Merge branch 'master' into vehicles

0.6.8-post-fixes
Melanie 2009-10-27 11:32:11 +00:00
commit 31a848e97b
101 changed files with 2673 additions and 1805 deletions

View File

@ -341,14 +341,15 @@ namespace OpenSim.ApplicationPlugins.RegionModulesController
// Actually load it
INonSharedRegionModule module = null;
try
{
Type[] ctorParamTypes = new Type[ctorArgs.Length];
for (int i = 0; i < ctorParamTypes.Length; i++)
ctorParamTypes[i] = ctorArgs[i].GetType();
if (node.Type.GetConstructor(ctorParamTypes) != null)
module = (INonSharedRegionModule)Activator.CreateInstance(node.Type, ctorArgs);
}
catch
{
else
module = (INonSharedRegionModule)Activator.CreateInstance(node.Type);
}
// Check for replaceable interfaces
Type replaceableInterface = module.ReplaceableInterface;

View File

@ -286,7 +286,7 @@ namespace OpenSim.Client.Linden
{
foreach (Scene nextScene in m_scenes)
{
if (nextScene.RegionInfo.RegionName == regionName)
if (nextScene.RegionInfo.RegionName.Equals(regionName, StringComparison.InvariantCultureIgnoreCase))
{
scene = nextScene;
return true;

View File

@ -52,10 +52,10 @@ namespace OpenSim.Client.MXP
private IConfigSource m_config;
private int m_port = 1253;
private Timer m_ticker;
private readonly Dictionary<UUID, Scene> m_scenes = new Dictionary<UUID, Scene>();
private readonly Timer m_ticker = new Timer(100);
private bool m_shutdown = false;
private bool m_shutdown;
public void Initialise(Scene scene, IConfigSource source)
{
@ -78,6 +78,7 @@ namespace OpenSim.Client.MXP
m_server = new MXPPacketServer(m_port, m_scenes,m_config.Configs["StandAlone"].GetBoolean("accounts_authenticate",true));
m_ticker = new Timer(100);
m_ticker.AutoReset = false;
m_ticker.Elapsed += ticker_Elapsed;

View File

@ -85,10 +85,7 @@ namespace OpenSim.Client.MXP.PacketHandler
m_transmitter = new Transmitter(port);
m_clientThread = new Thread(StartListener);
m_clientThread.Name = "MXPThread";
m_clientThread.IsBackground = true;
m_clientThread.Start();
StartListener();
}
public void StartListener()

View File

@ -119,14 +119,15 @@ namespace OpenSim.Data
PluginLoaderParamFactory<T>(connect, out pluginInitialiser, out extensionPointPath);
PluginLoader<T> loader = new PluginLoader<T>(pluginInitialiser);
using (PluginLoader<T> loader = new PluginLoader<T>(pluginInitialiser))
{
// loader will try to load all providers (MySQL, MSSQL, etc)
// unless it is constrainted to the correct "Provider" entry in the addin.xml
loader.Add(extensionPointPath, new PluginProviderFilter(provider));
loader.Load();
// loader will try to load all providers (MySQL, MSSQL, etc)
// unless it is constrainted to the correct "Provider" entry in the addin.xml
loader.Add(extensionPointPath, new PluginProviderFilter(provider));
loader.Load();
return loader.Plugins;
return loader.Plugins;
}
}
/// <summary>

View File

@ -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 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 OpenMetaverse;
using OpenSim.Framework;
namespace OpenSim.Data
{
public class PresenceData
{
public UUID PrincipalID;
public UUID RegionID;
public Dictionary<string, object> Data;
}
/// <summary>
/// An interface for connecting to the authentication datastore
/// </summary>
public interface IPresenceData
{
bool Store(PresenceData data);
PresenceData Get(UUID principalID);
bool SetDataItem(UUID principalID, string item, string value);
bool Delete(UUID regionID);
}
}

View File

@ -167,9 +167,6 @@ namespace OpenSim.Data.MySQL
asset.Temporary = Convert.ToBoolean(dbReader["temporary"]);
}
}
if (asset != null)
UpdateAccessTime(asset);
}
catch (Exception e)
{

