZ", (double)prim.AttachedPos.Z);
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}
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if (prim.KeyframeMotion != null)
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cmd.Parameters.AddWithValue("KeyframeMotion", prim.KeyframeMotion.Serialize());
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@ -1932,6 +1949,7 @@ namespace OpenSim.Data.MySQL
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s.ExtraParams = (byte[])row["ExtraParams"];
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s.State = (byte)(int)row["State"];
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s.LastAttachPoint = (byte)(int)row["LastAttachPoint"];
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if (!(row["Media"] is System.DBNull))
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s.Media = PrimitiveBaseShape.MediaList.FromXml((string)row["Media"]);
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@ -1978,6 +1996,7 @@ namespace OpenSim.Data.MySQL
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cmd.Parameters.AddWithValue("Texture", s.TextureEntry);
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cmd.Parameters.AddWithValue("ExtraParams", s.ExtraParams);
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cmd.Parameters.AddWithValue("State", s.State);
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cmd.Parameters.AddWithValue("LastAttachPoint", s.LastAttachPoint);
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cmd.Parameters.AddWithValue("Media", null == s.Media ? null : s.Media.ToXml());
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}
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|
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@ -922,3 +922,20 @@ ALTER TABLE prims ADD COLUMN `Friction` double NOT NULL default '0.6';
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ALTER TABLE prims ADD COLUMN `Restitution` double NOT NULL default '0.5';
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COMMIT;
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:VERSION 48 #---------------- Keyframes
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BEGIN;
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ALTER TABLE prims ADD COLUMN `KeyframeMotion` blob;
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COMMIT;
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:VERSION 49 #--------------------- Save attachment info
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BEGIN;
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ALTER TABLE prims ADD COLUMN AttachedPosX double default 0;
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ALTER TABLE prims ADD COLUMN AttachedPosY double default 0;
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ALTER TABLE prims ADD COLUMN AttachedPosZ double default 0;
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ALTER TABLE primshapes ADD COLUMN LastAttachPoint int(4) not null default '0';
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COMMIT;
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@ -600,3 +600,15 @@ BEGIN;
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ALTER TABLE prims ADD COLUMN `KeyframeMotion` blob;
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COMMIT;
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:VERSION 30 #---------------- Save Attachment info
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BEGIN;
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ALTER TABLE prims ADD COLUMN AttachedPosX double default '0';
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ALTER TABLE prims ADD COLUMN AttachedPosY double default '0';
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ALTER TABLE prims ADD COLUMN AttachedPosZ double default '0';
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ALTER TABLE primshapes ADD COLUMN LastAttachPoint int not null default '0';
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COMMIT;
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@ -1236,6 +1236,10 @@ namespace OpenSim.Data.SQLite
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createCol(prims, "MediaURL", typeof(String));
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createCol(prims, "AttachedPosX", typeof(Double));
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createCol(prims, "AttachedPosY", typeof(Double));
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createCol(prims, "AttachedPosZ", typeof(Double));
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createCol(prims, "DynAttrs", typeof(String));
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createCol(prims, "PhysicsShapeType", typeof(Byte));
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@ -1724,6 +1728,12 @@ namespace OpenSim.Data.SQLite
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prim.MediaUrl = (string)row["MediaURL"];
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}
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prim.AttachedPos = new Vector3(
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Convert.ToSingle(row["AttachedPosX"]),
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Convert.ToSingle(row["AttachedPosY"]),
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Convert.ToSingle(row["AttachedPosZ"])
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);
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if (!(row["DynAttrs"] is System.DBNull))
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{
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//m_log.DebugFormat("[SQLITE]: DynAttrs type [{0}]", row["DynAttrs"].GetType());
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@ -2176,6 +2186,10 @@ namespace OpenSim.Data.SQLite
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|
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row["MediaURL"] = prim.MediaUrl;
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row["AttachedPosX"] = prim.AttachedPos.X;
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row["AttachedPosY"] = prim.AttachedPos.Y;
|
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row["AttachedPosZ"] = prim.AttachedPos.Z;
|
||||
|
||||
if (prim.DynAttrs.CountNamespaces > 0)
|
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row["DynAttrs"] = prim.DynAttrs.ToXml();
|
||||
else
|
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|
@ -2444,6 +2458,7 @@ namespace OpenSim.Data.SQLite
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s.ProfileCurve = Convert.ToByte(row["ProfileCurve"]);
|
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s.ProfileHollow = Convert.ToUInt16(row["ProfileHollow"]);
|
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s.State = Convert.ToByte(row["State"]);
|
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s.LastAttachPoint = Convert.ToByte(row["LastAttachPoint"]);
|
||||
|
||||
byte[] textureEntry = (byte[])row["Texture"];
|
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s.TextureEntry = textureEntry;
|
||||
|
@ -2493,6 +2508,7 @@ namespace OpenSim.Data.SQLite
|
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row["ProfileCurve"] = s.ProfileCurve;
|
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row["ProfileHollow"] = s.ProfileHollow;
|
||||
row["State"] = s.State;
|
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row["LastAttachPoint"] = s.LastAttachPoint;
|
||||
|
||||
row["Texture"] = s.TextureEntry;
|
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row["ExtraParams"] = s.ExtraParams;
|
||||
|
|
|
@ -86,24 +86,26 @@ namespace OpenSim.Framework
|
|||
event restart OnRestart;
|
||||
|
||||
/// <summary>
|
||||
/// Add a new client and create a presence for it. All clients except initial login clients will starts off as a child agent
|
||||
/// Add a new agent with an attached client. All agents except initial login clients will starts off as a child agent
|
||||
/// - the later agent crossing will promote it to a root agent.
|
||||
/// </summary>
|
||||
/// <param name="client"></param>
|
||||
/// <param name="type">The type of agent to add.</param>
|
||||
/// <returns>
|
||||
/// The scene agent if the new client was added or if an agent that already existed.</returns>
|
||||
ISceneAgent AddNewClient(IClientAPI client, PresenceType type);
|
||||
ISceneAgent AddNewAgent(IClientAPI client, PresenceType type);
|
||||
|
||||
/// <summary>
|
||||
/// Remove the given client from the scene.
|
||||
/// Tell a single agent to disconnect from the region.
|
||||
/// </summary>
|
||||
/// <param name="agentID"></param>
|
||||
/// <param name="closeChildAgents">Close the neighbour child agents associated with this client.</param>
|
||||
void RemoveClient(UUID agentID, bool closeChildAgents);
|
||||
/// <param name="force">
|
||||
/// Force the agent to close even if it might be in the middle of some other operation. You do not want to
|
||||
/// force unless you are absolutely sure that the agent is dead and a normal close is not working.
|
||||
/// </param>
|
||||
bool CloseAgent(UUID agentID, bool force);
|
||||
|
||||
void Restart();
|
||||
//RegionInfo OtherRegionUp(RegionInfo thisRegion);
|
||||
|
||||
string GetSimulatorVersion();
|
||||
|
||||
|
|
|
@ -105,6 +105,7 @@ namespace OpenSim.Framework
|
|||
private ushort _profileHollow;
|
||||
private Vector3 _scale;
|
||||
private byte _state;
|
||||
private byte _lastattach;
|
||||
private ProfileShape _profileShape;
|
||||
private HollowShape _hollowShape;
|
||||
|
||||
|
@ -207,6 +208,7 @@ namespace OpenSim.Framework
|
|||
PCode = (byte)prim.PrimData.PCode;
|
||||
|
||||
State = prim.PrimData.State;
|
||||
LastAttachPoint = prim.PrimData.State;
|
||||
PathBegin = Primitive.PackBeginCut(prim.PrimData.PathBegin);
|
||||
PathEnd = Primitive.PackEndCut(prim.PrimData.PathEnd);
|
||||
PathScaleX = Primitive.PackPathScale(prim.PrimData.PathScaleX);
|
||||
|
@ -583,6 +585,15 @@ namespace OpenSim.Framework
|
|||
}
|
||||
}
|
||||
|
||||
public byte LastAttachPoint {
|
||||
get {
|
||||
return _lastattach;
|
||||
}
|
||||
set {
|
||||
_lastattach = value;
|
||||
}
|
||||
}
|
||||
|
||||
public ProfileShape ProfileShape {
|
||||
get {
|
||||
return _profileShape;
|
||||
|
|
|
@ -200,7 +200,7 @@ namespace OpenSim.Framework
|
|||
set { m_ObjectBonus = value; }
|
||||
}
|
||||
|
||||
private int m_Maturity = 1;
|
||||
private int m_Maturity = 0;
|
||||
|
||||
public int Maturity
|
||||
{
|
||||
|
|
|
@ -1057,7 +1057,21 @@ namespace OpenSim.Framework.Servers.HttpServer
|
|||
}
|
||||
|
||||
response.ContentType = "text/xml";
|
||||
responseString = XmlRpcResponseSerializer.Singleton.Serialize(xmlRpcResponse);
|
||||
using (MemoryStream outs = new MemoryStream())
|
||||
{
|
||||
using (XmlTextWriter writer = new XmlTextWriter(outs, Encoding.UTF8))
|
||||
{
|
||||
writer.Formatting = Formatting.None;
|
||||
XmlRpcResponseSerializer.Singleton.Serialize(writer, xmlRpcResponse);
|
||||
writer.Flush();
|
||||
outs.Flush();
|
||||
outs.Position = 0;
|
||||
using (StreamReader sr = new StreamReader(outs))
|
||||
{
|
||||
responseString = sr.ReadToEnd();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -203,10 +203,10 @@ namespace OpenSim
|
|||
m_config.Source.Merge(envConfigSource);
|
||||
}
|
||||
|
||||
ReadConfigSettings();
|
||||
|
||||
m_config.Source.ExpandKeyValues();
|
||||
|
||||
ReadConfigSettings();
|
||||
|
||||
return m_config;
|
||||
}
|
||||
|
||||
|
|
|
@ -237,27 +237,33 @@ namespace OpenSim
|
|||
|
||||
m_console.Commands.AddCommand("General", false, "change region",
|
||||
"change region <region name>",
|
||||
"Change current console region", ChangeSelectedRegion);
|
||||
"Change current console region",
|
||||
ChangeSelectedRegion);
|
||||
|
||||
m_console.Commands.AddCommand("Archiving", false, "save xml",
|
||||
"save xml",
|
||||
"Save a region's data in XML format", SaveXml);
|
||||
"Save a region's data in XML format",
|
||||
SaveXml);
|
||||
|
||||
m_console.Commands.AddCommand("Archiving", false, "save xml2",
|
||||
"save xml2",
|
||||
"Save a region's data in XML2 format", SaveXml2);
|
||||
"Save a region's data in XML2 format",
|
||||
SaveXml2);
|
||||
|
||||
m_console.Commands.AddCommand("Archiving", false, "load xml",
|
||||
"load xml [-newIDs [<x> <y> <z>]]",
|
||||
"Load a region's data from XML format", LoadXml);
|
||||
"Load a region's data from XML format",
|
||||
LoadXml);
|
||||
|
||||
m_console.Commands.AddCommand("Archiving", false, "load xml2",
|
||||
"load xml2",
|
||||
"Load a region's data from XML2 format", LoadXml2);
|
||||
"Load a region's data from XML2 format",
|
||||
LoadXml2);
|
||||
|
||||
m_console.Commands.AddCommand("Archiving", false, "save prims xml2",
|
||||
"save prims xml2 [<prim name> <file name>]",
|
||||
"Save named prim to XML2", SavePrimsXml2);
|
||||
"Save named prim to XML2",
|
||||
SavePrimsXml2);
|
||||
|
||||
m_console.Commands.AddCommand("Archiving", false, "load oar",
|
||||
"load oar [--merge] [--skip-assets] [<OAR path>]",
|
||||
|
@ -287,7 +293,8 @@ namespace OpenSim
|
|||
|
||||
m_console.Commands.AddCommand("Objects", false, "edit scale",
|
||||
"edit scale <name> <x> <y> <z>",
|
||||
"Change the scale of a named prim", HandleEditScale);
|
||||
"Change the scale of a named prim",
|
||||
HandleEditScale);
|
||||
|
||||
m_console.Commands.AddCommand("Users", false, "kick user",
|
||||
"kick user <first> <last> [--force] [message]",
|
||||
|
@ -305,31 +312,38 @@ namespace OpenSim
|
|||
|
||||
m_console.Commands.AddCommand("Comms", false, "show connections",
|
||||
"show connections",
|
||||
"Show connection data", HandleShow);
|
||||
"Show connection data",
|
||||
HandleShow);
|
||||
|
||||
m_console.Commands.AddCommand("Comms", false, "show circuits",
|
||||
"show circuits",
|
||||
"Show agent circuit data", HandleShow);
|
||||
"Show agent circuit data",
|
||||
HandleShow);
|
||||
|
||||
m_console.Commands.AddCommand("Comms", false, "show pending-objects",
|
||||
"show pending-objects",
|
||||
"Show # of objects on the pending queues of all scene viewers", HandleShow);
|
||||
"Show # of objects on the pending queues of all scene viewers",
|
||||
HandleShow);
|
||||
|
||||
m_console.Commands.AddCommand("General", false, "show modules",
|
||||
"show modules",
|
||||
"Show module data", HandleShow);
|
||||
"Show module data",
|
||||
HandleShow);
|
||||
|
||||
m_console.Commands.AddCommand("Regions", false, "show regions",
|
||||
"show regions",
|
||||
"Show region data", HandleShow);
|
||||
"Show region data",
|
||||
HandleShow);
|
||||
|
||||
m_console.Commands.AddCommand("Regions", false, "show ratings",
|
||||
"show ratings",
|
||||
"Show rating data", HandleShow);
|
||||
"Show rating data",
|
||||
HandleShow);
|
||||
|
||||
m_console.Commands.AddCommand("Objects", false, "backup",
|
||||
"backup",
|
||||
"Persist currently unsaved object changes immediately instead of waiting for the normal persistence call.", RunCommand);
|
||||
"Persist currently unsaved object changes immediately instead of waiting for the normal persistence call.",
|
||||
RunCommand);
|
||||
|
||||
m_console.Commands.AddCommand("Regions", false, "create region",
|
||||
"create region [\"region name\"] <region_file.ini>",
|
||||
|
@ -342,19 +356,23 @@ namespace OpenSim
|
|||
|
||||
m_console.Commands.AddCommand("Regions", false, "restart",
|
||||
"restart",
|
||||
"Restart all sims in this instance", RunCommand);
|
||||
"Restart all sims in this instance",
|
||||
RunCommand);
|
||||
|
||||
m_console.Commands.AddCommand("General", false, "command-script",
|
||||
"command-script <script>",
|
||||
"Run a command script from file", RunCommand);
|
||||
"Run a command script from file",
|
||||
RunCommand);
|
||||
|
||||
m_console.Commands.AddCommand("Regions", false, "remove-region",
|
||||
"remove-region <name>",
|
||||
"Remove a region from this simulator", RunCommand);
|
||||
"Remove a region from this simulator",
|
||||
RunCommand);
|
||||
|
||||
m_console.Commands.AddCommand("Regions", false, "delete-region",
|
||||
"delete-region <name>",
|
||||
"Delete a region from disk", RunCommand);
|
||||
"Delete a region from disk",
|
||||
RunCommand);
|
||||
}
|
||||
|
||||
protected override void ShutdownSpecific()
|
||||
|
@ -434,7 +452,7 @@ namespace OpenSim
|
|||
else
|
||||
presence.ControllingClient.Kick("\nYou have been logged out by an administrator.\n");
|
||||
|
||||
presence.Scene.IncomingCloseAgent(presence.UUID, force);
|
||||
presence.Scene.CloseAgent(presence.UUID, force);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -96,7 +96,7 @@ namespace OpenSim.Region.ClientStack.Linden.Tests
|
|||
UUID spId = TestHelpers.ParseTail(0x1);
|
||||
|
||||
SceneHelpers.AddScenePresence(m_scene, spId);
|
||||
m_scene.IncomingCloseAgent(spId, false);
|
||||
m_scene.CloseAgent(spId, false);
|
||||
|
||||
// TODO: Add more assertions for the other aspects of event queues
|
||||
Assert.That(MainServer.Instance.GetPollServiceHandlerKeys().Count, Is.EqualTo(0));
|
||||
|
|
|
@ -155,6 +155,7 @@ namespace OpenSim.Region.ClientStack.Linden
|
|||
Quaternion rotation = Quaternion.Identity;
|
||||
Vector3 scale = Vector3.Zero;
|
||||
int state = 0;
|
||||
int lastattach = 0;
|
||||
|
||||
if (r.Type != OSDType.Map) // not a proper req
|
||||
return responsedata;
|
||||
|
@ -224,6 +225,7 @@ namespace OpenSim.Region.ClientStack.Linden
|
|||
|
||||
ray_target_id = ObjMap["RayTargetId"].AsUUID();
|
||||
state = ObjMap["State"].AsInteger();
|
||||
lastattach = ObjMap["LastAttachPoint"].AsInteger();
|
||||
try
|
||||
{
|
||||
ray_end = ((OSDArray)ObjMap["RayEnd"]).AsVector3();
|
||||
|
@ -290,6 +292,7 @@ namespace OpenSim.Region.ClientStack.Linden
|
|||
|
||||
//session_id = rm["session_id"].AsUUID();
|
||||
state = rm["state"].AsInteger();
|
||||
lastattach = rm["last_attach_point"].AsInteger();
|
||||
try
|
||||
{
|
||||
ray_end = ((OSDArray)rm["ray_end"]).AsVector3();
|
||||
|
@ -331,6 +334,7 @@ namespace OpenSim.Region.ClientStack.Linden
|
|||
pbs.ProfileEnd = (ushort)profile_end;
|
||||
pbs.Scale = scale;
|
||||
pbs.State = (byte)state;
|
||||
pbs.LastAttachPoint = (byte)lastattach;
|
||||
|
||||
SceneObjectGroup obj = null; ;
|
||||
|
||||
|
|
|
@ -277,6 +277,7 @@ namespace OpenSim.Region.ClientStack.Linden
|
|||
pbs.ProfileEnd = (ushort) obj.ProfileEnd;
|
||||
pbs.Scale = obj.Scale;
|
||||
pbs.State = (byte) 0;
|
||||
pbs.LastAttachPoint = (byte) 0;
|
||||
SceneObjectPart prim = new SceneObjectPart();
|
||||
prim.UUID = UUID.Random();
|
||||
prim.CreatorID = AgentId;
|
||||
|
|
|
@ -116,7 +116,7 @@ namespace OpenSim.Region.ClientStack.Linden
|
|||
m_scene.EventManager.OnRegisterCaps -= RegisterCaps;
|
||||
|
||||
foreach (Thread t in m_workerThreads)
|
||||
Watchdog.AbortThread(t.ManagedThreadId);
|
||||
Watchdog.AbortThread(t.ManagedThreadId);
|
||||
|
||||
m_scene = null;
|
||||
}
|
||||
|
@ -298,36 +298,49 @@ namespace OpenSim.Region.ClientStack.Linden
|
|||
requestinfo.request["body"].ToString(), String.Empty, String.Empty, null, null);
|
||||
|
||||
lock (responses)
|
||||
responses[requestID] = response;
|
||||
responses[requestID] = response;
|
||||
}
|
||||
}
|
||||
|
||||
private void RegisterCaps(UUID agentID, Caps caps)
|
||||
{
|
||||
if (m_fetchInventoryDescendents2Url == "")
|
||||
RegisterFetchDescendentsCap(agentID, caps, "FetchInventoryDescendents2", m_fetchInventoryDescendents2Url);
|
||||
}
|
||||
|
||||
private void RegisterFetchDescendentsCap(UUID agentID, Caps caps, string capName, string url)
|
||||
{
|
||||
string capUrl;
|
||||
|
||||
// disable the cap clause
|
||||
if (url == "")
|
||||
{
|
||||
return;
|
||||
}
|
||||
// handled by the simulator
|
||||
else if (url == "localhost")
|
||||
{
|
||||
capUrl = "/CAPS/" + UUID.Random() + "/";
|
||||
|
||||
// Register this as a poll service
|
||||
PollServiceInventoryEventArgs args
|
||||
= new PollServiceInventoryEventArgs(m_scene, "/CAPS/" + UUID.Random() + "/", agentID);
|
||||
args.Type = PollServiceEventArgs.EventType.Inventory;
|
||||
// Register this as a poll service
|
||||
PollServiceInventoryEventArgs args = new PollServiceInventoryEventArgs(m_scene, capUrl, agentID);
|
||||
args.Type = PollServiceEventArgs.EventType.Inventory;
|
||||
|
||||
caps.RegisterPollHandler("FetchInventoryDescendents2", args);
|
||||
caps.RegisterPollHandler(capName, args);
|
||||
}
|
||||
// external handler
|
||||
else
|
||||
{
|
||||
capUrl = url;
|
||||
IExternalCapsModule handler = m_scene.RequestModuleInterface<IExternalCapsModule>();
|
||||
if (handler != null)
|
||||
handler.RegisterExternalUserCapsHandler(agentID,caps,capName,capUrl);
|
||||
else
|
||||
caps.RegisterHandler(capName, capUrl);
|
||||
}
|
||||
|
||||
// MainServer.Instance.AddPollServiceHTTPHandler(capUrl, args);
|
||||
//
|
||||
// string hostName = m_scene.RegionInfo.ExternalHostName;
|
||||
// uint port = (MainServer.Instance == null) ? 0 : MainServer.Instance.Port;
|
||||
// string protocol = "http";
|
||||
//
|
||||
// if (MainServer.Instance.UseSSL)
|
||||
// {
|
||||
// hostName = MainServer.Instance.SSLCommonName;
|
||||
// port = MainServer.Instance.SSLPort;
|
||||
// protocol = "https";
|
||||
// }
|
||||
//
|
||||
// caps.RegisterHandler("FetchInventoryDescendents2", String.Format("{0}://{1}:{2}{3}", protocol, hostName, port, capUrl));
|
||||
// m_log.DebugFormat(
|
||||
// "[FETCH INVENTORY DESCENDENTS2 MODULE]: Registered capability {0} at {1} in region {2} for {3}",
|
||||
// capName, capUrl, m_scene.RegionInfo.RegionName, agentID);
|
||||
}
|
||||
|
||||
// private void DeregisterCaps(UUID agentID, Caps caps)
|
||||
|
|
|
@ -783,7 +783,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
|
||||
public virtual void Start()
|
||||
{
|
||||
m_scene.AddNewClient(this, PresenceType.User);
|
||||
m_scene.AddNewAgent(this, PresenceType.User);
|
||||
|
||||
RefreshGroupMembership();
|
||||
}
|
||||
|
@ -12548,6 +12548,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
|
||||
shape.PCode = addPacket.ObjectData.PCode;
|
||||
shape.State = addPacket.ObjectData.State;
|
||||
shape.LastAttachPoint = addPacket.ObjectData.State;
|
||||
shape.PathBegin = addPacket.ObjectData.PathBegin;
|
||||
shape.PathEnd = addPacket.ObjectData.PathEnd;
|
||||
shape.PathScaleX = addPacket.ObjectData.PathScaleX;
|
||||
|
|
|
@ -1764,32 +1764,76 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
endPoint = (IPEndPoint)array[0];
|
||||
CompleteAgentMovementPacket packet = (CompleteAgentMovementPacket)array[1];
|
||||
|
||||
m_log.DebugFormat(
|
||||
"[LLUDPSERVER]: Handling CompleteAgentMovement request from {0} in {1}", endPoint, m_scene.Name);
|
||||
|
||||
// Determine which agent this packet came from
|
||||
int count = 20;
|
||||
bool ready = false;
|
||||
while (!ready && count-- > 0)
|
||||
// We need to wait here because in when using the OpenSimulator V2 teleport protocol to travel to a destination
|
||||
// simulator with no existing child presence, the viewer (at least LL 3.3.4) will send UseCircuitCode
|
||||
// and then CompleteAgentMovement immediately without waiting for an ack. As we are now handling these
|
||||
// packets asynchronously, we need to account for this thread proceeding more quickly than the
|
||||
// UseCircuitCode thread.
|
||||
int count = 40;
|
||||
while (count-- > 0)
|
||||
{
|
||||
if (m_scene.TryGetClient(endPoint, out client) && client.IsActive && client.SceneAgent != null)
|
||||
if (m_scene.TryGetClient(endPoint, out client))
|
||||
{
|
||||
LLClientView llClientView = (LLClientView)client;
|
||||
LLUDPClient udpClient = llClientView.UDPClient;
|
||||
if (udpClient != null && udpClient.IsConnected)
|
||||
ready = true;
|
||||
if (!client.IsActive)
|
||||
{
|
||||
// This check exists to catch a condition where the client has been closed by another thread
|
||||
// but has not yet been removed from the client manager (and possibly a new connection has
|
||||
// not yet been established).
|
||||
m_log.DebugFormat(
|
||||
"[LLUDPSERVER]: Received a CompleteAgentMovement from {0} for {1} in {2} but client is not active yet. Waiting.",
|
||||
endPoint, client.Name, m_scene.Name);
|
||||
}
|
||||
else if (client.SceneAgent == null)
|
||||
{
|
||||
// This check exists to catch a condition where the new client has been added to the client
|
||||
// manager but the SceneAgent has not yet been set in Scene.AddNewAgent(). If we are too
|
||||
// eager, then the new ScenePresence may not have registered a listener for this messsage
|
||||
// before we try to process it.
|
||||
// XXX: A better long term fix may be to add the SceneAgent before the client is added to
|
||||
// the client manager
|
||||
m_log.DebugFormat(
|
||||
"[LLUDPSERVER]: Received a CompleteAgentMovement from {0} for {1} in {2} but client SceneAgent not set yet. Waiting.",
|
||||
endPoint, client.Name, m_scene.Name);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.Debug("[LLUDPSERVER]: Received a CompleteMovementIntoRegion in " + m_scene.RegionInfo.RegionName + " (not ready yet)");
|
||||
Thread.Sleep(200);
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.Debug("[LLUDPSERVER]: Received a CompleteMovementIntoRegion in " + m_scene.RegionInfo.RegionName + " (not ready yet)");
|
||||
Thread.Sleep(200);
|
||||
m_log.DebugFormat(
|
||||
"[LLUDPSERVER]: Received a CompleteAgentMovement from {0} in {1} but no client exists yet. Waiting.",
|
||||
endPoint, m_scene.Name);
|
||||
}
|
||||
|
||||
Thread.Sleep(200);
|
||||
}
|
||||
|
||||
if (client == null)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[LLUDPSERVER]: No client found for CompleteAgentMovement from {0} in {1} after wait. Dropping.",
|
||||
endPoint, m_scene.Name);
|
||||
|
||||
return;
|
||||
}
|
||||
else if (!client.IsActive || client.SceneAgent == null)
|
||||
{
|
||||
// This check exists to catch a condition where the client has been closed by another thread
|
||||
// but has not yet been removed from the client manager.
|
||||
// The packet could be simply ignored but it is useful to know if this condition occurred for other debugging
|
||||
// purposes.
|
||||
m_log.DebugFormat(
|
||||
"[LLUDPSERVER]: Received a CompleteAgentMovement from {0} for {1} in {2} but client is not active after wait. Dropping.",
|
||||
endPoint, client.Name, m_scene.Name);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
IncomingPacket incomingPacket1;
|
||||
|
||||
|
@ -1810,7 +1854,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
catch (Exception e)
|
||||
{
|
||||
m_log.ErrorFormat(
|
||||
"[LLUDPSERVER]: CompleteMovementIntoRegion handling from endpoint {0}, client {1} {2} failed. Exception {3}{4}",
|
||||
"[LLUDPSERVER]: CompleteAgentMovement handling from endpoint {0}, client {1} {2} failed. Exception {3}{4}",
|
||||
endPoint != null ? endPoint.ToString() : "n/a",
|
||||
client != null ? client.Name : "unknown",
|
||||
client != null ? client.AgentId.ToString() : "unknown",
|
||||
|
@ -1921,7 +1965,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
client.Kick("Simulator logged you out due to connection timeout.");
|
||||
}
|
||||
|
||||
m_scene.IncomingCloseAgent(client.AgentId, true);
|
||||
m_scene.CloseAgent(client.AgentId, true);
|
||||
}
|
||||
|
||||
private void IncomingPacketHandler()
|
||||
|
@ -2264,7 +2308,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
if (!client.IsLoggingOut)
|
||||
{
|
||||
client.IsLoggingOut = true;
|
||||
m_scene.IncomingCloseAgent(client.AgentId, false);
|
||||
m_scene.CloseAgent(client.AgentId, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -291,7 +291,16 @@ namespace OpenMetaverse
|
|||
m_log.Warn("[UDPBASE]: Salvaged the UDP listener on port " + m_udpPort);
|
||||
}
|
||||
}
|
||||
catch (ObjectDisposedException) { }
|
||||
catch (ObjectDisposedException e)
|
||||
{
|
||||
m_log.Error(
|
||||
string.Format("[UDPBASE]: Error processing UDP begin receive {0}. Exception ", UdpReceives), e);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.Error(
|
||||
string.Format("[UDPBASE]: Error processing UDP begin receive {0}. Exception ", UdpReceives), e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -308,12 +317,12 @@ namespace OpenMetaverse
|
|||
if (m_asyncPacketHandling)
|
||||
AsyncBeginReceive();
|
||||
|
||||
// get the buffer that was created in AsyncBeginReceive
|
||||
// this is the received data
|
||||
UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
|
||||
|
||||
try
|
||||
{
|
||||
// get the buffer that was created in AsyncBeginReceive
|
||||
// this is the received data
|
||||
UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
|
||||
|
||||
int startTick = Util.EnvironmentTickCount();
|
||||
|
||||
// get the length of data actually read from the socket, store it with the
|
||||
|
@ -341,8 +350,24 @@ namespace OpenMetaverse
|
|||
m_currentReceiveTimeSamples++;
|
||||
}
|
||||
}
|
||||
catch (SocketException) { }
|
||||
catch (ObjectDisposedException) { }
|
||||
catch (SocketException se)
|
||||
{
|
||||
m_log.Error(
|
||||
string.Format(
|
||||
"[UDPBASE]: Error processing UDP end receive {0}, socket error code {1}. Exception ",
|
||||
UdpReceives, se.ErrorCode),
|
||||
se);
|
||||
}
|
||||
catch (ObjectDisposedException e)
|
||||
{
|
||||
m_log.Error(
|
||||
string.Format("[UDPBASE]: Error processing UDP end receive {0}. Exception ", UdpReceives), e);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.Error(
|
||||
string.Format("[UDPBASE]: Error processing UDP end receive {0}. Exception ", UdpReceives), e);
|
||||
}
|
||||
finally
|
||||
{
|
||||
// if (UsePools)
|
||||
|
|
|
@ -52,17 +52,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
|
|||
public override void Update(int frames) {}
|
||||
public override void LoadWorldMap() {}
|
||||
|
||||
public override ISceneAgent AddNewClient(IClientAPI client, PresenceType type)
|
||||
public override ISceneAgent AddNewAgent(IClientAPI client, PresenceType type)
|
||||
{
|
||||
client.OnObjectName += RecordObjectNameCall;
|
||||
|
||||
// FIXME
|
||||
return null;
|
||||
}
|
||||
|
||||
public override void RemoveClient(UUID agentID, bool someReason) {}
|
||||
// public override void CloseAllAgents(uint circuitcode) {}
|
||||
|
||||
public override bool CloseAgent(UUID agentID, bool force) { return true; }
|
||||
|
||||
public override bool CheckClient(UUID clientId, IPEndPoint endPoint) { return true; }
|
||||
|
||||
public override void OtherRegionUp(GridRegion otherRegion) { }
|
||||
|
||||
public override bool TryGetScenePresence(UUID uuid, out ScenePresence sp) { sp = null; return false; }
|
||||
|
|
|
@ -482,13 +482,28 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
attachPos = Vector3.Zero;
|
||||
}
|
||||
|
||||
// AttachmentPt 0 (default) means the client chose to 'wear' the attachment.
|
||||
// if the attachment point is the same as previous, make sure we get the saved
|
||||
// position info.
|
||||
if (attachmentPt != 0 && attachmentPt == group.RootPart.Shape.LastAttachPoint)
|
||||
{
|
||||
attachPos = group.RootPart.AttachedPos;
|
||||
}
|
||||
|
||||
// AttachmentPt 0 means the client chose to 'wear' the attachment.
|
||||
if (attachmentPt == (uint)AttachmentPoint.Default)
|
||||
{
|
||||
// Check object for stored attachment point
|
||||
attachmentPt = group.AttachmentPoint;
|
||||
}
|
||||
|
||||
// if we didn't find an attach point, look for where it was last attached
|
||||
if (attachmentPt == 0)
|
||||
{
|
||||
attachmentPt = (uint)group.RootPart.Shape.LastAttachPoint;
|
||||
attachPos = group.RootPart.AttachedPos;
|
||||
group.HasGroupChanged = true;
|
||||
}
|
||||
|
||||
// if we still didn't find a suitable attachment point.......
|
||||
if (attachmentPt == 0)
|
||||
{
|
||||
|
@ -684,6 +699,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
so.ClearPartAttachmentData();
|
||||
rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive,false);
|
||||
so.HasGroupChanged = true;
|
||||
so.RootPart.Shape.LastAttachPoint = (byte)so.AttachmentPoint;
|
||||
rootPart.Rezzed = DateTime.Now;
|
||||
rootPart.RemFlag(PrimFlags.TemporaryOnRez);
|
||||
so.AttachToBackup();
|
||||
|
|
|
@ -719,7 +719,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
SceneObjectGroup rezzedAtt = presence.GetAttachments()[0];
|
||||
|
||||
m_numberOfAttachEventsFired = 0;
|
||||
scene.IncomingCloseAgent(presence.UUID, false);
|
||||
scene.CloseAgent(presence.UUID, false);
|
||||
|
||||
// Check that we can't retrieve this attachment from the scene.
|
||||
Assert.That(scene.GetSceneObjectGroup(rezzedAtt.UUID), Is.Null);
|
||||
|
|
|
@ -276,7 +276,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
|
|||
if (sp.IsChildAgent)
|
||||
return;
|
||||
sp.ControllingClient.Kick(reason);
|
||||
sp.Scene.IncomingCloseAgent(sp.UUID, true);
|
||||
sp.Scene.CloseAgent(sp.UUID, true);
|
||||
}
|
||||
|
||||
private void OnIncomingInstantMessage(GridInstantMessage msg)
|
||||
|
|
|
@ -149,8 +149,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
|
|||
private void OnInstantMessage(IClientAPI client, GridInstantMessage im)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[INVENTORY TRANSFER]: {0} IM type received from {1}",
|
||||
// (InstantMessageDialog)im.dialog, client.Name);
|
||||
// "[INVENTORY TRANSFER]: {0} IM type received from client {1}. From={2} ({3}), To={4}",
|
||||
// (InstantMessageDialog)im.dialog, client.Name,
|
||||
// im.fromAgentID, im.fromAgentName, im.toAgentID);
|
||||
|
||||
Scene scene = FindClientScene(client.AgentId);
|
||||
|
||||
|
@ -467,9 +468,20 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
|
|||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="msg"></param>
|
||||
/// <param name="im"></param>
|
||||
private void OnGridInstantMessage(GridInstantMessage im)
|
||||
{
|
||||
// Check if it's a type of message that we should handle
|
||||
if (!((im.dialog == (byte) InstantMessageDialog.InventoryOffered)
|
||||
|| (im.dialog == (byte) InstantMessageDialog.InventoryAccepted)
|
||||
|| (im.dialog == (byte) InstantMessageDialog.InventoryDeclined)
|
||||
|| (im.dialog == (byte) InstantMessageDialog.TaskInventoryDeclined)))
|
||||
return;
|
||||
|
||||
m_log.DebugFormat(
|
||||
"[INVENTORY TRANSFER]: {0} IM type received from grid. From={1} ({2}), To={3}",
|
||||
(InstantMessageDialog)im.dialog, im.fromAgentID, im.fromAgentName, im.toAgentID);
|
||||
|
||||
// Check if this is ours to handle
|
||||
//
|
||||
Scene scene = FindClientScene(new UUID(im.toAgentID));
|
||||
|
|
|
@ -165,7 +165,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
|
|||
(uint)presence.AbsolutePosition.Y,
|
||||
(uint)presence.AbsolutePosition.Z + 2);
|
||||
|
||||
m_log.DebugFormat("TP invite with message {0}, type {1}", message, lureType);
|
||||
m_log.DebugFormat("[LURE MODULE]: TP invite with message {0}, type {1}", message, lureType);
|
||||
|
||||
GridInstantMessage m;
|
||||
|
||||
|
|
|
@ -56,6 +56,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
public const int DefaultMaxTransferDistance = 4095;
|
||||
public const bool WaitForAgentArrivedAtDestinationDefault = true;
|
||||
|
||||
public string OutgoingTransferVersionName { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Determine the maximum entity transfer version we will use for teleports.
|
||||
/// </summary>
|
||||
public float MaxOutgoingTransferVersion { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The maximum distance, in standard region units (256m) that an agent is allowed to transfer.
