Merge branch 'master' into bullet-2.82
commit
2ed3a918bd
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@ -72,10 +72,12 @@ what it is today.
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* Allen Kerensky
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* BigFootAg
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* BlueWall Slade
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* bobshaffer2
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* brianw/Sir_Ahzz
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* CharlieO
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* ChrisDown
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* Chris Yeoh (IBM)
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* cinderblocks
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* controlbreak
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* coyled
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* ctrlaltdavid (David Rowe)
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@ -88,6 +90,7 @@ what it is today.
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* DoranZemlja
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* dr0b3rts
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* dslake
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* eeyore
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* FredoChaplin
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* Garmin Kawaguichi
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* Gerhard
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@ -171,7 +171,8 @@ namespace OpenSim.Framework.Monitoring
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foreach (char c in DisallowedShortNameCharacters)
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{
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if (shortName.IndexOf(c) != -1)
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throw new Exception(string.Format("Stat name {0} cannot contain character {1}", shortName, c));
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shortName = shortName.Replace(c, '#');
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// throw new Exception(string.Format("Stat name {0} cannot contain character {1}", shortName, c));
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}
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ShortName = shortName;
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@ -87,7 +87,7 @@ namespace OpenSim.Framework.Monitoring
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/// </summary>
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public Stat Stat { get; set; }
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public ThreadWatchdogInfo(Thread thread, int timeout)
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public ThreadWatchdogInfo(Thread thread, int timeout, string name)
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{
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Thread = thread;
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Timeout = timeout;
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@ -96,8 +96,8 @@ namespace OpenSim.Framework.Monitoring
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Stat
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= new Stat(
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thread.Name,
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string.Format("Last update of thread {0}", thread.Name),
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name,
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string.Format("Last update of thread {0}", name),
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"",
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"ms",
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"server",
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@ -216,12 +216,11 @@ namespace OpenSim.Framework.Monitoring
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bool alarmIfTimeout, Func<string> alarmMethod, int timeout, bool log = true)
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{
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Thread thread = new Thread(start);
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thread.Name = name;
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thread.Priority = priority;
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thread.IsBackground = isBackground;
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ThreadWatchdogInfo twi
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= new ThreadWatchdogInfo(thread, timeout)
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= new ThreadWatchdogInfo(thread, timeout, name)
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{ AlarmIfTimeout = alarmIfTimeout, AlarmMethod = alarmMethod };
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if (log)
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@ -230,8 +229,10 @@ namespace OpenSim.Framework.Monitoring
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lock (m_threads)
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m_threads.Add(twi.Thread.ManagedThreadId, twi);
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thread.Start();
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thread.Name = name;
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return thread;
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}
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@ -70,9 +70,9 @@ namespace OpenSim.Framework.Servers.HttpServer
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_id = id;
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_engine = new Thread(new ThreadStart(Engine));
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_engine.Name = EngineID;
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_engine.IsBackground = true;
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_engine.Start();
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_engine.Name = string.Format ("Engine:{0}",EngineID);
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ThreadTracker.Add(_engine);
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}
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@ -91,9 +91,9 @@ namespace OpenSim.Framework.Servers.HttpServer
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public void Start()
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{
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_engine = new Thread(new ThreadStart(Engine));
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_engine.Name = EngineID;
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_engine.IsBackground = true;
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_engine.Start();
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_engine.Name = string.Format ("Engine:{0}",EngineID);
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ThreadTracker.Add(_engine);
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}
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@ -150,9 +150,9 @@ namespace OpenSim.Framework.Servers.HttpServer
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public void Start()
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{
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_engine = new Thread(new ThreadStart(Engine));
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_engine.Name = _engineId;
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_engine.IsBackground = true;
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_engine.Start();
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_engine.Name = string.Format ("Engine:{0}",_engineId);
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ThreadTracker.Add(_engine);
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@ -144,6 +144,21 @@ namespace OpenSim.Region.Framework.Scenes
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SimChat(message, ChatTypeEnum.Say, 0, fromPos, fromName, fromID, targetID, fromAgent, false);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="message"></param>
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/// <param name="type"></param>
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/// <param name="channel"></param>
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/// <param name="fromPos"></param>
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/// <param name="fromName"></param>
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/// <param name="fromAgentID"></param>
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/// <param name="targetID"></param>
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public void SimChatToAgent(UUID targetID, byte[] message, int channel, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent)
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{
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SimChat(message, ChatTypeEnum.Region, channel, fromPos, fromName, fromID, targetID, fromAgent, false);
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}
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/// <summary>
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/// Invoked when the client requests a prim.