View File

@ -66,22 +66,26 @@ namespace OpenSim.Data.MySQL
Migration m = new Migration(m_Connection, assem, "RegionStore");
m.Update();
// NOTE: This is a very slow query that times out on regions with a lot of prims.
// I'm told that it is no longer relevant so it's commented out now, but if it
// is relevant it should be added as a console command instead of part of the
// startup phase
// Clean dropped attachments
//
try
{
using (MySqlCommand cmd = m_Connection.CreateCommand())
{
cmd.CommandText = "delete from prims, primshapes using prims " +
"left join primshapes on prims.uuid = primshapes.uuid " +
"where PCode = 9 and State <> 0";
ExecuteNonQuery(cmd);
}
}
catch (MySqlException ex)
{
m_log.Error("[REGION DB]: Error cleaning up dropped attachments: " + ex.Message);
}
//try
//{
// using (MySqlCommand cmd = m_Connection.CreateCommand())
// {
// cmd.CommandText = "delete from prims, primshapes using prims " +
// "left join primshapes on prims.uuid = primshapes.uuid " +
// "where PCode = 9 and State <> 0";
// ExecuteNonQuery(cmd);
// }
//}
//catch (MySqlException ex)
//{
// m_log.Error("[REGION DB]: Error cleaning up dropped attachments: " + ex.Message);
//}
}
private IDataReader ExecuteReader(MySqlCommand c)
@ -1430,37 +1434,36 @@ namespace OpenSim.Data.MySQL
{
PrimitiveBaseShape s = new PrimitiveBaseShape();
s.Scale = new Vector3(
Convert.ToSingle(row["ScaleX"]),
Convert.ToSingle(row["ScaleY"]),
Convert.ToSingle(row["ScaleZ"])
);
(float)(double)row["ScaleX"],
(float)(double)row["ScaleY"],
(float)(double)row["ScaleZ"]
);
// paths
s.PCode = Convert.ToByte(row["PCode"]);
s.PathBegin = Convert.ToUInt16(row["PathBegin"]);
s.PathEnd = Convert.ToUInt16(row["PathEnd"]);
s.PathScaleX = Convert.ToByte(row["PathScaleX"]);
s.PathScaleY = Convert.ToByte(row["PathScaleY"]);
s.PathShearX = Convert.ToByte(row["PathShearX"]);
s.PathShearY = Convert.ToByte(row["PathShearY"]);
s.PathSkew = Convert.ToSByte(row["PathSkew"]);
s.PathCurve = Convert.ToByte(row["PathCurve"]);
s.PathRadiusOffset = Convert.ToSByte(row["PathRadiusOffset"]);
s.PathRevolutions = Convert.ToByte(row["PathRevolutions"]);
s.PathTaperX = Convert.ToSByte(row["PathTaperX"]);
s.PathTaperY = Convert.ToSByte(row["PathTaperY"]);
s.PathTwist = Convert.ToSByte(row["PathTwist"]);
s.PathTwistBegin = Convert.ToSByte(row["PathTwistBegin"]);
s.PCode = (byte)(int)row["PCode"];
s.PathBegin = (ushort)(int)row["PathBegin"];
s.PathEnd = (ushort)(int)row["PathEnd"];
s.PathScaleX = (byte)(int)row["PathScaleX"];
s.PathScaleY = (byte)(int)row["PathScaleY"];
s.PathShearX = (byte)(int)row["PathShearX"];
s.PathShearY = (byte)(int)row["PathShearY"];
s.PathSkew = (sbyte)(int)row["PathSkew"];
s.PathCurve = (byte)(int)row["PathCurve"];
s.PathRadiusOffset = (sbyte)(int)row["PathRadiusOffset"];
s.PathRevolutions = (byte)(int)row["PathRevolutions"];
s.PathTaperX = (sbyte)(int)row["PathTaperX"];
s.PathTaperY = (sbyte)(int)row["PathTaperY"];
s.PathTwist = (sbyte)(int)row["PathTwist"];
s.PathTwistBegin = (sbyte)(int)row["PathTwistBegin"];
// profile
s.ProfileBegin = Convert.ToUInt16(row["ProfileBegin"]);
s.ProfileEnd = Convert.ToUInt16(row["ProfileEnd"]);
s.ProfileCurve = Convert.ToByte(row["ProfileCurve"]);
s.ProfileHollow = Convert.ToUInt16(row["ProfileHollow"]);
byte[] textureEntry = (byte[]) row["Texture"];
s.TextureEntry = textureEntry;
s.ProfileBegin = (ushort)(int)row["ProfileBegin"];
s.ProfileEnd = (ushort)(int)row["ProfileEnd"];
s.ProfileCurve = (byte)(int)row["ProfileCurve"];
s.ProfileHollow = (ushort)(int)row["ProfileHollow"];
s.TextureEntry = (byte[])row["Texture"];
s.ExtraParams = (byte[]) row["ExtraParams"];
s.ExtraParams = (byte[])row["ExtraParams"];
s.State = Convert.ToByte(row["State"]);
s.State = (byte)(int)row["State"];
return s;
}

View File

@ -204,7 +204,10 @@ namespace OpenSim.Framework
public void ForEach(Action<IClientAPI> action)
{
IClientAPI[] localArray = m_array;
Parallel.ForEach<IClientAPI>(localArray, action);
Parallel.For(0, localArray.Length,
delegate(int i)
{ action(localArray[i]); }
);
}
/// <summary>

View File

@ -62,7 +62,6 @@ namespace OpenSim.Framework
RegionInfo RegionInfo { get; }
RegionStatus RegionStatus { get; set; }
ClientManager ClientManager { get; }
IConfigSource Config { get; }
float TimeDilation { get; }

27
OpenSim/Framework/MinHeap.cs Executable file → Normal file
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@ -1,3 +1,30 @@
/*
* 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.Threading;
using System.Collections;

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@ -118,6 +118,7 @@ namespace OpenSim.Framework
int counter = threadCount;
AutoResetEvent threadFinishEvent = new AutoResetEvent(false);
IEnumerator<T> enumerator = enumerable.GetEnumerator();
object syncRoot = new object();
Exception exception = null;
for (int i = 0; i < threadCount; i++)
@ -131,7 +132,7 @@ namespace OpenSim.Framework
{
T entry;
lock (enumerator)
lock (syncRoot)
{
if (!enumerator.MoveNext())
break;

View File

@ -194,10 +194,15 @@ namespace OpenSim.Framework
}
}
/// <summary>
/// Unregisters Mono.Addins event handlers, allowing temporary Mono.Addins
/// data to be garbage collected. Since the plugins created by this loader
/// are meant to outlive the loader itself, they must be disposed separately
/// </summary>
public void Dispose()
{
foreach (T plugin in Plugins)
plugin.Dispose();
AddinManager.AddinLoadError -= on_addinloaderror_;
AddinManager.AddinLoaded -= on_addinloaded_;
}
private void initialise_plugin_dir_(string dir)