|
||||
/// </summary>
|
||||
|
@ -151,9 +158,39 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
/// <param name="source"></param>
|
||||
protected virtual void InitialiseCommon(IConfigSource source)
|
||||
{
|
||||
string transferVersionName = "SIMULATION";
|
||||
float maxTransferVersion = 0.2f;
|
||||
|
||||
IConfig transferConfig = source.Configs["EntityTransfer"];
|
||||
if (transferConfig != null)
|
||||
{
|
||||
string rawVersion
|
||||
= transferConfig.GetString(
|
||||
"MaxOutgoingTransferVersion",
|
||||
string.Format("{0}/{1}", transferVersionName, maxTransferVersion));
|
||||
|
||||
string[] rawVersionComponents = rawVersion.Split(new char[] { '/' });
|
||||
|
||||
bool versionValid = false;
|
||||
|
||||
if (rawVersionComponents.Length >= 2)
|
||||
versionValid = float.TryParse(rawVersionComponents[1], out maxTransferVersion);
|
||||
|
||||
if (!versionValid)
|
||||
{
|
||||
m_log.ErrorFormat(
|
||||
"[ENTITY TRANSFER MODULE]: MaxOutgoingTransferVersion {0} is invalid, using {1}",
|
||||
rawVersion, string.Format("{0}/{1}", transferVersionName, maxTransferVersion));
|
||||
}
|
||||
else
|
||||
{
|
||||
transferVersionName = rawVersionComponents[0];
|
||||
|
||||
m_log.InfoFormat(
|
||||
"[ENTITY TRANSFER MODULE]: MaxOutgoingTransferVersion set to {0}",
|
||||
string.Format("{0}/{1}", transferVersionName, maxTransferVersion));
|
||||
}
|
||||
|
||||
DisableInterRegionTeleportCancellation
|
||||
= transferConfig.GetBoolean("DisableInterRegionTeleportCancellation", false);
|
||||
|
||||
|
@ -167,6 +204,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
MaxTransferDistance = DefaultMaxTransferDistance;
|
||||
}
|
||||
|
||||
OutgoingTransferVersionName = transferVersionName;
|
||||
MaxOutgoingTransferVersion = maxTransferVersion;
|
||||
|
||||
m_entityTransferStateMachine = new EntityTransferStateMachine(this);
|
||||
|
||||
m_Enabled = true;
|
||||
|
@ -522,6 +562,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
/// </returns>
|
||||
private bool IsWithinMaxTeleportDistance(RegionInfo sourceRegion, GridRegion destRegion)
|
||||
{
|
||||
if(MaxTransferDistance == 0)
|
||||
return true;
|
||||
|
||||
// m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Source co-ords are x={0} y={1}", curRegionX, curRegionY);
|
||||
//
|
||||
// m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Final dest is x={0} y={1} {2}@{3}",
|
||||
|
@ -623,7 +666,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
if (!sp.ValidateAttachments())
|
||||
m_log.DebugFormat(
|
||||
"[ENTITY TRANSFER MODULE]: Failed validation of all attachments for teleport of {0} from {1} to {2}. Continuing.",
|
||||
sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName);
|
||||
sp.Name, sp.Scene.Name, finalDestination.RegionName);
|
||||
|
||||
string reason;
|
||||
string version;
|
||||
|
@ -634,7 +677,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
|
||||
m_log.DebugFormat(
|
||||
"[ENTITY TRANSFER MODULE]: {0} was stopped from teleporting from {1} to {2} because {3}",
|
||||
sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName, reason);
|
||||
sp.Name, sp.Scene.Name, finalDestination.RegionName, reason);
|
||||
|
||||
return;
|
||||
}
|
||||
|
@ -644,7 +687,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
// as server attempts.
|
||||
m_interRegionTeleportAttempts.Value++;
|
||||
|
||||
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Destination is running version {0}", version);
|
||||
m_log.DebugFormat(
|
||||
"[ENTITY TRANSFER MODULE]: {0} max transfer version is {1}/{2}, {3} max version is {4}",
|
||||
sp.Scene.Name, OutgoingTransferVersionName, MaxOutgoingTransferVersion, finalDestination.RegionName, version);
|
||||
|
||||
// Fixing a bug where teleporting while sitting results in the avatar ending up removed from
|
||||
// both regions
|
||||
|
@ -691,7 +736,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath();
|
||||
}
|
||||
|
||||
if (version.Equals("SIMULATION/0.2"))
|
||||
// We're going to fallback to V1 if the destination gives us anything smaller than 0.2 or we're forcing
|
||||
// use of the earlier protocol
|
||||
float versionNumber = 0.1f;
|
||||
string[] versionComponents = version.Split(new char[] { '/' });
|
||||
if (versionComponents.Length >= 2)
|
||||
float.TryParse(versionComponents[1], out versionNumber);
|
||||
|
||||
if (versionNumber == 0.2f && MaxOutgoingTransferVersion >= versionNumber)
|
||||
TransferAgent_V2(sp, agentCircuit, reg, finalDestination, endPoint, teleportFlags, oldRegionX, newRegionX, oldRegionY, newRegionY, version, out reason);
|
||||
else
|
||||
TransferAgent_V1(sp, agentCircuit, reg, finalDestination, endPoint, teleportFlags, oldRegionX, newRegionX, oldRegionY, newRegionY, version, out reason);
|
||||
|
@ -925,7 +977,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
|
||||
if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
|
||||
{
|
||||
if (!sp.Scene.IncomingPreCloseAgent(sp))
|
||||
if (!sp.Scene.IncomingPreCloseClient(sp))
|
||||
return;
|
||||
|
||||
// We need to delay here because Imprudence viewers, unlike v1 or v3, have a short (<200ms, <500ms) delay before
|
||||
|
@ -936,7 +988,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
// an agent cannot teleport back to this region if it has teleported away.
|
||||
Thread.Sleep(2000);
|
||||
|
||||
sp.Scene.IncomingCloseAgent(sp.UUID, false);
|
||||
sp.Scene.CloseAgent(sp.UUID, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1090,7 +1142,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
|
||||
if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
|
||||
{
|
||||
if (!sp.Scene.IncomingPreCloseAgent(sp))
|
||||
if (!sp.Scene.IncomingPreCloseClient(sp))
|
||||
return;
|
||||
|
||||
// RED ALERT!!!!
|
||||
|
@ -1107,7 +1159,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
m_log.DebugFormat(
|
||||
"[ENTITY TRANSFER MODULE]: Closing agent {0} in {1} after teleport", sp.Name, Scene.Name);
|
||||
|
||||
sp.Scene.IncomingCloseAgent(sp.UUID, false);
|
||||
sp.Scene.CloseAgent(sp.UUID, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -181,7 +181,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
if (aCircuit.ServiceURLs != null && aCircuit.ServiceURLs.ContainsKey("AssetServerURI"))
|
||||
{
|
||||
string url = aCircuit.ServiceURLs["AssetServerURI"].ToString();
|
||||
m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Incoming attachement {0} for HG user {1} with asset server {2}", so.Name, so.AttachedAvatar, url);
|
||||
m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Incoming attachment {0} for HG user {1} with asset server {2}", so.Name, so.AttachedAvatar, url);
|
||||
Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>();
|
||||
HGUuidGatherer uuidGatherer = new HGUuidGatherer(Scene.AssetService, url);
|
||||
uuidGatherer.GatherAssetUuids(so, ids);
|
||||
|
|
|
@ -906,6 +906,14 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
m_log.Debug("[INVENTORY ACCESS MODULE]: Object has UUID.Zero! Position 3");
|
||||
}
|
||||
|
||||
// if this was previously an attachment and is now being rezzed,
|
||||
// save the old attachment info.
|
||||
if (group.IsAttachment == false && group.RootPart.Shape.State != 0)
|
||||
{
|
||||
group.RootPart.AttachedPos = group.AbsolutePosition;
|
||||
group.RootPart.Shape.LastAttachPoint = (byte)group.AttachmentPoint;
|
||||
}
|
||||
|
||||
foreach (SceneObjectPart part in group.Parts)
|
||||
{
|
||||
// Make the rezzer the owner, as this is not necessarily set correctly in the serialized asset.
|
||||
|
|
|
@ -178,17 +178,20 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
|
|||
m_ServiceThrottle.Enqueue("name", uuid.ToString(), delegate
|
||||
{
|
||||
//m_log.DebugFormat("[YYY]: Name request {0}", uuid);
|
||||
bool foundRealName = TryGetUserNames(uuid, names);
|
||||
|
||||
if (names.Length == 2)
|
||||
{
|
||||
if (!foundRealName)
|
||||
m_log.DebugFormat("[USER MANAGEMENT MODULE]: Sending {0} {1} for {2} to {3} since no bound name found", names[0], names[1], uuid, client.Name);
|
||||
|
||||
// As least upto September 2013, clients permanently cache UUID -> Name bindings. Some clients
|
||||
// appear to clear this when the user asks it to clear the cache, but others may not.
|
||||
//
|
||||
// So to avoid clients
|
||||
// (particularly Hypergrid clients) permanently binding "Unknown User" to a given UUID, we will
|
||||
// instead drop the request entirely.
|
||||
if (TryGetUserNames(uuid, names))
|
||||
client.SendNameReply(uuid, names[0], names[1]);
|
||||
}
|
||||
// else
|
||||
// m_log.DebugFormat(
|
||||
// "[USER MANAGEMENT MODULE]: No bound name for {0} found, ignoring request from {1}",
|
||||
// uuid, client.Name);
|
||||
});
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -391,7 +394,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
|
|||
}
|
||||
|
||||
names[0] = "Unknown";
|
||||
names[1] = "UserUMMTGUN8";
|
||||
names[1] = "UserUMMTGUN9";
|
||||
|
||||
return false;
|
||||
}
|
||||
|
@ -539,7 +542,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
|
|||
AddUser(uuid, homeURL + ";" + first + " " + last);
|
||||
}
|
||||
|
||||
public void AddUser (UUID id, string creatorData)
|
||||
public void AddUser(UUID id, string creatorData)
|
||||
{
|
||||
//m_log.DebugFormat("[USER MANAGEMENT MODULE]: Adding user with id {0}, creatorData {1}", id, creatorData);
|
||||
|
||||
|
@ -599,6 +602,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
|
|||
user.LastName = "@unknown";
|
||||
}
|
||||
}
|
||||
|
||||
if (parts.Length >= 2)
|
||||
user.FirstName = parts[1].Replace(' ', '.');
|
||||
}
|
||||
|
@ -611,7 +615,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
|
|||
user.FirstName = "Unknown";
|
||||
user.LastName = "UserUMMAU4";
|
||||
}
|
||||
|
||||
|
||||
AddUserInternal(user);
|
||||
}
|
||||
}
|
||||
|
@ -639,6 +643,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
|
|||
|
||||
protected void Init()
|
||||
{
|
||||
AddUser(UUID.Zero, "Unknown", "User");
|
||||
RegisterConsoleCmds();
|
||||
}
|
||||
|
||||
|
|
|
@ -129,7 +129,7 @@ namespace OpenSim.Region.CoreModules.Hypergrid
|
|||
b.Access = 254; // means 'simulator is offline'. We need this because the viewer ignores 255's
|
||||
}
|
||||
|
||||
m_log.DebugFormat("[HG MAP]: Reseting {0} blocks", mapBlocks.Count);
|
||||
m_log.DebugFormat("[HG MAP]: Resetting {0} blocks", mapBlocks.Count);
|
||||
sp.ControllingClient.SendMapBlock(mapBlocks, 0);
|
||||
m_SeenMapBlocks.Remove(clientID);
|
||||
}
|
||||
|
|
|
@ -94,7 +94,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
|
|||
throw new Exception(string.Format("Invalid ConnectorProtocolVersion {0}", ServiceVersion));
|
||||
|
||||
m_log.InfoFormat(
|
||||
"[LOCAL SIMULATION CONNECTOR]: Initialzied with connector protocol version {0}", ServiceVersion);
|
||||
"[LOCAL SIMULATION CONNECTOR]: Initialized with connector protocol version {0}", ServiceVersion);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -235,7 +235,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
|
|||
// "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate",
|
||||
// destination.RegionName, destination.RegionID);
|
||||
|
||||
return m_scenes[destination.RegionID].IncomingChildAgentDataUpdate(cAgentData);
|
||||
return m_scenes[destination.RegionID].IncomingUpdateChildAgent(cAgentData);
|
||||
}
|
||||
|
||||
// m_log.DebugFormat(
|
||||
|
@ -245,7 +245,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
|
|||
return false;
|
||||
}
|
||||
|
||||
public bool UpdateAgent(GridRegion destination, AgentPosition cAgentData)
|
||||
public bool UpdateAgent(GridRegion destination, AgentPosition agentPosition)
|
||||
{
|
||||
if (destination == null)
|
||||
return false;
|
||||
|
@ -257,7 +257,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
|
|||
foreach (Scene s in m_scenes.Values)
|
||||
{
|
||||
// m_log.Debug("[LOCAL COMMS]: Found region to send ChildAgentUpdate");
|
||||
s.IncomingChildAgentDataUpdate(cAgentData);
|
||||
s.IncomingUpdateChildAgent(agentPosition);
|
||||
}
|
||||
|
||||
//m_log.Debug("[LOCAL COMMS]: region not found for ChildAgentUpdate");
|
||||
|
@ -311,7 +311,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
|
|||
// "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate",
|
||||
// s.RegionInfo.RegionName, destination.RegionHandle);
|
||||
|
||||
m_scenes[destination.RegionID].IncomingCloseAgent(id, false, auth_token);
|
||||
m_scenes[destination.RegionID].CloseAgent(id, false, auth_token);
|
||||
return true;
|
||||
}
|
||||
//m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
|
||||
|
|
|
@ -572,7 +572,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
|
|||
if (!Scene.TeleportClientHome(user, s.ControllingClient))
|
||||
{
|
||||
s.ControllingClient.Kick("Your access to the region was revoked and TP home failed - you have been logged out.");
|
||||
Scene.IncomingCloseAgent(s.UUID, false);
|
||||
Scene.CloseAgent(s.UUID, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -807,7 +807,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
|
|||
if (!Scene.TeleportClientHome(prey, s.ControllingClient))
|
||||
{
|
||||
s.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
|
||||
Scene.IncomingCloseAgent(s.UUID, false);
|
||||
Scene.CloseAgent(s.UUID, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -830,7 +830,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
|
|||
if (!Scene.TeleportClientHome(p.UUID, p.ControllingClient))
|
||||
{
|
||||
p.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
|
||||
Scene.IncomingCloseAgent(p.UUID, false);
|
||||
Scene.CloseAgent(p.UUID, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -148,7 +148,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// Triggered when a new presence is added to the scene
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.AddNewClient"/> which is used by both
|
||||
/// Triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.AddNewAgent"/> which is used by both
|
||||
/// <see cref="OpenSim.Framework.PresenceType.User">users</see> and <see cref="OpenSim.Framework.PresenceType.Npc">NPCs</see>
|
||||
/// </remarks>
|
||||
public event OnNewPresenceDelegate OnNewPresence;
|
||||
|
@ -159,7 +159,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// Triggered when a presence is removed from the scene
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.AddNewClient"/> which is used by both
|
||||
/// Triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.AddNewAgent"/> which is used by both
|
||||
/// <see cref="OpenSim.Framework.PresenceType.User">users</see> and <see cref="OpenSim.Framework.PresenceType.Npc">NPCs</see>
|
||||
///
|
||||
/// Triggered under per-agent lock. So if you want to perform any long-running operations, please
|
||||
|
@ -1107,7 +1107,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// Triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.ProcessMoneyTransferRequest"/>
|
||||
/// via <see cref="OpenSim.Region.Framework.Scenes.Scene.SubscribeToClientGridEvents"/>
|
||||
/// via <see cref="OpenSim.Region.Framework.Scenes.Scene.SubscribeToClientEvents"/>
|
||||
/// via <see cref="OpenSim.Region.Framework.Scenes.Scene.AddNewClient"/>
|
||||
/// via <see cref="OpenSim.Region.Framework.Scenes.Scene.AddNewAgent"/>
|
||||
/// </remarks>
|
||||
public event MoneyTransferEvent OnMoneyTransfer;
|
||||
|
||||
|
|
|
@ -507,6 +507,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// This MAY be problematic, if it is, another solution
|
||||
// needs to be found. If inventory item flags are updated
|
||||
// the viewer's notion of the item needs to be refreshed.
|
||||
//
|
||||
// In other situations we cannot send out a bulk update here, since this will cause editing of clothing to start
|
||||
// failing frequently. Possibly this is a race with a separate transaction that uploads the asset.
|
||||
if (sendUpdate)
|
||||
remoteClient.SendBulkUpdateInventory(item);
|
||||
}
|
||||
|
@ -2393,6 +2396,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
sourcePart.Inventory.RemoveInventoryItem(item.ItemID);
|
||||
}
|
||||
|
||||
|
||||
if (group.IsAttachment == false && group.RootPart.Shape.State != 0)
|
||||
{
|
||||
group.RootPart.AttachedPos = group.AbsolutePosition;
|
||||
group.RootPart.Shape.LastAttachPoint = (byte)group.AttachmentPoint;
|
||||
}
|
||||
|
||||
group.FromPartID = sourcePart.UUID;
|
||||
AddNewSceneObject(group, true, pos, rot, vel);
|
||||
|
||||
|
|
|
@ -751,6 +751,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_config = config;
|
||||
MinFrameTime = 0.089f;
|
||||
MinMaintenanceTime = 1;
|
||||
SeeIntoRegion = true;
|
||||
|
||||
Random random = new Random();
|
||||
|
||||
|
@ -863,6 +864,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
//Animation states
|
||||
m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
|
||||
|
||||
SeeIntoRegion = startupConfig.GetBoolean("see_into_region", SeeIntoRegion);
|
||||
|
||||
MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20);
|
||||
|
||||
|
@ -1338,7 +1340,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
Thread.Sleep(500);
|
||||
|
||||
// Stop all client threads.
|
||||
ForEachScenePresence(delegate(ScenePresence avatar) { IncomingCloseAgent(avatar.UUID, false); });
|
||||
ForEachScenePresence(delegate(ScenePresence avatar) { CloseAgent(avatar.UUID, false); });
|
||||
|
||||
m_log.Debug("[SCENE]: TriggerSceneShuttingDown");
|
||||
EventManager.TriggerSceneShuttingDown(this);
|
||||
|
@ -2953,7 +2955,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
#region Add/Remove Avatar Methods
|
||||
|
||||
public override ISceneAgent AddNewClient(IClientAPI client, PresenceType type)
|
||||
public override ISceneAgent AddNewAgent(IClientAPI client, PresenceType type)
|
||||
{
|
||||
ScenePresence sp;
|
||||
bool vialogin;
|
||||
|
@ -2961,7 +2963,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
// Validation occurs in LLUDPServer
|
||||
//
|
||||
// XXX: A race condition exists here where two simultaneous calls to AddNewClient can interfere with
|
||||
// XXX: A race condition exists here where two simultaneous calls to AddNewAgent can interfere with
|
||||
// each other. In practice, this does not currently occur in the code.
|
||||
AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode);
|
||||
|
||||
|
@ -2969,9 +2971,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// and a simultaneous one that removes it (as can happen if the client is closed at a particular point
|
||||
// whilst connecting).
|
||||
//
|
||||
// It would be easier to lock across all NewUserConnection(), AddNewClient() and
|
||||
// It would be easier to lock across all NewUserConnection(), AddNewAgent() and
|
||||
// RemoveClient() calls for all agents, but this would allow a slow call (e.g. because of slow service
|
||||
// response in some module listening to AddNewClient()) from holding up unrelated agent calls.
|
||||
// response in some module listening to AddNewAgent()) from holding up unrelated agent calls.
|
||||
//
|
||||
// In practice, the lock (this) in LLUDPServer.AddNewClient() currently lock across all
|
||||
// AddNewClient() operations (though not other ops).
|
||||
|
@ -2988,7 +2990,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
// XXX: Not sure how good it is to add a new client if a scene presence already exists. Possibly this
|
||||
// could occur if a viewer crashes and relogs before the old client is kicked out. But this could cause
|
||||
// other problems, and possible the code calling AddNewClient() should ensure that no client is already
|
||||
// other problems, and possibly the code calling AddNewAgent() should ensure that no client is already
|
||||
// connected.
|
||||
if (sp == null)
|
||||
{
|
||||
|
@ -3021,6 +3023,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
// We must set this here so that TriggerOnNewClient and TriggerOnClientLogin can determine whether the
|
||||
// client is for a root or child agent.
|
||||
// XXX: This may be better set for a new client before that client is added to the client manager.
|
||||
// But need to know what happens in the case where a ScenePresence is already present (and if this
|
||||
// actually occurs).
|
||||
client.SceneAgent = sp;
|
||||
|
||||
// This is currently also being done earlier in NewUserConnection for real users to see if this
|
||||
|
@ -3130,7 +3135,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
|
||||
|
||||
IncomingCloseAgent(sp.UUID, false);
|
||||
CloseAgent(sp.UUID, false);
|
||||
}
|
||||
|
||||
// BANG! SLASH!
|
||||
|
@ -3554,7 +3559,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <param name='closeChildAgents'>
|
||||
/// Close the neighbour child agents associated with this client.
|
||||
/// </param>
|
||||
public override void RemoveClient(UUID agentID, bool closeChildAgents)
|
||||
public void RemoveClient(UUID agentID, bool closeChildAgents)
|
||||
{
|
||||
AgentCircuitData acd = m_authenticateHandler.GetAgentCircuitData(agentID);
|
||||
|
||||
|
@ -3940,7 +3945,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
sp.Name, sp.UUID, RegionInfo.RegionName);
|
||||
|
||||
if (sp.ControllingClient != null)
|
||||
IncomingCloseAgent(sp.UUID, true);
|
||||
CloseAgent(sp.UUID, true);
|
||||
|
||||
sp = null;
|
||||
}
|
||||
|
@ -4024,19 +4029,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// Let the SP know how we got here. This has a lot of interesting
|
||||
// uses down the line.
|
||||
sp.TeleportFlags = (TPFlags)teleportFlags;
|
||||
|
||||
// We must carry out a further authorization check if there's an
|
||||
// attempt to make a child agent into a root agent, since SeeIntoRegion may have allowed a child
|
||||
// agent to login to a region where a full avatar would not be allowed.
|
||||
//
|
||||
// We determine whether this is a CreateAgent for a future non-child agent by inspecting
|
||||
// TeleportFlags, which will be default for a child connection. This relies on input from the source
|
||||
// region.
|
||||
if (sp.TeleportFlags != TPFlags.Default)
|
||||
{
|
||||
if (!AuthorizeUser(acd, false, out reason))
|
||||
return false;
|
||||
}
|
||||
|
||||
if (sp.IsChildAgent)
|
||||
{
|
||||
|
@ -4469,7 +4461,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <param name="cAgentData">Agent that contains all of the relevant things about an agent.
|
||||
/// Appearance, animations, position, etc.</param>
|
||||
/// <returns>true if we handled it.</returns>
|
||||
public virtual bool IncomingChildAgentDataUpdate(AgentData cAgentData)
|
||||
public virtual bool IncomingUpdateChildAgent(AgentData cAgentData)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName);
|
||||
|
@ -4487,7 +4479,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
|
||||
if (nearestParcel == null)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
m_log.InfoFormat(
|
||||
"[SCENE]: Denying root agent entry to {0} in {1}: no allowed parcel",
|
||||
cAgentData.AgentID, RegionInfo.RegionName);
|
||||
|
||||
|
@ -4497,7 +4489,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// We have to wait until the viewer contacts this region
|
||||
// after receiving the EnableSimulator HTTP Event Queue message (for the v1 teleport protocol)
|
||||
// or TeleportFinish (for the v2 teleport protocol). This triggers the viewer to send
|
||||
// a UseCircuitCode packet which in turn calls AddNewClient which finally creates the ScenePresence.
|
||||
// a UseCircuitCode packet which in turn calls AddNewAgent which finally creates the ScenePresence.
|
||||
ScenePresence sp = WaitGetScenePresence(cAgentData.AgentID);
|
||||
|
||||
if (sp != null)
|
||||
|
@ -4512,7 +4504,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
sp.UUID, sp.ControllingClient.SessionId, cAgentData.SessionID));
|
||||
}
|
||||
|
||||
sp.ChildAgentDataUpdate(cAgentData);
|
||||
sp.UpdateChildAgent(cAgentData);
|
||||
|
||||
int ntimes = 20;
|
||||
if (cAgentData.SenderWantsToWaitForRoot)
|
||||
|
@ -4520,9 +4512,14 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
while (sp.IsChildAgent && ntimes-- > 0)
|
||||
Thread.Sleep(1000);
|
||||
|
||||
m_log.DebugFormat(
|
||||
"[SCENE]: Found presence {0} {1} {2} in {3} after {4} waits",
|
||||
sp.Name, sp.UUID, sp.IsChildAgent ? "child" : "root", Name, 20 - ntimes);
|
||||
if (sp.IsChildAgent)
|
||||
m_log.WarnFormat(
|
||||
"[SCENE]: Found presence {0} {1} unexpectedly still child in {2}",
|
||||
sp.Name, sp.UUID, Name);
|
||||
else
|
||||
m_log.InfoFormat(
|
||||
"[SCENE]: Found presence {0} {1} as root in {2} after {3} waits",
|
||||
sp.Name, sp.UUID, Name, 20 - ntimes);
|
||||
|
||||
if (sp.IsChildAgent)
|
||||
return false;
|
||||
|
@ -4540,7 +4537,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </summary>
|
||||
/// <param name="cAgentData">AgentPosition that contains agent positional data so we can know what to send</param>
|
||||
/// <returns>true if we handled it.</returns>
|
||||
public virtual bool IncomingChildAgentDataUpdate(AgentPosition cAgentData)
|
||||
public virtual bool IncomingUpdateChildAgent(AgentPosition cAgentData)
|
||||
{
|
||||
//m_log.Debug(" XXX Scene IncomingChildAgentDataUpdate POSITION in " + RegionInfo.RegionName);
|
||||
ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID);
|
||||
|
@ -4560,7 +4557,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
uint tRegionX = RegionInfo.RegionLocX;
|
||||
uint tRegionY = RegionInfo.RegionLocY;
|
||||
//Send Data to ScenePresence
|
||||
childAgentUpdate.ChildAgentDataUpdate(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY);
|
||||
childAgentUpdate.UpdateChildAgent(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY);
|
||||
// Not Implemented:
|
||||
//TODO: Do we need to pass the message on to one of our neighbors?
|
||||
}
|
||||
|
@ -4610,7 +4607,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <param name="force"></param>
|
||||
/// <param name="auth_token"></param>
|
||||
/// <returns></returns>
|
||||
public bool IncomingCloseAgent(UUID agentID, bool force, string auth_token)
|
||||
public bool CloseAgent(UUID agentID, bool force, string auth_token)
|
||||
{
|
||||
//m_log.DebugFormat("[SCENE]: Processing incoming close agent {0} in region {1} with auth_token {2}", agentID, RegionInfo.RegionName, auth_token);
|
||||
|
||||
|
@ -4628,7 +4625,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
if (acd.SessionID.ToString() == auth_token)
|
||||
{
|
||||
return IncomingCloseAgent(agentID, force);
|
||||
return CloseAgent(agentID, force);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -4640,27 +4637,27 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
return false;
|
||||
}
|
||||
|
||||
public bool IncomingCloseAgent(UUID agentID)
|
||||
{
|
||||
return IncomingCloseAgent(agentID, false);
|
||||
}
|
||||
// public bool IncomingCloseAgent(UUID agentID)
|
||||
// {
|
||||
// return IncomingCloseAgent(agentID, false);
|
||||
// }
|
||||
|
||||
public bool IncomingCloseChildAgent(UUID agentID)
|
||||
{
|
||||
return IncomingCloseAgent(agentID, true);
|
||||
}
|
||||
// public bool IncomingCloseChildAgent(UUID agentID)
|
||||
// {
|
||||
// return IncomingCloseAgent(agentID, true);
|
||||
// }
|
||||
|
||||
/// <summary>
|
||||
/// Tell a single agent to prepare to close.
|
||||
/// Tell a single client to prepare to close.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This should only be called if we may close the agent but there will be some delay in so doing. Meant for
|
||||
/// internal use - other callers should almost certainly called IncomingCloseAgent().
|
||||
/// This should only be called if we may close the client but there will be some delay in so doing. Meant for
|
||||
/// internal use - other callers should almost certainly called CloseClient().
|
||||
/// </remarks>
|
||||
/// <param name="sp"></param>
|
||||
/// <returns>true if pre-close state notification was successful. false if the agent
|
||||
/// was not in a state where it could transition to pre-close.</returns>
|
||||
public bool IncomingPreCloseAgent(ScenePresence sp)
|
||||
public bool IncomingPreCloseClient(ScenePresence sp)
|
||||
{
|
||||
lock (m_removeClientLock)
|
||||
{
|
||||
|
@ -4702,7 +4699,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// Force the agent to close even if it might be in the middle of some other operation. You do not want to
|
||||
/// force unless you are absolutely sure that the agent is dead and a normal close is not working.
|
||||
/// </param>
|
||||
public bool IncomingCloseAgent(UUID agentID, bool force)
|
||||
public override bool CloseAgent(UUID agentID, bool force)
|
||||
{
|
||||
ScenePresence sp;
|
||||
|
||||
|
@ -4713,7 +4710,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (sp == null)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[SCENE]: Called IncomingCloseAgent() with agent ID {0} but no such presence is in {1}",
|
||||
"[SCENE]: Called CloseClient() with agent ID {0} but no such presence is in {1}",
|
||||
agentID, Name);
|
||||
|
||||
return false;
|
||||
|
@ -4722,7 +4719,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (sp.LifecycleState != ScenePresenceState.Running && sp.LifecycleState != ScenePresenceState.PreRemove)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[SCENE]: Called IncomingCloseAgent() for {0} in {1} but presence is already in state {2}",
|
||||
"[SCENE]: Called CloseClient() for {0} in {1} but presence is already in state {2}",
|
||||
sp.Name, Name, sp.LifecycleState);
|
||||
|
||||
return false;
|
||||
|
|
|
@ -217,21 +217,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
#region Add/Remove Agent/Avatar
|
||||
|
||||
public abstract ISceneAgent AddNewClient(IClientAPI client, PresenceType type);
|
||||
public abstract ISceneAgent AddNewAgent(IClientAPI client, PresenceType type);
|
||||
|
||||
/// <summary>
|
||||
/// Remove the given client from the scene.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Only clientstack code should call this directly. All other code should call IncomingCloseAgent() instead
|
||||
/// to properly operate the state machine and avoid race conditions with other close requests (such as directly
|
||||
/// from viewers).
|
||||
/// </remarks>
|
||||
/// <param name='agentID'>ID of agent to close</param>
|
||||
/// <param name='closeChildAgents'>
|
||||
/// Close the neighbour child agents associated with this client.
|
||||
/// </param>
|
||||
public abstract void RemoveClient(UUID agentID, bool closeChildAgents);
|
||||
public abstract bool CloseAgent(UUID agentID, bool force);
|
||||
|
||||
public bool TryGetScenePresence(UUID agentID, out object scenePresence)
|
||||
{
|
||||
|
|
|
@ -2960,6 +2960,26 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
//ParentGroup.RootPart.m_groupPosition = newpos;
|
||||
}
|
||||
|
||||
if (pa != null && ParentID != 0 && ParentGroup != null)
|
||||
{
|
||||
// Special case where a child object is requesting property updates.
|
||||
// This happens when linksets are modified to use flexible links rather than
|
||||
// the default links.
|
||||
// The simulator code presumes that child parts are only modified by scripts
|
||||
// so the logic for changing position/rotation/etc does not take into
|
||||
// account the physical object actually moving.
|
||||
// This code updates the offset position and rotation of the child and then
|
||||
// lets the update code push the update to the viewer.
|
||||
// Since physics engines do not normally generate this event for linkset children,
|
||||
// this code will not be active unless you have a specially configured
|
||||
// physics engine.
|
||||
Quaternion invRootRotation = Quaternion.Normalize(Quaternion.Inverse(ParentGroup.RootPart.RotationOffset));
|
||||
m_offsetPosition = pa.Position - m_groupPosition;
|
||||
RotationOffset = pa.Orientation * invRootRotation;
|
||||
// m_log.DebugFormat("{0} PhysicsRequestingTerseUpdate child: pos={1}, rot={2}, offPos={3}, offRot={4}",
|
||||
// "[SCENE OBJECT PART]", pa.Position, pa.Orientation, m_offsetPosition, RotationOffset);
|
||||
}
|
||||
|
||||
ScheduleTerseUpdate();
|
||||
}
|
||||
|
||||
|
|
|
@ -320,7 +320,21 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </summary>
|
||||
private string m_callbackURI;
|
||||
|
||||
public UUID m_originRegionID;
|
||||
/// <summary>
|
||||
/// Records the region from which this presence originated, if not from login.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Also acts as a signal in the teleport V2 process to release UpdateAgent after a viewer has triggered
|
||||
/// CompleteMovement and made the previous child agent a root agent.
|
||||
/// </remarks>
|
||||
private UUID m_originRegionID;
|
||||
|
||||
/// <summary>
|
||||
/// This object is used as a lock before accessing m_originRegionID to make sure that every thread is seeing
|
||||
/// the very latest value and not using some cached version. Cannot make m_originRegionID itself volatite as
|
||||
/// it is a value type.
|
||||
/// </summary>
|
||||
private object m_originRegionIDAccessLock = new object();
|
||||
|
||||
/// <summary>
|
||||
/// Used by the entity transfer module to signal when the presence should not be closed because a subsequent
|
||||
|
@ -975,11 +989,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// This method is on the critical path for transferring an avatar from one region to another. Delay here
|
||||
/// delays that crossing.