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/// </summary>
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@ -1079,6 +1079,7 @@ namespace OpenSim.Region.Framework.Scenes
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StatsReporter = new SimStatsReporter(this);
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StatsReporter.OnSendStatsResult += SendSimStatsPackets;
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StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
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}
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public Scene(RegionInfo regInfo, PhysicsScene physicsScene) : base(regInfo)
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@ -1396,7 +1397,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_heartbeatThread
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= Watchdog.StartThread(
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Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false);
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Heartbeat, string.Format("Heartbeat-({0})", RegionInfo.RegionName.Replace(" ", "_")), ThreadPriority.Normal, false, false);
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StartScripts();
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}
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@ -1589,20 +1589,29 @@ namespace OpenSim.Region.Framework.Scenes
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public void AddTextureAnimation(Primitive.TextureAnimation pTexAnim)
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{
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byte[] data = new byte[16];
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int pos = 0;
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byte[] data;
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// The flags don't like conversion from uint to byte, so we have to do
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// it the crappy way. See the above function :(
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if (pTexAnim.Flags == Primitive.TextureAnimMode.ANIM_OFF)
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{
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data = Utils.EmptyBytes;
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}
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else
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{
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data = new byte[16];
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int pos = 0;
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data[pos] = ConvertScriptUintToByte((uint)pTexAnim.Flags); pos++;
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data[pos] = (byte)pTexAnim.Face; pos++;
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data[pos] = (byte)pTexAnim.SizeX; pos++;
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data[pos] = (byte)pTexAnim.SizeY; pos++;
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// The flags don't like conversion from uint to byte, so we have to do
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// it the crappy way. See the above function :(
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Utils.FloatToBytes(pTexAnim.Start).CopyTo(data, pos);
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Utils.FloatToBytes(pTexAnim.Length).CopyTo(data, pos + 4);
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Utils.FloatToBytes(pTexAnim.Rate).CopyTo(data, pos + 8);
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data[pos] = ConvertScriptUintToByte((uint)pTexAnim.Flags); pos++;
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data[pos] = (byte)pTexAnim.Face; pos++;
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data[pos] = (byte)pTexAnim.SizeX; pos++;
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data[pos] = (byte)pTexAnim.SizeY; pos++;
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Utils.FloatToBytes(pTexAnim.Start).CopyTo(data, pos);
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Utils.FloatToBytes(pTexAnim.Length).CopyTo(data, pos + 4);
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Utils.FloatToBytes(pTexAnim.Rate).CopyTo(data, pos + 8);
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}
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m_TextureAnimation = data;
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}
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@ -2618,7 +2618,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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Vector3 sitPartWorldPosition = part.GetWorldPosition();
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ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
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ParentID = 0;
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@ -2647,13 +2646,13 @@ namespace OpenSim.Region.Framework.Scenes
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// Vector3 standPositionAdjustment
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// = part.SitTargetPosition + new Vector3(0.5f, 0f, m_sitAvatarHeight / 2f);
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Vector3 adjustmentForSitPosition = (part.SitTargetPosition + OffsetPosition) * part.GetWorldRotation();
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Vector3 adjustmentForSitPosition = (OffsetPosition - SIT_TARGET_ADJUSTMENT) * part.GetWorldRotation();
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// XXX: This is based on the physics capsule sizes. Need to find a better way to read this rather than
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// hardcoding here.
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Vector3 adjustmentForSitPose = new Vector3(0.74f, 0f, 0f) * standRotation;
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Vector3 standPos = sitPartWorldPosition + adjustmentForSitPosition + adjustmentForSitPose;
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Vector3 standPos = part.ParentGroup.AbsolutePosition + adjustmentForSitPosition + adjustmentForSitPose;
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Setting stand to pos {0}, (adjustmentForSitPosition {1}, adjustmentForSitPose {2}) rotation {3} for {4} in {5}",
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@ -234,6 +234,9 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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ScenePresence sp;
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if (scene.TryGetScenePresence(agentID, out sp))
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{
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if (sp.IsSatOnObject || sp.SitGround)
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return false;
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// m_log.DebugFormat(
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// "[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}",
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// sp.Name, pos, scene.RegionInfo.RegionName,
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@ -968,6 +968,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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m_host.AddScriptLPS(1);
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World.SimChat(Utils.StringToBytes(text),
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ChatTypeEnum.Region, channelID, m_host.ParentGroup.RootPart.AbsolutePosition, m_host.Name, m_host.UUID, false);
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IWorldComm wComm = m_ScriptEngine.World.RequestModuleInterface<IWorldComm>();
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if (wComm != null)
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wComm.DeliverMessage(ChatTypeEnum.Region, channelID, m_host.Name, m_host.UUID, text);
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@ -988,6 +991,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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UUID TargetID;
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UUID.TryParse(target, out TargetID);
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World.SimChatToAgent(TargetID, Utils.StringToBytes(msg),
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channel, m_host.ParentGroup.RootPart.AbsolutePosition, m_host.Name, m_host.UUID, true);
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IWorldComm wComm = m_ScriptEngine.World.RequestModuleInterface<IWorldComm>();
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if (wComm != null)
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wComm.DeliverMessageTo(TargetID, channel, m_host.AbsolutePosition, m_host.Name, m_host.UUID, msg);
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@ -677,7 +677,6 @@ namespace Amib.Threading
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: new Thread(ProcessQueuedItems);
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#endif
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// Configure the new thread and start it
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workerThread.Name = "STP " + Name + " Thread #" + _threadCounter;
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workerThread.IsBackground = _stpStartInfo.AreThreadsBackground;
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#if !(_SILVERLIGHT) && !(_WINDOWS_CE) && !(WINDOWS_PHONE)
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@ -691,6 +690,7 @@ namespace Amib.Threading
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workerThread.Priority = _stpStartInfo.ThreadPriority;
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#endif
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workerThread.Start();
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workerThread.Name = string.Format("STP:{0}:{1}", Name, _threadCounter);
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++_threadCounter;
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// Add it to the dictionary and update its creation time.
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