View File

@ -76,7 +76,7 @@ namespace OpenSim.Framework
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly Primitive.TextureEntry m_defaultTexture;
private static readonly byte[] DEFAULT_TEXTURE = new Primitive.TextureEntry(new UUID("89556747-24cb-43ed-920b-47caed15465f")).GetBytes();
private byte[] m_textureEntry;
@ -104,33 +104,32 @@ namespace OpenSim.Framework
private HollowShape _hollowShape;
// Sculpted
[XmlIgnore] private UUID _sculptTexture = UUID.Zero;
[XmlIgnore] private byte _sculptType = (byte)0;
[XmlIgnore] private byte[] _sculptData = new byte[0];
[XmlIgnore] private Image _sculptBitmap = null;
[XmlIgnore] private UUID _sculptTexture;
[XmlIgnore] private byte _sculptType;
[XmlIgnore] private byte[] _sculptData = Utils.EmptyBytes;
// Flexi
[XmlIgnore] private int _flexiSoftness = 0;
[XmlIgnore] private float _flexiTension = 0f;
[XmlIgnore] private float _flexiDrag = 0f;
[XmlIgnore] private float _flexiGravity = 0f;
[XmlIgnore] private float _flexiWind = 0f;
[XmlIgnore] private float _flexiForceX = 0f;
[XmlIgnore] private float _flexiForceY = 0f;
[XmlIgnore] private float _flexiForceZ = 0f;
[XmlIgnore] private int _flexiSoftness;
[XmlIgnore] private float _flexiTension;
[XmlIgnore] private float _flexiDrag;
[XmlIgnore] private float _flexiGravity;
[XmlIgnore] private float _flexiWind;
[XmlIgnore] private float _flexiForceX;
[XmlIgnore] private float _flexiForceY;
[XmlIgnore] private float _flexiForceZ;
//Bright n sparkly
[XmlIgnore] private float _lightColorR = 0f;
[XmlIgnore] private float _lightColorG = 0f;
[XmlIgnore] private float _lightColorB = 0f;
[XmlIgnore] private float _lightColorA = 1f;
[XmlIgnore] private float _lightRadius = 0f;
[XmlIgnore] private float _lightCutoff = 0f;
[XmlIgnore] private float _lightFalloff = 0f;
[XmlIgnore] private float _lightIntensity = 1f;
[XmlIgnore] private bool _flexiEntry = false;
[XmlIgnore] private bool _lightEntry = false;
[XmlIgnore] private bool _sculptEntry = false;
[XmlIgnore] private float _lightColorR;
[XmlIgnore] private float _lightColorG;
[XmlIgnore] private float _lightColorB;
[XmlIgnore] private float _lightColorA = 1.0f;
[XmlIgnore] private float _lightRadius;
[XmlIgnore] private float _lightCutoff;
[XmlIgnore] private float _lightFalloff;
[XmlIgnore] private float _lightIntensity = 1.0f;
[XmlIgnore] private bool _flexiEntry;
[XmlIgnore] private bool _lightEntry;
[XmlIgnore] private bool _sculptEntry;
public byte ProfileCurve
{
@ -172,17 +171,11 @@ namespace OpenSim.Framework
}
}
static PrimitiveBaseShape()
{
m_defaultTexture =
new Primitive.TextureEntry(new UUID("89556747-24cb-43ed-920b-47caed15465f"));
}
public PrimitiveBaseShape()
{
PCode = (byte) PCodeEnum.Primitive;
ExtraParams = new byte[1];
Textures = m_defaultTexture;
m_textureEntry = DEFAULT_TEXTURE;
}
public PrimitiveBaseShape(bool noShape)
@ -192,7 +185,7 @@ namespace OpenSim.Framework
PCode = (byte)PCodeEnum.Primitive;
ExtraParams = new byte[1];
Textures = m_defaultTexture;
m_textureEntry = DEFAULT_TEXTURE;
}
[XmlIgnore]
@ -577,15 +570,6 @@ namespace OpenSim.Framework
}
}
public Image SculptBitmap {
get {
return _sculptBitmap;
}
set {
_sculptBitmap = value;
}
}
public int FlexiSoftness {
get {
return _flexiSoftness;

View File

@ -1559,15 +1559,7 @@ namespace OpenSim.Framework.Servers.HttpServer
public void Start()
{
m_log.Info("[HTTPD]: Starting up HTTP Server");
//m_workerThread = new Thread(new ThreadStart(StartHTTP));
//m_workerThread.Name = "HttpThread";
//m_workerThread.IsBackground = true;
//m_workerThread.Start();
//ThreadTracker.Add(m_workerThread);
StartHTTP();
}
private void StartHTTP()

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@ -50,9 +50,7 @@ namespace OpenSim.Framework.Servers.HttpServer
m_WorkerThreadCount = pWorkerThreadCount;
m_workerThreads = new Thread[m_WorkerThreadCount];
m_PollServiceWorkerThreads = new PollServiceWorkerThread[m_WorkerThreadCount];
m_watcherThread = new Thread(ThreadStart);
//startup worker threads
for (uint i=0;i<m_WorkerThreadCount;i++)
{
@ -65,11 +63,11 @@ namespace OpenSim.Framework.Servers.HttpServer
m_workerThreads[i].Start();
}
//start watcher threads
m_watcherThread = new Thread(ThreadStart);
m_watcherThread.Name = "PollServiceWatcherThread";
m_watcherThread.Start();
}
internal void ReQueueEvent(PollServiceHttpRequest req)

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@ -29,8 +29,8 @@ namespace OpenSim
{
public class VersionInfo
{
private const string VERSION_NUMBER = "0.6.7";
private const Flavour VERSION_FLAVOUR = Flavour.RC1;
private const string VERSION_NUMBER = "0.6.8";
private const Flavour VERSION_FLAVOUR = Flavour.Dev;
public enum Flavour
{