|
||||
/// </summary>
|
||||
public void MakeRootAgent(Vector3 pos, bool isFlying)
|
||||
private void MakeRootAgent(Vector3 pos, bool isFlying)
|
||||
{
|
||||
m_log.InfoFormat(
|
||||
"[SCENE]: Upgrading child to root agent for {0} in {1}",
|
||||
Name, m_scene.RegionInfo.RegionName);
|
||||
// m_log.InfoFormat(
|
||||
// "[SCENE]: Upgrading child to root agent for {0} in {1}",
|
||||
// Name, m_scene.RegionInfo.RegionName);
|
||||
|
||||
if (ParentUUID != UUID.Zero)
|
||||
{
|
||||
|
@ -1545,15 +1559,26 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
private bool WaitForUpdateAgent(IClientAPI client)
|
||||
{
|
||||
// Before UpdateAgent, m_originRegionID is UUID.Zero; after, it's non-Zero
|
||||
// Before the source region executes UpdateAgent
|
||||
// (which triggers Scene.IncomingUpdateChildAgent(AgentData cAgentData) here in the destination,
|
||||
// m_originRegionID is UUID.Zero; after, it's non-Zero. The CompleteMovement sequence initiated from the
|
||||
// viewer (in turn triggered by the source region sending it a TeleportFinish event) waits until it's non-zero
|
||||
int count = 50;
|
||||
while (m_originRegionID.Equals(UUID.Zero) && count-- > 0)
|
||||
UUID originID;
|
||||
|
||||
lock (m_originRegionIDAccessLock)
|
||||
originID = m_originRegionID;
|
||||
|
||||
while (originID.Equals(UUID.Zero) && count-- > 0)
|
||||
{
|
||||
lock (m_originRegionIDAccessLock)
|
||||
originID = m_originRegionID;
|
||||
|
||||
m_log.DebugFormat("[SCENE PRESENCE]: Agent {0} waiting for update in {1}", client.Name, Scene.Name);
|
||||
Thread.Sleep(200);
|
||||
}
|
||||
|
||||
if (m_originRegionID.Equals(UUID.Zero))
|
||||
if (originID.Equals(UUID.Zero))
|
||||
{
|
||||
// Movement into region will fail
|
||||
m_log.WarnFormat("[SCENE PRESENCE]: Update agent {0} never arrived in {1}", client.Name, Scene.Name);
|
||||
|
@ -1576,9 +1601,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
// DateTime startTime = DateTime.Now;
|
||||
|
||||
m_log.DebugFormat(
|
||||
m_log.InfoFormat(
|
||||
"[SCENE PRESENCE]: Completing movement of {0} into region {1} in position {2}",
|
||||
client.Name, Scene.RegionInfo.RegionName, AbsolutePosition);
|
||||
client.Name, Scene.Name, AbsolutePosition);
|
||||
|
||||
// Make sure it's not a login agent. We don't want to wait for updates during login
|
||||
if (PresenceType != PresenceType.Npc && (m_teleportFlags & TeleportFlags.ViaLogin) == 0)
|
||||
|
@ -1633,7 +1658,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
"[SCENE PRESENCE]: Releasing {0} {1} with callback to {2}",
|
||||
client.Name, client.AgentId, m_callbackURI);
|
||||
|
||||
Scene.SimulationService.ReleaseAgent(m_originRegionID, UUID, m_callbackURI);
|
||||
UUID originID;
|
||||
|
||||
lock (m_originRegionIDAccessLock)
|
||||
originID = m_originRegionID;
|
||||
|
||||
Scene.SimulationService.ReleaseAgent(originID, UUID, m_callbackURI);
|
||||
m_callbackURI = null;
|
||||
}
|
||||
// else
|
||||
|
@ -3089,7 +3119,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// If we are using the the cached appearance then send it out to everyone
|
||||
if (cachedappearance)
|
||||
{
|
||||
m_log.DebugFormat("[SCENE PRESENCE]: baked textures are in the cache for {0}", Name);
|
||||
m_log.DebugFormat("[SCENE PRESENCE]: Baked textures are in the cache for {0} in {1}", Name, m_scene.Name);
|
||||
|
||||
// If the avatars baked textures are all in the cache, then we have a
|
||||
// complete appearance... send it out, if not, then we'll send it when
|
||||
|
@ -3553,7 +3583,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
#region Child Agent Updates
|
||||
|
||||
public void ChildAgentDataUpdate(AgentData cAgentData)
|
||||
public void UpdateChildAgent(AgentData cAgentData)
|
||||
{
|
||||
// m_log.Debug(" >>> ChildAgentDataUpdate <<< " + Scene.RegionInfo.RegionName);
|
||||
if (!IsChildAgent)
|
||||
|
@ -3563,15 +3593,17 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
|
||||
private static Vector3 marker = new Vector3(-1f, -1f, -1f);
|
||||
|
||||
private void RaiseUpdateThrottles()
|
||||
{
|
||||
m_scene.EventManager.TriggerThrottleUpdate(this);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This updates important decision making data about a child agent
|
||||
/// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
|
||||
/// </summary>
|
||||
public void ChildAgentDataUpdate(AgentPosition cAgentData, uint tRegionX, uint tRegionY, uint rRegionX, uint rRegionY)
|
||||
public void UpdateChildAgent(AgentPosition cAgentData, uint tRegionX, uint tRegionY, uint rRegionX, uint rRegionY)
|
||||
{
|
||||
if (!IsChildAgent)
|
||||
return;
|
||||
|
@ -3679,7 +3711,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
private void CopyFrom(AgentData cAgent)
|
||||
{
|
||||
m_originRegionID = cAgent.RegionID;
|
||||
lock (m_originRegionIDAccessLock)
|
||||
m_originRegionID = cAgent.RegionID;
|
||||
|
||||
m_callbackURI = cAgent.CallbackURI;
|
||||
// m_log.DebugFormat(
|
||||
|
|
|
@ -365,6 +365,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
m_SOPXmlProcessors.Add("CollisionSound", ProcessCollisionSound);
|
||||
m_SOPXmlProcessors.Add("CollisionSoundVolume", ProcessCollisionSoundVolume);
|
||||
m_SOPXmlProcessors.Add("MediaUrl", ProcessMediaUrl);
|
||||
m_SOPXmlProcessors.Add("AttachedPos", ProcessAttachedPos);
|
||||
m_SOPXmlProcessors.Add("DynAttrs", ProcessDynAttrs);
|
||||
m_SOPXmlProcessors.Add("TextureAnimation", ProcessTextureAnimation);
|
||||
m_SOPXmlProcessors.Add("ParticleSystem", ProcessParticleSystem);
|
||||
|
@ -443,6 +444,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
m_ShapeXmlProcessors.Add("ProfileEnd", ProcessShpProfileEnd);
|
||||
m_ShapeXmlProcessors.Add("ProfileHollow", ProcessShpProfileHollow);
|
||||
m_ShapeXmlProcessors.Add("Scale", ProcessShpScale);
|
||||
m_ShapeXmlProcessors.Add("LastAttachPoint", ProcessShpLastAttach);
|
||||
m_ShapeXmlProcessors.Add("State", ProcessShpState);
|
||||
m_ShapeXmlProcessors.Add("ProfileShape", ProcessShpProfileShape);
|
||||
m_ShapeXmlProcessors.Add("HollowShape", ProcessShpHollowShape);
|
||||
|
@ -798,6 +800,11 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
obj.MediaUrl = reader.ReadElementContentAsString("MediaUrl", String.Empty);
|
||||
}
|
||||
|
||||
private static void ProcessAttachedPos(SceneObjectPart obj, XmlTextReader reader)
|
||||
{
|
||||
obj.AttachedPos = Util.ReadVector(reader, "AttachedPos");
|
||||
}
|
||||
|
||||
private static void ProcessDynAttrs(SceneObjectPart obj, XmlTextReader reader)
|
||||
{
|
||||
obj.DynAttrs.ReadXml(reader);
|
||||
|
@ -1099,6 +1106,11 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
shp.State = (byte)reader.ReadElementContentAsInt("State", String.Empty);
|
||||
}
|
||||
|
||||
private static void ProcessShpLastAttach(PrimitiveBaseShape shp, XmlTextReader reader)
|
||||
{
|
||||
shp.LastAttachPoint = (byte)reader.ReadElementContentAsInt("LastAttachPoint", String.Empty);
|
||||
}
|
||||
|
||||
private static void ProcessShpProfileShape(PrimitiveBaseShape shp, XmlTextReader reader)
|
||||
{
|
||||
shp.ProfileShape = Util.ReadEnum<ProfileShape>(reader, "ProfileShape");
|
||||
|
@ -1345,6 +1357,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
writer.WriteElementString("CollisionSoundVolume", sop.CollisionSoundVolume.ToString());
|
||||
if (sop.MediaUrl != null)
|
||||
writer.WriteElementString("MediaUrl", sop.MediaUrl.ToString());
|
||||
WriteVector(writer, "AttachedPos", sop.AttachedPos);
|
||||
|
||||
if (sop.DynAttrs.CountNamespaces > 0)
|
||||
{
|
||||
|
@ -1539,6 +1552,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
writer.WriteElementString("ProfileEnd", shp.ProfileEnd.ToString());
|
||||
writer.WriteElementString("ProfileHollow", shp.ProfileHollow.ToString());
|
||||
writer.WriteElementString("State", shp.State.ToString());
|
||||
writer.WriteElementString("LastAttachPoint", shp.LastAttachPoint.ToString());
|
||||
|
||||
WriteFlags(writer, "ProfileShape", shp.ProfileShape.ToString(), options);
|
||||
WriteFlags(writer, "HollowShape", shp.HollowShape.ToString(), options);
|
||||
|
|
|
@ -146,7 +146,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
}
|
||||
|
||||
[Test]
|
||||
public void TestCloseAgent()
|
||||
public void TestCloseClient()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// TestHelpers.EnableLogging();
|
||||
|
@ -154,7 +154,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
TestScene scene = new SceneHelpers().SetupScene();
|
||||
ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
|
||||
|
||||
scene.IncomingCloseAgent(sp.UUID, false);
|
||||
scene.CloseAgent(sp.UUID, false);
|
||||
|
||||
Assert.That(scene.GetScenePresence(sp.UUID), Is.Null);
|
||||
Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(sp.UUID), Is.Null);
|
||||
|
@ -200,7 +200,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
// *** This is the second stage, where the client established a child agent/scene presence using the
|
||||
// circuit code given to the scene in stage 1 ***
|
||||
TestClient client = new TestClient(acd, scene);
|
||||
scene.AddNewClient(client, PresenceType.User);
|
||||
scene.AddNewAgent(client, PresenceType.User);
|
||||
|
||||
Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(agentId), Is.Not.Null);
|
||||
Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
|
||||
|
@ -279,7 +279,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
// string reason;
|
||||
// scene.NewUserConnection(agent, (uint)TeleportFlags.ViaLogin, out reason);
|
||||
// testclient = new TestClient(agent, scene);
|
||||
// scene.AddNewClient(testclient);
|
||||
// scene.AddNewAgent(testclient);
|
||||
//
|
||||
// ScenePresence presence = scene.GetScenePresence(agent1);
|
||||
//
|
||||
|
|
|
@ -79,8 +79,10 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
|
||||
// TODO: Need to add tests for other ICapabiltiesModule methods.
|
||||
|
||||
scene.IncomingCloseAgent(sp.UUID, false);
|
||||
//Assert.That(capsMod.GetCapsForUser(spUuid), Is.Null);
|
||||
// scene.IncomingCloseAgent(sp.UUID, false);
|
||||
// //Assert.That(capsMod.GetCapsForUser(spUuid), Is.Null);
|
||||
scene.CloseAgent(sp.UUID, false);
|
||||
// Assert.That(capsMod.GetCapsForUser(spUuid), Is.Null);
|
||||
|
||||
// TODO: Need to add tests for other ICapabiltiesModule methods.
|
||||
}
|
||||
|
|
|
@ -38,6 +38,7 @@ using OpenSim.Region.Framework.Interfaces;
|
|||
using OpenSim.Region.CoreModules.Framework;
|
||||
using OpenSim.Region.CoreModules.Framework.EntityTransfer;
|
||||
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
|
||||
using OpenSim.Region.CoreModules.World.Permissions;
|
||||
using OpenSim.Tests.Common;
|
||||
using OpenSim.Tests.Common.Mock;
|
||||
|
||||
|
@ -159,5 +160,90 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
Assert.That(agentMovementCompleteReceived, Is.EqualTo(1));
|
||||
Assert.That(spAfterCrossSceneB.IsChildAgent, Is.False);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test a cross attempt where the user can see into the neighbour but does not have permission to become
|
||||
/// root there.
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestCrossOnSameSimulatorNoRootDestPerm()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// TestHelpers.EnableLogging();
|
||||
|
||||
UUID userId = TestHelpers.ParseTail(0x1);
|
||||
|
||||
EntityTransferModule etmA = new EntityTransferModule();
|
||||
EntityTransferModule etmB = new EntityTransferModule();
|
||||
LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
|
||||
|
||||
IConfigSource config = new IniConfigSource();
|
||||
IConfig modulesConfig = config.AddConfig("Modules");
|
||||
modulesConfig.Set("EntityTransferModule", etmA.Name);
|
||||
modulesConfig.Set("SimulationServices", lscm.Name);
|
||||
|
||||
SceneHelpers sh = new SceneHelpers();
|
||||
TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
|
||||
TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999);
|
||||
|
||||
SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
|
||||
SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA);
|
||||
|
||||
// We need to set up the permisions module on scene B so that our later use of agent limit to deny
|
||||
// QueryAccess won't succeed anyway because administrators are always allowed in and the default
|
||||
// IsAdministrator if no permissions module is present is true.
|
||||
// SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), new PermissionsModule(), etmB);
|
||||
|
||||
AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId);
|
||||
TestClient tc = new TestClient(acd, sceneA);
|
||||
List<TestClient> destinationTestClients = new List<TestClient>();
|
||||
EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients);
|
||||
|
||||
// Make sure sceneB will not accept this avatar.
|
||||
sceneB.RegionInfo.EstateSettings.PublicAccess = false;
|
||||
|
||||
ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, tc, acd);
|
||||
originalSp.AbsolutePosition = new Vector3(128, 32, 10);
|
||||
|
||||
AgentUpdateArgs moveArgs = new AgentUpdateArgs();
|
||||
//moveArgs.BodyRotation = Quaternion.CreateFromEulers(Vector3.Zero);
|
||||
moveArgs.BodyRotation = Quaternion.CreateFromEulers(new Vector3(0, 0, (float)-(Math.PI / 2)));
|
||||
moveArgs.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS;
|
||||
moveArgs.SessionID = acd.SessionID;
|
||||
|
||||
originalSp.HandleAgentUpdate(originalSp.ControllingClient, moveArgs);
|
||||
|
||||
sceneA.Update(1);
|
||||
|
||||
// Console.WriteLine("Second pos {0}", originalSp.AbsolutePosition);
|
||||
|
||||
// FIXME: This is a sufficient number of updates to for the presence to reach the northern border.
|
||||
// But really we want to do this in a more robust way.
|
||||
for (int i = 0; i < 100; i++)
|
||||
{
|
||||
sceneA.Update(1);
|
||||
// Console.WriteLine("Pos {0}", originalSp.AbsolutePosition);
|
||||
}
|
||||
|
||||
// sceneA agent should still be root
|
||||
ScenePresence spAfterCrossSceneA = sceneA.GetScenePresence(originalSp.UUID);
|
||||
Assert.That(spAfterCrossSceneA.IsChildAgent, Is.False);
|
||||
|
||||
ScenePresence spAfterCrossSceneB = sceneB.GetScenePresence(originalSp.UUID);
|
||||
|
||||
// sceneB agent should also still be root
|
||||
Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True);
|
||||
|
||||
// sceneB should ignore unauthorized attempt to upgrade agent to root
|
||||
TestClient sceneBTc = ((TestClient)spAfterCrossSceneB.ControllingClient);
|
||||
|
||||
int agentMovementCompleteReceived = 0;
|
||||
sceneBTc.OnReceivedMoveAgentIntoRegion += (ri, pos, look) => agentMovementCompleteReceived++;
|
||||
|
||||
sceneBTc.CompleteMovement();
|
||||
|
||||
Assert.That(agentMovementCompleteReceived, Is.EqualTo(0));
|
||||
Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -168,7 +168,20 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// If the prim is a sculpt then preserve this information too
|
||||
if (part.Shape.SculptTexture != UUID.Zero)
|
||||
assetUuids[part.Shape.SculptTexture] = AssetType.Texture;
|
||||
|
||||
|
||||
if (part.Shape.ProjectionTextureUUID != UUID.Zero)
|
||||
assetUuids[part.Shape.ProjectionTextureUUID] = AssetType.Texture;
|
||||
|
||||
if (part.CollisionSound != UUID.Zero)
|
||||
assetUuids[part.CollisionSound] = AssetType.Sound;
|
||||
|
||||
if (part.ParticleSystem.Length > 0)
|
||||
{
|
||||
Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0);
|
||||
if (ps.Texture != UUID.Zero)
|
||||
assetUuids[ps.Texture] = AssetType.Texture;
|
||||
}
|
||||
|
||||
TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
|
||||
|
||||
// Now analyze this prim's inventory items to preserve all the uuids that they reference
|
||||
|
|
|
@ -908,7 +908,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
|
|||
|
||||
public void Start()
|
||||
{
|
||||
m_scene.AddNewClient(this, PresenceType.User);
|
||||
m_scene.AddNewAgent(this, PresenceType.User);
|
||||
|
||||
// Mimicking LLClientView which gets always set appearance from client.
|
||||
AvatarAppearance appearance;
|
||||
|
|
|
@ -29,12 +29,14 @@ using System.Collections.Generic;
|
|||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using System.Text;
|
||||
using System.Threading;
|
||||
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.CoreModules;
|
||||
using OpenSim.Region.Framework;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
|
||||
using Mono.Addins;
|
||||
using Nini.Config;
|
||||
|
@ -60,6 +62,10 @@ public class ExtendedPhysics : INonSharedRegionModule
|
|||
// Per prim functions. See BSPrim.
|
||||
public const string PhysFunctGetLinksetType = "BulletSim.GetLinksetType";
|
||||
public const string PhysFunctSetLinksetType = "BulletSim.SetLinksetType";
|
||||
public const string PhysFunctChangeLinkFixed = "BulletSim.ChangeLinkFixed";
|
||||
public const string PhysFunctChangeLinkType = "BulletSim.ChangeLinkType";
|
||||
public const string PhysFunctGetLinkType = "BulletSim.GetLinkType";
|
||||
public const string PhysFunctChangeLinkParams = "BulletSim.ChangeLinkParams";
|
||||
|
||||
// =============================================================
|
||||
|
||||
|
@ -155,7 +161,7 @@ public class ExtendedPhysics : INonSharedRegionModule
|
|||
}
|
||||
|
||||
[ScriptConstant]
|
||||
public static int PHYS_CENTER_OF_MASS = 1 << 0;
|
||||
public const int PHYS_CENTER_OF_MASS = 1 << 0;
|
||||
|
||||
[ScriptInvocation]
|
||||
public string physGetEngineType(UUID hostID, UUID scriptID)
|
||||
|
@ -171,11 +177,11 @@ public class ExtendedPhysics : INonSharedRegionModule
|
|||
}
|
||||
|
||||
[ScriptConstant]
|
||||
public static int PHYS_LINKSET_TYPE_CONSTRAINT = 0;
|
||||
public const int PHYS_LINKSET_TYPE_CONSTRAINT = 0;
|
||||
[ScriptConstant]
|
||||
public static int PHYS_LINKSET_TYPE_COMPOUND = 1;
|
||||
public const int PHYS_LINKSET_TYPE_COMPOUND = 1;
|
||||
[ScriptConstant]
|
||||
public static int PHYS_LINKSET_TYPE_MANUAL = 2;
|
||||
public const int PHYS_LINKSET_TYPE_MANUAL = 2;
|
||||
|
||||
[ScriptInvocation]
|
||||
public int physSetLinksetType(UUID hostID, UUID scriptID, int linksetType)
|
||||
|
@ -195,10 +201,38 @@ public class ExtendedPhysics : INonSharedRegionModule
|
|||
|
||||
if (rootPart != null)
|
||||
{
|
||||
Physics.Manager.PhysicsActor rootPhysActor = rootPart.PhysActor;
|
||||
PhysicsActor rootPhysActor = rootPart.PhysActor;
|
||||
if (rootPhysActor != null)
|
||||
{
|
||||
ret = (int)rootPhysActor.Extension(PhysFunctSetLinksetType, linksetType);
|
||||
if (rootPhysActor.IsPhysical)
|
||||
{
|
||||
// Change a physical linkset by making non-physical, waiting for one heartbeat so all
|
||||
// the prim and linkset state is updated, changing the type and making the
|
||||
// linkset physical again.
|
||||
containingGroup.ScriptSetPhysicsStatus(false);
|
||||
Thread.Sleep(150); // longer than one heartbeat tick
|
||||
|
||||
// A kludge for the moment.
|
||||
// Since compound linksets move the children but don't generate position updates to the
|
||||
// simulator, it is possible for compound linkset children to have out-of-sync simulator
|
||||
// and physical positions. The following causes the simulator to push the real child positions
|
||||
// down into the physics engine to get everything synced.
|
||||
containingGroup.UpdateGroupPosition(containingGroup.AbsolutePosition);
|
||||
containingGroup.UpdateGroupRotationR(containingGroup.GroupRotation);
|
||||
|
||||
object[] parms2 = { rootPhysActor, null, linksetType };
|
||||
ret = MakeIntError(rootPhysActor.Extension(PhysFunctSetLinksetType, parms2));
|
||||
Thread.Sleep(150); // longer than one heartbeat tick
|
||||
|
||||
containingGroup.ScriptSetPhysicsStatus(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Non-physical linksets don't have a physical instantiation so there is no state to
|
||||
// worry about being updated.
|
||||
object[] parms2 = { rootPhysActor, null, linksetType };
|
||||
ret = MakeIntError(rootPhysActor.Extension(PhysFunctSetLinksetType, parms2));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -223,7 +257,6 @@ public class ExtendedPhysics : INonSharedRegionModule
|
|||
public int physGetLinksetType(UUID hostID, UUID scriptID)
|
||||
{
|
||||
int ret = -1;
|
||||
|
||||
if (!Enabled) return ret;
|
||||
|
||||
// The part that is requesting the change.
|
||||
|
@ -237,10 +270,11 @@ public class ExtendedPhysics : INonSharedRegionModule
|
|||
|
||||
if (rootPart != null)
|
||||
{
|
||||
Physics.Manager.PhysicsActor rootPhysActor = rootPart.PhysActor;
|
||||
PhysicsActor rootPhysActor = rootPart.PhysActor;
|
||||
if (rootPhysActor != null)
|
||||
{
|
||||
ret = (int)rootPhysActor.Extension(PhysFunctGetLinksetType);
|
||||
object[] parms2 = { rootPhysActor, null };
|
||||
ret = MakeIntError(rootPhysActor.Extension(PhysFunctGetLinksetType, parms2));
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -260,5 +294,288 @@ public class ExtendedPhysics : INonSharedRegionModule
|
|||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
[ScriptConstant]
|
||||
public const int PHYS_LINK_TYPE_FIXED = 1234;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_LINK_TYPE_HINGE = 4;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_LINK_TYPE_SPRING = 9;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_LINK_TYPE_6DOF = 6;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_LINK_TYPE_SLIDER = 7;
|
||||
|
||||
// physChangeLinkType(integer linkNum, integer typeCode)
|
||||
[ScriptInvocation]
|
||||
public int physChangeLinkType(UUID hostID, UUID scriptID, int linkNum, int typeCode)
|
||||
{
|
||||
int ret = -1;
|
||||
if (!Enabled) return ret;
|
||||
|
||||
PhysicsActor rootPhysActor;
|
||||
PhysicsActor childPhysActor;
|
||||
|
||||
if (GetRootAndChildPhysActors(hostID, linkNum, out rootPhysActor, out childPhysActor))
|
||||
{
|
||||
object[] parms2 = { rootPhysActor, childPhysActor, typeCode };
|
||||
ret = MakeIntError(rootPhysActor.Extension(PhysFunctChangeLinkType, parms2));
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
// physGetLinkType(integer linkNum)
|
||||
[ScriptInvocation]
|
||||
public int physGetLinkType(UUID hostID, UUID scriptID, int linkNum)
|
||||
{
|
||||
int ret = -1;
|
||||
if (!Enabled) return ret;
|
||||
|
||||
PhysicsActor rootPhysActor;
|
||||
PhysicsActor childPhysActor;
|
||||
|
||||
if (GetRootAndChildPhysActors(hostID, linkNum, out rootPhysActor, out childPhysActor))
|
||||
{
|
||||
object[] parms2 = { rootPhysActor, childPhysActor };
|
||||
ret = MakeIntError(rootPhysActor.Extension(PhysFunctGetLinkType, parms2));
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
// physChangeLinkFixed(integer linkNum)
|
||||
// Change the link between the root and the linkNum into a fixed, static physical connection.
|
||||
[ScriptInvocation]
|
||||
public int physChangeLinkFixed(UUID hostID, UUID scriptID, int linkNum)
|
||||
{
|
||||
int ret = -1;
|
||||
if (!Enabled) return ret;
|
||||
|
||||
PhysicsActor rootPhysActor;
|
||||
PhysicsActor childPhysActor;
|
||||
|
||||
if (GetRootAndChildPhysActors(hostID, linkNum, out rootPhysActor, out childPhysActor))
|
||||
{
|
||||
object[] parms2 = { rootPhysActor, childPhysActor , PHYS_LINK_TYPE_FIXED };
|
||||
ret = MakeIntError(rootPhysActor.Extension(PhysFunctChangeLinkType, parms2));
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Code for specifying params.
|
||||
// The choice if 14400 is arbitrary and only serves to catch parameter code misuse.
|
||||
public const int PHYS_PARAM_MIN = 14401;
|
||||
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_FRAMEINA_LOC = 14401;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_FRAMEINA_ROT = 14402;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_FRAMEINB_LOC = 14403;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_FRAMEINB_ROT = 14404;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_LINEAR_LIMIT_LOW = 14405;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_LINEAR_LIMIT_HIGH = 14406;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_ANGULAR_LIMIT_LOW = 14407;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_ANGULAR_LIMIT_HIGH = 14408;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_USE_FRAME_OFFSET = 14409;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_ENABLE_TRANSMOTOR = 14410;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_TRANSMOTOR_MAXVEL = 14411;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_TRANSMOTOR_MAXFORCE = 14412;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_CFM = 14413;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_ERP = 14414;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_SOLVER_ITERATIONS = 14415;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_SPRING_AXIS_ENABLE = 14416;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_SPRING_DAMPING = 14417;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_SPRING_STIFFNESS = 14418;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_LINK_TYPE = 14419;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_USE_LINEAR_FRAMEA = 14420;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_SPRING_EQUILIBRIUM_POINT = 14421;
|
||||
|
||||
public const int PHYS_PARAM_MAX = 14421;
|
||||
|
||||
// Used when specifying a parameter that has settings for the three linear and three angular axis
|
||||
[ScriptConstant]
|
||||
public const int PHYS_AXIS_ALL = -1;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_AXIS_LINEAR_ALL = -2;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_AXIS_ANGULAR_ALL = -3;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_AXIS_LINEAR_X = 0;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_AXIS_LINEAR_Y = 1;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_AXIS_LINEAR_Z = 2;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_AXIS_ANGULAR_X = 3;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_AXIS_ANGULAR_Y = 4;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_AXIS_ANGULAR_Z = 5;
|
||||
|
||||
// physChangeLinkParams(integer linkNum, [ PHYS_PARAM_*, value, PHYS_PARAM_*, value, ...])
|
||||
[ScriptInvocation]
|
||||
public int physChangeLinkParams(UUID hostID, UUID scriptID, int linkNum, object[] parms)
|
||||
{
|
||||
int ret = -1;
|
||||
if (!Enabled) return ret;
|
||||
|
||||
PhysicsActor rootPhysActor;
|
||||
PhysicsActor childPhysActor;
|
||||
|
||||
if (GetRootAndChildPhysActors(hostID, linkNum, out rootPhysActor, out childPhysActor))
|
||||
{
|
||||
object[] parms2 = AddToBeginningOfArray(rootPhysActor, childPhysActor, parms);
|
||||
ret = MakeIntError(rootPhysActor.Extension(PhysFunctChangeLinkParams, parms2));
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
private bool GetRootPhysActor(UUID hostID, out PhysicsActor rootPhysActor)
|
||||
{
|
||||
SceneObjectGroup containingGroup;
|
||||
SceneObjectPart rootPart;
|
||||
return GetRootPhysActor(hostID, out containingGroup, out rootPart, out rootPhysActor);
|
||||
}
|
||||
|
||||
private bool GetRootPhysActor(UUID hostID, out SceneObjectGroup containingGroup, out SceneObjectPart rootPart, out PhysicsActor rootPhysActor)
|
||||
{
|
||||
bool ret = false;
|
||||
rootPhysActor = null;
|
||||
containingGroup = null;
|
||||
rootPart = null;
|
||||
|
||||
SceneObjectPart requestingPart;
|
||||
|
||||
requestingPart = BaseScene.GetSceneObjectPart(hostID);
|
||||
if (requestingPart != null)
|
||||
{
|
||||
// The type is is always on the root of a linkset.
|
||||
containingGroup = requestingPart.ParentGroup;
|
||||
if (containingGroup != null && !containingGroup.IsDeleted)
|
||||
{
|
||||
rootPart = containingGroup.RootPart;
|
||||
if (rootPart != null)
|
||||
{
|
||||
rootPhysActor = rootPart.PhysActor;
|
||||
if (rootPhysActor != null)
|
||||
{
|
||||
ret = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat("{0} GetRootAndChildPhysActors: Root part does not have a physics actor. rootName={1}, hostID={2}",
|
||||
LogHeader, rootPart.Name, hostID);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat("{0} GetRootAndChildPhysActors: Root part does not exist. RequestingPartName={1}, hostID={2}",
|
||||
LogHeader, requestingPart.Name, hostID);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat("{0} GetRootAndChildPhysActors: Containing group missing or deleted. hostID={1}", LogHeader, hostID);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat("{0} GetRootAndChildPhysActors: cannot find script object in scene. hostID={1}", LogHeader, hostID);
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Find the root and child PhysActors based on the linkNum.
|
||||
// Return 'true' if both are found and returned.
|
||||
private bool GetRootAndChildPhysActors(UUID hostID, int linkNum, out PhysicsActor rootPhysActor, out PhysicsActor childPhysActor)
|
||||
{
|
||||
bool ret = false;
|
||||
rootPhysActor = null;
|
||||
childPhysActor = null;
|
||||
|
||||
SceneObjectGroup containingGroup;
|
||||
SceneObjectPart rootPart;
|
||||
|
||||
if (GetRootPhysActor(hostID, out containingGroup, out rootPart, out rootPhysActor))
|
||||
{
|
||||
SceneObjectPart linkPart = containingGroup.GetLinkNumPart(linkNum);
|
||||
if (linkPart != null)
|
||||
{
|
||||
childPhysActor = linkPart.PhysActor;
|
||||
if (childPhysActor != null)
|
||||
{
|
||||
ret = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat("{0} GetRootAndChildPhysActors: Link part has no physical actor. rootName={1}, hostID={2}, linknum={3}",
|
||||
LogHeader, rootPart.Name, hostID, linkNum);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat("{0} GetRootAndChildPhysActors: Could not find linknum part. rootName={1}, hostID={2}, linknum={3}",
|
||||
LogHeader, rootPart.Name, hostID, linkNum);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat("{0} GetRootAndChildPhysActors: Root part does not have a physics actor. rootName={1}, hostID={2}",
|
||||
LogHeader, rootPart.Name, hostID);
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Return an array of objects with the passed object as the first object of a new array
|
||||
private object[] AddToBeginningOfArray(object firstOne, object secondOne, object[] prevArray)
|
||||
{
|
||||
object[] newArray = new object[2 + prevArray.Length];
|
||||
newArray[0] = firstOne;
|
||||
newArray[1] = secondOne;
|
||||
prevArray.CopyTo(newArray, 2);
|
||||
return newArray;
|
||||
}
|
||||
|
||||
// Extension() returns an object. Convert that object into the integer error we expect to return.
|
||||
private int MakeIntError(object extensionRet)
|
||||
{
|
||||
int ret = -1;
|
||||
if (extensionRet != null)
|
||||
{
|
||||
try
|
||||
{
|
||||
ret = (int)extensionRet;
|
||||
}
|
||||
catch
|
||||
{
|
||||
ret = -1;
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -176,7 +176,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
lock (m_avatars)
|
||||
{
|
||||
scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd);
|
||||
scene.AddNewClient(npcAvatar, PresenceType.Npc);
|
||||
scene.AddNewAgent(npcAvatar, PresenceType.Npc);
|
||||
|
||||
ScenePresence sp;
|
||||
if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
|
||||
|
@ -207,8 +207,9 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
if (scene.TryGetScenePresence(agentID, out sp))
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}",
|
||||
// sp.Name, pos, scene.RegionInfo.RegionName, noFly, landAtTarget);
|
||||
// "[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}",
|
||||
// sp.Name, pos, scene.RegionInfo.RegionName,
|
||||
// noFly, landAtTarget);
|
||||
|
||||
sp.MoveToTarget(pos, noFly, landAtTarget);
|
||||
sp.SetAlwaysRun = running;
|
||||
|
@ -285,9 +286,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
ScenePresence sp;
|
||||
if (scene.TryGetScenePresence(agentID, out sp))
|
||||
{
|
||||
sp.HandleAgentRequestSit(m_avatars[agentID], agentID,
|
||||
partID, Vector3.Zero);
|
||||
//sp.HandleAgentSit(m_avatars[agentID], agentID);
|
||||
sp.HandleAgentRequestSit(m_avatars[agentID], agentID, partID, Vector3.Zero);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -378,11 +377,14 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
agentID, av.Name);
|
||||
*/
|
||||
|
||||
scene.IncomingCloseAgent(agentID, false);
|
||||
// scene.RemoveClient(agentID, false);
|
||||
scene.CloseAgent(agentID, false);
|
||||
|
||||
m_avatars.Remove(agentID);
|
||||
|
||||
// m_log.DebugFormat("[NPC MODULE]: Removed NPC {0} {1}", agentID, av.Name);
|
||||
/*
|
||||
m_log.DebugFormat("[NPC MODULE]: Removed NPC {0} {1}",
|
||||
agentID, av.Name);
|
||||
*/
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -596,6 +596,60 @@ public override bool SetBreakingImpulseThreshold(BulletConstraint constrain, flo
|
|||
return BSAPICPP.SetBreakingImpulseThreshold2(constrainu.ptr, threshold);
|
||||
}
|
||||
|
||||
public override bool HingeSetLimits(BulletConstraint constrain, float low, float high, float softness, float bias, float relaxation)
|
||||
{
|
||||
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
|
||||
return BSAPICPP.HingeSetLimits2(constrainu.ptr, low, high, softness, bias, relaxation);
|
||||
}
|
||||
|
||||
public override bool SpringEnable(BulletConstraint constrain, int index, float numericTrueFalse)
|
||||
{
|
||||
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
|
||||
return BSAPICPP.ConstraintSpringEnable2(constrainu.ptr, index, numericTrueFalse);
|
||||
}
|
||||
|
||||
public override bool SpringSetEquilibriumPoint(BulletConstraint constrain, int index, float equilibriumPoint)
|
||||
{
|
||||
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
|
||||
return BSAPICPP.ConstraintSpringSetEquilibriumPoint2(constrainu.ptr, index, equilibriumPoint);
|
||||
}
|
||||
|
||||
public override bool SpringSetStiffness(BulletConstraint constrain, int index, float stiffnesss)
|
||||
{
|
||||
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
|
||||
return BSAPICPP.ConstraintSpringSetStiffness2(constrainu.ptr, index, stiffnesss);
|
||||
}
|
||||
|
||||
public override bool SpringSetDamping(BulletConstraint constrain, int index, float damping)
|
||||
{
|
||||
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
|
||||
return BSAPICPP.ConstraintSpringSetDamping2(constrainu.ptr, index, damping);
|
||||
}
|
||||
|
||||
public override bool SliderSetLimits(BulletConstraint constrain, int lowerUpper, int linAng, float val)
|
||||
{
|
||||
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
|
||||
return BSAPICPP.SliderSetLimits2(constrainu.ptr, lowerUpper, linAng, val);
|
||||
}
|
||||
|
||||
public override bool SliderSet(BulletConstraint constrain, int softRestDamp, int dirLimOrtho, int linAng, float val)
|
||||
{
|
||||
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
|
||||
return BSAPICPP.SliderSet2(constrainu.ptr, softRestDamp, dirLimOrtho, linAng, val);
|
||||
}
|
||||
|
||||
public override bool SliderMotorEnable(BulletConstraint constrain, int linAng, float numericTrueFalse)
|
||||
{
|
||||
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
|
||||
return BSAPICPP.SliderMotorEnable2(constrainu.ptr, linAng, numericTrueFalse);
|
||||
}
|
||||
|
||||
public override bool SliderMotor(BulletConstraint constrain, int forceVel, int linAng, float val)
|
||||
{
|
||||
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
|
||||
return BSAPICPP.SliderMotor2(constrainu.ptr, forceVel, linAng, val);
|
||||
}
|
||||
|
||||
public override bool CalculateTransforms(BulletConstraint constrain)
|
||||
{
|
||||
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
|
||||
|
@ -671,6 +725,13 @@ public override bool RemoveObjectFromWorld(BulletWorld world, BulletBody obj)
|
|||
return BSAPICPP.RemoveObjectFromWorld2(worldu.ptr, bodyu.ptr);
|
||||
}
|
||||
|
||||
public override bool ClearCollisionProxyCache(BulletWorld world, BulletBody obj)
|
||||
{
|
||||
BulletWorldUnman worldu = world as BulletWorldUnman;
|
||||
BulletBodyUnman bodyu = obj as BulletBodyUnman;
|
||||
return BSAPICPP.ClearCollisionProxyCache2(worldu.ptr, bodyu.ptr);
|
||||
}
|
||||
|
||||
public override bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects)
|
||||
{
|
||||
BulletWorldUnman worldu = world as BulletWorldUnman;
|
||||
|
@ -1600,6 +1661,33 @@ public static extern bool TranslationalLimitMotor2(IntPtr constrain, float enabl
|
|||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetBreakingImpulseThreshold2(IntPtr constrain, float threshold);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool HingeSetLimits2(IntPtr constrain, float low, float high, float softness, float bias, float relaxation);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool ConstraintSpringEnable2(IntPtr constrain, int index, float numericTrueFalse);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool ConstraintSpringSetEquilibriumPoint2(IntPtr constrain, int index, float equilibriumPoint);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool ConstraintSpringSetStiffness2(IntPtr constrain, int index, float stiffness);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool ConstraintSpringSetDamping2(IntPtr constrain, int index, float damping);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SliderSetLimits2(IntPtr constrain, int lowerUpper, int linAng, float val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SliderSet2(IntPtr constrain, int softRestDamp, int dirLimOrtho, int linAng, float val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SliderMotorEnable2(IntPtr constrain, int linAng, float numericTrueFalse);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SliderMotor2(IntPtr constrain, int forceVel, int linAng, float val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool CalculateTransforms2(IntPtr constrain);
|
||||
|
||||
|
@ -1631,6 +1719,9 @@ 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 ClearCollisionProxyCache2(IntPtr world, IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool AddConstraintToWorld2(IntPtr world, IntPtr constrain, bool disableCollisionsBetweenLinkedObjects);
|
||||
|
||||
|
|
|
@ -169,6 +169,19 @@ private sealed class BulletConstraintXNA : BulletConstraint
|
|||
return true;
|
||||
}
|
||||
|
||||
public override bool ClearCollisionProxyCache(BulletWorld pWorld, BulletBody pBody)
|
||||
{
|
||||
DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
|
||||
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
|
||||
CollisionObject collisionObject = ((BulletBodyXNA)pBody).body;
|
||||
if (body != null && collisionObject != null && collisionObject.GetBroadphaseHandle() != null)
|
||||
{
|
||||
world.RemoveCollisionObject(collisionObject);
|
||||
world.AddCollisionObject(collisionObject);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool AddConstraintToWorld(BulletWorld pWorld, BulletConstraint pConstraint, bool pDisableCollisionsBetweenLinkedObjects)
|
||||
{
|
||||
DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
|
||||
|
@ -752,6 +765,214 @@ private sealed class BulletConstraintXNA : BulletConstraint
|
|||
constraint.SetBreakingImpulseThreshold(threshold);
|
||||
return true;
|
||||
}
|
||||
public override bool HingeSetLimits(BulletConstraint pConstraint, float low, float high, float softness, float bias, float relaxation)
|
||||
{
|
||||
HingeConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as HingeConstraint;
|
||||
if (softness == HINGE_NOT_SPECIFIED)
|
||||
constraint.SetLimit(low, high);
|
||||
else
|
||||
constraint.SetLimit(low, high, softness, bias, relaxation);
|
||||
return true;
|
||||
}
|
||||
public override bool SpringEnable(BulletConstraint pConstraint, int index, float numericTrueFalse)
|
||||
{
|
||||
Generic6DofSpringConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofSpringConstraint;
|
||||
constraint.EnableSpring(index, (numericTrueFalse == 0f ? false : true));
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool SpringSetEquilibriumPoint(BulletConstraint pConstraint, int index, float equilibriumPoint)
|
||||
{
|
||||
Generic6DofSpringConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofSpringConstraint;
|
||||
if (index == SPRING_NOT_SPECIFIED)
|
||||
{
|
||||
constraint.SetEquilibriumPoint();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (equilibriumPoint == SPRING_NOT_SPECIFIED)
|
||||
constraint.SetEquilibriumPoint(index);
|
||||
else
|
||||
constraint.SetEquilibriumPoint(index, equilibriumPoint);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool SpringSetStiffness(BulletConstraint pConstraint, int index, float stiffness)
|
||||
{
|
||||
Generic6DofSpringConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofSpringConstraint;
|
||||
constraint.SetStiffness(index, stiffness);
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool SpringSetDamping(BulletConstraint pConstraint, int index, float damping)
|
||||
{
|
||||
Generic6DofSpringConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofSpringConstraint;
|
||||
constraint.SetDamping(index, damping);
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool SliderSetLimits(BulletConstraint pConstraint, int lowerUpper, int linAng, float val)
|
||||
{
|
||||
SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint;
|
||||
switch (lowerUpper)
|
||||
{
|
||||
case SLIDER_LOWER_LIMIT:
|
||||
switch (linAng)
|
||||
{
|
||||
case SLIDER_LINEAR:
|
||||
constraint.SetLowerLinLimit(val);
|
||||
break;
|
||||
case SLIDER_ANGULAR:
|
||||
constraint.SetLowerAngLimit(val);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case SLIDER_UPPER_LIMIT:
|
||||
switch (linAng)
|
||||
{
|
||||
case SLIDER_LINEAR:
|
||||
constraint.SetUpperLinLimit(val);
|
||||
break;
|
||||
case SLIDER_ANGULAR:
|
||||
constraint.SetUpperAngLimit(val);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
public override bool SliderSet(BulletConstraint pConstraint, int softRestDamp, int dirLimOrtho, int linAng, float val)
|
||||
{
|
||||
SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint;
|
||||
switch (softRestDamp)
|
||||
{
|
||||
case SLIDER_SET_SOFTNESS:
|
||||
switch (dirLimOrtho)
|
||||
{
|
||||
case SLIDER_SET_DIRECTION:
|
||||
switch (linAng)
|
||||
{
|
||||
case SLIDER_LINEAR: constraint.SetSoftnessDirLin(val); break;
|
||||
case SLIDER_ANGULAR: constraint.SetSoftnessDirAng(val); break;
|
||||
}
|
||||
break;
|
||||
case SLIDER_SET_LIMIT:
|
||||
switch (linAng)
|
||||
{
|
||||
case SLIDER_LINEAR: constraint.SetSoftnessLimLin(val); break;
|
||||
case SLIDER_ANGULAR: constraint.SetSoftnessLimAng(val); break;
|
||||
}
|
||||
break;
|
||||
case SLIDER_SET_ORTHO:
|
||||
switch (linAng)
|
||||
{
|
||||
case SLIDER_LINEAR: constraint.SetSoftnessOrthoLin(val); break;
|
||||
case SLIDER_ANGULAR: constraint.SetSoftnessOrthoAng(val); break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case SLIDER_SET_RESTITUTION:
|
||||
switch (dirLimOrtho)
|
||||
{
|
||||
case SLIDER_SET_DIRECTION:
|
||||
switch (linAng)
|
||||
{
|
||||
case SLIDER_LINEAR: constraint.SetRestitutionDirLin(val); break;
|
||||
case SLIDER_ANGULAR: constraint.SetRestitutionDirAng(val); break;
|
||||
}
|
||||
break;
|
||||
case SLIDER_SET_LIMIT:
|
||||
switch (linAng)
|
||||
{
|
||||
case SLIDER_LINEAR: constraint.SetRestitutionLimLin(val); break;
|
||||
case SLIDER_ANGULAR: constraint.SetRestitutionLimAng(val); break;
|
||||
}
|
||||
break;
|
||||
case SLIDER_SET_ORTHO:
|
||||
switch (linAng)
|
||||
{
|
||||
case SLIDER_LINEAR: constraint.SetRestitutionOrthoLin(val); break;
|
||||
case SLIDER_ANGULAR: constraint.SetRestitutionOrthoAng(val); break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case SLIDER_SET_DAMPING:
|
||||
switch (dirLimOrtho)
|
||||
{
|
||||
case SLIDER_SET_DIRECTION:
|
||||
switch (linAng)
|
||||
{
|
||||
case SLIDER_LINEAR: constraint.SetDampingDirLin(val); break;
|
||||
case SLIDER_ANGULAR: constraint.SetDampingDirAng(val); break;
|
||||
}
|
||||
break;
|
||||
case SLIDER_SET_LIMIT:
|
||||
switch (linAng)
|
||||
{
|
||||
case SLIDER_LINEAR: constraint.SetDampingLimLin(val); break;
|
||||
case SLIDER_ANGULAR: constraint.SetDampingLimAng(val); break;
|
||||
}
|
||||
break;
|
||||
case SLIDER_SET_ORTHO:
|
||||
switch (linAng)
|
||||
{
|
||||
case SLIDER_LINEAR: constraint.SetDampingOrthoLin(val); break;
|
||||
case SLIDER_ANGULAR: constraint.SetDampingOrthoAng(val); break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
public override bool SliderMotorEnable(BulletConstraint pConstraint, int linAng, float numericTrueFalse)
|
||||
{
|
||||
SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint;
|
||||
switch (linAng)
|
||||
{
|
||||
case SLIDER_LINEAR:
|
||||
constraint.SetPoweredLinMotor(numericTrueFalse == 0.0 ? false : true);
|
||||
break;
|
||||
case SLIDER_ANGULAR:
|
||||
constraint.SetPoweredAngMotor(numericTrueFalse == 0.0 ? false : true);
|
||||
break;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
public override bool SliderMotor(BulletConstraint pConstraint, int forceVel, int linAng, float val)
|
||||
{
|
||||
SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint;
|
||||
switch (forceVel)
|
||||
{
|
||||
case SLIDER_MOTOR_VELOCITY:
|
||||
switch (linAng)
|
||||
{
|
||||
case SLIDER_LINEAR:
|
||||
constraint.SetTargetLinMotorVelocity(val);
|
||||
break;
|
||||
case SLIDER_ANGULAR:
|
||||
constraint.SetTargetAngMotorVelocity(val);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case SLIDER_MAX_MOTOR_FORCE:
|
||||
switch (linAng)
|
||||
{
|
||||
case SLIDER_LINEAR:
|
||||
constraint.SetMaxLinMotorForce(val);
|
||||
break;
|
||||
case SLIDER_ANGULAR:
|
||||
constraint.SetMaxAngMotorForce(val);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
//BulletSimAPI.SetAngularDamping(Prim.PhysBody.ptr, angularDamping);
|
||||
public override void SetAngularDamping(BulletBody pBody, float angularDamping)
|
||||
{
|
||||
|
|
|
@ -105,7 +105,7 @@ public class BSActorAvatarMove : BSActor
|
|||
// into the movement motor.
|
||||
public void SetVelocityAndTarget(OMV.Vector3 vel, OMV.Vector3 targ, bool inTaintTime)
|
||||
{
|
||||
m_physicsScene.TaintedObject(inTaintTime, "BSActorAvatarMove.setVelocityAndTarget", delegate()
|
||||
m_physicsScene.TaintedObject(inTaintTime, m_controllingPrim.LocalID, "BSActorAvatarMove.setVelocityAndTarget", delegate()
|
||||
{
|
||||
if (m_velocityMotor != null)
|
||||
{
|
||||
|
@ -128,6 +128,7 @@ public class BSActorAvatarMove : BSActor
|
|||
BSMotor.Infinite, // decay time scale
|
||||
1f // efficiency
|
||||
);
|
||||
m_velocityMotor.ErrorZeroThreshold = BSParam.AvatarStopZeroThreshold;
|
||||
// _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages.
|
||||
SetVelocityAndTarget(m_controllingPrim.RawVelocity, m_controllingPrim.TargetVelocity, true /* inTaintTime */);
|
||||
|
||||
|
@ -278,6 +279,7 @@ public class BSActorAvatarMove : BSActor
|
|||
if (m_controllingPrim.IsStationary)
|
||||
{
|
||||
entprop.Position = m_controllingPrim.RawPosition;
|
||||
entprop.Velocity = OMV.Vector3.Zero;
|
||||
m_physicsScene.PE.SetTranslation(m_controllingPrim.PhysBody, entprop.Position, entprop.Rotation);
|
||||
}
|
||||
|
||||
|
|
|
@ -43,7 +43,9 @@ public enum ConstraintType : int
|
|||
SLIDER_CONSTRAINT_TYPE,
|
||||
CONTACT_CONSTRAINT_TYPE,
|
||||
D6_SPRING_CONSTRAINT_TYPE,
|
||||
MAX_CONSTRAINT_TYPE
|
||||
MAX_CONSTRAINT_TYPE, // last type defined by Bullet
|
||||
//
|
||||
FIXED_CONSTRAINT_TYPE = 1234 // BulletSim constraint that is fixed and unmoving
|
||||
}
|
||||
|
||||
// ===============================================================================
|
||||
|
@ -290,7 +292,7 @@ public enum ConstraintParamAxis : int
|
|||
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_LINEAR_ALL = 20, // added by BulletSim so we don't have to do zillions of calls
|
||||
AXIS_ANGULAR_ALL,
|
||||
AXIS_ALL
|
||||
};
|
||||
|
@ -441,6 +443,38 @@ public abstract bool TranslationalLimitMotor(BulletConstraint constrain, float e
|
|||
|
||||
public abstract bool SetBreakingImpulseThreshold(BulletConstraint constrain, float threshold);
|
||||
|
||||
public const int HINGE_NOT_SPECIFIED = -1;
|
||||
public abstract bool HingeSetLimits(BulletConstraint constrain, float low, float high, float softness, float bias, float relaxation);
|
||||
|
||||
public abstract bool SpringEnable(BulletConstraint constrain, int index, float numericTrueFalse);
|
||||
|
||||
public const int SPRING_NOT_SPECIFIED = -1;
|
||||
public abstract bool SpringSetEquilibriumPoint(BulletConstraint constrain, int index, float equilibriumPoint);
|
||||
|
||||
public abstract bool SpringSetStiffness(BulletConstraint constrain, int index, float stiffnesss);
|
||||
|
||||
public abstract bool SpringSetDamping(BulletConstraint constrain, int index, float damping);
|
||||
|
||||
public const int SLIDER_LOWER_LIMIT = 0;
|
||||
public const int SLIDER_UPPER_LIMIT = 1;
|
||||
public const int SLIDER_LINEAR = 2;
|
||||
public const int SLIDER_ANGULAR = 3;
|
||||
public abstract bool SliderSetLimits(BulletConstraint constrain, int lowerUpper, int linAng, float val);
|
||||
|
||||
public const int SLIDER_SET_SOFTNESS = 4;
|
||||
public const int SLIDER_SET_RESTITUTION = 5;
|
||||
public const int SLIDER_SET_DAMPING = 6;
|
||||
public const int SLIDER_SET_DIRECTION = 7;
|
||||
public const int SLIDER_SET_LIMIT = 8;
|
||||
public const int SLIDER_SET_ORTHO = 9;
|
||||
public abstract bool SliderSet(BulletConstraint constrain, int softRestDamp, int dirLimOrtho, int linAng, float val);
|
||||
|
||||
public abstract bool SliderMotorEnable(BulletConstraint constrain, int linAng, float numericTrueFalse);
|
||||
|
||||
public const int SLIDER_MOTOR_VELOCITY = 10;
|
||||
public const int SLIDER_MAX_MOTOR_FORCE = 11;
|
||||
public abstract bool SliderMotor(BulletConstraint constrain, int forceVel, int linAng, float val);
|
||||
|
||||
public abstract bool CalculateTransforms(BulletConstraint constrain);
|
||||
|
||||
public abstract bool SetConstraintParam(BulletConstraint constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis);
|
||||
|
@ -464,6 +498,8 @@ public abstract bool AddObjectToWorld(BulletWorld world, BulletBody obj);
|
|||
|
||||
public abstract bool RemoveObjectFromWorld(BulletWorld world, BulletBody obj);
|
||||
|
||||
public abstract bool ClearCollisionProxyCache(BulletWorld world, BulletBody obj);
|
||||
|
||||
public abstract bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects);
|
||||
|
||||
public abstract bool RemoveConstraintFromWorld(BulletWorld world, BulletConstraint constrain);
|
||||
|
|
|
@ -93,7 +93,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
LocalID, _size, Scale, Density, _avatarVolume, RawMass, pos);
|
||||
|
||||
// do actual creation in taint time
|
||||
PhysScene.TaintedObject("BSCharacter.create", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSCharacter.create", delegate()
|
||||
{
|
||||
DetailLog("{0},BSCharacter.create,taint", LocalID);
|
||||
// New body and shape into PhysBody and PhysShape
|
||||
|
@ -121,7 +121,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
base.Destroy();
|
||||
|
||||
DetailLog("{0},BSCharacter.Destroy", LocalID);
|
||||
PhysScene.TaintedObject("BSCharacter.destroy", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSCharacter.destroy", delegate()
|
||||
{
|
||||
PhysScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */);
|
||||
PhysBody.Clear();
|
||||
|
@ -209,7 +209,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}",
|
||||
LocalID, _size, Scale, Density, _avatarVolume, RawMass);
|
||||
|
||||
PhysScene.TaintedObject("BSCharacter.setSize", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSCharacter.setSize", delegate()
|
||||
{
|
||||
if (PhysBody.HasPhysicalBody && PhysShape.physShapeInfo.HasPhysicalShape)
|
||||
{
|
||||
|
@ -257,7 +257,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
_rotationalVelocity = OMV.Vector3.Zero;
|
||||
|
||||
// Zero some other properties directly into the physics engine
|
||||
PhysScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate()
|
||||
PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate()
|
||||
{
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
PhysScene.PE.ClearAllForces(PhysBody);
|
||||
|
@ -267,7 +267,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
{
|
||||
_rotationalVelocity = OMV.Vector3.Zero;
|
||||
|
||||
PhysScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate()
|
||||
PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate()
|
||||
{
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
|
@ -291,7 +291,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
set {
|
||||
RawPosition = value;
|
||||
|
||||
PhysScene.TaintedObject("BSCharacter.setPosition", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSCharacter.setPosition", delegate()
|
||||
{
|
||||
DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation);
|
||||
PositionSanityCheck();
|
||||
|
@ -363,7 +363,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
{
|
||||
// The new position value must be pushed into the physics engine but we can't
|
||||
// just assign to "Position" because of potential call loops.
|
||||
PhysScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate()
|
||||
PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.PositionSanityCheck", delegate()
|
||||
{
|
||||
DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation);
|
||||
ForcePosition = RawPosition;
|
||||
|
@ -390,7 +390,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
set {
|
||||
RawForce = value;
|
||||
// m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force);
|
||||
PhysScene.TaintedObject("BSCharacter.SetForce", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSCharacter.SetForce", delegate()
|
||||
{
|
||||
DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, RawForce);
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
|
@ -438,7 +438,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
set {
|
||||
RawVelocity = value;
|
||||
// m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, RawVelocity);
|
||||
PhysScene.TaintedObject("BSCharacter.setVelocity", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSCharacter.setVelocity", delegate()
|
||||
{
|
||||
if (m_moveActor != null)
|
||||
m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, true /* inTaintTime */);
|
||||
|
@ -480,7 +480,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
if (RawOrientation != value)
|
||||
{
|
||||
RawOrientation = value;
|
||||
PhysScene.TaintedObject("BSCharacter.setOrientation", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSCharacter.setOrientation", delegate()
|
||||
{
|
||||
// Bullet assumes we know what we are doing when forcing orientation
|
||||
// so it lets us go against all the rules and just compensates for them later.
|
||||
|
@ -560,7 +560,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
public override bool FloatOnWater {
|
||||
set {
|
||||
_floatOnWater = value;
|
||||
PhysScene.TaintedObject("BSCharacter.setFloatOnWater", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSCharacter.setFloatOnWater", delegate()
|
||||
{
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
|
@ -588,7 +588,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
public override float Buoyancy {
|
||||
get { return _buoyancy; }
|
||||
set { _buoyancy = value;
|
||||
PhysScene.TaintedObject("BSCharacter.setBuoyancy", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSCharacter.setBuoyancy", delegate()
|
||||
{
|
||||
DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
|
||||
ForceBuoyancy = _buoyancy;
|
||||
|
@ -633,7 +633,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude);
|
||||
// DetailLog("{0},BSCharacter.addForce,call,force={1}", LocalID, addForce);
|
||||
|
||||
PhysScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate()
|
||||
PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.AddForce", delegate()
|
||||
{
|
||||
// Bullet adds this central force to the total force for this tick
|
||||
// DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce);
|
||||
|
@ -676,18 +676,20 @@ public sealed class BSCharacter : BSPhysObject
|
|||
float heightAdjust = BSParam.AvatarHeightMidFudge;
|
||||
if (BSParam.AvatarHeightLowFudge != 0f || BSParam.AvatarHeightHighFudge != 0f)
|
||||
{
|
||||
// An avatar is between 1.61 and 2.12 meters. Midpoint is 1.87m.
|
||||
// The "times 4" relies on the fact that the difference from the midpoint to the extremes is exactly 0.25
|
||||
float midHeightOffset = size.Z - 1.87f;
|
||||
const float AVATAR_LOW = 1.1f;
|
||||
const float AVATAR_MID = 1.775f; // 1.87f
|
||||
const float AVATAR_HI = 2.45f;
|
||||
// An avatar is between 1.1 and 2.45 meters. Midpoint is 1.775m.
|
||||
float midHeightOffset = size.Z - AVATAR_MID;
|
||||
if (midHeightOffset < 0f)
|
||||
{
|
||||
// Small avatar. Add the adjustment based on the distance from midheight
|
||||
heightAdjust += -1f * midHeightOffset * 4f * BSParam.AvatarHeightLowFudge;
|
||||
heightAdjust += ((-1f * midHeightOffset) / (AVATAR_MID - AVATAR_LOW)) * BSParam.AvatarHeightLowFudge;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Large avatar. Add the adjustment based on the distance from midheight
|
||||
heightAdjust += midHeightOffset * 4f * BSParam.AvatarHeightHighFudge;
|
||||
heightAdjust += ((midHeightOffset) / (AVATAR_HI - AVATAR_MID)) * BSParam.AvatarHeightHighFudge;
|
||||
}
|
||||
}
|
||||
// The total scale height is the central cylindar plus the caps on the two ends.
|
||||
|
@ -698,6 +700,9 @@ public sealed class BSCharacter : BSPhysObject
|
|||
if (newScale.Z < 0)
|
||||
newScale.Z = 0.1f;
|
||||
|
||||
DetailLog("{0},BSCharacter.ComputerAvatarScale,size={1},lowF={2},midF={3},hiF={4},adj={5},newScale={6}",
|
||||
LocalID, size, BSParam.AvatarHeightLowFudge, BSParam.AvatarHeightMidFudge, BSParam.AvatarHeightHighFudge, heightAdjust, newScale);
|
||||
|
||||
return newScale;
|
||||
}
|
||||
|
||||
|
|
|
@ -64,7 +64,7 @@ public abstract class BSConstraint : IDisposable
|
|||
{
|
||||
bool success = PhysicsScene.PE.DestroyConstraint(m_world, m_constraint);
|
||||
m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,id1={1},body1={2},id2={3},body2={4},success={5}",
|
||||
BSScene.DetailLogZero,
|
||||
m_body1.ID,
|
||||
m_body1.ID, m_body1.AddrString,
|
||||
m_body2.ID, m_body2.AddrString,
|
||||
success);
|
||||
|
@ -77,7 +77,10 @@ public abstract class BSConstraint : IDisposable
|
|||
{
|
||||
bool ret = false;
|
||||
if (m_enabled)
|
||||
{
|
||||
m_world.physicsScene.DetailLog("{0},BSConstraint.SetLinearLimits,taint,low={1},high={2}", m_body1.ID, low, high);
|
||||
ret = PhysicsScene.PE.SetLinearLimits(m_constraint, low, high);
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
@ -86,6 +89,7 @@ public abstract class BSConstraint : IDisposable
|
|||
bool ret = false;
|
||||
if (m_enabled)
|
||||
{
|
||||
m_world.physicsScene.DetailLog("{0},BSConstraint.SetAngularLimits,taint,low={1},high={2}", m_body1.ID, low, high);
|
||||
ret = PhysicsScene.PE.SetAngularLimits(m_constraint, low, high);
|
||||
}
|
||||
return ret;
|
||||
|
|
|
@ -32,12 +32,19 @@ using OpenMetaverse;
|
|||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
|
||||
public sealed class BSConstraint6Dof : BSConstraint
|
||||
public class BSConstraint6Dof : BSConstraint
|
||||
{
|
||||
private static string LogHeader = "[BULLETSIM 6DOF CONSTRAINT]";
|
||||
|
||||
public override ConstraintType Type { get { return ConstraintType.D6_CONSTRAINT_TYPE; } }
|
||||
|
||||
public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2) :base(world)
|
||||
{
|
||||
m_body1 = obj1;
|
||||
m_body2 = obj2;
|
||||
m_enabled = false;
|
||||
}
|
||||
|
||||
// Create a btGeneric6DofConstraint
|
||||
public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2,
|
||||
Vector3 frame1, Quaternion frame1rot,
|
||||
|
@ -52,9 +59,11 @@ public sealed class BSConstraint6Dof : BSConstraint
|
|||
frame2, frame2rot,
|
||||
useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
|
||||
m_enabled = true;
|
||||
world.physicsScene.DetailLog("{0},BS6DofConstraint,createFrame,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
|
||||
BSScene.DetailLogZero, world.worldID,
|
||||
PhysicsScene.DetailLog("{0},BS6DofConstraint,create,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
|
||||
m_body1.ID, world.worldID,
|
||||
obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
|
||||
PhysicsScene.DetailLog("{0},BS6DofConstraint,create, f1Loc={1},f1Rot={2},f2Loc={3},f2Rot={4},usefA={5},disCol={6}",
|
||||
m_body1.ID, frame1, frame1rot, frame2, frame2rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
|
||||
}
|
||||
|
||||
// 6 Dof constraint based on a midpoint between the two constrained bodies
|
||||
|
@ -79,9 +88,11 @@ public sealed class BSConstraint6Dof : BSConstraint
|
|||
m_constraint = PhysicsScene.PE.Create6DofConstraintToPoint(m_world, m_body1, m_body2,
|
||||
joinPoint,
|
||||
useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
|
||||
|
||||
PhysicsScene.DetailLog("{0},BS6DofConstraint,createMidPoint,wID={1}, csrt={2}, rID={3}, rBody={4}, cID={5}, cBody={6}",
|
||||
BSScene.DetailLogZero, world.worldID, m_constraint.AddrString,
|
||||
m_body1.ID, world.worldID, m_constraint.AddrString,
|
||||
obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
|
||||
|
||||
if (!m_constraint.HasPhysicalConstraint)
|
||||
{
|
||||
world.physicsScene.Logger.ErrorFormat("{0} Failed creation of 6Dof constraint. rootID={1}, childID={2}",
|
||||
|
@ -106,8 +117,10 @@ public sealed class BSConstraint6Dof : BSConstraint
|
|||
frameInBloc, frameInBrot,
|
||||
useLinearReferenceFrameB, disableCollisionsBetweenLinkedBodies);
|
||||
m_enabled = true;
|
||||
world.physicsScene.DetailLog("{0},BS6DofConstraint,createFixed,wID={1},rID={2},rBody={3}",
|
||||
BSScene.DetailLogZero, world.worldID, obj1.ID, obj1.AddrString);
|
||||
PhysicsScene.DetailLog("{0},BS6DofConstraint,createFixed,wID={1},rID={2},rBody={3}",
|
||||
m_body1.ID, world.worldID, obj1.ID, obj1.AddrString);
|
||||
PhysicsScene.DetailLog("{0},BS6DofConstraint,createFixed, fBLoc={1},fBRot={2},usefA={3},disCol={4}",
|
||||
m_body1.ID, frameInBloc, frameInBrot, useLinearReferenceFrameB, disableCollisionsBetweenLinkedBodies);
|
||||
}
|
||||
|
||||
public bool SetFrames(Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot)
|
||||
|
|
|
@ -0,0 +1,54 @@
|
|||
/*
|
||||
* 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 sealed class BSConstraintConeTwist : BSConstraint
|
||||
{
|
||||
public override ConstraintType Type { get { return ConstraintType.CONETWIST_CONSTRAINT_TYPE; } }
|
||||
|
||||
public BSConstraintConeTwist(BulletWorld world, BulletBody obj1, BulletBody obj2,
|
||||
Vector3 frameInAloc, Quaternion frameInArot,
|
||||
Vector3 frameInBloc, Quaternion frameInBrot,
|
||||
bool disableCollisionsBetweenLinkedBodies)
|
||||
: base(world)
|
||||
{
|
||||
m_body1 = obj1;
|
||||
m_body2 = obj2;
|
||||
m_constraint = PhysicsScene.PE.CreateConeTwistConstraint(world, obj1, obj2,
|
||||
frameInAloc, frameInArot, frameInBloc, frameInBrot,
|
||||
disableCollisionsBetweenLinkedBodies);
|
||||
m_enabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,55 @@
|
|||
/*
|
||||
* 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 sealed class BSConstraintSlider : BSConstraint
|
||||
{
|
||||
public override ConstraintType Type { get { return ConstraintType.SLIDER_CONSTRAINT_TYPE; } }
|
||||
|
||||
public BSConstraintSlider(BulletWorld world, BulletBody obj1, BulletBody obj2,
|
||||
Vector3 frameInAloc, Quaternion frameInArot,
|
||||
Vector3 frameInBloc, Quaternion frameInBrot,
|
||||
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
|
||||
: base(world)
|
||||
{
|
||||
m_body1 = obj1;
|
||||
m_body2 = obj2;
|
||||
m_constraint = PhysicsScene.PE.CreateSliderConstraint(world, obj1, obj2,
|
||||
frameInAloc, frameInArot, frameInBloc, frameInBrot,
|
||||
useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
|
||||
m_enabled = true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,103 @@
|
|||
/*
|
||||
* 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 sealed class BSConstraintSpring : BSConstraint6Dof
|
||||
{
|
||||
public override ConstraintType Type { get { return ConstraintType.D6_SPRING_CONSTRAINT_TYPE; } }
|
||||
|
||||
public BSConstraintSpring(BulletWorld world, BulletBody obj1, BulletBody obj2,
|
||||
Vector3 frame1Loc, Quaternion frame1Rot,
|
||||
Vector3 frame2Loc, Quaternion frame2Rot,
|
||||
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
|
||||
:base(world, obj1, obj2)
|
||||
{
|
||||
m_constraint = PhysicsScene.PE.Create6DofSpringConstraint(world, obj1, obj2,
|
||||
frame1Loc, frame1Rot, frame2Loc, frame2Rot,
|
||||
useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
|
||||
m_enabled = true;
|
||||
|
||||
PhysicsScene.DetailLog("{0},BSConstraintSpring,create,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
|
||||
obj1.ID, world.worldID, obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
|
||||
PhysicsScene.DetailLog("{0},BSConstraintSpring,create, f1Loc={1},f1Rot={2},f2Loc={3},f2Rot={4},usefA={5},disCol={6}",
|
||||
m_body1.ID, frame1Loc, frame1Rot, frame2Loc, frame2Rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
|
||||
}
|
||||
|
||||
public bool SetAxisEnable(int pIndex, bool pAxisEnable)
|
||||
{
|
||||
PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEnable,obj1ID={1},obj2ID={2},indx={3},enable={4}",
|
||||
m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pAxisEnable);
|
||||
PhysicsScene.PE.SpringEnable(m_constraint, pIndex, BSParam.NumericBool(pAxisEnable));
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool SetStiffness(int pIndex, float pStiffness)
|
||||
{
|
||||
PhysicsScene.DetailLog("{0},BSConstraintSpring.SetStiffness,obj1ID={1},obj2ID={2},indx={3},stiff={4}",
|
||||
m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pStiffness);
|
||||
PhysicsScene.PE.SpringSetStiffness(m_constraint, pIndex, pStiffness);
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool SetDamping(int pIndex, float pDamping)
|
||||
{
|
||||
PhysicsScene.DetailLog("{0},BSConstraintSpring.SetDamping,obj1ID={1},obj2ID={2},indx={3},damp={4}",
|
||||
m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pDamping);
|
||||
PhysicsScene.PE.SpringSetDamping(m_constraint, pIndex, pDamping);
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool SetEquilibriumPoint(int pIndex, float pEqPoint)
|
||||
{
|
||||
PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEquilibriumPoint,obj1ID={1},obj2ID={2},indx={3},eqPoint={4}",
|
||||
m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pEqPoint);
|
||||
PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, pIndex, pEqPoint);
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool SetEquilibriumPoint(Vector3 linearEq, Vector3 angularEq)
|
||||
{
|
||||
PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEquilibriumPoint,obj1ID={1},obj2ID={2},linearEq={3},angularEq={4}",
|
||||
m_body1.ID, m_body1.ID, m_body2.ID, linearEq, angularEq);
|
||||
PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 0, linearEq.X);
|
||||
PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 1, linearEq.Y);
|
||||
PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 2, linearEq.Z);
|
||||
PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 3, angularEq.X);
|
||||
PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 4, angularEq.Y);
|
||||
PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 5, angularEq.Z);
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
|
@ -77,6 +77,10 @@ public abstract class BSLinkset
|
|||
{
|
||||
member = pMember;
|
||||
}
|
||||
public virtual void ResetLink() { }
|
||||
public virtual void SetLinkParameters(BSConstraint constrain) { }
|
||||
// Returns 'true' if physical property updates from the child should be reported to the simulator
|
||||
public virtual bool ShouldUpdateChildProperties() { return false; }
|
||||
}
|
||||
|
||||
public LinksetImplementation LinksetImpl { get; protected set; }
|
||||
|
@ -148,7 +152,7 @@ public abstract class BSLinkset
|
|||
// Returns a new linkset for the child which is a linkset of one (just the
|
||||
// orphened child).
|
||||
// Called at runtime.
|
||||
public BSLinkset RemoveMeFromLinkset(BSPrimLinkable child)
|
||||
public BSLinkset RemoveMeFromLinkset(BSPrimLinkable child, bool inTaintTime)
|
||||
{
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
|
@ -157,7 +161,7 @@ public abstract class BSLinkset
|
|||
// Cannot remove the root from a linkset.
|
||||
return this;
|
||||
}
|
||||
RemoveChildFromLinkset(child);
|
||||
RemoveChildFromLinkset(child, inTaintTime);
|
||||
LinksetMass = ComputeLinksetMass();
|
||||
}
|
||||
|
||||
|
@ -205,6 +209,17 @@ public abstract class BSLinkset
|
|||
return ret;
|
||||
}
|
||||
|
||||
public bool TryGetLinkInfo(BSPrimLinkable child, out BSLinkInfo foundInfo)
|
||||
{
|
||||
bool ret = false;
|
||||
BSLinkInfo found = null;
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
ret = m_children.TryGetValue(child, out found);
|
||||
}
|
||||
foundInfo = found;
|
||||
return ret;
|
||||
}
|
||||
// Perform an action on each member of the linkset including root prim.
|
||||
// Depends on the action on whether this should be done at taint time.
|
||||
public delegate bool ForEachLinkInfoAction(BSLinkInfo obj);
|
||||
|
@ -222,6 +237,21 @@ public abstract class BSLinkset
|
|||
return ret;
|
||||
}
|
||||
|
||||
// Check the type of the link and return 'true' if the link is flexible and the
|
||||
// updates from the child should be sent to the simulator so things change.
|
||||
public virtual bool ShouldReportPropertyUpdates(BSPrimLinkable child)
|
||||
{
|
||||
bool ret = false;
|
||||
|
||||
BSLinkInfo linkInfo;
|
||||
if (m_children.TryGetValue(child, out linkInfo))
|
||||
{
|
||||
ret = linkInfo.ShouldUpdateChildProperties();
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Called after a simulation step to post a collision with this object.
|
||||
// Return 'true' if linkset processed the collision. 'false' says the linkset didn't have
|
||||
// anything to add for the collision and it should be passed through normal processing.
|
||||
|
@ -255,7 +285,7 @@ public abstract class BSLinkset
|
|||
|
||||
// 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.
|
||||
protected abstract void RemoveChildFromLinkset(BSPrimLinkable child);
|
||||
protected abstract void RemoveChildFromLinkset(BSPrimLinkable child, bool inTaintTime);
|
||||
|
||||
// When physical properties are changed the linkset needs to recalculate
|
||||
// its internal properties.
|
||||
|
@ -430,6 +460,13 @@ public abstract class BSLinkset
|
|||
return com;
|
||||
}
|
||||
|
||||
#region Extension
|
||||
public virtual object Extension(string pFunct, params object[] pParams)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
#endregion // Extension
|
||||
|
||||
// Invoke the detailed logger and output something if it's enabled.
|
||||
protected void DetailLog(string msg, params Object[] args)
|
||||
{
|
||||
|
|
|
@ -90,10 +90,9 @@ public sealed class BSLinksetCompound : BSLinkset
|
|||
// its internal properties.
|
||||
public override void Refresh(BSPrimLinkable requestor)
|
||||
{
|
||||
base.Refresh(requestor);
|
||||
|
||||
// Something changed so do the rebuilding thing
|
||||
// ScheduleRebuild();
|
||||
ScheduleRebuild(requestor);
|
||||
base.Refresh(requestor);
|
||||
}
|
||||
|
||||
// Schedule a refresh to happen after all the other taint processing.
|
||||
|
@ -127,7 +126,7 @@ public sealed class BSLinksetCompound : BSLinkset
|
|||
if (IsRoot(child))
|
||||
{
|
||||
// The root is going dynamic. Rebuild the linkset so parts and mass get computed properly.
|
||||
ScheduleRebuild(LinksetRoot);
|
||||
Refresh(LinksetRoot);
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
@ -144,7 +143,7 @@ public sealed class BSLinksetCompound : BSLinkset
|
|||
if (IsRoot(child))
|
||||
{
|
||||
// Schedule a rebuild to verify that the root shape is set to the real shape.
|
||||
ScheduleRebuild(LinksetRoot);
|
||||
Refresh(LinksetRoot);
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
@ -227,7 +226,7 @@ public sealed class BSLinksetCompound : BSLinkset
|
|||
// there will already be a rebuild scheduled.
|
||||
DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild.schedulingRebuild,whichUpdated={1}",
|
||||
updated.LocalID, whichUpdated);
|
||||
ScheduleRebuild(updated);
|
||||
Refresh(updated);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -242,10 +241,10 @@ public sealed class BSLinksetCompound : BSLinkset
|
|||
{
|
||||
bool ret = false;
|
||||
|
||||
DetailLog("{0},BSLinksetCompound.RemoveBodyDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}",
|
||||
DetailLog("{0},BSLinksetCompound.RemoveDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}",
|
||||
child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody, IsRoot(child));
|
||||
|
||||
ScheduleRebuild(child);
|
||||
Refresh(child);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
@ -263,14 +262,14 @@ public sealed class BSLinksetCompound : BSLinkset
|
|||
DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);
|
||||
|
||||
// Rebuild the compound shape with the new child shape included
|
||||
ScheduleRebuild(child);
|
||||
Refresh(child);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Remove the specified child from the linkset.
|
||||
// Safe to call even if the child is not really in the linkset.
|
||||
protected override void RemoveChildFromLinkset(BSPrimLinkable child)
|
||||
protected override void RemoveChildFromLinkset(BSPrimLinkable child, bool inTaintTime)
|
||||
{
|
||||
child.ClearDisplacement();
|
||||
|
||||
|
@ -282,17 +281,17 @@ public sealed class BSLinksetCompound : BSLinkset
|
|||
child.LocalID, child.PhysBody.AddrString);
|
||||
|
||||
// Cause the child's body to be rebuilt and thus restored to normal operation
|
||||
child.ForceBodyShapeRebuild(false);
|
||||
child.ForceBodyShapeRebuild(inTaintTime);
|
||||
|
||||
if (!HasAnyChildren)
|
||||
{
|
||||
// The linkset is now empty. The root needs rebuilding.
|
||||
LinksetRoot.ForceBodyShapeRebuild(false);
|
||||
LinksetRoot.ForceBodyShapeRebuild(inTaintTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Rebuild the compound shape with the child removed
|
||||
ScheduleRebuild(LinksetRoot);
|
||||
Refresh(LinksetRoot);
|
||||
}
|
||||
}
|
||||
return;
|
||||
|
@ -318,10 +317,10 @@ public sealed class BSLinksetCompound : BSLinkset
|
|||
// being destructed and going non-physical.
|
||||
LinksetRoot.ForceBodyShapeRebuild(true);
|
||||
|
||||
// There is no reason to build all this physical stuff for a non-physical linkset.
|
||||
if (!LinksetRoot.IsPhysicallyActive)
|
||||
// There is no reason to build all this physical stuff for a non-physical or empty linkset.
|
||||
if (!LinksetRoot.IsPhysicallyActive || !HasAnyChildren)
|
||||
{
|
||||
DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,notPhysical", LinksetRoot.LocalID);
|
||||
DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,notPhysicalOrNoChildren", LinksetRoot.LocalID);
|
||||
return; // Note the 'finally' clause at the botton which will get executed.
|
||||
}
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/*
|
||||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
|
@ -28,6 +28,8 @@ using System;
|
|||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
|
||||
using OpenSim.Region.OptionalModules.Scripting;
|
||||
|
||||
using OMV = OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
|
@ -51,18 +53,32 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
public float cfm;
|
||||
public float erp;
|
||||
public float solverIterations;
|
||||
//
|
||||
public OMV.Vector3 frameInAloc;
|
||||
public OMV.Quaternion frameInArot;
|
||||
public OMV.Vector3 frameInBloc;
|
||||
public OMV.Quaternion frameInBrot;
|
||||
public bool useLinearReferenceFrameA;
|
||||
// Spring
|
||||
public bool[] springAxisEnable;
|
||||
public float[] springDamping;
|
||||
public float[] springStiffness;
|
||||
public OMV.Vector3 springLinearEquilibriumPoint;
|
||||
public OMV.Vector3 springAngularEquilibriumPoint;
|
||||
|
||||
public BSLinkInfoConstraint(BSPrimLinkable pMember)
|
||||
: base(pMember)
|
||||
{
|
||||
constraint = null;
|
||||
ResetToFixedConstraint();
|
||||
ResetLink();
|
||||
member.PhysScene.DetailLog("{0},BSLinkInfoConstraint.creation", member.LocalID);
|
||||
}
|
||||
|
||||
// Set all the parameters for this constraint to a fixed, non-movable constraint.
|
||||
public void ResetToFixedConstraint()
|
||||
public override void ResetLink()
|
||||
{
|
||||
constraintType = ConstraintType.D6_CONSTRAINT_TYPE;
|
||||
// constraintType = ConstraintType.D6_CONSTRAINT_TYPE;
|
||||
constraintType = ConstraintType.FIXED_CONSTRAINT_TYPE;
|
||||
linearLimitLow = OMV.Vector3.Zero;
|
||||
linearLimitHigh = OMV.Vector3.Zero;
|
||||
angularLimitLow = OMV.Vector3.Zero;
|
||||
|
@ -74,17 +90,37 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
cfm = BSParam.LinkConstraintCFM;
|
||||
erp = BSParam.LinkConstraintERP;
|
||||
solverIterations = BSParam.LinkConstraintSolverIterations;
|
||||
frameInAloc = OMV.Vector3.Zero;
|
||||
frameInArot = OMV.Quaternion.Identity;
|
||||
frameInBloc = OMV.Vector3.Zero;
|
||||
frameInBrot = OMV.Quaternion.Identity;
|
||||
useLinearReferenceFrameA = true;
|
||||
springAxisEnable = new bool[6];
|
||||
springDamping = new float[6];
|
||||
springStiffness = new float[6];
|
||||
for (int ii = 0; ii < springAxisEnable.Length; ii++)
|
||||
{
|
||||
springAxisEnable[ii] = false;
|
||||
springDamping[ii] = BSAPITemplate.SPRING_NOT_SPECIFIED;
|
||||
springStiffness[ii] = BSAPITemplate.SPRING_NOT_SPECIFIED;
|
||||
}
|
||||
springLinearEquilibriumPoint = OMV.Vector3.Zero;
|
||||
springAngularEquilibriumPoint = OMV.Vector3.Zero;
|
||||
member.PhysScene.DetailLog("{0},BSLinkInfoConstraint.ResetLink", member.LocalID);
|
||||
}
|
||||
|
||||
// Given a constraint, apply the current constraint parameters to same.