View File

@ -69,8 +69,6 @@ namespace OpenSim.Framework
/// </summary>
public class Util
{
private static SmartThreadPool m_ThreadPool = null;
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static uint nextXferID = 5000;
@ -79,6 +77,9 @@ namespace OpenSim.Framework
private static string regexInvalidFileChars = "[" + new String(Path.GetInvalidFileNameChars()) + "]";
private static string regexInvalidPathChars = "[" + new String(Path.GetInvalidPathChars()) + "]";
private static object XferLock = new object();
/// <summary>Thread pool used for Util.FireAndForget if
/// FireAndForgetMethod.SmartThreadPool is used</summary>
private static SmartThreadPool m_ThreadPool;
// Unix-epoch starts at January 1st 1970, 00:00:00 UTC. And all our times in the server are (or at least should be) in UTC.
private static readonly DateTime unixEpoch =
@ -1319,21 +1320,14 @@ namespace OpenSim.Framework
FireAndForget(callback, null);
}
public static void SetMaxThreads(int maxThreads)
public static void InitThreadPool(int maxThreads)
{
if (maxThreads < 2)
throw new ArgumentOutOfRangeException("maxThreads", "maxThreads must be greater than 2");
if (m_ThreadPool != null)
return;
throw new InvalidOperationException("SmartThreadPool is already initialized");
STPStartInfo startInfo = new STPStartInfo();
startInfo.IdleTimeout = 2000; // 2 seconds
startInfo.MaxWorkerThreads = maxThreads;
startInfo.MinWorkerThreads = 2;
startInfo.StackSize = 524288;
startInfo.ThreadPriority = ThreadPriority.Normal;
startInfo.StartSuspended = false;
m_ThreadPool = new SmartThreadPool(startInfo);
m_ThreadPool = new SmartThreadPool(2000, maxThreads, 2);
}
public static void FireAndForget(System.Threading.WaitCallback callback, object obj)
@ -1341,20 +1335,22 @@ namespace OpenSim.Framework
switch (FireAndForgetMethod)
{
case FireAndForgetMethod.UnsafeQueueUserWorkItem:
System.Threading.ThreadPool.UnsafeQueueUserWorkItem(callback, obj);
ThreadPool.UnsafeQueueUserWorkItem(callback, obj);
break;
case FireAndForgetMethod.QueueUserWorkItem:
System.Threading.ThreadPool.QueueUserWorkItem(callback, obj);
ThreadPool.QueueUserWorkItem(callback, obj);
break;
case FireAndForgetMethod.BeginInvoke:
FireAndForgetWrapper wrapper = Singleton.GetInstance<FireAndForgetWrapper>();
wrapper.FireAndForget(callback, obj);
break;
case FireAndForgetMethod.SmartThreadPool:
m_ThreadPool.QueueWorkItem(delegate(object o) { callback(o); return null; }, obj);
if (m_ThreadPool == null)
m_ThreadPool = new SmartThreadPool(2000, 15, 2);
m_ThreadPool.QueueWorkItem(SmartThreadPoolCallback, new object[] { callback, obj });
break;
case FireAndForgetMethod.Thread:
System.Threading.Thread thread = new System.Threading.Thread(delegate(object o) { callback(o); });
Thread thread = new Thread(delegate(object o) { callback(o); });
thread.Start(obj);
break;
default:
@ -1362,6 +1358,16 @@ namespace OpenSim.Framework
}
}
private static object SmartThreadPoolCallback(object o)
{
object[] array = (object[])o;
WaitCallback callback = (WaitCallback)array[0];
object obj = array[1];
callback(obj);
return null;
}
#endregion FireAndForget Threading Pattern
}
}