|
||||
public void SetConstraintParameters(BSConstraint constrain)
|
||||
public override void SetLinkParameters(BSConstraint constrain)
|
||||
{
|
||||
member.PhysScene.DetailLog("{0},BSLinkInfoConstraint.SetLinkParameters,type={1}", member.LocalID, constraintType);
|
||||
switch (constraintType)
|
||||
{
|
||||
case ConstraintType.FIXED_CONSTRAINT_TYPE:
|
||||
case ConstraintType.D6_CONSTRAINT_TYPE:
|
||||
BSConstraint6Dof constrain6dof = constrain as BSConstraint6Dof;
|
||||
if (constrain6dof != null)
|
||||
{
|
||||
// NOTE: D6_SPRING_CONSTRAINT_TYPE should be updated if you change any of this code.
|
||||
// zero linear and angular limits makes the objects unable to move in relation to each other
|
||||
constrain6dof.SetLinearLimits(linearLimitLow, linearLimitHigh);
|
||||
constrain6dof.SetAngularLimits(angularLimitLow, angularLimitHigh);
|
||||
|
@ -99,10 +135,55 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
}
|
||||
}
|
||||
break;
|
||||
case ConstraintType.D6_SPRING_CONSTRAINT_TYPE:
|
||||
BSConstraintSpring constrainSpring = constrain as BSConstraintSpring;
|
||||
if (constrainSpring != null)
|
||||
{
|
||||
// zero linear and angular limits makes the objects unable to move in relation to each other
|
||||
constrainSpring.SetLinearLimits(linearLimitLow, linearLimitHigh);
|
||||
constrainSpring.SetAngularLimits(angularLimitLow, angularLimitHigh);
|
||||
|
||||
// tweek the constraint to increase stability
|
||||
constrainSpring.UseFrameOffset(useFrameOffset);
|
||||
constrainSpring.TranslationalLimitMotor(enableTransMotor, transMotorMaxVel, transMotorMaxForce);
|
||||
constrainSpring.SetCFMAndERP(cfm, erp);
|
||||
if (solverIterations != 0f)
|
||||
{
|
||||
constrainSpring.SetSolverIterations(solverIterations);
|
||||
}
|
||||
for (int ii = 0; ii < springAxisEnable.Length; ii++)
|
||||
{
|
||||
constrainSpring.SetAxisEnable(ii, springAxisEnable[ii]);
|
||||
if (springDamping[ii] != BSAPITemplate.SPRING_NOT_SPECIFIED)
|
||||
constrainSpring.SetDamping(ii, springDamping[ii]);
|
||||
if (springStiffness[ii] != BSAPITemplate.SPRING_NOT_SPECIFIED)
|
||||
constrainSpring.SetStiffness(ii, springStiffness[ii]);
|
||||
}
|
||||
constrainSpring.CalculateTransforms();
|
||||
|
||||
if (springLinearEquilibriumPoint != OMV.Vector3.Zero)
|
||||
constrainSpring.SetEquilibriumPoint(springLinearEquilibriumPoint, springAngularEquilibriumPoint);
|
||||
else
|
||||
constrainSpring.SetEquilibriumPoint(BSAPITemplate.SPRING_NOT_SPECIFIED, BSAPITemplate.SPRING_NOT_SPECIFIED);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Return 'true' if the property updates from the physics engine should be reported
|
||||
// to the simulator.
|
||||
// If the constraint is fixed, we don't need to report as the simulator and viewer will
|
||||
// report the right things.
|
||||
public override bool ShouldUpdateChildProperties()
|
||||
{
|
||||
bool ret = true;
|
||||
if (constraintType == ConstraintType.FIXED_CONSTRAINT_TYPE)
|
||||
ret = false;
|
||||
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
|
||||
public BSLinksetConstraints(BSScene scene, BSPrimLinkable parent) : base(scene, parent)
|
||||
|
@ -110,12 +191,15 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
LinksetImpl = LinksetImplementation.Constraint;
|
||||
}
|
||||
|
||||
private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINT]";
|
||||
|
||||
// When physical properties are changed the linkset needs to recalculate
|
||||
// its internal properties.
|
||||
// This is queued in the 'post taint' queue so the
|
||||
// refresh will happen once after all the other taints are applied.
|
||||
public override void Refresh(BSPrimLinkable requestor)
|
||||
{
|
||||
ScheduleRebuild(requestor);
|
||||
base.Refresh(requestor);
|
||||
|
||||
}
|
||||
|
@ -132,10 +216,16 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
{
|
||||
// Queue to happen after all the other taint processing
|
||||
m_physicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate()
|
||||
{
|
||||
if (HasAnyChildren)
|
||||
{
|
||||
if (HasAnyChildren)
|
||||
RecomputeLinksetConstraints();
|
||||
});
|
||||
// Constraints that have not been changed are not rebuild but make sure
|
||||
// the constraint of the requestor is rebuilt.
|
||||
PhysicallyUnlinkAChildFromRoot(LinksetRoot, requestor);
|
||||
// Rebuild the linkset and all its constraints.
|
||||
RecomputeLinksetConstraints();
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -152,7 +242,7 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
if (IsRoot(child))
|
||||
{
|
||||
// The root is going dynamic. Rebuild the linkset so parts and mass get computed properly.
|
||||
ScheduleRebuild(LinksetRoot);
|
||||
Refresh(LinksetRoot);
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
@ -171,7 +261,7 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
if (IsRoot(child))
|
||||
{
|
||||
// Schedule a rebuild to verify that the root shape is set to the real shape.
|
||||
ScheduleRebuild(LinksetRoot);
|
||||
Refresh(LinksetRoot);
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
@ -199,7 +289,7 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
// Just undo all the constraints for this linkset. Rebuild at the end of the step.
|
||||
ret = PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot);
|
||||
// Cause the constraints, et al to be rebuilt before the next simulation step.
|
||||
ScheduleRebuild(LinksetRoot);
|
||||
Refresh(LinksetRoot);
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
@ -217,14 +307,14 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
DetailLog("{0},BSLinksetConstraints.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);
|
||||
|
||||
// Cause constraints and assorted properties to be recomputed before the next simulation step.
|
||||
ScheduleRebuild(LinksetRoot);
|
||||
Refresh(LinksetRoot);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Remove the specified child from the linkset.
|
||||
// Safe to call even if the child is not really in my linkset.
|
||||
protected override void RemoveChildFromLinkset(BSPrimLinkable child)
|
||||
protected override void RemoveChildFromLinkset(BSPrimLinkable child, bool inTaintTime)
|
||||
{
|
||||
if (m_children.Remove(child))
|
||||
{
|
||||
|
@ -236,12 +326,12 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
rootx.LocalID, rootx.PhysBody.AddrString,
|
||||
childx.LocalID, childx.PhysBody.AddrString);
|
||||
|
||||
m_physicsScene.TaintedObject("BSLinksetConstraints.RemoveChildFromLinkset", delegate()
|
||||
m_physicsScene.TaintedObject(inTaintTime, childx.LocalID, "BSLinksetConstraints.RemoveChildFromLinkset", delegate()
|
||||
{
|
||||
PhysicallyUnlinkAChildFromRoot(rootx, childx);
|
||||
});
|
||||
// See that the linkset parameters are recomputed at the end of the taint time.
|
||||
ScheduleRebuild(LinksetRoot);
|
||||
Refresh(LinksetRoot);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -262,8 +352,8 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
// Create a static constraint between the two passed objects
|
||||
private BSConstraint BuildConstraint(BSPrimLinkable rootPrim, BSLinkInfo li)
|
||||
{
|
||||
BSLinkInfoConstraint liConstraint = li as BSLinkInfoConstraint;
|
||||
if (liConstraint == null)
|
||||
BSLinkInfoConstraint linkInfo = li as BSLinkInfoConstraint;
|
||||
if (linkInfo == null)
|
||||
return null;
|
||||
|
||||
// Zero motion for children so they don't interpolate
|
||||
|
@ -271,27 +361,26 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
|
||||
BSConstraint constrain = null;
|
||||
|
||||
switch (liConstraint.constraintType)
|
||||
switch (linkInfo.constraintType)
|
||||
{
|
||||
case ConstraintType.FIXED_CONSTRAINT_TYPE:
|
||||
case ConstraintType.D6_CONSTRAINT_TYPE:
|
||||
// Relative position normalized to the root prim
|
||||
// Essentually a vector pointing from center of rootPrim to center of li.member
|
||||
OMV.Vector3 childRelativePosition = liConstraint.member.Position - rootPrim.Position;
|
||||
OMV.Vector3 childRelativePosition = linkInfo.member.Position - rootPrim.Position;
|
||||
|
||||
// real world coordinate of midpoint between the two objects
|
||||
OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2);
|
||||
|
||||
DetailLog("{0},BSLinksetConstraint.BuildConstraint,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}",
|
||||
rootPrim.LocalID,
|
||||
rootPrim.LocalID, rootPrim.PhysBody.AddrString,
|
||||
liConstraint.member.LocalID, liConstraint.member.PhysBody.AddrString,
|
||||
rootPrim.Position, liConstraint.member.Position, midPoint);
|
||||
DetailLog("{0},BSLinksetConstraint.BuildConstraint,6Dof,rBody={1},cBody={2},rLoc={3},cLoc={4},midLoc={5}",
|
||||
rootPrim.LocalID, rootPrim.PhysBody, linkInfo.member.PhysBody,
|
||||
rootPrim.Position, linkInfo.member.Position, midPoint);
|
||||
|
||||
// create a constraint that allows no freedom of movement between the two objects
|
||||
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
|
||||
|
||||
constrain = new BSConstraint6Dof(
|
||||
m_physicsScene.World, rootPrim.PhysBody, liConstraint.member.PhysBody, midPoint, true, true );
|
||||
m_physicsScene.World, rootPrim.PhysBody, linkInfo.member.PhysBody, midPoint, true, true );
|
||||
|
||||
/* NOTE: below is an attempt to build constraint with full frame computation, etc.
|
||||
* Using the midpoint is easier since it lets the Bullet code manipulate the transforms
|
||||
|
@ -319,12 +408,24 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
// ==================================================================================
|
||||
*/
|
||||
|
||||
break;
|
||||
case ConstraintType.D6_SPRING_CONSTRAINT_TYPE:
|
||||
constrain = new BSConstraintSpring(m_physicsScene.World, rootPrim.PhysBody, linkInfo.member.PhysBody,
|
||||
linkInfo.frameInAloc, linkInfo.frameInArot, linkInfo.frameInBloc, linkInfo.frameInBrot,
|
||||
linkInfo.useLinearReferenceFrameA,
|
||||
true /*disableCollisionsBetweenLinkedBodies*/);
|
||||
DetailLog("{0},BSLinksetConstraint.BuildConstraint,spring,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6}",
|
||||
rootPrim.LocalID,
|
||||
rootPrim.LocalID, rootPrim.PhysBody.AddrString,
|
||||
linkInfo.member.LocalID, linkInfo.member.PhysBody.AddrString,
|
||||
rootPrim.Position, linkInfo.member.Position);
|
||||
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
liConstraint.SetConstraintParameters(constrain);
|
||||
linkInfo.SetLinkParameters(constrain);
|
||||
|
||||
m_physicsScene.Constraints.AddConstraint(constrain);
|
||||
|
||||
|
@ -343,13 +444,22 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
rootPrim.LocalID, rootPrim.PhysBody.AddrString,
|
||||
childPrim.LocalID, childPrim.PhysBody.AddrString);
|
||||
|
||||
// Find the constraint for this link and get rid of it from the overall collection and from my list
|
||||
if (m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody))
|
||||
// If asked to unlink root from root, just remove all the constraints
|
||||
if (rootPrim == childPrim || childPrim == LinksetRoot)
|
||||
{
|
||||
// Make the child refresh its location
|
||||
m_physicsScene.PE.PushUpdate(childPrim.PhysBody);
|
||||
PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot);
|
||||
ret = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Find the constraint for this link and get rid of it from the overall collection and from my list
|
||||
if (m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody))
|
||||
{
|
||||
// Make the child refresh its location
|
||||
m_physicsScene.PE.PushUpdate(childPrim.PhysBody);
|
||||
ret = true;
|
||||
}
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
@ -382,9 +492,9 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
Rebuilding = true;
|
||||
|
||||
// There is no reason to build all this physical stuff for a non-physical linkset.
|
||||
if (!LinksetRoot.IsPhysicallyActive)
|
||||
if (!LinksetRoot.IsPhysicallyActive || !HasAnyChildren)
|
||||
{
|
||||
DetailLog("{0},BSLinksetConstraint.RecomputeLinksetCompound,notPhysical", LinksetRoot.LocalID);
|
||||
DetailLog("{0},BSLinksetConstraint.RecomputeLinksetCompound,notPhysicalOrNoChildren", LinksetRoot.LocalID);
|
||||
return; // Note the 'finally' clause at the botton which will get executed.
|
||||
}
|
||||
|
||||
|
@ -401,6 +511,7 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
// If constraint doesn't exist yet, create it.
|
||||
constrain = BuildConstraint(LinksetRoot, li);
|
||||
}
|
||||
li.SetLinkParameters(constrain);
|
||||
constrain.RecomputeConstraintVariables(linksetMass);
|
||||
|
||||
// PhysicsScene.PE.DumpConstraint(PhysicsScene.World, constrain.Constraint); // DEBUG DEBUG
|
||||
|
@ -412,5 +523,324 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
Rebuilding = false;
|
||||
}
|
||||
}
|
||||
|
||||
#region Extension
|
||||
public override object Extension(string pFunct, params object[] pParams)
|
||||
{
|
||||
object ret = null;
|
||||
switch (pFunct)
|
||||
{
|
||||
// pParams = [ BSPhysObject root, BSPhysObject child, integer linkType ]
|
||||
case ExtendedPhysics.PhysFunctChangeLinkType:
|
||||
if (pParams.Length > 2)
|
||||
{
|
||||
int requestedType = (int)pParams[2];
|
||||
DetailLog("{0},BSLinksetConstraint.ChangeLinkType,requestedType={1}", LinksetRoot.LocalID, requestedType);
|
||||
if (requestedType == (int)ConstraintType.FIXED_CONSTRAINT_TYPE
|
||||
|| requestedType == (int)ConstraintType.D6_CONSTRAINT_TYPE
|
||||
|| requestedType == (int)ConstraintType.D6_SPRING_CONSTRAINT_TYPE
|
||||
|| requestedType == (int)ConstraintType.HINGE_CONSTRAINT_TYPE
|
||||
|| requestedType == (int)ConstraintType.CONETWIST_CONSTRAINT_TYPE
|
||||
|| requestedType == (int)ConstraintType.SLIDER_CONSTRAINT_TYPE)
|
||||
{
|
||||
BSPrimLinkable child = pParams[1] as BSPrimLinkable;
|
||||
if (child != null)
|
||||
{
|
||||
DetailLog("{0},BSLinksetConstraint.ChangeLinkType,rootID={1},childID={2},type={3}",
|
||||
LinksetRoot.LocalID, LinksetRoot.LocalID, child.LocalID, requestedType);
|
||||
m_physicsScene.TaintedObject(child.LocalID, "BSLinksetConstraint.PhysFunctChangeLinkType", delegate()
|
||||
{
|
||||
// Pick up all the constraints currently created.
|
||||
RemoveDependencies(child);
|
||||
|
||||
BSLinkInfo linkInfo = null;
|
||||
if (TryGetLinkInfo(child, out linkInfo))
|
||||
{
|
||||
BSLinkInfoConstraint linkInfoC = linkInfo as BSLinkInfoConstraint;
|
||||
if (linkInfoC != null)
|
||||
{
|
||||
linkInfoC.constraintType = (ConstraintType)requestedType;
|
||||
ret = (object)true;
|
||||
DetailLog("{0},BSLinksetConstraint.ChangeLinkType,link={1},type={2}",
|
||||
linkInfo.member.LocalID, linkInfo.member.LocalID, linkInfoC.constraintType);
|
||||
}
|
||||
else
|
||||
{
|
||||
DetailLog("{0},BSLinksetConstraint.ChangeLinkType,linkInfoNotConstraint,childID={1}", LinksetRoot.LocalID, child.LocalID);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
DetailLog("{0},BSLinksetConstraint.ChangeLinkType,noLinkInfoForChild,childID={1}", LinksetRoot.LocalID, child.LocalID);
|
||||
}
|
||||
// Cause the whole linkset to be rebuilt in post-taint time.
|
||||
Refresh(child);
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
DetailLog("{0},BSLinksetConstraint.SetLinkType,childNotBSPrimLinkable", LinksetRoot.LocalID);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
DetailLog("{0},BSLinksetConstraint.SetLinkType,illegalRequestedType,reqested={1},spring={2}",
|
||||
LinksetRoot.LocalID, requestedType, ((int)ConstraintType.D6_SPRING_CONSTRAINT_TYPE));
|
||||
}
|
||||
}
|
||||
break;
|
||||
// pParams = [ BSPhysObject root, BSPhysObject child ]
|
||||
case ExtendedPhysics.PhysFunctGetLinkType:
|
||||
if (pParams.Length > 0)
|
||||
{
|
||||
BSPrimLinkable child = pParams[1] as BSPrimLinkable;
|
||||
if (child != null)
|
||||
{
|
||||
BSLinkInfo linkInfo = null;
|
||||
if (TryGetLinkInfo(child, out linkInfo))
|
||||
{
|
||||
BSLinkInfoConstraint linkInfoC = linkInfo as BSLinkInfoConstraint;
|
||||
if (linkInfoC != null)
|
||||
{
|
||||
ret = (object)(int)linkInfoC.constraintType;
|
||||
DetailLog("{0},BSLinksetConstraint.GetLinkType,link={1},type={2}",
|
||||
linkInfo.member.LocalID, linkInfo.member.LocalID, linkInfoC.constraintType);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
// pParams = [ BSPhysObject root, BSPhysObject child, int op, object opParams, int op, object opParams, ... ]
|
||||
case ExtendedPhysics.PhysFunctChangeLinkParams:
|
||||
// There should be two parameters: the childActor and a list of parameters to set
|
||||
if (pParams.Length > 2)
|
||||
{
|
||||
BSPrimLinkable child = pParams[1] as BSPrimLinkable;
|
||||
BSLinkInfo baseLinkInfo = null;
|
||||
if (TryGetLinkInfo(child, out baseLinkInfo))
|
||||
{
|
||||
BSLinkInfoConstraint linkInfo = baseLinkInfo as BSLinkInfoConstraint;
|
||||
if (linkInfo != null)
|
||||
{
|
||||
int valueInt;
|
||||
float valueFloat;
|
||||
bool valueBool;
|
||||
OMV.Vector3 valueVector;
|
||||
OMV.Vector3 valueVector2;
|
||||
OMV.Quaternion valueQuaternion;
|
||||
int axisLow, axisHigh;
|
||||
|
||||
int opIndex = 2;
|
||||
while (opIndex < pParams.Length)
|
||||
{
|
||||
int thisOp = 0;
|
||||
string errMsg = "";
|
||||
try
|
||||
{
|
||||
thisOp = (int)pParams[opIndex];
|
||||
DetailLog("{0},BSLinksetConstraint.ChangeLinkParams2,op={1},val={2}",
|
||||
linkInfo.member.LocalID, thisOp, pParams[opIndex + 1]);
|
||||
switch (thisOp)
|
||||
{
|
||||
case ExtendedPhysics.PHYS_PARAM_LINK_TYPE:
|
||||
valueInt = (int)pParams[opIndex + 1];
|
||||
ConstraintType valueType = (ConstraintType)valueInt;
|
||||
if (valueType == ConstraintType.FIXED_CONSTRAINT_TYPE
|
||||
|| valueType == ConstraintType.D6_CONSTRAINT_TYPE
|
||||
|| valueType == ConstraintType.D6_SPRING_CONSTRAINT_TYPE
|
||||
|| valueType == ConstraintType.HINGE_CONSTRAINT_TYPE
|
||||
|| valueType == ConstraintType.CONETWIST_CONSTRAINT_TYPE
|
||||
|| valueType == ConstraintType.SLIDER_CONSTRAINT_TYPE)
|
||||
{
|
||||
linkInfo.constraintType = valueType;
|
||||
}
|
||||
opIndex += 2;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_FRAMEINA_LOC:
|
||||
errMsg = "PHYS_PARAM_FRAMEINA_LOC takes one parameter of type vector";
|
||||
valueVector = (OMV.Vector3)pParams[opIndex + 1];
|
||||
linkInfo.frameInAloc = valueVector;
|
||||
opIndex += 2;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_FRAMEINA_ROT:
|
||||
errMsg = "PHYS_PARAM_FRAMEINA_ROT takes one parameter of type rotation";
|
||||
valueQuaternion = (OMV.Quaternion)pParams[opIndex + 1];
|
||||
linkInfo.frameInArot = valueQuaternion;
|
||||
opIndex += 2;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_FRAMEINB_LOC:
|
||||
errMsg = "PHYS_PARAM_FRAMEINB_LOC takes one parameter of type vector";
|
||||
valueVector = (OMV.Vector3)pParams[opIndex + 1];
|
||||
linkInfo.frameInBloc = valueVector;
|
||||
opIndex += 2;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_FRAMEINB_ROT:
|
||||
errMsg = "PHYS_PARAM_FRAMEINB_ROT takes one parameter of type rotation";
|
||||
valueQuaternion = (OMV.Quaternion)pParams[opIndex + 1];
|
||||
linkInfo.frameInBrot = valueQuaternion;
|
||||
opIndex += 2;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_LINEAR_LIMIT_LOW:
|
||||
errMsg = "PHYS_PARAM_LINEAR_LIMIT_LOW takes one parameter of type vector";
|
||||
valueVector = (OMV.Vector3)pParams[opIndex + 1];
|
||||
linkInfo.linearLimitLow = valueVector;
|
||||
opIndex += 2;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_LINEAR_LIMIT_HIGH:
|
||||
errMsg = "PHYS_PARAM_LINEAR_LIMIT_HIGH takes one parameter of type vector";
|
||||
valueVector = (OMV.Vector3)pParams[opIndex + 1];
|
||||
linkInfo.linearLimitHigh = valueVector;
|
||||
opIndex += 2;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_ANGULAR_LIMIT_LOW:
|
||||
errMsg = "PHYS_PARAM_ANGULAR_LIMIT_LOW takes one parameter of type vector";
|
||||
valueVector = (OMV.Vector3)pParams[opIndex + 1];
|
||||
linkInfo.angularLimitLow = valueVector;
|
||||
opIndex += 2;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_ANGULAR_LIMIT_HIGH:
|
||||
errMsg = "PHYS_PARAM_ANGULAR_LIMIT_HIGH takes one parameter of type vector";
|
||||
valueVector = (OMV.Vector3)pParams[opIndex + 1];
|
||||
linkInfo.angularLimitHigh = valueVector;
|
||||
opIndex += 2;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_USE_FRAME_OFFSET:
|
||||
errMsg = "PHYS_PARAM_USE_FRAME_OFFSET takes one parameter of type integer (bool)";
|
||||
valueBool = ((int)pParams[opIndex + 1]) != 0;
|
||||
linkInfo.useFrameOffset = valueBool;
|
||||
opIndex += 2;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_ENABLE_TRANSMOTOR:
|
||||
errMsg = "PHYS_PARAM_ENABLE_TRANSMOTOR takes one parameter of type integer (bool)";
|
||||
valueBool = ((int)pParams[opIndex + 1]) != 0;
|
||||
linkInfo.enableTransMotor = valueBool;
|
||||
opIndex += 2;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_TRANSMOTOR_MAXVEL:
|
||||
errMsg = "PHYS_PARAM_TRANSMOTOR_MAXVEL takes one parameter of type float";
|
||||
valueFloat = (float)pParams[opIndex + 1];
|
||||
linkInfo.transMotorMaxVel = valueFloat;
|
||||
opIndex += 2;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_TRANSMOTOR_MAXFORCE:
|
||||
errMsg = "PHYS_PARAM_TRANSMOTOR_MAXFORCE takes one parameter of type float";
|
||||
valueFloat = (float)pParams[opIndex + 1];
|
||||
linkInfo.transMotorMaxForce = valueFloat;
|
||||
opIndex += 2;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_CFM:
|
||||
errMsg = "PHYS_PARAM_CFM takes one parameter of type float";
|
||||
valueFloat = (float)pParams[opIndex + 1];
|
||||
linkInfo.cfm = valueFloat;
|
||||
opIndex += 2;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_ERP:
|
||||
errMsg = "PHYS_PARAM_ERP takes one parameter of type float";
|
||||
valueFloat = (float)pParams[opIndex + 1];
|
||||
linkInfo.erp = valueFloat;
|
||||
opIndex += 2;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_SOLVER_ITERATIONS:
|
||||
errMsg = "PHYS_PARAM_SOLVER_ITERATIONS takes one parameter of type float";
|
||||
valueFloat = (float)pParams[opIndex + 1];
|
||||
linkInfo.solverIterations = valueFloat;
|
||||
opIndex += 2;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_SPRING_AXIS_ENABLE:
|
||||
errMsg = "PHYS_PARAM_SPRING_AXIS_ENABLE takes two parameters of types integer and integer (bool)";
|
||||
valueInt = (int)pParams[opIndex + 1];
|
||||
valueBool = ((int)pParams[opIndex + 2]) != 0;
|
||||
GetAxisRange(valueInt, out axisLow, out axisHigh);
|
||||
for (int ii = axisLow; ii <= axisHigh; ii++)
|
||||
linkInfo.springAxisEnable[ii] = valueBool;
|
||||
opIndex += 3;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_SPRING_DAMPING:
|
||||
errMsg = "PHYS_PARAM_SPRING_DAMPING takes two parameters of types integer and float";
|
||||
valueInt = (int)pParams[opIndex + 1];
|
||||
valueFloat = (float)pParams[opIndex + 2];
|
||||
GetAxisRange(valueInt, out axisLow, out axisHigh);
|
||||
for (int ii = axisLow; ii <= axisHigh; ii++)
|
||||
linkInfo.springDamping[ii] = valueFloat;
|
||||
opIndex += 3;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_SPRING_STIFFNESS:
|
||||
errMsg = "PHYS_PARAM_SPRING_STIFFNESS takes two parameters of types integer and float";
|
||||
valueInt = (int)pParams[opIndex + 1];
|
||||
valueFloat = (float)pParams[opIndex + 2];
|
||||
GetAxisRange(valueInt, out axisLow, out axisHigh);
|
||||
for (int ii = axisLow; ii <= axisHigh; ii++)
|
||||
linkInfo.springStiffness[ii] = valueFloat;
|
||||
opIndex += 3;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_SPRING_EQUILIBRIUM_POINT:
|
||||
errMsg = "PHYS_PARAM_SPRING_EQUILIBRIUM_POINT takes two parameters of type vector";
|
||||
valueVector = (OMV.Vector3)pParams[opIndex + 1];
|
||||
valueVector2 = (OMV.Vector3)pParams[opIndex + 2];
|
||||
linkInfo.springLinearEquilibriumPoint = valueVector;
|
||||
linkInfo.springAngularEquilibriumPoint = valueVector2;
|
||||
opIndex += 3;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_USE_LINEAR_FRAMEA:
|
||||
errMsg = "PHYS_PARAM_USE_LINEAR_FRAMEA takes one parameter of type integer (bool)";
|
||||
valueBool = ((int)pParams[opIndex + 1]) != 0;
|
||||
linkInfo.useLinearReferenceFrameA = valueBool;
|
||||
opIndex += 2;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
catch (InvalidCastException e)
|
||||
{
|
||||
m_physicsScene.Logger.WarnFormat("{0} value of wrong type in physSetLinksetParams: {1}, err={2}",
|
||||
LogHeader, errMsg, e);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_physicsScene.Logger.WarnFormat("{0} bad parameters in physSetLinksetParams: {1}", LogHeader, e);
|
||||
}
|
||||
}
|
||||
}
|
||||
// Something changed so a rebuild is in order
|
||||
Refresh(child);
|
||||
}
|
||||
}
|
||||
break;
|
||||
default:
|
||||
ret = base.Extension(pFunct, pParams);
|
||||
break;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Bullet constraints keep some limit parameters for each linear and angular axis.
|
||||
// Setting same is easier if there is an easy way to see all or types.
|
||||
// This routine returns the array limits for the set of axis.
|
||||
private void GetAxisRange(int rangeSpec, out int low, out int high)
|
||||
{
|
||||
switch (rangeSpec)
|
||||
{
|
||||
case ExtendedPhysics.PHYS_AXIS_LINEAR_ALL:
|
||||
low = 0;
|
||||
high = 2;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_ANGULAR_ALL:
|
||||
low = 3;
|
||||
high = 5;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_ALL:
|
||||
low = 0;
|
||||
high = 5;
|
||||
break;
|
||||
default:
|
||||
low = high = rangeSpec;
|
||||
break;
|
||||
}
|
||||
return;
|
||||
}
|
||||
#endregion // Extension
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -134,6 +134,7 @@ public static class BSParam
|
|||
public static float AvatarHeightMidFudge { get; private set; }
|
||||
public static float AvatarHeightHighFudge { get; private set; }
|
||||
public static float AvatarContactProcessingThreshold { get; private set; }
|
||||
public static float AvatarStopZeroThreshold { get; private set; }
|
||||
public static int AvatarJumpFrames { get; private set; }
|
||||
public static float AvatarBelowGroundUpCorrectionMeters { get; private set; }
|
||||
public static float AvatarStepHeight { get; private set; }
|
||||
|
@ -570,11 +571,13 @@ public static class BSParam
|
|||
new ParameterDefn<float>("AvatarHeightLowFudge", "A fudge factor to make small avatars stand on the ground",
|
||||
-0.2f ),
|
||||
new ParameterDefn<float>("AvatarHeightMidFudge", "A fudge distance to adjust average sized avatars to be standing on ground",
|
||||
0.2f ),
|
||||
0.1f ),
|
||||
new ParameterDefn<float>("AvatarHeightHighFudge", "A fudge factor to make tall avatars stand on the ground",
|
||||
0.2f ),
|
||||
0.1f ),
|
||||
new ParameterDefn<float>("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions",
|
||||
0.1f ),
|
||||
new ParameterDefn<float>("AvatarStopZeroThreshold", "Movement velocity below which avatar is assumed to be stopped",
|
||||
0.1f ),
|
||||
new ParameterDefn<float>("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground",
|
||||
1.0f ),
|
||||
new ParameterDefn<int>("AvatarJumpFrames", "Number of frames to allow jump forces. Changes jump height.",
|
||||
|
@ -683,21 +686,21 @@ public static class BSParam
|
|||
0f ),
|
||||
|
||||
new ParameterDefn<float>("BHullMaxVerticesPerHull", "Bullet impl: max number of vertices per created hull",
|
||||
100f ),
|
||||
200f ),
|
||||
new ParameterDefn<float>("BHullMinClusters", "Bullet impl: minimum number of hulls to create per mesh",
|
||||
2f ),
|
||||
10f ),
|
||||
new ParameterDefn<float>("BHullCompacityWeight", "Bullet impl: weight factor for how compact to make hulls",
|
||||
0.1f ),
|
||||
20f ),
|
||||
new ParameterDefn<float>("BHullVolumeWeight", "Bullet impl: weight factor for volume in created hull",
|
||||
0f ),
|
||||
0.1f ),
|
||||
new ParameterDefn<float>("BHullConcavity", "Bullet impl: weight factor for how convex a created hull can be",
|
||||
100f ),
|
||||
10f ),
|
||||
new ParameterDefn<bool>("BHullAddExtraDistPoints", "Bullet impl: whether to add extra vertices for long distance vectors",
|
||||
false ),
|
||||
true ),
|
||||
new ParameterDefn<bool>("BHullAddNeighboursDistPoints", "Bullet impl: whether to add extra vertices between neighbor hulls",
|
||||
false ),
|
||||
true ),
|
||||
new ParameterDefn<bool>("BHullAddFacesPoints", "Bullet impl: whether to add extra vertices to break up hull faces",
|
||||
false ),
|
||||
true ),
|
||||
new ParameterDefn<bool>("BHullShouldAdjustCollisionMargin", "Bullet impl: whether to shrink resulting hulls to account for collision margin",
|
||||
false ),
|
||||
|
||||
|
@ -826,7 +829,7 @@ public static class BSParam
|
|||
private static void ResetConstraintSolverTainted(BSScene pPhysScene, float v)
|
||||
{
|
||||
BSScene physScene = pPhysScene;
|
||||
physScene.TaintedObject("BSParam.ResetConstraintSolver", delegate()
|
||||
physScene.TaintedObject(BSScene.DetailLogZero, "BSParam.ResetConstraintSolver", delegate()
|
||||
{
|
||||
physScene.PE.ResetConstraintSolver(physScene.World);
|
||||
});
|
||||
|
|
|
@ -121,7 +121,7 @@ public abstract class BSPhysObject : PhysicsActor
|
|||
public virtual void Destroy()
|
||||
{
|
||||
PhysicalActors.Enable(false);
|
||||
PhysScene.TaintedObject("BSPhysObject.Destroy", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPhysObject.Destroy", delegate()
|
||||
{
|
||||
PhysicalActors.Dispose();
|
||||
});
|
||||
|
@ -300,8 +300,19 @@ public abstract class BSPhysObject : PhysicsActor
|
|||
// Called in taint-time!!
|
||||
public void ActivateIfPhysical(bool forceIt)
|
||||
{
|
||||
if (IsPhysical && PhysBody.HasPhysicalBody)
|
||||
PhysScene.PE.Activate(PhysBody, forceIt);
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
if (IsPhysical)
|
||||
{
|
||||
// Physical objects might need activating
|
||||
PhysScene.PE.Activate(PhysBody, forceIt);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Clear the collision cache since we've changed some properties.
|
||||
PhysScene.PE.ClearCollisionProxyCache(PhysScene.World, PhysBody);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 'actors' act on the physical object to change or constrain its motion. These can range from
|
||||
|
@ -509,7 +520,7 @@ public abstract class BSPhysObject : PhysicsActor
|
|||
// make sure first collision happens
|
||||
NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs);
|
||||
|
||||
PhysScene.TaintedObject(TypeName+".SubscribeEvents", delegate()
|
||||
PhysScene.TaintedObject(LocalID, TypeName+".SubscribeEvents", delegate()
|
||||
{
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
|
@ -524,7 +535,7 @@ public abstract class BSPhysObject : PhysicsActor
|
|||
public override void UnSubscribeEvents() {
|
||||
// DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName);
|
||||
SubscribedEventsMs = 0;
|
||||
PhysScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate()
|
||||
PhysScene.TaintedObject(LocalID, TypeName+".UnSubscribeEvents", delegate()
|
||||
{
|
||||
// Make sure there is a body there because sometimes destruction happens in an un-ideal order.