View File

@ -0,0 +1,183 @@
/*
* 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.Threading;
using log4net;
namespace OpenSim.Framework
{
/// <summary>
/// Manages launching threads and keeping watch over them for timeouts
/// </summary>
public static class Watchdog
{
/// <summary>Timer interval in milliseconds for the watchdog timer</summary>
const double WATCHDOG_INTERVAL_MS = 2500.0d;
/// <summary>Maximum timeout in milliseconds before a thread is considered dead</summary>
const int WATCHDOG_TIMEOUT_MS = 5000;
[System.Diagnostics.DebuggerDisplay("{Thread.Name}")]
private class ThreadWatchdogInfo
{
public Thread Thread;
public int LastTick;
public ThreadWatchdogInfo(Thread thread)
{
Thread = thread;
LastTick = Environment.TickCount & Int32.MaxValue;
}
}
/// <summary>
/// This event is called whenever a tracked thread is stopped or
/// has not called UpdateThread() in time
/// </summary>
/// <param name="thread">The thread that has been identified as dead</param>
/// <param name="lastTick">The last time this thread called UpdateThread()</param>
public delegate void WatchdogTimeout(Thread thread, int lastTick);
/// <summary>This event is called whenever a tracked thread is
/// stopped or has not called UpdateThread() in time</summary>
public static event WatchdogTimeout OnWatchdogTimeout;
private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
private static Dictionary<int, ThreadWatchdogInfo> m_threads;
private static System.Timers.Timer m_watchdogTimer;
static Watchdog()
{
m_threads = new Dictionary<int, ThreadWatchdogInfo>();
m_watchdogTimer = new System.Timers.Timer(WATCHDOG_INTERVAL_MS);
m_watchdogTimer.AutoReset = false;
m_watchdogTimer.Elapsed += WatchdogTimerElapsed;
m_watchdogTimer.Start();
}
/// <summary>
/// Start a new thread that is tracked by the watchdog timer
/// </summary>
/// <param name="start">The method that will be executed in a new thread</param>
/// <param name="name">A name to give to the new thread</param>
/// <param name="priority">Priority to run the thread at</param>
/// <param name="isBackground">True to run this thread as a background
/// thread, otherwise false</param>
/// <returns>The newly created Thread object</returns>
public static Thread StartThread(ThreadStart start, string name, ThreadPriority priority, bool isBackground)
{
Thread thread = new Thread(start);
thread.Name = name;
thread.Priority = priority;
thread.IsBackground = isBackground;
thread.Start();
return thread;
}
/// <summary>
/// Marks the current thread as alive
/// </summary>
public static void UpdateThread()
{
UpdateThread(Thread.CurrentThread.ManagedThreadId);
}
/// <summary>
/// Stops watchdog tracking on the current thread
/// </summary>
/// <returns>True if the thread was removed from the list of tracked
/// threads, otherwise false</returns>
public static bool RemoveThread()
{
return RemoveThread(Thread.CurrentThread.ManagedThreadId);
}
private static void AddThread(ThreadWatchdogInfo threadInfo)
{
m_log.Debug("[WATCHDOG]: Started tracking thread \"" + threadInfo.Thread.Name + "\" (ID " + threadInfo.Thread.ManagedThreadId + ")");
lock (m_threads)
m_threads.Add(threadInfo.Thread.ManagedThreadId, threadInfo);
}
private static bool RemoveThread(int threadID)
{
lock (m_threads)
return m_threads.Remove(threadID);
}
private static void UpdateThread(int threadID)
{
ThreadWatchdogInfo threadInfo;
// Although TryGetValue is not a thread safe operation, we use a try/catch here instead
// of a lock for speed. Adding/removing threads is a very rare operation compared to
// UpdateThread(), and a single UpdateThread() failure here and there won't break
// anything
try
{
if (m_threads.TryGetValue(threadID, out threadInfo))
threadInfo.LastTick = Environment.TickCount & Int32.MaxValue;
else
AddThread(new ThreadWatchdogInfo(Thread.CurrentThread));
}
catch { }
}
private static void WatchdogTimerElapsed(object sender, System.Timers.ElapsedEventArgs e)
{
WatchdogTimeout callback = OnWatchdogTimeout;
if (callback != null)
{
ThreadWatchdogInfo timedOut = null;
lock (m_threads)
{
int now = Environment.TickCount & Int32.MaxValue;
foreach (ThreadWatchdogInfo threadInfo in m_threads.Values)
{
if (threadInfo.Thread.ThreadState == ThreadState.Stopped || now - threadInfo.LastTick >= WATCHDOG_TIMEOUT_MS)
{
timedOut = threadInfo;
m_threads.Remove(threadInfo.Thread.ManagedThreadId);
break;
}
}
}
if (timedOut != null)
callback(timedOut.Thread, timedOut.LastTick);
}
m_watchdogTimer.Start();
}
}
}

View File

@ -29,7 +29,6 @@ using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using System.Timers;
using log4net;
using Nini.Config;
using OpenSim.Framework;
@ -115,11 +114,11 @@ namespace OpenSim.Grid.GridServer
protected virtual void LoadPlugins()
{
PluginLoader<IGridPlugin> loader =
new PluginLoader<IGridPlugin>(new GridPluginInitialiser(this));
loader.Load("/OpenSim/GridServer");
m_plugins = loader.Plugins;
using (PluginLoader<IGridPlugin> loader = new PluginLoader<IGridPlugin>(new GridPluginInitialiser(this)))
{
loader.Load("/OpenSim/GridServer");
m_plugins = loader.Plugins;
}
}
public override void ShutdownSpecific()

View File

@ -78,8 +78,6 @@ namespace OpenSim.Grid.UserServer.Modules
private OpenSim.Framework.BlockingQueue<PresenceNotification> m_NotifyQueue =
new OpenSim.Framework.BlockingQueue<PresenceNotification>();
Thread m_NotifyThread;
private IGridServiceCore m_core;
public event AgentLocationDelegate OnAgentLocation;
@ -96,8 +94,8 @@ namespace OpenSim.Grid.UserServer.Modules
{
m_core = core;
m_core.RegisterInterface<MessageServersConnector>(this);
m_NotifyThread = new Thread(new ThreadStart(NotifyQueueRunner));
m_NotifyThread.Start();
Watchdog.StartThread(NotifyQueueRunner, "NotifyQueueRunner", ThreadPriority.Normal, true);
}
public void PostInitialise()
@ -427,6 +425,8 @@ namespace OpenSim.Grid.UserServer.Modules
{
TellMessageServersAboutUserLogoffInternal(presence.agentID);
}
Watchdog.UpdateThread();
}
}

View File

@ -67,7 +67,7 @@ namespace OpenSim
IConfig startupConfig = m_config.Source.Configs["Startup"];
Util.SetMaxThreads(startupConfig.GetInt("MaxPoolThreads", 15));
int stpMaxThreads = 15;
if (startupConfig != null)
{
@ -100,8 +100,13 @@ namespace OpenSim
FireAndForgetMethod asyncCallMethod;
if (!String.IsNullOrEmpty(asyncCallMethodStr) && Utils.EnumTryParse<FireAndForgetMethod>(asyncCallMethodStr, out asyncCallMethod))
Util.FireAndForgetMethod = asyncCallMethod;
stpMaxThreads = startupConfig.GetInt("MaxPoolThreads", 15);
}
if (Util.FireAndForgetMethod == FireAndForgetMethod.SmartThreadPool)
Util.InitThreadPool(stpMaxThreads);
m_log.Info("[OPENSIM MAIN]: Using async_call_method " + Util.FireAndForgetMethod);
}
@ -167,6 +172,9 @@ namespace OpenSim
m_scriptTimer.Elapsed += RunAutoTimerScript;
}
// Hook up to the watchdog timer
Watchdog.OnWatchdogTimeout += WatchdogTimeoutHandler;
PrintFileToConsole("startuplogo.txt");
// For now, start at the 'root' level by default
@ -379,6 +387,14 @@ namespace OpenSim
}
}
private void WatchdogTimeoutHandler(System.Threading.Thread thread, int lastTick)
{
int now = Environment.TickCount & Int32.MaxValue;
m_log.ErrorFormat("[WATCHDOG]: Timeout detected for thread \"{0}\". ThreadState={1}. Last tick was {2}ms ago",
thread.Name, thread.ThreadState, now - lastTick);
}
#region Console Commands
/// <summary>
@ -954,12 +970,12 @@ namespace OpenSim
m_sceneManager.ForEachScene(
delegate(Scene scene)
{
scene.ClientManager.ForEachSync(
scene.ForEachClient(
delegate(IClientAPI client)
{
connections.AppendFormat("{0}: {1} ({2}) from {3} on circuit {4}\n",
scene.RegionInfo.RegionName, client.Name, client.AgentId, client.RemoteEndPoint, client.CircuitCode);
}
}, false
);
}
);