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
|
|
|
@ -41,7 +41,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
[Serializable]
|
||||
public class BSPrim : BSPhysObject
|
||||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
protected static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
private static readonly string LogHeader = "[BULLETS PRIM]";
|
||||
|
||||
// _size is what the user passed. Scale is what we pass to the physics engine with the mesh.
|
||||
|
@ -102,7 +102,7 @@ public class BSPrim : BSPhysObject
|
|||
|
||||
// DetailLog("{0},BSPrim.constructor,call", LocalID);
|
||||
// do the actual object creation at taint time
|
||||
PhysScene.TaintedObject("BSPrim.create", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.create", delegate()
|
||||
{
|
||||
// Make sure the object is being created with some sanity.
|
||||
ExtremeSanityCheck(true /* inTaintTime */);
|
||||
|
@ -126,7 +126,7 @@ public class BSPrim : BSPhysObject
|
|||
// Undo any vehicle properties
|
||||
this.VehicleType = (int)Vehicle.TYPE_NONE;
|
||||
|
||||
PhysScene.TaintedObject("BSPrim.Destroy", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.Destroy", delegate()
|
||||
{
|
||||
DetailLog("{0},BSPrim.Destroy,taint,", LocalID);
|
||||
// If there are physical body and shape, release my use of same.
|
||||
|
@ -161,7 +161,7 @@ public class BSPrim : BSPhysObject
|
|||
}
|
||||
public override bool ForceBodyShapeRebuild(bool inTaintTime)
|
||||
{
|
||||
PhysScene.TaintedObject(inTaintTime, "BSPrim.ForceBodyShapeRebuild", delegate()
|
||||
PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ForceBodyShapeRebuild", delegate()
|
||||
{
|
||||
_mass = CalculateMass(); // changing the shape changes the mass
|
||||
CreateGeomAndObject(true);
|
||||
|
@ -178,7 +178,7 @@ public class BSPrim : BSPhysObject
|
|||
if (value != _isSelected)
|
||||
{
|
||||
_isSelected = value;
|
||||
PhysScene.TaintedObject("BSPrim.setSelected", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.setSelected", delegate()
|
||||
{
|
||||
DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected);
|
||||
SetObjectDynamic(false);
|
||||
|
@ -224,7 +224,7 @@ public class BSPrim : BSPhysObject
|
|||
_rotationalVelocity = OMV.Vector3.Zero;
|
||||
|
||||
// Zero some other properties in the physics engine
|
||||
PhysScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate()
|
||||
PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ZeroMotion", delegate()
|
||||
{
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
PhysScene.PE.ClearAllForces(PhysBody);
|
||||
|
@ -234,7 +234,7 @@ public class BSPrim : BSPhysObject
|
|||
{
|
||||
_rotationalVelocity = OMV.Vector3.Zero;
|
||||
// Zero some other properties in the physics engine
|
||||
PhysScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate()
|
||||
PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ZeroMotion", delegate()
|
||||
{
|
||||
// DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity);
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
|
@ -262,7 +262,7 @@ public class BSPrim : BSPhysObject
|
|||
});
|
||||
|
||||
// Update parameters so the new actor's Refresh() action is called at the right time.
|
||||
PhysScene.TaintedObject("BSPrim.LockAngularMotion", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.LockAngularMotion", delegate()
|
||||
{
|
||||
UpdatePhysicalParameters();
|
||||
});
|
||||
|
@ -287,7 +287,7 @@ public class BSPrim : BSPhysObject
|
|||
RawPosition = value;
|
||||
PositionSanityCheck(false);
|
||||
|
||||
PhysScene.TaintedObject("BSPrim.setPosition", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.setPosition", delegate()
|
||||
{
|
||||
DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation);
|
||||
ForcePosition = RawPosition;
|
||||
|
@ -531,7 +531,7 @@ public class BSPrim : BSPhysObject
|
|||
set {
|
||||
Vehicle type = (Vehicle)value;
|
||||
|
||||
PhysScene.TaintedObject("setVehicleType", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "setVehicleType", delegate()
|
||||
{
|
||||
// Some vehicle scripts change vehicle type on the fly as an easy way to
|
||||
// change all the parameters. Like a plane changing to CAR when on the
|
||||
|
@ -561,7 +561,7 @@ public class BSPrim : BSPhysObject
|
|||
}
|
||||
public override void VehicleFloatParam(int param, float value)
|
||||
{
|
||||
PhysScene.TaintedObject("BSPrim.VehicleFloatParam", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.VehicleFloatParam", delegate()
|
||||
{
|
||||
BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */);
|
||||
if (vehicleActor != null)
|
||||
|
@ -573,7 +573,7 @@ public class BSPrim : BSPhysObject
|
|||
}
|
||||
public override void VehicleVectorParam(int param, OMV.Vector3 value)
|
||||
{
|
||||
PhysScene.TaintedObject("BSPrim.VehicleVectorParam", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.VehicleVectorParam", delegate()
|
||||
{
|
||||
BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */);
|
||||
if (vehicleActor != null)
|
||||
|
@ -585,7 +585,7 @@ public class BSPrim : BSPhysObject
|
|||
}
|
||||
public override void VehicleRotationParam(int param, OMV.Quaternion rotation)
|
||||
{
|
||||
PhysScene.TaintedObject("BSPrim.VehicleRotationParam", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.VehicleRotationParam", delegate()
|
||||
{
|
||||
BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */);
|
||||
if (vehicleActor != null)
|
||||
|
@ -597,7 +597,7 @@ public class BSPrim : BSPhysObject
|
|||
}
|
||||
public override void VehicleFlags(int param, bool remove)
|
||||
{
|
||||
PhysScene.TaintedObject("BSPrim.VehicleFlags", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.VehicleFlags", delegate()
|
||||
{
|
||||
BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */);
|
||||
if (vehicleActor != null)
|
||||
|
@ -613,7 +613,7 @@ public class BSPrim : BSPhysObject
|
|||
if (_isVolumeDetect != newValue)
|
||||
{
|
||||
_isVolumeDetect = newValue;
|
||||
PhysScene.TaintedObject("BSPrim.SetVolumeDetect", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.SetVolumeDetect", delegate()
|
||||
{
|
||||
// DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect);
|
||||
SetObjectDynamic(true);
|
||||
|
@ -628,7 +628,7 @@ public class BSPrim : BSPhysObject
|
|||
public override void SetMaterial(int material)
|
||||
{
|
||||
base.SetMaterial(material);
|
||||
PhysScene.TaintedObject("BSPrim.SetMaterial", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.SetMaterial", delegate()
|
||||
{
|
||||
UpdatePhysicalParameters();
|
||||
});
|
||||
|
@ -641,7 +641,7 @@ public class BSPrim : BSPhysObject
|
|||
if (base.Friction != value)
|
||||
{
|
||||
base.Friction = value;
|
||||
PhysScene.TaintedObject("BSPrim.setFriction", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.setFriction", delegate()
|
||||
{
|
||||
UpdatePhysicalParameters();
|
||||
});
|
||||
|
@ -656,7 +656,7 @@ public class BSPrim : BSPhysObject
|
|||
if (base.Restitution != value)
|
||||
{
|
||||
base.Restitution = value;
|
||||
PhysScene.TaintedObject("BSPrim.setRestitution", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.setRestitution", delegate()
|
||||
{
|
||||
UpdatePhysicalParameters();
|
||||
});
|
||||
|
@ -673,7 +673,7 @@ public class BSPrim : BSPhysObject
|
|||
if (base.Density != value)
|
||||
{
|
||||
base.Density = value;
|
||||
PhysScene.TaintedObject("BSPrim.setDensity", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.setDensity", delegate()
|
||||
{
|
||||
UpdatePhysicalParameters();
|
||||
});
|
||||
|
@ -688,7 +688,7 @@ public class BSPrim : BSPhysObject
|
|||
if (base.GravModifier != value)
|
||||
{
|
||||
base.GravModifier = value;
|
||||
PhysScene.TaintedObject("BSPrim.setGravityModifier", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.setGravityModifier", delegate()
|
||||
{
|
||||
UpdatePhysicalParameters();
|
||||
});
|
||||
|
@ -699,7 +699,7 @@ public class BSPrim : BSPhysObject
|
|||
get { return RawVelocity; }
|
||||
set {
|
||||
RawVelocity = value;
|
||||
PhysScene.TaintedObject("BSPrim.setVelocity", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.setVelocity", delegate()
|
||||
{
|
||||
// DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, RawVelocity);
|
||||
ForceVelocity = RawVelocity;
|
||||
|
@ -745,7 +745,7 @@ public class BSPrim : BSPhysObject
|
|||
return;
|
||||
RawOrientation = value;
|
||||
|
||||
PhysScene.TaintedObject("BSPrim.setOrientation", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.setOrientation", delegate()
|
||||
{
|
||||
ForceOrientation = RawOrientation;
|
||||
});
|
||||
|
@ -776,7 +776,7 @@ public class BSPrim : BSPhysObject
|
|||
if (_isPhysical != value)
|
||||
{
|
||||
_isPhysical = value;
|
||||
PhysScene.TaintedObject("BSPrim.setIsPhysical", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.setIsPhysical", delegate()
|
||||
{
|
||||
DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical);
|
||||
SetObjectDynamic(true);
|
||||
|
@ -1020,7 +1020,7 @@ public class BSPrim : BSPhysObject
|
|||
public override bool FloatOnWater {
|
||||
set {
|
||||
_floatOnWater = value;
|
||||
PhysScene.TaintedObject("BSPrim.setFloatOnWater", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.setFloatOnWater", delegate()
|
||||
{
|
||||
if (_floatOnWater)
|
||||
CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
|
||||
|
@ -1037,7 +1037,7 @@ public class BSPrim : BSPhysObject
|
|||
_rotationalVelocity = value;
|
||||
Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity);
|
||||
// m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
|
||||
PhysScene.TaintedObject("BSPrim.setRotationalVelocity", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.setRotationalVelocity", delegate()
|
||||
{
|
||||
ForceRotationalVelocity = _rotationalVelocity;
|
||||
});
|
||||
|
@ -1068,7 +1068,7 @@ public class BSPrim : BSPhysObject
|
|||
get { return _buoyancy; }
|
||||
set {
|
||||
_buoyancy = value;
|
||||
PhysScene.TaintedObject("BSPrim.setBuoyancy", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.setBuoyancy", delegate()
|
||||
{
|
||||
ForceBuoyancy = _buoyancy;
|
||||
});
|
||||
|
@ -1142,7 +1142,7 @@ public class BSPrim : BSPhysObject
|
|||
// DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce);
|
||||
|
||||
OMV.Vector3 addForce = force;
|
||||
PhysScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate()
|
||||
PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.AddForce", delegate()
|
||||
{
|
||||
// Bullet adds this central force to the total force for this tick.
|
||||
// Deep down in Bullet:
|
||||
|
@ -1172,7 +1172,7 @@ public class BSPrim : BSPhysObject
|
|||
OMV.Vector3 addImpulse = Util.ClampV(impulse, BSParam.MaxAddForceMagnitude);
|
||||
// DetailLog("{0},BSPrim.addForceImpulse,call,impulse={1}", LocalID, impulse);
|
||||
|
||||
PhysScene.TaintedObject(inTaintTime, "BSPrim.AddImpulse", delegate()
|
||||
PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.AddImpulse", delegate()
|
||||
{
|
||||
// Bullet adds this impulse immediately to the velocity
|
||||
DetailLog("{0},BSPrim.addForceImpulse,taint,impulseforce={1}", LocalID, addImpulse);
|
||||
|
@ -1197,7 +1197,7 @@ public class BSPrim : BSPhysObject
|
|||
if (force.IsFinite())
|
||||
{
|
||||
OMV.Vector3 angForce = force;
|
||||
PhysScene.TaintedObject(inTaintTime, "BSPrim.AddAngularForce", delegate()
|
||||
PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.AddAngularForce", delegate()
|
||||
{
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
|
@ -1221,7 +1221,7 @@ public class BSPrim : BSPhysObject
|
|||
public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime)
|
||||
{
|
||||
OMV.Vector3 applyImpulse = impulse;
|
||||
PhysScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate()
|
||||
PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ApplyTorqueImpulse", delegate()
|
||||
{
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
|
@ -1552,39 +1552,10 @@ public class BSPrim : BSPhysObject
|
|||
#region Extension
|
||||
public override object Extension(string pFunct, params object[] pParams)
|
||||
{
|
||||
DetailLog("{0} BSPrim.Extension,op={1}", LocalID, pFunct);
|
||||
object ret = null;
|
||||
switch (pFunct)
|
||||
{
|
||||
case BSScene.PhysFunctGetLinksetType:
|
||||
{
|
||||
BSPrimLinkable myHandle = this as BSPrimLinkable;
|
||||
if (myHandle != null)
|
||||
{
|
||||
ret = (object)myHandle.LinksetType;
|
||||
}
|
||||
m_log.DebugFormat("{0} Extension.physGetLinksetType, type={1}", LogHeader, ret);
|
||||
break;
|
||||
}
|
||||
case BSScene.PhysFunctSetLinksetType:
|
||||
{
|
||||
if (pParams.Length > 0)
|
||||
{
|
||||
BSLinkset.LinksetImplementation linksetType = (BSLinkset.LinksetImplementation)pParams[0];
|
||||
BSPrimLinkable myHandle = this as BSPrimLinkable;
|
||||
if (myHandle != null && myHandle.Linkset.IsRoot(myHandle))
|
||||
{
|
||||
PhysScene.TaintedObject("BSPrim.PhysFunctSetLinksetType", delegate()
|
||||
{
|
||||
// Cause the linkset type to change
|
||||
m_log.DebugFormat("{0} Extension.physSetLinksetType, oldType={1}, newType={2}",
|
||||
LogHeader, myHandle.Linkset.LinksetImpl, linksetType);
|
||||
myHandle.ConvertLinkset(linksetType);
|
||||
});
|
||||
}
|
||||
ret = (object)(int)linksetType;
|
||||
}
|
||||
break;
|
||||
}
|
||||
default:
|
||||
ret = base.Extension(pFunct, pParams);
|
||||
break;
|
||||
|
|
|
@ -30,6 +30,7 @@ using System.Linq;
|
|||
using System.Text;
|
||||
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.OptionalModules.Scripting;
|
||||
|
||||
using OMV = OpenMetaverse;
|
||||
|
||||
|
@ -41,6 +42,8 @@ public class BSPrimLinkable : BSPrimDisplaced
|
|||
// operations necessary for keeping the linkset created and, additionally, this
|
||||
// calls the linkset implementation for its creation and management.
|
||||
|
||||
private static readonly string LogHeader = "[BULLETS PRIMLINKABLE]";
|
||||
|
||||
// This adds the overrides for link() and delink() so the prim is linkable.
|
||||
|
||||
public BSLinkset Linkset { get; set; }
|
||||
|
@ -58,15 +61,12 @@ public class BSPrimLinkable : BSPrimDisplaced
|
|||
|
||||
Linkset = BSLinkset.Factory(PhysScene, this);
|
||||
|
||||
PhysScene.TaintedObject("BSPrimLinksetCompound.Refresh", delegate()
|
||||
{
|
||||
Linkset.Refresh(this);
|
||||
});
|
||||
Linkset.Refresh(this);
|
||||
}
|
||||
|
||||
public override void Destroy()
|
||||
{
|
||||
Linkset = Linkset.RemoveMeFromLinkset(this);
|
||||
Linkset = Linkset.RemoveMeFromLinkset(this, false /* inTaintTime */);
|
||||
base.Destroy();
|
||||
}
|
||||
|
||||
|
@ -80,7 +80,7 @@ public class BSPrimLinkable : BSPrimDisplaced
|
|||
|
||||
Linkset = parent.Linkset.AddMeToLinkset(this);
|
||||
|
||||
DetailLog("{0},BSPrimLinkset.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}",
|
||||
DetailLog("{0},BSPrimLinkable.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}",
|
||||
LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
|
||||
}
|
||||
return;
|
||||
|
@ -94,9 +94,9 @@ public class BSPrimLinkable : BSPrimDisplaced
|
|||
BSPhysObject parentBefore = Linkset.LinksetRoot; // DEBUG
|
||||
int childrenBefore = Linkset.NumberOfChildren; // DEBUG
|
||||
|
||||
Linkset = Linkset.RemoveMeFromLinkset(this);
|
||||
Linkset = Linkset.RemoveMeFromLinkset(this, false /* inTaintTime*/);
|
||||
|
||||
DetailLog("{0},BSPrimLinkset.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ",
|
||||
DetailLog("{0},BSPrimLinkable.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ",
|
||||
LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
|
||||
return;
|
||||
}
|
||||
|
@ -108,7 +108,7 @@ public class BSPrimLinkable : BSPrimDisplaced
|
|||
set
|
||||
{
|
||||
base.Position = value;
|
||||
PhysScene.TaintedObject("BSPrimLinkset.setPosition", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrimLinkable.setPosition", delegate()
|
||||
{
|
||||
Linkset.UpdateProperties(UpdatedProperties.Position, this);
|
||||
});
|
||||
|
@ -122,7 +122,7 @@ public class BSPrimLinkable : BSPrimDisplaced
|
|||
set
|
||||
{
|
||||
base.Orientation = value;
|
||||
PhysScene.TaintedObject("BSPrimLinkset.setOrientation", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrimLinkable.setOrientation", delegate()
|
||||
{
|
||||
Linkset.UpdateProperties(UpdatedProperties.Orientation, this);
|
||||
});
|
||||
|
@ -180,7 +180,7 @@ public class BSPrimLinkable : BSPrimDisplaced
|
|||
// Do any filtering/modification needed for linksets.
|
||||
public override void UpdateProperties(EntityProperties entprop)
|
||||
{
|
||||
if (Linkset.IsRoot(this))
|
||||
if (Linkset.IsRoot(this) || Linkset.ShouldReportPropertyUpdates(this))
|
||||
{
|
||||
// Properties are only updated for the roots of a linkset.
|
||||
// TODO: this will have to change when linksets are articulated.
|
||||
|
@ -240,6 +240,8 @@ public class BSPrimLinkable : BSPrimDisplaced
|
|||
bool ret = false;
|
||||
if (LinksetType != newType)
|
||||
{
|
||||
DetailLog("{0},BSPrimLinkable.ConvertLinkset,oldT={1},newT={2}", LocalID, LinksetType, newType);
|
||||
|
||||
// Set the implementation type first so the call to BSLinkset.Factory gets the new type.
|
||||
this.LinksetType = newType;
|
||||
|
||||
|
@ -263,7 +265,10 @@ public class BSPrimLinkable : BSPrimDisplaced
|
|||
// Remove the children from the old linkset and add to the new (will be a new instance from the factory)
|
||||
foreach (BSPrimLinkable child in children)
|
||||
{
|
||||
oldLinkset.RemoveMeFromLinkset(child);
|
||||
oldLinkset.RemoveMeFromLinkset(child, true /*inTaintTime*/);
|
||||
}
|
||||
foreach (BSPrimLinkable child in children)
|
||||
{
|
||||
newLinkset.AddMeToLinkset(child);
|
||||
child.Linkset = newLinkset;
|
||||
}
|
||||
|
@ -274,5 +279,70 @@ public class BSPrimLinkable : BSPrimDisplaced
|
|||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
#region Extension
|
||||
public override object Extension(string pFunct, params object[] pParams)
|
||||
{
|
||||
DetailLog("{0} BSPrimLinkable.Extension,op={1},nParam={2}", LocalID, pFunct, pParams.Length);
|
||||
object ret = null;
|
||||
switch (pFunct)
|
||||
{
|
||||
// physGetLinksetType();
|
||||
// pParams = [ BSPhysObject root, null ]
|
||||
case ExtendedPhysics.PhysFunctGetLinksetType:
|
||||
{
|
||||
ret = (object)LinksetType;
|
||||
DetailLog("{0},BSPrimLinkable.Extension.physGetLinksetType,type={1}", LocalID, ret);
|
||||
break;
|
||||
}
|
||||
// physSetLinksetType(type);
|
||||
// pParams = [ BSPhysObject root, null, integer type ]
|
||||
case ExtendedPhysics.PhysFunctSetLinksetType:
|
||||
{
|
||||
if (pParams.Length > 2)
|
||||
{
|
||||
BSLinkset.LinksetImplementation linksetType = (BSLinkset.LinksetImplementation)pParams[2];
|
||||
if (Linkset.IsRoot(this))
|
||||
{
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.PhysFunctSetLinksetType", delegate()
|
||||
{
|
||||
// Cause the linkset type to change
|
||||
DetailLog("{0},BSPrimLinkable.Extension.physSetLinksetType, oldType={1},newType={2}",
|
||||
LocalID, Linkset.LinksetImpl, linksetType);
|
||||
ConvertLinkset(linksetType);
|
||||
});
|
||||
}
|
||||
ret = (object)(int)linksetType;
|
||||
}
|
||||
break;
|
||||
}
|
||||
// physChangeLinkType(linknum, typeCode);
|
||||
// pParams = [ BSPhysObject root, BSPhysObject child, integer linkType ]
|
||||
case ExtendedPhysics.PhysFunctChangeLinkType:
|
||||
{
|
||||
ret = Linkset.Extension(pFunct, pParams);
|
||||
break;
|
||||
}
|
||||
// physGetLinkType(linknum);
|
||||
// pParams = [ BSPhysObject root, BSPhysObject child ]
|
||||
case ExtendedPhysics.PhysFunctGetLinkType:
|
||||
{
|
||||
ret = Linkset.Extension(pFunct, pParams);
|
||||
break;
|
||||
}
|
||||
// physChangeLinkParams(linknum, [code, value, code, value, ...]);
|
||||
// pParams = [ BSPhysObject root, BSPhysObject child, object[] [ string op, object opParam, string op, object opParam, ... ] ]
|
||||
case ExtendedPhysics.PhysFunctChangeLinkParams:
|
||||
{
|
||||
ret = Linkset.Extension(pFunct, pParams);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
ret = base.Extension(pFunct, pParams);
|
||||
break;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
#endregion // Extension
|
||||
}
|
||||
}
|
||||
|
|
|
@ -157,12 +157,20 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
public delegate void TaintCallback();
|
||||
private struct TaintCallbackEntry
|
||||
{
|
||||
public String originator;
|
||||
public String ident;
|
||||
public TaintCallback callback;
|
||||
public TaintCallbackEntry(string i, TaintCallback c)
|
||||
public TaintCallbackEntry(string pIdent, TaintCallback pCallBack)
|
||||
{
|
||||
ident = i;
|
||||
callback = c;
|
||||
originator = BSScene.DetailLogZero;
|
||||
ident = pIdent;
|
||||
callback = pCallBack;
|
||||
}
|
||||
public TaintCallbackEntry(string pOrigin, string pIdent, TaintCallback pCallBack)
|
||||
{
|
||||
originator = pOrigin;
|
||||
ident = pIdent;
|
||||
callback = pCallBack;
|
||||
}
|
||||
}
|
||||
private Object _taintLock = new Object(); // lock for using the next object
|
||||
|
@ -867,18 +875,9 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
public override bool IsThreaded { get { return false; } }
|
||||
|
||||
#region Extensions
|
||||
// =============================================================
|
||||
// Per scene functions. See below.
|
||||
|
||||
// Per avatar functions. See BSCharacter.
|
||||
|
||||
// Per prim functions. See BSPrim.
|
||||
public const string PhysFunctGetLinksetType = "BulletSim.GetLinksetType";
|
||||
public const string PhysFunctSetLinksetType = "BulletSim.SetLinksetType";
|
||||
// =============================================================
|
||||
|
||||
public override object Extension(string pFunct, params object[] pParams)
|
||||
{
|
||||
DetailLog("{0} BSScene.Extension,op={1}", DetailLogZero, pFunct);
|
||||
return base.Extension(pFunct, pParams);
|
||||
}
|
||||
#endregion // Extensions
|
||||
|
@ -897,26 +896,37 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
// Calls to the PhysicsActors can't directly call into the physics engine
|
||||
// because it might be busy. We delay changes to a known time.
|
||||
// We rely on C#'s closure to save and restore the context for the delegate.
|
||||
public void TaintedObject(String ident, TaintCallback callback)
|
||||
public void TaintedObject(string pOriginator, string pIdent, TaintCallback pCallback)
|
||||
{
|
||||
TaintedObject(false /*inTaintTime*/, pOriginator, pIdent, pCallback);
|
||||
}
|
||||
public void TaintedObject(uint pOriginator, String pIdent, TaintCallback pCallback)
|
||||
{
|
||||
TaintedObject(false /*inTaintTime*/, m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback);
|
||||
}
|
||||
public void TaintedObject(bool inTaintTime, String pIdent, TaintCallback pCallback)
|
||||
{
|
||||
TaintedObject(inTaintTime, BSScene.DetailLogZero, pIdent, pCallback);
|
||||
}
|
||||
public void TaintedObject(bool inTaintTime, uint pOriginator, String pIdent, TaintCallback pCallback)
|
||||
{
|
||||
TaintedObject(inTaintTime, m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback);
|
||||
}
|
||||
// Sometimes a potentially tainted operation can be used in and out of taint time.
|
||||
// This routine executes the command immediately if in taint-time otherwise it is queued.
|
||||
public void TaintedObject(bool inTaintTime, string pOriginator, string pIdent, TaintCallback pCallback)
|
||||
{
|
||||
if (!m_initialized) return;
|
||||
|
||||
lock (_taintLock)
|
||||
{
|
||||
_taintOperations.Add(new TaintCallbackEntry(ident, callback));
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// Sometimes a potentially tainted operation can be used in and out of taint time.
|
||||
// This routine executes the command immediately if in taint-time otherwise it is queued.
|
||||
public void TaintedObject(bool inTaintTime, string ident, TaintCallback callback)
|
||||
{
|
||||
if (inTaintTime)
|
||||
callback();
|
||||
pCallback();
|
||||
else
|
||||
TaintedObject(ident, callback);
|
||||
{
|
||||
lock (_taintLock)
|
||||
{
|
||||
_taintOperations.Add(new TaintCallbackEntry(pOriginator, pIdent, pCallback));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void TriggerPreStepEvent(float timeStep)
|
||||
|
@ -960,7 +970,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
{
|
||||
try
|
||||
{
|
||||
DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", DetailLogZero, tcbe.ident); // DEBUG DEBUG DEBUG
|
||||
DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", tcbe.originator, tcbe.ident); // DEBUG DEBUG DEBUG
|
||||
tcbe.callback();
|
||||
}
|
||||
catch (Exception e)
|
||||
|
@ -977,10 +987,11 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
// will replace any previous operation by the same object.
|
||||
public void PostTaintObject(String ident, uint ID, TaintCallback callback)
|
||||
{
|
||||
string uniqueIdent = ident + "-" + ID.ToString();
|
||||
string IDAsString = ID.ToString();
|
||||
string uniqueIdent = ident + "-" + IDAsString;
|
||||
lock (_taintLock)
|
||||
{
|
||||
_postTaintOperations[uniqueIdent] = new TaintCallbackEntry(uniqueIdent, callback);
|
||||
_postTaintOperations[uniqueIdent] = new TaintCallbackEntry(IDAsString, uniqueIdent, callback);
|
||||
}
|
||||
|
||||
return;
|
||||
|
@ -1090,7 +1101,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
string xval = val;
|
||||
List<uint> xlIDs = lIDs;
|
||||
string xparm = parm;
|
||||
TaintedObject("BSScene.UpdateParameterSet", delegate() {
|
||||
TaintedObject(DetailLogZero, "BSScene.UpdateParameterSet", delegate() {
|
||||
BSParam.ParameterDefnBase thisParam;
|
||||
if (BSParam.TryGetParameter(xparm, out thisParam))
|
||||
{
|
||||
|
|
|
@ -8900,8 +8900,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
int idx=0;
|
||||
while (idx < rules.Length)
|
||||
{
|
||||
int code=(int)rules.GetLSLIntegerItem(idx++);
|
||||
int remain=rules.Length-idx;
|
||||
int code = (int)rules.GetLSLIntegerItem(idx++);
|
||||
int remain = rules.Length - idx;
|
||||
|
||||
switch (code)
|
||||
{
|
||||
|
@ -8974,7 +8974,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
break;
|
||||
|
||||
case ScriptBaseClass.PRIM_TYPE_SCULPT:
|
||||
res.Add(Shape.SculptTexture.ToString());
|
||||
res.Add(new LSL_String(Shape.SculptTexture.ToString()));
|
||||
res.Add(new LSL_Integer(Shape.SculptType));
|
||||
break;
|
||||
|
||||
|
@ -9316,7 +9316,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
));
|
||||
break;
|
||||
case (int)ScriptBaseClass.PRIM_LINK_TARGET:
|
||||
if(remain < 3)
|
||||
|
||||
// TODO: Should be issuing a runtime script warning in this case.
|
||||
if (remain < 2)
|
||||
return null;
|
||||
|
||||
return rules.GetSublist(idx, -1);
|
||||
|
|
|
@ -3043,7 +3043,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
sp.ControllingClient.Kick(alert);
|
||||
|
||||
// ...and close on our side
|
||||
sp.Scene.IncomingCloseAgent(sp.UUID, false);
|
||||
sp.Scene.CloseAgent(sp.UUID, false);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
|
|
@ -0,0 +1,399 @@
|
|||
/*
|
||||
* 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.Reflection;
|
||||
using System.Text;
|
||||
using log4net;
|
||||
using Nini.Config;
|
||||
using NUnit.Framework;
|
||||
using OpenMetaverse;
|
||||
using OpenMetaverse.Assets;
|
||||
using OpenMetaverse.StructuredData;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.CoreModules.Avatar.AvatarFactory;
|
||||
using OpenSim.Region.OptionalModules.World.NPC;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Region.ScriptEngine.Shared;
|
||||
using OpenSim.Region.ScriptEngine.Shared.Api;
|
||||
using OpenSim.Region.ScriptEngine.Shared.Instance;
|
||||
using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
|
||||
using OpenSim.Services.Interfaces;
|
||||
using OpenSim.Tests.Common;
|
||||
using OpenSim.Tests.Common.Mock;
|
||||
using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
|
||||
using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
|
||||
|
||||
namespace OpenSim.Region.ScriptEngine.Shared.Tests
|
||||
{
|
||||
[TestFixture]
|
||||
public class LSL_ApiObjectTests : OpenSimTestCase
|
||||
{
|
||||
private const double VECTOR_COMPONENT_ACCURACY = 0.0000005d;
|
||||
private const float FLOAT_ACCURACY = 0.00005f;
|
||||
|
||||
protected Scene m_scene;
|
||||
protected XEngine.XEngine m_engine;
|
||||
|
||||
[SetUp]
|
||||
public override void SetUp()
|
||||
{
|
||||
base.SetUp();
|
||||
|
||||
IConfigSource initConfigSource = new IniConfigSource();
|
||||
IConfig config = initConfigSource.AddConfig("XEngine");
|
||||
config.Set("Enabled", "true");
|
||||
|
||||
m_scene = new SceneHelpers().SetupScene();
|
||||
SceneHelpers.SetupSceneModules(m_scene, initConfigSource);
|
||||
|
||||
m_engine = new XEngine.XEngine();
|
||||
m_engine.Initialise(initConfigSource);
|
||||
m_engine.AddRegion(m_scene);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestllGetLinkPrimitiveParams()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
TestHelpers.EnableLogging();
|
||||
|
||||
UUID ownerId = TestHelpers.ParseTail(0x1);
|
||||
|
||||
SceneObjectGroup grp1 = SceneHelpers.CreateSceneObject(2, ownerId, "grp1-", 0x10);
|
||||
grp1.AbsolutePosition = new Vector3(10, 11, 12);
|
||||
m_scene.AddSceneObject(grp1);
|
||||
|
||||
LSL_Api apiGrp1 = new LSL_Api();
|
||||
apiGrp1.Initialize(m_engine, grp1.RootPart, null, null);
|
||||
|
||||
// Check simple 1 prim case
|
||||
{
|
||||
LSL_List resList
|
||||
= apiGrp1.llGetLinkPrimitiveParams(1, new LSL_List(new LSL_Integer(ScriptBaseClass.PRIM_ROTATION)));
|
||||
|
||||
Assert.That(resList.Length, Is.EqualTo(1));
|
||||
}
|
||||
|
||||
// Check 2 prim case
|
||||
{
|
||||
LSL_List resList
|
||||
= apiGrp1.llGetLinkPrimitiveParams(
|
||||
1,
|
||||
new LSL_List(
|
||||
new LSL_Integer(ScriptBaseClass.PRIM_ROTATION),
|
||||
new LSL_Integer(ScriptBaseClass.PRIM_LINK_TARGET),
|
||||
new LSL_Integer(2),
|
||||
new LSL_Integer(ScriptBaseClass.PRIM_ROTATION)));
|
||||
|
||||
Assert.That(resList.Length, Is.EqualTo(2));
|
||||
}
|
||||
|
||||
// Check invalid parameters are ignored
|
||||
{
|
||||
LSL_List resList
|
||||
= apiGrp1.llGetLinkPrimitiveParams(3, new LSL_List(new LSL_Integer(ScriptBaseClass.PRIM_ROTATION)));
|
||||
|
||||
Assert.That(resList.Length, Is.EqualTo(0));
|
||||
}
|
||||
|
||||
// Check all parameters are ignored if an initial bad link is given
|
||||
{
|
||||
LSL_List resList
|
||||
= apiGrp1.llGetLinkPrimitiveParams(
|
||||
3,
|
||||
new LSL_List(
|
||||
new LSL_Integer(ScriptBaseClass.PRIM_ROTATION),
|
||||
new LSL_Integer(ScriptBaseClass.PRIM_LINK_TARGET),
|
||||
new LSL_Integer(1),
|
||||
new LSL_Integer(ScriptBaseClass.PRIM_ROTATION)));
|
||||
|
||||
Assert.That(resList.Length, Is.EqualTo(0));
|
||||
}
|
||||
|
||||
// Check only subsequent parameters are ignored when we hit the first bad link number
|
||||
{
|
||||
LSL_List resList
|
||||
= apiGrp1.llGetLinkPrimitiveParams(
|
||||
1,
|
||||
new LSL_List(
|
||||
new LSL_Integer(ScriptBaseClass.PRIM_ROTATION),
|
||||
new LSL_Integer(ScriptBaseClass.PRIM_LINK_TARGET),
|
||||
new LSL_Integer(3),
|
||||
new LSL_Integer(ScriptBaseClass.PRIM_ROTATION)));
|
||||
|
||||
Assert.That(resList.Length, Is.EqualTo(1));
|
||||
}
|
||||
}
|
||||
|
||||
[Test]
|
||||
// llSetPrimitiveParams and llGetPrimitiveParams test.
|
||||
public void TestllSetPrimitiveParams()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
|
||||
// Create Prim1.
|
||||
Scene scene = new SceneHelpers().SetupScene();
|
||||
string obj1Name = "Prim1";
|
||||
UUID objUuid = new UUID("00000000-0000-0000-0000-000000000001");
|
||||
SceneObjectPart part1 =
|
||||
new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default,
|
||||
Vector3.Zero, Quaternion.Identity,
|
||||
Vector3.Zero) { Name = obj1Name, UUID = objUuid };
|
||||
Assert.That(scene.AddNewSceneObject(new SceneObjectGroup(part1), false), Is.True);
|
||||
|
||||
LSL_Api apiGrp1 = new LSL_Api();
|
||||
apiGrp1.Initialize(m_engine, part1, null, null);
|
||||
|
||||
// Note that prim hollow check is passed with the other prim params in order to allow the
|
||||
// specification of a different check value from the prim param. A cylinder, prism, sphere,
|
||||
// torus or ring, with a hole shape of square, is limited to a hollow of 70%. Test 5 below
|
||||
// specifies a value of 95% and checks to see if 70% was properly returned.
|
||||
|
||||
// Test a sphere.
|
||||
CheckllSetPrimitiveParams(
|
||||
apiGrp1,
|
||||
"test 1", // Prim test identification string
|
||||
new LSL_Types.Vector3(6.0d, 9.9d, 9.9d), // Prim size
|
||||
ScriptBaseClass.PRIM_TYPE_SPHERE, // Prim type
|
||||
ScriptBaseClass.PRIM_HOLE_DEFAULT, // Prim hole type
|
||||
new LSL_Types.Vector3(0.0d, 0.075d, 0.0d), // Prim cut
|
||||
0.80f, // Prim hollow
|
||||
new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim twist
|
||||
new LSL_Types.Vector3(0.32d, 0.76d, 0.0d), // Prim dimple
|
||||
0.80f); // Prim hollow check
|
||||
|
||||
// Test a prism.
|
||||
CheckllSetPrimitiveParams(
|
||||
apiGrp1,
|
||||
"test 2", // Prim test identification string
|
||||
new LSL_Types.Vector3(3.5d, 3.5d, 3.5d), // Prim size
|
||||
ScriptBaseClass.PRIM_TYPE_PRISM, // Prim type
|
||||
ScriptBaseClass.PRIM_HOLE_CIRCLE, // Prim hole type
|
||||
new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut
|
||||
0.90f, // Prim hollow
|
||||
new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim twist
|
||||
new LSL_Types.Vector3(2.0d, 1.0d, 0.0d), // Prim taper
|
||||
new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim shear
|
||||
0.90f); // Prim hollow check
|
||||
|
||||
// Test a box.
|
||||
CheckllSetPrimitiveParams(
|
||||
apiGrp1,
|
||||
"test 3", // Prim test identification string
|
||||
new LSL_Types.Vector3(3.5d, 3.5d, 3.5d), // Prim size
|
||||
ScriptBaseClass.PRIM_TYPE_BOX, // Prim type
|
||||
ScriptBaseClass.PRIM_HOLE_TRIANGLE, // Prim hole type
|
||||
new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut
|
||||
0.95f, // Prim hollow
|
||||
new LSL_Types.Vector3(1.0d, 0.0d, 0.0d), // Prim twist
|
||||
new LSL_Types.Vector3(1.0d, 1.0d, 0.0d), // Prim taper
|
||||
new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim shear
|
||||
0.95f); // Prim hollow check
|
||||
|
||||
// Test a tube.
|
||||
CheckllSetPrimitiveParams(
|
||||
apiGrp1,
|
||||
"test 4", // Prim test identification string
|
||||
new LSL_Types.Vector3(4.2d, 4.2d, 4.2d), // Prim size
|
||||
ScriptBaseClass.PRIM_TYPE_TUBE, // Prim type
|
||||
ScriptBaseClass.PRIM_HOLE_SQUARE, // Prim hole type
|
||||
new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut
|
||||
0.00f, // Prim hollow
|
||||
new LSL_Types.Vector3(1.0d, -1.0d, 0.0d), // Prim twist
|
||||
new LSL_Types.Vector3(1.0d, 0.05d, 0.0d), // Prim hole size
|
||||
// Expression for y selected to test precision problems during byte
|
||||
// cast in SetPrimitiveShapeParams.
|
||||
new LSL_Types.Vector3(0.0d, 0.35d + 0.1d, 0.0d), // Prim shear
|
||||
new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim profile cut
|
||||
// Expression for y selected to test precision problems during sbyte
|
||||
// cast in SetPrimitiveShapeParams.
|
||||
new LSL_Types.Vector3(-1.0d, 0.70d + 0.1d + 0.1d, 0.0d), // Prim taper
|
||||
1.11f, // Prim revolutions
|
||||
0.88f, // Prim radius
|
||||
0.95f, // Prim skew
|
||||
0.00f); // Prim hollow check
|
||||
|
||||
// Test a prism.
|
||||
CheckllSetPrimitiveParams(
|
||||
apiGrp1,
|
||||
"test 5", // Prim test identification string
|
||||
new LSL_Types.Vector3(3.5d, 3.5d, 3.5d), // Prim size
|
||||
ScriptBaseClass.PRIM_TYPE_PRISM, // Prim type
|
||||
ScriptBaseClass.PRIM_HOLE_SQUARE, // Prim hole type
|
||||
new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut
|
||||
0.95f, // Prim hollow
|
||||
// Expression for x selected to test precision problems during sbyte
|
||||
// cast in SetPrimitiveShapeBlockParams.
|
||||
new LSL_Types.Vector3(0.7d + 0.2d, 0.0d, 0.0d), // Prim twist
|
||||
// Expression for y selected to test precision problems during sbyte
|
||||
// cast in SetPrimitiveShapeParams.