View File

@ -162,11 +162,11 @@ namespace OpenSim
protected virtual void LoadPlugins()
{
PluginLoader<IApplicationPlugin> loader =
new PluginLoader<IApplicationPlugin>(new ApplicationPluginInitialiser(this));
loader.Load("/OpenSim/Startup");
m_plugins = loader.Plugins;
using (PluginLoader<IApplicationPlugin> loader = new PluginLoader<IApplicationPlugin>(new ApplicationPluginInitialiser(this)))
{
loader.Load("/OpenSim/Startup");
m_plugins = loader.Plugins;
}
}
protected override List<string> GetHelpTopics()

View File

@ -346,15 +346,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
protected int m_terrainCheckerCount;
protected uint m_agentFOVCounter;
// These numbers are guesses at a decent tradeoff between responsiveness
// of the interest list and throughput. Lower is more responsive, higher
// is better throughput
protected int m_primTerseUpdatesPerPacket = 25;
protected int m_primFullUpdatesPerPacket = 100;
protected int m_avatarTerseUpdatesPerPacket = 10;
/// <summary>Number of texture packets to put on the queue each time the
/// OnQueueEmpty event is triggered for the texture category</summary>
protected int m_textureSendLimit = 20;
protected IAssetService m_assetService;
private IHyperAssetService m_hyperAssets;
@ -827,7 +818,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
for (int i = x1; i <= x2; i++)
SendLayerData(i, y1, map);
// Column
// Column
for (int j = y1 + 1; j <= y2; j++)
SendLayerData(x2, j, map);
@ -2114,12 +2105,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public void SendViewerEffect(ViewerEffectPacket.EffectBlock[] effectBlocks)
{
ViewerEffectPacket packet = (ViewerEffectPacket)PacketPool.Instance.GetPacket(PacketType.ViewerEffect);
packet.Effect = effectBlocks;
packet.Header.Reliable = false;
packet.Header.Zerocoded = true;
packet.AgentData.AgentID = AgentId;
packet.AgentData.SessionID = SessionId;
packet.Header.Reliable = false;
packet.Header.Zerocoded = true;
packet.Effect = effectBlocks;
OutPacket(packet, ThrottleOutPacketType.State);
}
@ -3333,7 +3326,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
lock (m_avatarTerseUpdates.SyncRoot)
{
int count = Math.Min(m_avatarTerseUpdates.Count, m_avatarTerseUpdatesPerPacket);
int count = Math.Min(m_avatarTerseUpdates.Count, m_udpServer.AvatarTerseUpdatesPerPacket);
if (count == 0)
return;
@ -3418,7 +3411,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
lock (m_primFullUpdates.SyncRoot)
{
int count = Math.Min(m_primFullUpdates.Count, m_primFullUpdatesPerPacket);
int count = Math.Min(m_primFullUpdates.Count, m_udpServer.PrimFullUpdatesPerPacket);
if (count == 0)
return;
@ -3462,7 +3455,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
lock (m_primTerseUpdates.SyncRoot)
{
int count = Math.Min(m_primTerseUpdates.Count, m_primTerseUpdatesPerPacket);
int count = Math.Min(m_primTerseUpdates.Count, m_udpServer.PrimTerseUpdatesPerPacket);
if (count == 0)
return;
@ -3585,7 +3578,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
void ProcessTextureRequests()
{
if (m_imageManager != null)
m_imageManager.ProcessImageQueue(m_textureSendLimit);
m_imageManager.ProcessImageQueue(m_udpServer.TextureSendLimit);
}
public void SendAssetUploadCompleteMessage(sbyte AssetType, bool Success, UUID AssetFullID)
@ -4167,6 +4160,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
pack.Data = dataBlock;
}
else
{
pack.Data = new ParcelObjectOwnersReplyPacket.DataBlock[0];
}
pack.Header.Zerocoded = true;
this.OutPacket(pack, ThrottleOutPacketType.Task);
}
@ -4434,6 +4431,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
protected virtual void RegisterLocalPacketHandlers()
{
AddLocalPacketHandler(PacketType.LogoutRequest, Logout);
AddLocalPacketHandler(PacketType.AgentUpdate, HandleAgentUpdate);
AddLocalPacketHandler(PacketType.ViewerEffect, HandleViewerEffect);
AddLocalPacketHandler(PacketType.AgentCachedTexture, AgentTextureCached);
AddLocalPacketHandler(PacketType.MultipleObjectUpdate, MultipleObjUpdate);
@ -4446,6 +4444,75 @@ namespace OpenSim.Region.ClientStack.LindenUDP
#region Packet Handlers
private bool HandleAgentUpdate(IClientAPI sener, Packet Pack)
{
if (OnAgentUpdate != null)
{
bool update = false;
AgentUpdatePacket agenUpdate = (AgentUpdatePacket)Pack;
#region Packet Session and User Check
if (agenUpdate.AgentData.SessionID != SessionId || agenUpdate.AgentData.AgentID != AgentId)
return false;
#endregion