|
||||
new LSL_Types.Vector3(2.0d, (1.3d + 0.1d), 0.0d), // Prim taper
|
||||
new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim shear
|
||||
0.70f); // Prim hollow check
|
||||
|
||||
// Test a sculpted prim.
|
||||
CheckllSetPrimitiveParams(
|
||||
apiGrp1,
|
||||
"test 6", // Prim test identification string
|
||||
new LSL_Types.Vector3(2.0d, 2.0d, 2.0d), // Prim size
|
||||
ScriptBaseClass.PRIM_TYPE_SCULPT, // Prim type
|
||||
"be293869-d0d9-0a69-5989-ad27f1946fd4", // Prim map
|
||||
ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE); // Prim sculpt type
|
||||
}
|
||||
|
||||
// Set prim params for a box, cylinder or prism and check results.
|
||||
public void CheckllSetPrimitiveParams(LSL_Api api, string primTest,
|
||||
LSL_Types.Vector3 primSize, int primType, int primHoleType, LSL_Types.Vector3 primCut,
|
||||
float primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primTaper, LSL_Types.Vector3 primShear,
|
||||
float primHollowCheck)
|
||||
{
|
||||
// Set the prim params.
|
||||
api.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize,
|
||||
ScriptBaseClass.PRIM_TYPE, primType, primHoleType,
|
||||
primCut, primHollow, primTwist, primTaper, primShear));
|
||||
|
||||
// Get params for prim to validate settings.
|
||||
LSL_Types.list primParams =
|
||||
api.llGetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, ScriptBaseClass.PRIM_TYPE));
|
||||
|
||||
// Validate settings.
|
||||
CheckllSetPrimitiveParamsVector(primSize, api.llList2Vector(primParams, 0), primTest + " prim size");
|
||||
Assert.AreEqual(primType, api.llList2Integer(primParams, 1),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim type check fail");
|
||||
Assert.AreEqual(primHoleType, api.llList2Integer(primParams, 2),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim hole default check fail");
|
||||
CheckllSetPrimitiveParamsVector(primCut, api.llList2Vector(primParams, 3), primTest + " prim cut");
|
||||
Assert.AreEqual(primHollowCheck, api.llList2Float(primParams, 4), FLOAT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + primTest + " prim hollow check fail");
|
||||
CheckllSetPrimitiveParamsVector(primTwist, api.llList2Vector(primParams, 5), primTest + " prim twist");
|
||||
CheckllSetPrimitiveParamsVector(primTaper, api.llList2Vector(primParams, 6), primTest + " prim taper");
|
||||
CheckllSetPrimitiveParamsVector(primShear, api.llList2Vector(primParams, 7), primTest + " prim shear");
|
||||
}
|
||||
|
||||
// Set prim params for a sphere and check results.
|
||||
public void CheckllSetPrimitiveParams(LSL_Api api, string primTest,
|
||||
LSL_Types.Vector3 primSize, int primType, int primHoleType, LSL_Types.Vector3 primCut,
|
||||
float primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primDimple, float primHollowCheck)
|
||||
{
|
||||
// Set the prim params.
|
||||
api.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize,
|
||||
ScriptBaseClass.PRIM_TYPE, primType, primHoleType,
|
||||
primCut, primHollow, primTwist, primDimple));
|
||||
|
||||
// Get params for prim to validate settings.
|
||||
LSL_Types.list primParams =
|
||||
api.llGetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, ScriptBaseClass.PRIM_TYPE));
|
||||
|
||||
// Validate settings.
|
||||
CheckllSetPrimitiveParamsVector(primSize, api.llList2Vector(primParams, 0), primTest + " prim size");
|
||||
Assert.AreEqual(primType, api.llList2Integer(primParams, 1),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim type check fail");
|
||||
Assert.AreEqual(primHoleType, api.llList2Integer(primParams, 2),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim hole default check fail");
|
||||
CheckllSetPrimitiveParamsVector(primCut, api.llList2Vector(primParams, 3), primTest + " prim cut");
|
||||
Assert.AreEqual(primHollowCheck, api.llList2Float(primParams, 4), FLOAT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + primTest + " prim hollow check fail");
|
||||
CheckllSetPrimitiveParamsVector(primTwist, api.llList2Vector(primParams, 5), primTest + " prim twist");
|
||||
CheckllSetPrimitiveParamsVector(primDimple, api.llList2Vector(primParams, 6), primTest + " prim dimple");
|
||||
}
|
||||
|
||||
// Set prim params for a torus, tube or ring and check results.
|
||||
public void CheckllSetPrimitiveParams(LSL_Api api, string primTest,
|
||||
LSL_Types.Vector3 primSize, int primType, int primHoleType, LSL_Types.Vector3 primCut,
|
||||
float primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primHoleSize,
|
||||
LSL_Types.Vector3 primShear, LSL_Types.Vector3 primProfCut, LSL_Types.Vector3 primTaper,
|
||||
float primRev, float primRadius, float primSkew, float primHollowCheck)
|
||||
{
|
||||
// Set the prim params.
|
||||
api.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize,
|
||||
ScriptBaseClass.PRIM_TYPE, primType, primHoleType,
|
||||
primCut, primHollow, primTwist, primHoleSize, primShear, primProfCut,
|
||||
primTaper, primRev, primRadius, primSkew));
|
||||
|
||||
// Get params for prim to validate settings.
|
||||
LSL_Types.list primParams =
|
||||
api.llGetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, ScriptBaseClass.PRIM_TYPE));
|
||||
|
||||
// Valdate settings.
|
||||
CheckllSetPrimitiveParamsVector(primSize, api.llList2Vector(primParams, 0), primTest + " prim size");
|
||||
Assert.AreEqual(primType, api.llList2Integer(primParams, 1),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim type check fail");
|
||||
Assert.AreEqual(primHoleType, api.llList2Integer(primParams, 2),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim hole default check fail");
|
||||
CheckllSetPrimitiveParamsVector(primCut, api.llList2Vector(primParams, 3), primTest + " prim cut");
|
||||
Assert.AreEqual(primHollowCheck, api.llList2Float(primParams, 4), FLOAT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + primTest + " prim hollow check fail");
|
||||
CheckllSetPrimitiveParamsVector(primTwist, api.llList2Vector(primParams, 5), primTest + " prim twist");
|
||||
CheckllSetPrimitiveParamsVector(primHoleSize, api.llList2Vector(primParams, 6), primTest + " prim hole size");
|
||||
CheckllSetPrimitiveParamsVector(primShear, api.llList2Vector(primParams, 7), primTest + " prim shear");
|
||||
CheckllSetPrimitiveParamsVector(primProfCut, api.llList2Vector(primParams, 8), primTest + " prim profile cut");
|
||||
CheckllSetPrimitiveParamsVector(primTaper, api.llList2Vector(primParams, 9), primTest + " prim taper");
|
||||
Assert.AreEqual(primRev, api.llList2Float(primParams, 10), FLOAT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + primTest + " prim revolutions fail");
|
||||
Assert.AreEqual(primRadius, api.llList2Float(primParams, 11), FLOAT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + primTest + " prim radius fail");
|
||||
Assert.AreEqual(primSkew, api.llList2Float(primParams, 12), FLOAT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + primTest + " prim skew fail");
|
||||
}
|
||||
|
||||
// Set prim params for a sculpted prim and check results.
|
||||
public void CheckllSetPrimitiveParams(LSL_Api api, string primTest,
|
||||
LSL_Types.Vector3 primSize, int primType, string primMap, int primSculptType)
|
||||
{
|
||||
// Set the prim params.
|
||||
api.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize,
|
||||
ScriptBaseClass.PRIM_TYPE, primType, primMap, primSculptType));
|
||||
|
||||
// Get params for prim to validate settings.
|
||||
LSL_Types.list primParams =
|
||||
api.llGetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, ScriptBaseClass.PRIM_TYPE));
|
||||
|
||||
// Validate settings.
|
||||
CheckllSetPrimitiveParamsVector(primSize, api.llList2Vector(primParams, 0), primTest + " prim size");
|
||||
Assert.AreEqual(primType, api.llList2Integer(primParams, 1),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim type check fail");
|
||||
Assert.AreEqual(primMap, (string)api.llList2String(primParams, 2),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim map check fail");
|
||||
Assert.AreEqual(primSculptType, api.llList2Integer(primParams, 3),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim type scuplt check fail");
|
||||
}
|
||||
|
||||
public void CheckllSetPrimitiveParamsVector(LSL_Types.Vector3 vecCheck, LSL_Types.Vector3 vecReturned, string msg)
|
||||
{
|
||||
// Check each vector component against expected result.
|
||||
Assert.AreEqual(vecCheck.x, vecReturned.x, VECTOR_COMPONENT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + msg + " vector check fail on x component");
|
||||
Assert.AreEqual(vecCheck.y, vecReturned.y, VECTOR_COMPONENT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + msg + " vector check fail on y component");
|
||||
Assert.AreEqual(vecCheck.z, vecReturned.z, VECTOR_COMPONENT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + msg + " vector check fail on z component");
|
||||
}
|
||||
|
||||
}
|
||||
}
|
|
@ -47,9 +47,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
|
|||
[TestFixture, LongRunning]
|
||||
public class LSL_ApiTest
|
||||
{
|
||||
private const double ANGLE_ACCURACY_IN_RADIANS = 1E-6;
|
||||
private const double VECTOR_COMPONENT_ACCURACY = 0.0000005d;
|
||||
private const float FLOAT_ACCURACY = 0.00005f;
|
||||
private const double ANGLE_ACCURACY_IN_RADIANS = 1E-6;
|
||||
private LSL_Api m_lslApi;
|
||||
|
||||
[SetUp]
|
||||
|
@ -254,241 +253,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
|
|||
Assert.AreEqual(0.0, check.z, VECTOR_COMPONENT_ACCURACY, "TestllRot2Euler Z bounds check fail");
|
||||
}
|
||||
|
||||
[Test]
|
||||
// llSetPrimitiveParams and llGetPrimitiveParams test.
|
||||
public void TestllSetPrimitiveParams()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
|
||||
// Create Prim1.
|
||||
Scene scene = new SceneHelpers().SetupScene();
|
||||
string obj1Name = "Prim1";
|
||||
UUID objUuid = new UUID("00000000-0000-0000-0000-000000000001");
|
||||
SceneObjectPart part1 =
|
||||
new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default,
|
||||
Vector3.Zero, Quaternion.Identity,
|
||||
Vector3.Zero) { Name = obj1Name, UUID = objUuid };
|
||||
Assert.That(scene.AddNewSceneObject(new SceneObjectGroup(part1), false), Is.True);
|
||||
|
||||
// Note that prim hollow check is passed with the other prim params in order to allow the
|
||||
// specification of a different check value from the prim param. A cylinder, prism, sphere,
|
||||
// torus or ring, with a hole shape of square, is limited to a hollow of 70%. Test 5 below
|
||||
// specifies a value of 95% and checks to see if 70% was properly returned.
|
||||
|
||||
// Test a sphere.
|
||||
CheckllSetPrimitiveParams(
|
||||
"test 1", // Prim test identification string
|
||||
new LSL_Types.Vector3(6.0d, 9.9d, 9.9d), // Prim size
|
||||
ScriptBaseClass.PRIM_TYPE_SPHERE, // Prim type
|
||||
ScriptBaseClass.PRIM_HOLE_DEFAULT, // Prim hole type
|
||||
new LSL_Types.Vector3(0.0d, 0.075d, 0.0d), // Prim cut
|
||||
0.80f, // Prim hollow
|
||||
new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim twist
|
||||
new LSL_Types.Vector3(0.32d, 0.76d, 0.0d), // Prim dimple
|
||||
0.80f); // Prim hollow check
|
||||
|
||||
// Test a prism.
|
||||
CheckllSetPrimitiveParams(
|
||||
"test 2", // Prim test identification string
|
||||
new LSL_Types.Vector3(3.5d, 3.5d, 3.5d), // Prim size
|
||||
ScriptBaseClass.PRIM_TYPE_PRISM, // Prim type
|
||||
ScriptBaseClass.PRIM_HOLE_CIRCLE, // Prim hole type
|
||||
new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut
|
||||
0.90f, // Prim hollow
|
||||
new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim twist
|
||||
new LSL_Types.Vector3(2.0d, 1.0d, 0.0d), // Prim taper
|
||||
new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim shear
|
||||
0.90f); // Prim hollow check
|
||||
|
||||
// Test a box.
|
||||
CheckllSetPrimitiveParams(
|
||||
"test 3", // Prim test identification string
|
||||
new LSL_Types.Vector3(3.5d, 3.5d, 3.5d), // Prim size
|
||||
ScriptBaseClass.PRIM_TYPE_BOX, // Prim type
|
||||
ScriptBaseClass.PRIM_HOLE_TRIANGLE, // Prim hole type
|
||||
new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut
|
||||
0.95f, // Prim hollow
|
||||
new LSL_Types.Vector3(1.0d, 0.0d, 0.0d), // Prim twist
|
||||
new LSL_Types.Vector3(1.0d, 1.0d, 0.0d), // Prim taper
|
||||
new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim shear
|
||||
0.95f); // Prim hollow check
|
||||
|
||||
// Test a tube.
|
||||
CheckllSetPrimitiveParams(
|
||||
"test 4", // Prim test identification string
|
||||
new LSL_Types.Vector3(4.2d, 4.2d, 4.2d), // Prim size
|
||||
ScriptBaseClass.PRIM_TYPE_TUBE, // Prim type
|
||||
ScriptBaseClass.PRIM_HOLE_SQUARE, // Prim hole type
|
||||
new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut
|
||||
0.00f, // Prim hollow
|
||||
new LSL_Types.Vector3(1.0d, -1.0d, 0.0d), // Prim twist
|
||||
new LSL_Types.Vector3(1.0d, 0.05d, 0.0d), // Prim hole size
|
||||
// Expression for y selected to test precision problems during byte
|
||||
// cast in SetPrimitiveShapeParams.
|
||||
new LSL_Types.Vector3(0.0d, 0.35d + 0.1d, 0.0d), // Prim shear
|
||||
new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim profile cut
|
||||
// Expression for y selected to test precision problems during sbyte
|
||||
// cast in SetPrimitiveShapeParams.
|
||||
new LSL_Types.Vector3(-1.0d, 0.70d + 0.1d + 0.1d, 0.0d), // Prim taper
|
||||
1.11f, // Prim revolutions
|
||||
0.88f, // Prim radius
|
||||
0.95f, // Prim skew
|
||||
0.00f); // Prim hollow check
|
||||
|
||||
// Test a prism.
|
||||
CheckllSetPrimitiveParams(
|
||||
"test 5", // Prim test identification string
|
||||
new LSL_Types.Vector3(3.5d, 3.5d, 3.5d), // Prim size
|
||||
ScriptBaseClass.PRIM_TYPE_PRISM, // Prim type
|
||||
ScriptBaseClass.PRIM_HOLE_SQUARE, // Prim hole type
|
||||
new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut
|
||||
0.95f, // Prim hollow
|
||||
// Expression for x selected to test precision problems during sbyte
|
||||
// cast in SetPrimitiveShapeBlockParams.
|
||||
new LSL_Types.Vector3(0.7d + 0.2d, 0.0d, 0.0d), // Prim twist
|
||||
// Expression for y selected to test precision problems during sbyte
|
||||
// cast in SetPrimitiveShapeParams.
|
||||
new LSL_Types.Vector3(2.0d, (1.3d + 0.1d), 0.0d), // Prim taper
|
||||
new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim shear
|
||||
0.70f); // Prim hollow check
|
||||
|
||||
// Test a sculpted prim.
|
||||
CheckllSetPrimitiveParams(
|
||||
"test 6", // Prim test identification string
|
||||
new LSL_Types.Vector3(2.0d, 2.0d, 2.0d), // Prim size
|
||||
ScriptBaseClass.PRIM_TYPE_SCULPT, // Prim type
|
||||
"be293869-d0d9-0a69-5989-ad27f1946fd4", // Prim map
|
||||
ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE); // Prim sculpt type
|
||||
}
|
||||
|
||||
// Set prim params for a box, cylinder or prism and check results.
|
||||
public void CheckllSetPrimitiveParams(string primTest,
|
||||
LSL_Types.Vector3 primSize, int primType, int primHoleType, LSL_Types.Vector3 primCut,
|
||||
float primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primTaper, LSL_Types.Vector3 primShear,
|
||||
float primHollowCheck)
|
||||
{
|
||||
// Set the prim params.
|
||||
m_lslApi.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize,
|
||||
ScriptBaseClass.PRIM_TYPE, primType, primHoleType,
|
||||
primCut, primHollow, primTwist, primTaper, primShear));
|
||||
|
||||
// Get params for prim to validate settings.
|
||||
LSL_Types.list primParams =
|
||||
m_lslApi.llGetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, ScriptBaseClass.PRIM_TYPE));
|
||||
|
||||
// Validate settings.
|
||||
CheckllSetPrimitiveParamsVector(primSize, m_lslApi.llList2Vector(primParams, 0), primTest + " prim size");
|
||||
Assert.AreEqual(primType, m_lslApi.llList2Integer(primParams, 1),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim type check fail");
|
||||
Assert.AreEqual(primHoleType, m_lslApi.llList2Integer(primParams, 2),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim hole default check fail");
|
||||
CheckllSetPrimitiveParamsVector(primCut, m_lslApi.llList2Vector(primParams, 3), primTest + " prim cut");
|
||||
Assert.AreEqual(primHollowCheck, m_lslApi.llList2Float(primParams, 4), FLOAT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + primTest + " prim hollow check fail");
|
||||
CheckllSetPrimitiveParamsVector(primTwist, m_lslApi.llList2Vector(primParams, 5), primTest + " prim twist");
|
||||
CheckllSetPrimitiveParamsVector(primTaper, m_lslApi.llList2Vector(primParams, 6), primTest + " prim taper");
|
||||
CheckllSetPrimitiveParamsVector(primShear, m_lslApi.llList2Vector(primParams, 7), primTest + " prim shear");
|
||||
}
|
||||
|
||||
// Set prim params for a sphere and check results.
|
||||
public void CheckllSetPrimitiveParams(string primTest,
|
||||
LSL_Types.Vector3 primSize, int primType, int primHoleType, LSL_Types.Vector3 primCut,
|
||||
float primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primDimple, float primHollowCheck)
|
||||
{
|
||||
// Set the prim params.
|
||||
m_lslApi.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize,
|
||||
ScriptBaseClass.PRIM_TYPE, primType, primHoleType,
|
||||
primCut, primHollow, primTwist, primDimple));
|
||||
|
||||
// Get params for prim to validate settings.
|
||||
LSL_Types.list primParams =
|
||||
m_lslApi.llGetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, ScriptBaseClass.PRIM_TYPE));
|
||||
|
||||
// Validate settings.
|
||||
CheckllSetPrimitiveParamsVector(primSize, m_lslApi.llList2Vector(primParams, 0), primTest + " prim size");
|
||||
Assert.AreEqual(primType, m_lslApi.llList2Integer(primParams, 1),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim type check fail");
|
||||
Assert.AreEqual(primHoleType, m_lslApi.llList2Integer(primParams, 2),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim hole default check fail");
|
||||
CheckllSetPrimitiveParamsVector(primCut, m_lslApi.llList2Vector(primParams, 3), primTest + " prim cut");
|
||||
Assert.AreEqual(primHollowCheck, m_lslApi.llList2Float(primParams, 4), FLOAT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + primTest + " prim hollow check fail");
|
||||
CheckllSetPrimitiveParamsVector(primTwist, m_lslApi.llList2Vector(primParams, 5), primTest + " prim twist");
|
||||
CheckllSetPrimitiveParamsVector(primDimple, m_lslApi.llList2Vector(primParams, 6), primTest + " prim dimple");
|
||||
}
|
||||
|
||||
// Set prim params for a torus, tube or ring and check results.
|
||||
public void CheckllSetPrimitiveParams(string primTest,
|
||||
LSL_Types.Vector3 primSize, int primType, int primHoleType, LSL_Types.Vector3 primCut,
|
||||
float primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primHoleSize,
|
||||
LSL_Types.Vector3 primShear, LSL_Types.Vector3 primProfCut, LSL_Types.Vector3 primTaper,
|
||||
float primRev, float primRadius, float primSkew, float primHollowCheck)
|
||||
{
|
||||
// Set the prim params.
|
||||
m_lslApi.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize,
|
||||
ScriptBaseClass.PRIM_TYPE, primType, primHoleType,
|
||||
primCut, primHollow, primTwist, primHoleSize, primShear, primProfCut,
|
||||
primTaper, primRev, primRadius, primSkew));
|
||||
|
||||
// Get params for prim to validate settings.
|
||||
LSL_Types.list primParams =
|
||||
m_lslApi.llGetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, ScriptBaseClass.PRIM_TYPE));
|
||||
|
||||
// Valdate settings.
|
||||
CheckllSetPrimitiveParamsVector(primSize, m_lslApi.llList2Vector(primParams, 0), primTest + " prim size");
|
||||
Assert.AreEqual(primType, m_lslApi.llList2Integer(primParams, 1),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim type check fail");
|
||||
Assert.AreEqual(primHoleType, m_lslApi.llList2Integer(primParams, 2),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim hole default check fail");
|
||||
CheckllSetPrimitiveParamsVector(primCut, m_lslApi.llList2Vector(primParams, 3), primTest + " prim cut");
|
||||
Assert.AreEqual(primHollowCheck, m_lslApi.llList2Float(primParams, 4), FLOAT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + primTest + " prim hollow check fail");
|
||||
CheckllSetPrimitiveParamsVector(primTwist, m_lslApi.llList2Vector(primParams, 5), primTest + " prim twist");
|
||||
CheckllSetPrimitiveParamsVector(primHoleSize, m_lslApi.llList2Vector(primParams, 6), primTest + " prim hole size");
|
||||
CheckllSetPrimitiveParamsVector(primShear, m_lslApi.llList2Vector(primParams, 7), primTest + " prim shear");
|
||||
CheckllSetPrimitiveParamsVector(primProfCut, m_lslApi.llList2Vector(primParams, 8), primTest + " prim profile cut");
|
||||
CheckllSetPrimitiveParamsVector(primTaper, m_lslApi.llList2Vector(primParams, 9), primTest + " prim taper");
|
||||
Assert.AreEqual(primRev, m_lslApi.llList2Float(primParams, 10), FLOAT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + primTest + " prim revolutions fail");
|
||||
Assert.AreEqual(primRadius, m_lslApi.llList2Float(primParams, 11), FLOAT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + primTest + " prim radius fail");
|
||||
Assert.AreEqual(primSkew, m_lslApi.llList2Float(primParams, 12), FLOAT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + primTest + " prim skew fail");
|
||||
}
|
||||
|
||||
// Set prim params for a sculpted prim and check results.
|
||||
public void CheckllSetPrimitiveParams(string primTest,
|
||||
LSL_Types.Vector3 primSize, int primType, string primMap, int primSculptType)
|
||||
{
|
||||
// Set the prim params.
|
||||
m_lslApi.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize,
|
||||
ScriptBaseClass.PRIM_TYPE, primType, primMap, primSculptType));
|
||||
|
||||
// Get params for prim to validate settings.
|
||||
LSL_Types.list primParams =
|
||||
m_lslApi.llGetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, ScriptBaseClass.PRIM_TYPE));
|
||||
|
||||
// Validate settings.
|
||||
CheckllSetPrimitiveParamsVector(primSize, m_lslApi.llList2Vector(primParams, 0), primTest + " prim size");
|
||||
Assert.AreEqual(primType, m_lslApi.llList2Integer(primParams, 1),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim type check fail");
|
||||
Assert.AreEqual(primMap, (string)m_lslApi.llList2String(primParams, 2),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim map check fail");
|
||||
Assert.AreEqual(primSculptType, m_lslApi.llList2Integer(primParams, 3),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim type scuplt check fail");
|
||||
}
|
||||
|
||||
public void CheckllSetPrimitiveParamsVector(LSL_Types.Vector3 vecCheck, LSL_Types.Vector3 vecReturned, string msg)
|
||||
{
|
||||
// Check each vector component against expected result.
|
||||
Assert.AreEqual(vecCheck.x, vecReturned.x, VECTOR_COMPONENT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + msg + " vector check fail on x component");
|
||||
Assert.AreEqual(vecCheck.y, vecReturned.y, VECTOR_COMPONENT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + msg + " vector check fail on y component");
|
||||
Assert.AreEqual(vecCheck.z, vecReturned.z, VECTOR_COMPONENT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + msg + " vector check fail on z component");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestllVecNorm()
|
||||
{
|
||||
|
|
|
@ -84,7 +84,7 @@ namespace OpenSim.Tests.Common
|
|||
|
||||
TestClient neighbourTc = new TestClient(newAgent, neighbourScene);
|
||||
neighbourTcs.Add(neighbourTc);
|
||||
neighbourScene.AddNewClient(neighbourTc, PresenceType.User);
|
||||
neighbourScene.AddNewAgent(neighbourTc, PresenceType.User);
|
||||
};
|
||||
}
|
||||
|
||||
|
@ -119,7 +119,7 @@ namespace OpenSim.Tests.Common
|
|||
|
||||
TestClient destinationClient = new TestClient(newAgent, destinationScene);
|
||||
destinationClients.Add(destinationClient);
|
||||
destinationScene.AddNewClient(destinationClient, PresenceType.User);
|
||||
destinationScene.AddNewAgent(destinationClient, PresenceType.User);
|
||||
|
||||
ThreadPool.UnsafeQueueUserWorkItem(o => destinationClient.CompleteMovement(), null);
|
||||
};
|
||||
|
|
|
@ -548,7 +548,7 @@ namespace OpenSim.Tests.Common
|
|||
Console.WriteLine("NewUserConnection failed: " + reason);
|
||||
|
||||
// Stage 2: add the new client as a child agent to the scene
|
||||
scene.AddNewClient(client, PresenceType.User);
|
||||
scene.AddNewAgent(client, PresenceType.User);
|
||||
|
||||
return scene.GetScenePresence(client.AgentId);
|
||||
}
|
||||
|
|
|
@ -414,8 +414,8 @@
|
|||
;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
|
||||
; SMTP_SERVER_PASSWORD = ""
|
||||
|
||||
[Network]
|
||||
|
||||
[Network]
|
||||
;# {ConsoleUser} {} {User name for console account} {}
|
||||
;; Configure the remote console user here. This will not actually be used
|
||||
;; unless you use -console=rest at startup.
|
||||
|
@ -452,6 +452,7 @@
|
|||
;; web server
|
||||
; user_agent = "OpenSim LSL (Mozilla Compatible)"
|
||||
|
||||
|
||||
[XMLRPC]
|
||||
;# {XmlRpcRouterModule} {} {Module used to route incoming llRemoteData calls} {XmlRpcRouterModule XmlRpcGridRouterModule} XmlRpcRouterModule
|
||||
;; If enabled and set to XmlRpcRouterModule, this will post an event,
|
||||
|
@ -466,9 +467,6 @@
|
|||
;# {XmlRpcPort} {} {Port for incoming llRemoteData xmlrpc calls} {} 20800
|
||||
;XmlRpcPort = 20800
|
||||
|
||||
|
||||
;; {option} {depends on} {question to ask} {choices} default value
|
||||
|
||||
;# {XmlRpcHubURI} {XmlRpcRouterModule} {URI for external service used to register xmlrpc channels created in the simulator. This depends on XmlRpcRouterModule being set to XmlRpcGridRouterModule} {} http://example.com
|
||||
;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator
|
||||
;; will use this address to register xmlrpc channels on the external
|
||||
|
@ -504,7 +502,7 @@
|
|||
; These are enabled by default to localhost. Change if you see fit.
|
||||
Cap_GetTexture = "localhost"
|
||||
Cap_GetMesh = "localhost"
|
||||
Cap_AvatarPickerSearch = "localhost"
|
||||
Cap_AvatarPickerSearch = "localhost"
|
||||
|
||||
; This is disabled by default. Change if you see fit. Note that
|
||||
; serving this cap from the simulators may lead to poor performace.
|
||||
|
@ -512,7 +510,6 @@
|
|||
|
||||
|
||||
[SimulatorFeatures]
|
||||
|
||||
;# {MapImageServerURI} {} {URL for the map server} {}
|
||||
; Experimental new information sent in SimulatorFeatures cap for Kokua
|
||||
; viewers
|
||||
|
@ -550,7 +547,7 @@
|
|||
;; Module to handle offline messaging. The core module requires an external
|
||||
;; web service to do this. See OpenSim wiki.
|
||||
; OfflineMessageModule = OfflineMessageModule
|
||||
;; Or, alternatively, use this one, which works for both standalones and grids
|
||||
;; Or, alternatively, use this one, which works for both standalones and grids
|
||||
; OfflineMessageModule = "Offline Message Module V2"
|
||||
|
||||
;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule Offline Message Module V2:Offline Message Module V2} {URL of offline messaging service} {}
|
||||
|
@ -558,8 +555,8 @@
|
|||
; OfflineMessageURL = http://yourserver/Offline.php or http://yourrobustserver:8003
|
||||
|
||||
;# {StorageProvider} {Offline Message Module V2:Offline Message Module V2} {DLL that provides the storage interface} {OpenSim.Data.MySQL.dll}
|
||||
;; For standalones, this is the storage dll.
|
||||
; StorageProvider = OpenSim.Data.MySQL.dll
|
||||
;; For standalones, this is the storage dll.
|
||||
; StorageProvider = OpenSim.Data.MySQL.dll
|
||||
|
||||
;# {MuteListModule} {OfflineMessageModule:OfflineMessageModule} {} {} MuteListModule
|
||||
;; Mute list handler (not yet implemented). MUST BE SET to allow offline
|
||||
|
@ -956,38 +953,38 @@
|
|||
;; http://code.google.com/p/flotsam/
|
||||
;; or from the SimianGrid project at http://code.google.com/p/openmetaverse
|
||||
; Module = Default
|
||||
;; or... use Groups Module V2, which works for standalones and robust grids
|
||||
; Module = "Groups Module V2"
|
||||
;; or... use Groups Module V2, which works for standalones and robust grids
|
||||
; Module = "Groups Module V2"
|
||||
|
||||
;# {StorageProvider} {Module:Groups Module V2} {The DLL that provides the storage for V2} {OpenSim.Data.MySQL.dll}
|
||||
; StorageProvider = OpenSim.Data.MySQL.dll
|
||||
|
||||
;# {ServicesConnectorModule} {Module:GroupsModule Module:Groups Module V2} {Service connector to use for groups} {XmlRpcGroupsServicesConnector SimianGroupsServicesConnector "Groups Local Service Connector" "Groups Remote Service Connector" "Groups HG Service Connector"} XmlRpcGroupsServicesConnector
|
||||
;; Service connectors to the Groups Service as used in the GroupsModule. Select one as follows:
|
||||
;; -- for Flotsam Groups use XmlRpcGroupsServicesConnector
|
||||
;; -- for Simian Groups use SimianGroupsServicesConnector
|
||||
;; -- for V2 Groups, standalone, non-HG use "Groups Local Service Connector"
|
||||
;; -- for V2 Groups, grided sim, non-HG use "Groups Remote Service Connector"
|
||||
;; -- for V2 Groups, HG, both standalone and grided sim, use "Groups HG Service Connector"
|
||||
;; Note that the quotes "" around the words are important!
|
||||
;; -- for Flotsam Groups use XmlRpcGroupsServicesConnector
|
||||
;; -- for Simian Groups use SimianGroupsServicesConnector
|
||||
;; -- for V2 Groups, standalone, non-HG use "Groups Local Service Connector"
|
||||
;; -- for V2 Groups, grided sim, non-HG use "Groups Remote Service Connector"
|
||||
;; -- for V2 Groups, HG, both standalone and grided sim, use "Groups HG Service Connector"
|
||||
;; Note that the quotes "" around the words are important!
|
||||
; ServicesConnectorModule = XmlRpcGroupsServicesConnector
|
||||
|
||||
;# {LocalService} {ServicesConnectorModule:Groups HG Service Connector} {Is the group service in this process or elsewhere?} {local remote} local
|
||||
;; Used for V2 in HG only. If standalone, set this to local; if grided sim, set this to remote
|
||||
;; Used for V2 in HG only. If standalone, set this to local; if grided sim, set this to remote
|
||||
; LocalService = local
|
||||
|
||||
;# {GroupsServerURI} {Module:GroupsModule (ServicesConnectorModule:Groups Remote Service Connector or (ServicesConnectorModule:Groups HG Service Connector and LocalService:remote))} {Groups Server URI} {}
|
||||
;; URI for the groups services of this grid
|
||||
;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc
|
||||
;; or http://mygridserver.com:82/Grid/ for SimianGrid
|
||||
;; or http:://mygridserver.com:8003 for robust, V2
|
||||
;; Leave it commented for standalones, V2
|
||||
;; or http:://mygridserver.com:8003 for robust, V2
|
||||
;; Leave it commented for standalones, V2
|
||||
; GroupsServerURI = ""
|
||||
|
||||
;# {HomeURI} {ServicesConnectorModule:Groups HG Service Connector} {What's the home address of this world?} {}
|
||||
;; Used for V2 in HG only. For example
|
||||
;; http://mygridserver.com:9000 or http://mygridserver.com:8002
|
||||
;; If you have this set under [Startup], no need to set it here, leave it commented
|
||||
;; Used for V2 in HG only. For example
|
||||
;; http://mygridserver.com:9000 or http://mygridserver.com:8002
|
||||
;; If you have this set under [Startup], no need to set it here, leave it commented
|
||||
; HomeURI = ""
|
||||
|
||||
;# {MessagingEnabled} {Module:GroupsModule Module:Groups Module V2} {Is groups messaging enabled?} {true false} true
|
||||
|
@ -995,8 +992,8 @@
|
|||
|
||||
;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule "Groups Messaging Module V2"} GroupsMessagingModule
|
||||
; MessagingModule = GroupsMessagingModule
|
||||
;; or use V2 for Groups V2
|
||||
; MessagingModule = "Groups Messaging Module V2"
|
||||
;; or use V2 for Groups V2
|
||||
; MessagingModule = "Groups Messaging Module V2"
|
||||
|
||||
;# {NoticesEnabled} {Module:GroupsModule Module:Groups Module V2} {Enable group notices?} {true false} true
|
||||
;; Enable Group Notices
|
||||
|
@ -1016,6 +1013,7 @@
|
|||
; XmlRpcServiceReadKey = 1234
|
||||
; XmlRpcServiceWriteKey = 1234
|
||||
|
||||
|
||||
[InterestManagement]
|
||||
;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarResponsiveness
|
||||
;; This section controls how state updates are prioritized for each client
|
||||
|
@ -1034,16 +1032,19 @@
|
|||
;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false
|
||||
; Enabled = false
|
||||
|
||||
|
||||
[Terrain]
|
||||
;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island
|
||||
; InitialTerrain = "pinhead-island"
|
||||
|
||||
|
||||
[UserProfiles]
|
||||
;# {ProfileURL} {} {Set url to UserProfilesService} {}
|
||||
;; Set the value of the url to your UserProfilesService
|
||||
;; If un-set / "" the module is disabled
|
||||
;; ProfileServiceURL = http://127.0.0.1:8002
|
||||
|
||||
|
||||
[Architecture]
|
||||
;# {Include-Architecture} {} {Choose one of the following architectures} {config-include/Standalone.ini config-include/StandaloneHypergrid.ini config-include/Grid.ini config-include/GridHypergrid.ini config-include/SimianGrid.ini config-include/HyperSimianGrid.ini} config-include/Standalone.ini
|
||||
;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim,
|
||||
|
|
|
@ -86,8 +86,8 @@
|
|||
;; from the selected region_info_source.
|
||||
allow_regionless = false
|
||||
|
||||
;; Allow child agents to see into the region even if their root counterpart isn't allowed in here
|
||||
see_into_region = true
|
||||
;; Allow child agents to see into the region even if their root counterpart isn't allowed in here
|
||||
see_into_region = true
|
||||
|
||||
; Maximum number of position, rotation and scale changes for each prim that the simulator will store for later undos
|
||||
; Increasing this number will increase memory usage.
|
||||
|
@ -399,7 +399,6 @@
|
|||
; ProfileURL = http://127.0.0.1:9000
|
||||
|
||||
|
||||
|
||||
[SMTP]
|
||||
enabled = false
|
||||
|
||||
|
@ -461,6 +460,7 @@
|
|||
; many simultaneous requests, default is 30 and is currently applied only to assets
|
||||
;MaxRequestConcurrency = 30
|
||||
|
||||
|
||||
[ClientStack.LindenUDP]
|
||||
; Set this to true to process incoming packets asynchronously. Networking is
|
||||
; already separated from packet handling with a queue, so this will only
|
||||
|
@ -560,6 +560,7 @@
|
|||
;
|
||||
;PausedAckTimeout = 300
|
||||
|
||||
|
||||
[ClientStack.LindenCaps]
|
||||
;; Long list of capabilities taken from
|
||||
;; http://wiki.secondlife.com/wiki/Current_Sim_Capabilities
|
||||
|
@ -632,11 +633,10 @@
|
|||
Cap_FetchInventoryDescendents2 = "localhost"
|
||||
Cap_FetchInventory2 = "localhost"
|
||||
|
||||
; Capability for searching for people
|
||||
Cap_AvatarPickerSearch = "localhost"
|
||||
; Capability for searching for people
|
||||
Cap_AvatarPickerSearch = "localhost"
|
||||
|
||||
|
||||
|
||||
[Chat]
|
||||
; Controls whether the chat module is enabled. Default is true.
|
||||
enabled = true;
|
||||
|
@ -652,9 +652,21 @@
|
|||
|
||||
|
||||
[EntityTransfer]
|
||||
; The maximum distance in regions that an agent is allowed to teleport along the x or y axis
|
||||
; This is set to 4095 because current viewers can't handle teleports that are greater than this distance
|
||||
max_distance = 4095
|
||||
; The maximum protocol version that we will use for outgoing transfers
|
||||
; Valid values are
|
||||
; "SIMULATION/0.2"
|
||||
; - this is the default. A source simulator which only implements "SIMULATION/0.1" can still teleport with that protocol
|
||||
; - this protocol is more efficient than "SIMULATION/0.1"
|
||||
; "SIMULATION/0.1"
|
||||
; - this is an older teleport protocol used in OpenSimulator 0.7.5 and before.