AgentUpdatePacket.AgentDataBlock x = agenUpdate.AgentData;
// We can only check when we have something to check
// against.
if (lastarg != null)
{
update =
(
(x.BodyRotation != lastarg.BodyRotation) ||
(x.CameraAtAxis != lastarg.CameraAtAxis) ||
(x.CameraCenter != lastarg.CameraCenter) ||
(x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
(x.CameraUpAxis != lastarg.CameraUpAxis) ||
(x.ControlFlags != lastarg.ControlFlags) ||
(x.Far != lastarg.Far) ||
(x.Flags != lastarg.Flags) ||
(x.State != lastarg.State) ||
(x.HeadRotation != lastarg.HeadRotation) ||
(x.SessionID != lastarg.SessionID) ||
(x.AgentID != lastarg.AgentID)
);
}
else
update = true;
// These should be ordered from most-likely to
// least likely to change. I've made an initial
// guess at that.
if (update)
{
AgentUpdateArgs arg = new AgentUpdateArgs();
arg.AgentID = x.AgentID;
arg.BodyRotation = x.BodyRotation;
arg.CameraAtAxis = x.CameraAtAxis;
arg.CameraCenter = x.CameraCenter;
arg.CameraLeftAxis = x.CameraLeftAxis;
arg.CameraUpAxis = x.CameraUpAxis;
arg.ControlFlags = x.ControlFlags;
arg.Far = x.Far;
arg.Flags = x.Flags;
arg.HeadRotation = x.HeadRotation;
arg.SessionID = x.SessionID;
arg.State = x.State;
UpdateAgent handlerAgentUpdate = OnAgentUpdate;
lastarg = arg; // save this set of arguments for nexttime
if (handlerAgentUpdate != null)
OnAgentUpdate(this, arg);
handlerAgentUpdate = null;
}
}
return true;
}
private bool HandleMoneyTransferRequest(IClientAPI sender, Packet Pack)
{
MoneyTransferRequestPacket money = (MoneyTransferRequestPacket)Pack;
@ -5631,77 +5698,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
break;
case PacketType.AgentUpdate:
if (OnAgentUpdate != null)
{
bool update = false;
AgentUpdatePacket agenUpdate = (AgentUpdatePacket)Pack;
#region Packet Session and User Check
if (m_checkPackets)
{
if (agenUpdate.AgentData.SessionID != SessionId ||
agenUpdate.AgentData.AgentID != AgentId)
break;
}
#endregion
AgentUpdatePacket.AgentDataBlock x = agenUpdate.AgentData;
// We can only check when we have something to check
// against.
if (lastarg != null)
{
update =
(
(x.BodyRotation != lastarg.BodyRotation) ||
(x.CameraAtAxis != lastarg.CameraAtAxis) ||
(x.CameraCenter != lastarg.CameraCenter) ||
(x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
(x.CameraUpAxis != lastarg.CameraUpAxis) ||
(x.ControlFlags != lastarg.ControlFlags) ||
(x.Far != lastarg.Far) ||
(x.Flags != lastarg.Flags) ||
(x.State != lastarg.State) ||
(x.HeadRotation != lastarg.HeadRotation) ||
(x.SessionID != lastarg.SessionID) ||
(x.AgentID != lastarg.AgentID)
);
}
else
update = true;
// These should be ordered from most-likely to
// least likely to change. I've made an initial
// guess at that.
if (update)
{
AgentUpdateArgs arg = new AgentUpdateArgs();
arg.AgentID = x.AgentID;
arg.BodyRotation = x.BodyRotation;
arg.CameraAtAxis = x.CameraAtAxis;
arg.CameraCenter = x.CameraCenter;
arg.CameraLeftAxis = x.CameraLeftAxis;
arg.CameraUpAxis = x.CameraUpAxis;
arg.ControlFlags = x.ControlFlags;
arg.Far = x.Far;
arg.Flags = x.Flags;
arg.HeadRotation = x.HeadRotation;
arg.SessionID = x.SessionID;
arg.State = x.State;
UpdateAgent handlerAgentUpdate = OnAgentUpdate;
lastarg = arg; // save this set of arguments for nexttime
if (handlerAgentUpdate != null)
OnAgentUpdate(this, arg);
handlerAgentUpdate = null;
}
}
break;
case PacketType.AgentAnimation:
AgentAnimationPacket AgentAni = (AgentAnimationPacket)Pack;
@ -6762,11 +6758,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (OnRequestTexture != null)
{
TextureRequestArgs args = new TextureRequestArgs();
args.RequestedAssetID = imageRequest.RequestImage[i].Image;
args.DiscardLevel = imageRequest.RequestImage[i].DiscardLevel;
args.PacketNumber = imageRequest.RequestImage[i].Packet;
args.Priority = imageRequest.RequestImage[i].DownloadPriority;
RequestImagePacket.RequestImageBlock block = imageRequest.RequestImage[i];
args.RequestedAssetID = block.Image;
args.DiscardLevel = block.DiscardLevel;
args.PacketNumber = block.Packet;
args.Priority = block.DownloadPriority;
args.requestSequence = imageRequest.Header.Sequence;
// NOTE: This is not a built in part of the LLUDP protocol, but we double the
// priority of avatar textures to get avatars rezzing in faster than the
// surrounding scene
if ((ImageType)block.Type == ImageType.Baked)
args.Priority *= 2.0f;
//handlerTextureRequest = OnRequestTexture;
//if (handlerTextureRequest != null)