|
||||
MaxOutgoingTransferVersion = "SIMULATION/0.2"
|
||||
|
||||
; The maximum distance in regions that an agent is allowed to teleport
|
||||
; along the x or y axis. This is set to 16383 because current viewers
|
||||
; can't handle teleports that are greater than this distance
|
||||
; Setting to 0 will allow teleports of any distance
|
||||
;
|
||||
max_distance = 16383
|
||||
|
||||
; Minimum user level required for HyperGrid teleports
|
||||
LevelHGTeleport = 0
|
||||
|
@ -953,6 +965,7 @@
|
|||
; Default is false.
|
||||
;force_simple_prim_meshing = true
|
||||
|
||||
|
||||
[BulletSim]
|
||||
; All the BulletSim parameters can be displayed with the console command
|
||||
; "physics get all" and all are defined in the source file
|
||||
|
@ -1268,6 +1281,7 @@
|
|||
; Maximum number of external urls that scripts can set up in this simulator (e.g. via llRequestURL())
|
||||
max_external_urls_per_simulator = 100
|
||||
|
||||
|
||||
[DataSnapshot]
|
||||
; The following set of configs pertains to search.
|
||||
; Set index_sims to true to enable search engines to index your searchable data
|
||||
|
@ -1672,31 +1686,36 @@
|
|||
RootReprioritizationDistance = 10.0
|
||||
ChildReprioritizationDistance = 20.0
|
||||
|
||||
|
||||
[Monitoring]
|
||||
; Enable region monitoring
|
||||
; If true, this will print out an error if more than a minute has passed since the last simulator frame
|
||||
; Also is another source of region statistics provided via the regionstats URL
|
||||
Enabled = true
|
||||
|
||||
; View region statistics via a web page
|
||||
; See http://opensimulator.org/wiki/FAQ#Region_Statistics_on_a_Web_Page
|
||||
; Use a web browser and type in the "Login URI" + "/SStats/"
|
||||
; For example- http://127.0.0.1:9000/SStats/
|
||||
|
||||
[WebStats]
|
||||
; enabled=false
|
||||
; View region statistics via a web page
|
||||
; See http://opensimulator.org/wiki/FAQ#Region_Statistics_on_a_Web_Page
|
||||
; Use a web browser and type in the "Login URI" + "/SStats/"
|
||||
; For example- http://127.0.0.1:9000/SStats/
|
||||
; enabled=false
|
||||
|
||||
|
||||
[MediaOnAPrim]
|
||||
; Enable media on a prim facilities
|
||||
Enabled = true;
|
||||
|
||||
|
||||
[NPC]
|
||||
;; Enable Non Player Character (NPC) facilities
|
||||
Enabled = false
|
||||
|
||||
|
||||
[Terrain]
|
||||
InitialTerrain = "pinhead-island"
|
||||
|
||||
|
||||
;;
|
||||
;; If you are using a simian grid frontend you can enable
|
||||
;; this module to upload tile images for the mapping fn
|
||||
|
@ -1706,15 +1725,17 @@
|
|||
MaptileURL = "http://www.mygrid.com/Grid/"
|
||||
RefreshTime = 3600
|
||||
|
||||
|
||||
;;
|
||||
;; JsonStore module provides structured store for scripts
|
||||
;;
|
||||
[JsonStore]
|
||||
Enabled = False
|
||||
Enabled = False
|
||||
|
||||
;; Enable direct access to the SOP dynamic attributes
|
||||
EnableObjectStore = False
|
||||
MaxStringSpace = 0
|
||||
|
||||
;; Enable direct access to the SOP dynamic attributes
|
||||
EnableObjectStore = False
|
||||
MaxStringSpace = 0
|
||||
|
||||
;;
|
||||
;; These are defaults that are overwritten below in [Architecture].
|
||||
|
@ -1729,24 +1750,29 @@ MaxStringSpace = 0
|
|||
; asset store each time the region starts
|
||||
AssetLoaderEnabled = true
|
||||
|
||||
|
||||
[GridService]
|
||||
;; default standalone, overridable in StandaloneCommon.ini
|
||||
StorageProvider = "OpenSim.Data.Null.dll:NullRegionData"
|
||||
|
||||
|
||||
[AutoBackupModule]
|
||||
;; default is module is disabled at the top level
|
||||
AutoBackupModuleEnabled = false
|
||||
;; default is module is disabled at the top level
|
||||
AutoBackupModuleEnabled = false
|
||||
|
||||
|
||||
[Sounds]
|
||||
;; {Module} {} {Implementation of ISoundModule to use.} {OpenSim.Region.CoreModules.dll:SoundModule}
|
||||
Module = OpenSim.Region.CoreModules.dll:SoundModule
|
||||
;; {Module} {} {Implementation of ISoundModule to use.} {OpenSim.Region.CoreModules.dll:SoundModule}
|
||||
Module = OpenSim.Region.CoreModules.dll:SoundModule
|
||||
|
||||
;; {MaxDistance} {} {Cut-off distance at which sounds will not be sent to users} {100.0}
|
||||
MaxDistance = 100.0
|
||||
|
||||
;; {MaxDistance} {} {Cut-off distance at which sounds will not be sent to users} {100.0}
|
||||
MaxDistance = 100.0
|
||||
|
||||
[ServiceThrottle]
|
||||
;; Default time interval (in ms) for the throttle service thread to wake up
|
||||
Interval = 5000
|
||||
|
||||
|
||||
[Modules]
|
||||
Include-modules = "addon-modules/*/config/*.ini"
|
||||
|
|
|
@ -22,8 +22,8 @@
|
|||
EntityTransferModule = "BasicEntityTransferModule"
|
||||
InventoryAccessModule = "BasicInventoryAccessModule"
|
||||
LandServices = "RemoteLandServicesConnector"
|
||||
MapImageService = "MapImageServiceModule"
|
||||
SearchModule = "BasicSearchModule"
|
||||
MapImageService = "MapImageServiceModule"
|
||||
SearchModule = "BasicSearchModule"
|
||||
|
||||
LandServiceInConnector = true
|
||||
NeighbourServiceInConnector = true
|
||||
|
@ -52,7 +52,7 @@
|
|||
; for the LocalGridServicesConnector which is used by the Remote one
|
||||
StorageProvider = "OpenSim.Data.Null.dll:NullRegionData"
|
||||
|
||||
NetworkConnector = "OpenSim.Services.Connectors.dll:GridServicesConnector"
|
||||
NetworkConnector = "OpenSim.Services.Connectors.dll:GridServicesConnector"
|
||||
|
||||
[LibraryService]
|
||||
LocalServiceModule = "OpenSim.Services.InventoryService.dll:LibraryService"
|
||||
|
@ -64,5 +64,6 @@
|
|||
|
||||
[MapImageService]
|
||||
LocalServiceModule = "OpenSim.Services.Connectors.dll:MapImageServicesConnector"
|
||||
|
||||
; in minutes
|
||||
RefreshTime = 60
|
||||
|
|
|
@ -27,24 +27,24 @@
|
|||
;ConnectionString = "Server=localhost\SQLEXPRESS;Database=opensim;User Id=opensim; password=***;"
|
||||
|
||||
[Hypergrid]
|
||||
; Uncomment the variables in this section only if you are in
|
||||
; Hypergrid configuration. Otherwise, ignore.
|
||||
; Uncomment the variables in this section only if you are in
|
||||
; Hypergrid configuration. Otherwise, ignore.
|
||||
|
||||
;# {HomeURI} {Hypergrid} {The Home URL of this world} {}
|
||||
;; If this is a standalone world, this is the address of this instance.
|
||||
;; If this is a grided simulator, this is the address of the external robust server that
|
||||
;; runs the UserAgentsService.
|
||||
;; For example http://myworld.com:9000 or http://myworld.com:8002
|
||||
;; This is a default that can be overwritten in some sections.
|
||||
; HomeURI = "http://127.0.0.1:9000"
|
||||
;; If this is a standalone world, this is the address of this instance.
|
||||
;; If this is a grided simulator, this is the address of the external robust server that
|
||||
;; runs the UserAgentsService.
|
||||
;; For example http://myworld.com:9000 or http://myworld.com:8002
|
||||
;; This is a default that can be overwritten in some sections.
|
||||
; HomeURI = "http://127.0.0.1:9000"
|
||||
|
||||
;# {GatekeeperURI} {Hypergrid} {The URL of the gatekeeper of this world} {}
|
||||
;; If this is a standalone world, this is the address of this instance.
|
||||
;; If this is a grided simulator, this is the address of the external robust server
|
||||
;; that runs the Gatekeeper service.
|
||||
;; For example http://myworld.com:9000 or http://myworld.com:8002
|
||||
;; This is a default that can be overwritten in some sections.
|
||||
; GatekeeperURI = "http://127.0.0.1:9000"
|
||||
;; If this is a standalone world, this is the address of this instance.
|
||||
;; If this is a grided simulator, this is the address of the external robust server
|
||||
;; that runs the Gatekeeper service.
|
||||
;; For example http://myworld.com:9000 or http://myworld.com:8002
|
||||
;; This is a default that can be overwritten in some sections.
|
||||
; GatekeeperURI = "http://127.0.0.1:9000"
|
||||
|
||||
[Modules]
|
||||
;; Choose one cache module and the corresponding config file, if it exists.
|
||||
|
@ -81,10 +81,10 @@
|
|||
InventoryServerURI = "http://mygridserver.com:8003"
|
||||
|
||||
[GridInfo]
|
||||
;
|
||||
; Change this to your grid info service
|
||||
;
|
||||
GridInfoURI = "http://mygridserver.com:8002"
|
||||
;
|
||||
; Change this to your grid info service
|
||||
;
|
||||
GridInfoURI = "http://mygridserver.com:8002"
|
||||
|
||||
[GridService]
|
||||
;
|
||||
|
@ -157,9 +157,9 @@
|
|||
;; uncomment the next line. You may want to do this on sims that have licensed content.
|
||||
; OutboundPermission = False
|
||||
|
||||
;; Send visual reminder to local users that their inventories are unavailable while they are traveling
|
||||
;; and available when they return. True by default.
|
||||
;RestrictInventoryAccessAbroad = True
|
||||
;; Send visual reminder to local users that their inventories are unavailable while they are traveling
|
||||
;; and available when they return. True by default.
|
||||
;RestrictInventoryAccessAbroad = True
|
||||
|
||||
|
||||
[HGAssetService]
|
||||
|
@ -171,14 +171,14 @@
|
|||
HomeURI = "http://mygridserver.com:8002"
|
||||
|
||||
;; The asset types that this grid can export to / import from other grids.
|
||||
;; Comma separated.
|
||||
;; Valid values are all the asset types in OpenMetaverse.AssetType, namely:
|
||||
;; Unknown, Texture, Sound, CallingCard, Landmark, Clothing, Object, Notecard, LSLText,
|
||||
;; LSLBytecode, TextureTGA, Bodypart, SoundWAV, ImageTGA, ImageJPEG, Animation, Gesture, Mesh
|
||||
;;
|
||||
;; Leave blank or commented if you don't want to apply any restrictions.
|
||||
;; A more strict, but still reasonable, policy may be to disallow the exchange
|
||||
;; of scripts, like so:
|
||||
;; Comma separated.
|
||||
;; Valid values are all the asset types in OpenMetaverse.AssetType, namely:
|
||||
;; Unknown, Texture, Sound, CallingCard, Landmark, Clothing, Object, Notecard, LSLText,
|
||||
;; LSLBytecode, TextureTGA, Bodypart, SoundWAV, ImageTGA, ImageJPEG, Animation, Gesture, Mesh
|
||||
;;
|
||||
;; Leave blank or commented if you don't want to apply any restrictions.
|
||||
;; A more strict, but still reasonable, policy may be to disallow the exchange
|
||||
;; of scripts, like so:
|
||||
; DisallowExport ="LSLText"
|
||||
; DisallowImport ="LSLBytecode"
|
||||
|
||||
|
@ -197,20 +197,19 @@
|
|||
MapImageServerURI = "http://mygridserver.com:8003"
|
||||
|
||||
[AuthorizationService]
|
||||
; If you have regions with access restrictions
|
||||
; specify them here using the convention
|
||||
; Region_<Region_Name> = <flags>
|
||||
; Valid flags are:
|
||||
; DisallowForeigners -- HG visitors not allowed
|
||||
; DisallowResidents -- only Admins and Managers allowed
|
||||
; Example:
|
||||
; Region_Test_1 = "DisallowForeigners"
|
||||
|
||||
; If you have regions with access restrictions
|
||||
; specify them here using the convention
|
||||
; Region_<Region_Name> = <flags>
|
||||
; Valid flags are:
|
||||
; DisallowForeigners -- HG visitors not allowed
|
||||
; DisallowResidents -- only Admins and Managers allowed
|
||||
; Example:
|
||||
; Region_Test_1 = "DisallowForeigners"
|
||||
|
||||
;; Uncomment if you are using SimianGrid for grid services
|
||||
[SimianGrid]
|
||||
;; SimianGrid services URL
|
||||
;; SimianServiceURL = "http://grid.sciencesim.com/Grid/"
|
||||
;; SimianGrid services URL
|
||||
;; SimianServiceURL = "http://grid.sciencesim.com/Grid/"
|
||||
|
||||
;; Capability assigned by the grid administrator for the simulator
|
||||
;; SimulatorCapability = "00000000-0000-0000-0000-000000000000"
|
||||
;; Capability assigned by the grid administrator for the simulator
|
||||
;; SimulatorCapability = "00000000-0000-0000-0000-000000000000"
|
||||
|
|
|
@ -25,16 +25,27 @@
|
|||
EntityTransferModule = "HGEntityTransferModule"
|
||||
InventoryAccessModule = "HGInventoryAccessModule"
|
||||
LandServices = "RemoteLandServicesConnector"
|
||||
FriendsModule = "HGFriendsModule"
|
||||
MapImageService = "MapImageServiceModule"
|
||||
UserManagementModule = "HGUserManagementModule"
|
||||
SearchModule = "BasicSearchModule"
|
||||
FriendsModule = "HGFriendsModule"
|
||||
MapImageService = "MapImageServiceModule"
|
||||
UserManagementModule = "HGUserManagementModule"
|
||||
SearchModule = "BasicSearchModule"
|
||||
|
||||
LandServiceInConnector = true
|
||||
NeighbourServiceInConnector = true
|
||||
SimulationServiceInConnector = true
|
||||
LibraryModule = true
|
||||
|
||||
[SimulationService]
|
||||
; This is the protocol version which the simulator advertises to the source destination when acting as a target destination for a teleport
|
||||
; It is used to control the teleport handoff process.
|
||||
; Valid values are
|
||||
; "SIMULATION/0.2"
|
||||
; - this is the default. A source simulator which only implements "SIMULATION/0.1" can still teleport with that protocol
|
||||
; - this protocol is more efficient than "SIMULATION/0.1"
|
||||
; "SIMULATION/0.1"
|
||||
; - this is an older teleport protocol used in OpenSimulator 0.7.5 and before.
|
||||
ConnectorProtocolVersion = "SIMULATION/0.2"
|
||||
|
||||
[Profile]
|
||||
Module = "BasicProfileModule"
|
||||
|
||||
|
@ -62,7 +73,7 @@
|
|||
; Needed to display non-default map tile images for linked regions
|
||||
AssetService = "OpenSim.Services.Connectors.dll:AssetServicesConnector"
|
||||
|
||||
HypergridLinker = true
|
||||
HypergridLinker = true
|
||||
AllowHypergridMapSearch = true
|
||||
|
||||
[LibraryService]
|
||||
|
@ -78,12 +89,13 @@
|
|||
LureModule = HGLureModule
|
||||
|
||||
[HGInstantMessageService]
|
||||
LocalServiceModule = "OpenSim.Services.HypergridService.dll:HGInstantMessageService"
|
||||
GridService = "OpenSim.Services.Connectors.dll:GridServicesConnector"
|
||||
PresenceService = "OpenSim.Services.Connectors.dll:PresenceServicesConnector"
|
||||
UserAgentService = "OpenSim.Services.Connectors.dll:UserAgentServiceConnector"
|
||||
LocalServiceModule = "OpenSim.Services.HypergridService.dll:HGInstantMessageService"
|
||||
GridService = "OpenSim.Services.Connectors.dll:GridServicesConnector"
|
||||
PresenceService = "OpenSim.Services.Connectors.dll:PresenceServicesConnector"
|
||||
UserAgentService = "OpenSim.Services.Connectors.dll:UserAgentServiceConnector"
|
||||
|
||||
[MapImageService]
|
||||
LocalServiceModule = "OpenSim.Services.Connectors.dll:MapImageServicesConnector"
|
||||
; in minutes
|
||||
RefreshTime = 60
|
||||
LocalServiceModule = "OpenSim.Services.Connectors.dll:MapImageServicesConnector"
|
||||
|
||||
; in minutes
|
||||
RefreshTime = 60
|
||||
|
|
|
@ -91,6 +91,7 @@
|
|||
; accessible from other grids
|
||||
;
|
||||
ProfileServerURI = "http://mygridserver.com:8002/user"
|
||||
;; If you want to protect your assets from being copied by foreign visitors
|
||||
;; uncomment the next line. You may want to do this on sims that have licensed content.
|
||||
; OutboundPermission = False
|
||||
|
||||
;; If you want to protect your assets from being copied by foreign visitors
|
||||
;; uncomment the next line. You may want to do this on sims that have licensed content.
|
||||
; OutboundPermission = False
|
||||
|
|
|
@ -19,7 +19,7 @@
|
|||
EntityTransferModule = "BasicEntityTransferModule"
|
||||
InventoryAccessModule = "BasicInventoryAccessModule"
|
||||
MapImageService = "MapImageServiceModule"
|
||||
SearchModule = "BasicSearchModule"
|
||||
SearchModule = "BasicSearchModule"
|
||||
|
||||
LibraryModule = true
|
||||
LLLoginServiceInConnector = true
|
||||
|
@ -117,9 +117,10 @@
|
|||
DSTZone = "America/Los_Angeles;Pacific Standard Time"
|
||||
|
||||
[MapImageService]
|
||||
LocalServiceModule = "OpenSim.Services.MapImageService.dll:MapImageService"
|
||||
; in minutes
|
||||
RefreshTime = 60
|
||||
LocalServiceModule = "OpenSim.Services.MapImageService.dll:MapImageService"
|
||||
|
||||
; in minutes
|
||||
RefreshTime = 60
|
||||
|
||||
;; This should always be the very last thing on this file
|
||||
[Includes]
|
||||
|
|
|
@ -28,25 +28,24 @@
|
|||
;ConnectionString = "Server=localhost\SQLEXPRESS;Database=opensim;User Id=opensim; password=***;"
|
||||
|
||||
[Hypergrid]
|
||||
; Uncomment the variables in this section only if you are in
|
||||
; Hypergrid configuration. Otherwise, ignore.
|
||||
; Uncomment the variables in this section only if you are in
|
||||
; Hypergrid configuration. Otherwise, ignore.
|
||||
|
||||
;# {HomeURI} {Hypergrid} {The Home URL of this world} {}
|
||||
;; If this is a standalone world, this is the address of this instance.
|
||||
;; If this is a grided simulator, this is the address of the external robust server that
|
||||
;; runs the UserAgentsService.
|
||||
;; For example http://myworld.com:9000 or http://myworld.com:8002
|
||||
;; This is a default that can be overwritten in some sections.
|
||||
; HomeURI = "http://127.0.0.1:9000"
|
||||
;; If this is a standalone world, this is the address of this instance.
|
||||
;; If this is a grided simulator, this is the address of the external robust server that
|
||||
;; runs the UserAgentsService.
|
||||
;; For example http://myworld.com:9000 or http://myworld.com:8002
|
||||
;; This is a default that can be overwritten in some sections.
|
||||
; HomeURI = "http://127.0.0.1:9000"
|
||||
|
||||
;# {GatekeeperURI} {Hypergrid} {The URL of the gatekeeper of this world} {}
|
||||
;; If this is a standalone world, this is the address of this instance.
|
||||
;; If this is a grided simulator, this is the address of the external robust server
|
||||
;; that runs the Gatekeeper service.
|
||||
;; For example http://myworld.com:9000 or http://myworld.com:8002
|
||||
;; This is a default that can be overwritten in some sections.
|
||||
; GatekeeperURI = "http://127.0.0.1:9000"
|
||||
|
||||
;; If this is a standalone world, this is the address of this instance.
|
||||
;; If this is a grided simulator, this is the address of the external robust server
|
||||
;; that runs the Gatekeeper service.
|
||||
;; For example http://myworld.com:9000 or http://myworld.com:8002
|
||||
;; This is a default that can be overwritten in some sections.
|
||||
; GatekeeperURI = "http://127.0.0.1:9000"
|
||||
|
||||
[Modules]
|
||||
;; Choose one cache module and the corresponding config file, if it exists.
|
||||
|
@ -266,20 +265,20 @@
|
|||
; If false, HG TPs happen only to the Default regions specified in [GridService] section
|
||||
AllowTeleportsToAnyRegion = true
|
||||
|
||||
;; Regular expressions for controlling which client versions are accepted/denied.
|
||||
;; An empty string means nothing is checked.
|
||||
;;
|
||||
;; Example 1: allow only these 3 types of clients (any version of them)
|
||||
;; AllowedClients = "Imprudence|Hippo|Second Life"
|
||||
;;
|
||||
;; Example 2: allow all clients except these
|
||||
;; DeniedClients = "Twisted|Crawler|Cryolife|FuckLife|StreetLife|GreenLife|AntiLife|KORE-Phaze|Synlyfe|Purple Second Life|SecondLi |Emerald"
|
||||
;;
|
||||
;; Note that these are regular expressions, so every character counts.
|
||||
;; Also note that this is very weak security and should not be trusted as a reliable means
|
||||
;; for keeping bad clients out; modified clients can fake their identifiers.
|
||||
;;
|
||||
;;
|
||||
;; Regular expressions for controlling which client versions are accepted/denied.
|
||||
;; An empty string means nothing is checked.
|
||||
;;
|
||||
;; Example 1: allow only these 3 types of clients (any version of them)
|
||||
;; AllowedClients = "Imprudence|Hippo|Second Life"
|
||||
;;
|
||||
;; Example 2: allow all clients except these
|
||||
;; DeniedClients = "Twisted|Crawler|Cryolife|FuckLife|StreetLife|GreenLife|AntiLife|KORE-Phaze|Synlyfe|Purple Second Life|SecondLi |Emerald"
|
||||
;;
|
||||
;; Note that these are regular expressions, so every character counts.
|
||||
;; Also note that this is very weak security and should not be trusted as a reliable means
|
||||
;; for keeping bad clients out; modified clients can fake their identifiers.
|
||||
;;
|
||||
;;
|
||||
;AllowedClients = ""
|
||||
;DeniedClients = ""
|
||||
|
||||
|
@ -302,7 +301,7 @@
|
|||
;; Are local users allowed to visit other grids?
|
||||
;; What user level? Use variables of this forrm:
|
||||
;; ForeignTripsAllowed_Level_<UserLevel> = true | false
|
||||
;; (the default is true)
|
||||
;; (the default is true)
|
||||
;; For example:
|
||||
; ForeignTripsAllowed_Level_0 = false
|
||||
; ForeignTripsAllowed_Level_200 = true ; true is default, no need to say it
|
||||
|
@ -310,45 +309,45 @@
|
|||
;; If ForeignTripsAllowed is false, make exceptions using DisallowExcept
|
||||
;; Leave blank or commented for no exceptions.
|
||||
; DisallowExcept_Level_0 = "http://myothergrid.com:8002, http://boss.com:8002"
|
||||
;;
|
||||
;;
|
||||
;; If ForeignTripsAllowed is true, make exceptions using AllowExcept.
|
||||
;; Leave blank or commented for no exceptions.
|
||||
; AllowExcept_Level_200 = "http://griefer.com:8002, http://enemy.com:8002"
|
||||
|
||||
[HGInventoryService]
|
||||
;; If you have this set under [Hypergrid], no need to set it here, leave it commented
|
||||
;; If you have this set under [Hypergrid], no need to set it here, leave it commented
|
||||
; HomeURI = "http://127.0.0.1:9000"
|
||||
|
||||
[HGAssetService]
|
||||
;; If you have this set under [Hypergrid], no need to set it here, leave it commented
|
||||
;; If you have this set under [Hypergrid], no need to set it here, leave it commented
|
||||
; HomeURI = "http://127.0.0.1:9000"
|
||||
|
||||
;; The asset types that this grid can export to / import from other grids.
|
||||
;; Comma separated.
|
||||
;; Valid values are all the asset types in OpenMetaverse.AssetType, namely:
|
||||
;; Unknown, Texture, Sound, CallingCard, Landmark, Clothing, Object, Notecard, LSLText,
|
||||
;; LSLBytecode, TextureTGA, Bodypart, SoundWAV, ImageTGA, ImageJPEG, Animation, Gesture, Mesh
|
||||
;;
|
||||
;; Leave blank or commented if you don't want to apply any restrictions.
|
||||
;; A more strict, but still reasonable, policy may be to disallow the exchange
|
||||
;; of scripts, like so:
|
||||
;; Comma separated.
|
||||
;; Valid values are all the asset types in OpenMetaverse.AssetType, namely:
|
||||
;; Unknown, Texture, Sound, CallingCard, Landmark, Clothing, Object, Notecard, LSLText,
|
||||
;; LSLBytecode, TextureTGA, Bodypart, SoundWAV, ImageTGA, ImageJPEG, Animation, Gesture, Mesh
|
||||
;;
|
||||
;; Leave blank or commented if you don't want to apply any restrictions.
|
||||
;; A more strict, but still reasonable, policy may be to disallow the exchange
|
||||
;; of scripts, like so:
|
||||
; DisallowExport ="LSLText"
|
||||
; DisallowImport ="LSLBytecode"
|
||||
|
||||
|
||||
[HGInventoryAccessModule]
|
||||
;; If you have these set under [Hypergrid], no need to set it here, leave it commented
|
||||
;; If you have these set under [Hypergrid], no need to set it here, leave it commented
|
||||
; HomeURI = "http://127.0.0.1:9000"
|
||||
; GatekeeperURI = "http://127.0.0.1:9000"
|
||||
; GatekeeperURI = "http://127.0.0.1:9000"
|
||||
|
||||
;; If you want to protect your assets from being copied by foreign visitors
|
||||
;; uncomment the next line. You may want to do this on sims that have licensed content.
|
||||
;; true = allow exports, false = disallow exports. True by default.
|
||||
;; true = allow exports, false = disallow exports. True by default.
|
||||
; OutboundPermission = True
|
||||
|
||||
;; Send visual reminder to local users that their inventories are unavailable while they are traveling
|
||||
;; and available when they return. True by default.
|
||||
;RestrictInventoryAccessAbroad = True
|
||||
;; Send visual reminder to local users that their inventories are unavailable while they are traveling
|
||||
;; and available when they return. True by default.
|
||||
;RestrictInventoryAccessAbroad = True
|
||||
|
||||
[HGFriendsModule]
|
||||
; User level required to be able to send friendship invitations to foreign users
|
||||
|
@ -356,20 +355,20 @@
|
|||
|
||||
[Messaging]
|
||||
; === HG ONLY ===
|
||||
;; If you have this set under [Hypergrid], no need to set it here, leave it commented
|
||||
;; If you have this set under [Hypergrid], no need to set it here, leave it commented
|
||||
; GatekeeperURI = "http://127.0.0.1:9000"
|
||||
|
||||
|
||||
[EntityTransfer]
|
||||
;; User level from which local users are allowed to HG teleport. Default 0 (all users)
|
||||
;LevelHGTeleport = 0
|
||||
;; User level from which local users are allowed to HG teleport. Default 0 (all users)
|
||||
;LevelHGTeleport = 0
|
||||
|
||||
;; Are local users restricted from taking their appearance abroad?
|
||||
;; Default is no restrictions
|
||||
;; Are local users restricted from taking their appearance abroad?
|
||||
;; Default is no restrictions
|
||||
;RestrictAppearanceAbroad = false
|
||||
|
||||
;; If appearance is restricted, which accounts' appearances are allowed to be exported?
|
||||
;; Comma-separated list of account names
|
||||
;; If appearance is restricted, which accounts' appearances are allowed to be exported?
|
||||
;; Comma-separated list of account names
|
||||
AccountForAppearance = "Test User, Astronaut Smith"
|
||||
|
||||
;; UserProfiles Service
|
||||
|
@ -385,5 +384,3 @@
|
|||
|
||||
UserAccountService = OpenSim.Services.UserAccountService.dll:UserAccountService
|
||||
AuthenticationServiceModule = "OpenSim.Services.AuthenticationService.dll:PasswordAuthenticationService"
|
||||
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
;;
|
||||
|
||||
[Startup]
|
||||
WorldMapModule = "HGWorldMap"
|
||||
WorldMapModule = "HGWorldMap"
|
||||
|
||||
[Modules]
|
||||
AssetServices = "HGAssetBroker"
|
||||
|
@ -20,12 +20,12 @@
|
|||
SimulationServices = "RemoteSimulationConnectorModule"
|
||||
AvatarServices = "LocalAvatarServicesConnector"
|
||||
UserProfilesServices = "LocalUserProfilesServicesConnector"
|
||||
MapImageService = "MapImageServiceModule"
|
||||
MapImageService = "MapImageServiceModule"
|
||||
EntityTransferModule = "HGEntityTransferModule"
|
||||
InventoryAccessModule = "HGInventoryAccessModule"
|
||||
FriendsModule = "HGFriendsModule"
|
||||
UserManagementModule = "HGUserManagementModule"
|
||||
SearchModule = "BasicSearchModule"
|
||||
UserManagementModule = "HGUserManagementModule"
|
||||
SearchModule = "BasicSearchModule"
|
||||
|
||||
InventoryServiceInConnector = true
|
||||
AssetServiceInConnector = true
|
||||
|
@ -33,11 +33,21 @@
|
|||
NeighbourServiceInConnector = true
|
||||
LibraryModule = true
|
||||
LLLoginServiceInConnector = true
|
||||
GridInfoServiceInConnector = true
|
||||
GridInfoServiceInConnector = true
|
||||
AuthenticationServiceInConnector = true
|
||||
SimulationServiceInConnector = true
|
||||
MapImageServiceInConnector = true
|
||||
MapImageServiceInConnector = true
|
||||
|
||||
[SimulationService]
|
||||
; This is the protocol version which the simulator advertises to the source destination when acting as a target destination for a teleport
|
||||
; It is used to control the teleport handoff process.
|
||||
; Valid values are
|
||||
; "SIMULATION/0.2"
|
||||
; - this is the default. A source simulator which only implements "SIMULATION/0.1" can still teleport with that protocol
|
||||
; - this protocol is more efficient than "SIMULATION/0.1"
|
||||
; "SIMULATION/0.1"
|
||||
; - this is an older teleport protocol used in OpenSimulator 0.7.5 and before.
|
||||
ConnectorProtocolVersion = "SIMULATION/0.2"
|
||||
|
||||
[Messaging]
|
||||
MessageTransferModule = HGMessageTransferModule
|
||||
|
@ -64,9 +74,9 @@
|
|||
LocalServiceModule = "OpenSim.Services.AvatarService.dll:AvatarService"
|
||||
|
||||
[LibraryService]
|
||||
LocalServiceModule = "OpenSim.Services.InventoryService.dll:LibraryService"
|
||||
LibraryName = "OpenSim Library"
|
||||
DefaultLibrary = "./inventory/Libraries.xml"
|
||||
LocalServiceModule = "OpenSim.Services.InventoryService.dll:LibraryService"
|
||||
LibraryName = "OpenSim Library"
|
||||
DefaultLibrary = "./inventory/Libraries.xml"
|
||||
|
||||
[AuthenticationService]
|
||||
LocalServiceModule = "OpenSim.Services.AuthenticationService.dll:PasswordAuthenticationService"
|
||||
|
@ -113,7 +123,7 @@
|
|||
LocalServiceModule = "OpenSim.Services.LLLoginService.dll:LLLoginService"
|
||||
UserAccountService = "OpenSim.Services.UserAccountService.dll:UserAccountService"
|
||||
GridUserService = "OpenSim.Services.UserAccountService.dll:GridUserService"
|
||||
UserAgentService = "OpenSim.Services.HypergridService.dll:UserAgentService"
|
||||
UserAgentService = "OpenSim.Services.HypergridService.dll:UserAgentService"
|
||||
AuthenticationService = "OpenSim.Services.AuthenticationService.dll:PasswordAuthenticationService"
|
||||
InventoryService = "OpenSim.Services.InventoryService.dll:XInventoryService"
|
||||
PresenceService = "OpenSim.Services.PresenceService.dll:PresenceService"
|
||||
|
@ -122,9 +132,9 @@
|
|||
FriendsService = "OpenSim.Services.FriendsService.dll:FriendsService"
|
||||
|
||||
[MapImageService]
|
||||
LocalServiceModule = "OpenSim.Services.MapImageService.dll:MapImageService"
|
||||
; in minutes
|
||||
RefreshTime = 60
|
||||
LocalServiceModule = "OpenSim.Services.MapImageService.dll:MapImageService"
|
||||
; in minutes
|
||||
RefreshTime = 60
|
||||
|
||||
[GatekeeperService]
|
||||
LocalServiceModule = "OpenSim.Services.HypergridService.dll:GatekeeperService"
|
||||
|
@ -138,8 +148,8 @@
|
|||
SimulationService ="OpenSim.Services.Connectors.dll:SimulationServiceConnector"
|
||||
|
||||
[UserAgentService]
|
||||
LocalServiceModule = "OpenSim.Services.HypergridService.dll:UserAgentService"
|
||||
;; for the service
|
||||
LocalServiceModule = "OpenSim.Services.HypergridService.dll:UserAgentService"
|
||||
;; for the service
|
||||
GridUserService = "OpenSim.Services.UserAccountService.dll:GridUserService"
|
||||
GridService = "OpenSim.Services.GridService.dll:GridService"
|
||||
GatekeeperService = "OpenSim.Services.HypergridService.dll:GatekeeperService"
|
||||
|
@ -156,10 +166,10 @@
|
|||
[HGInventoryService]
|
||||
; For the InventoryServiceInConnector
|
||||
LocalServiceModule = "OpenSim.Services.HypergridService.dll:HGSuitcaseInventoryService"
|
||||
;; alternatives:
|
||||
;; HG1.5, more permissive, not recommended, but still supported
|
||||
;; alternatives:
|
||||
;; HG1.5, more permissive, not recommended, but still supported
|
||||
;LocalServiceModule = "OpenSim.Services.HypergridService.dll:HGInventoryService"
|
||||
;; HG1.0, totally permissive, not recommended, but OK for grids with 100% trust
|
||||
;; HG1.0, totally permissive, not recommended, but OK for grids with 100% trust
|
||||
;LocalServiceModule = "OpenSim.Services.InventoryService.dll:XInventoryService"
|
||||
|
||||
UserAccountsService = "OpenSim.Services.UserAccountService.dll:UserAccountService"
|
||||
|
@ -172,19 +182,19 @@
|
|||
UserAccountsService = "OpenSim.Services.UserAccountService.dll:UserAccountService"
|
||||
|
||||
[HGFriendsService]
|
||||
LocalServiceModule = "OpenSim.Services.HypergridService.dll:HGFriendsService"
|
||||
UserAgentService = "OpenSim.Services.HypergridService.dll:UserAgentService"
|
||||
FriendsService = "OpenSim.Services.FriendsService.dll:FriendsService"
|
||||
UserAccountService = "OpenSim.Services.UserAccountService.dll:UserAccountService"
|
||||
GridService = "OpenSim.Services.GridService.dll:GridService"
|
||||
PresenceService = "OpenSim.Services.PresenceService.dll:PresenceService"
|
||||
LocalServiceModule = "OpenSim.Services.HypergridService.dll:HGFriendsService"
|
||||
UserAgentService = "OpenSim.Services.HypergridService.dll:UserAgentService"
|
||||
FriendsService = "OpenSim.Services.FriendsService.dll:FriendsService"
|
||||
UserAccountService = "OpenSim.Services.UserAccountService.dll:UserAccountService"
|
||||
GridService = "OpenSim.Services.GridService.dll:GridService"
|
||||
PresenceService = "OpenSim.Services.PresenceService.dll:PresenceService"
|
||||
|
||||
[HGInstantMessageService]
|
||||
LocalServiceModule = "OpenSim.Services.HypergridService.dll:HGInstantMessageService"
|
||||
GridService = "OpenSim.Services.GridService.dll:GridService"
|
||||
PresenceService = "OpenSim.Services.PresenceService.dll:PresenceService"
|
||||
UserAgentService = "OpenSim.Services.HypergridService.dll:UserAgentService"
|
||||
InGatekeeper = True
|
||||
LocalServiceModule = "OpenSim.Services.HypergridService.dll:HGInstantMessageService"
|
||||
GridService = "OpenSim.Services.GridService.dll:GridService"
|
||||
PresenceService = "OpenSim.Services.PresenceService.dll:PresenceService"
|
||||
UserAgentService = "OpenSim.Services.HypergridService.dll:UserAgentService"
|
||||
InGatekeeper = True
|
||||
|
||||
;; This should always be the very last thing on this file
|
||||
[Includes]
|
||||
|
|
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|
@ -1920,6 +1920,7 @@
|
|||
<Reference name="OpenSim.Framework"/>
|
||||
<Reference name="OpenSim.Region.Framework"/>
|
||||
<Reference name="OpenSim.Region.CoreModules"/>
|
||||
<Reference name="OpenSim.Region.OptionalModules"/>
|
||||
<Reference name="OpenSim.Framework.Console"/>
|
||||
<Reference name="OpenSim.Region.Physics.Manager"/>
|
||||
<Reference name="OpenSim.Region.Physics.Meshing" path="../../../../bin/Physics/"/>
|
||||
|
|
Loading…
Reference in New Issue