View File

@ -304,8 +304,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
int total = resend + land + wind + cloud + task + texture + asset + state;
m_log.DebugFormat("[LLUDPCLIENT]: {0} is setting throttles. Resend={1}, Land={2}, Wind={3}, Cloud={4}, Task={5}, Texture={6}, Asset={7}, State={8}, Total={9}",
AgentID, resend, land, wind, cloud, task, texture, asset, state, total);
//m_log.DebugFormat("[LLUDPCLIENT]: {0} is setting throttles. Resend={1}, Land={2}, Wind={3}, Cloud={4}, Task={5}, Texture={6}, Asset={7}, State={8}, Total={9}",
// AgentID, resend, land, wind, cloud, task, texture, asset, state, total);
// Update the token buckets with new throttle values
TokenBucket bucket;
@ -372,7 +372,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category];
TokenBucket bucket = m_throttleCategories[category];
if (m_throttleCategories[category].RemoveTokens(packet.Buffer.DataLength))
if (bucket.RemoveTokens(packet.Buffer.DataLength))
{
// Enough tokens were removed from the bucket, the packet will not be queued
return false;
@ -497,15 +497,32 @@ namespace OpenSim.Region.ClientStack.LindenUDP
SRTT = (1.0f - ALPHA) * SRTT + ALPHA * r;
}
RTO = (int)(SRTT + Math.Max(m_udpServer.TickCountResolution, K * RTTVAR));
int rto = (int)(SRTT + Math.Max(m_udpServer.TickCountResolution, K * RTTVAR));
// Clamp the retransmission timeout to manageable values
RTO = Utils.Clamp(RTO, 3000, 10000);
rto = Utils.Clamp(RTO, 3000, 60000);
RTO = rto;
//m_log.Debug("[LLUDPCLIENT]: Setting agent " + this.Agent.FullName + "'s RTO to " + RTO + "ms with an RTTVAR of " +
// RTTVAR + " based on new RTT of " + r + "ms");
}
/// <summary>
/// Exponential backoff of the retransmission timeout, per section 5.5
/// of RFC 2988
/// </summary>
public void BackoffRTO()
{
// Reset SRTT and RTTVAR, we assume they are bogus since things
// didn't work out and we're backing off the timeout
SRTT = 0.0f;
RTTVAR = 0.0f;
// Double the retransmission timeout
RTO = Math.Min(RTO * 2, 60000);
}
/// <summary>
/// Does an early check to see if this queue empty callback is already
/// running, then asynchronously firing the event

View File

@ -98,6 +98,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <summary>The measured resolution of Environment.TickCount</summary>
public readonly float TickCountResolution;
/// <summary>Number of terse prim updates to put on the queue each time the
/// OnQueueEmpty event is triggered for updates</summary>
public readonly int PrimTerseUpdatesPerPacket;
/// <summary>Number of terse avatar updates to put on the queue each time the
/// OnQueueEmpty event is triggered for updates</summary>
public readonly int AvatarTerseUpdatesPerPacket;
/// <summary>Number of full prim updates to put on the queue each time the
/// OnQueueEmpty event is triggered for updates</summary>
public readonly int PrimFullUpdatesPerPacket;
/// <summary>Number of texture packets to put on the queue each time the
/// OnQueueEmpty event is triggered for textures</summary>
public readonly int TextureSendLimit;
/// <summary>Handlers for incoming packets</summary>
//PacketEventDictionary packetEvents = new PacketEventDictionary();
@ -172,6 +184,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_asyncPacketHandling = config.GetBoolean("async_packet_handling", false);
m_recvBufferSize = config.GetInt("client_socket_rcvbuf_size", 0);
sceneThrottleBps = config.GetInt("scene_throttle_max_bps", 0);
PrimTerseUpdatesPerPacket = config.GetInt("PrimTerseUpdatesPerPacket", 25);
AvatarTerseUpdatesPerPacket = config.GetInt("AvatarTerseUpdatesPerPacket", 10);
PrimFullUpdatesPerPacket = config.GetInt("PrimFullUpdatesPerPacket", 100);
TextureSendLimit = config.GetInt("TextureSendLimit", 20);
}
else
{
PrimTerseUpdatesPerPacket = 25;
AvatarTerseUpdatesPerPacket = 10;
PrimFullUpdatesPerPacket = 100;
TextureSendLimit = 20;
}
m_throttle = new TokenBucket(null, sceneThrottleBps, sceneThrottleBps);
@ -187,14 +211,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
base.Start(m_recvBufferSize, m_asyncPacketHandling);
// Start the incoming packet processing thread
Thread incomingThread = new Thread(IncomingPacketHandler);
incomingThread.Name = "Incoming Packets (" + m_scene.RegionInfo.RegionName + ")";
incomingThread.Start();
Thread outgoingThread = new Thread(OutgoingPacketHandler);
outgoingThread.Name = "Outgoing Packets (" + m_scene.RegionInfo.RegionName + ")";
outgoingThread.Start();
// Start the packet processing threads
Watchdog.StartThread(IncomingPacketHandler, "Incoming Packets (" + m_scene.RegionInfo.RegionName + ")", ThreadPriority.Normal, false);
Watchdog.StartThread(OutgoingPacketHandler, "Outgoing Packets (" + m_scene.RegionInfo.RegionName + ")", ThreadPriority.Normal, false);
}
public new void Stop()
@ -243,7 +262,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
for (int i = 0; i < packetCount; i++)
{
byte[] data = datas[i];
m_scene.ClientManager.ForEach(
m_scene.ForEachClient(
delegate(IClientAPI client)
{
if (client is LLClientView)
@ -255,7 +274,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
else
{
byte[] data = packet.ToBytes();
m_scene.ClientManager.ForEach(
m_scene.ForEachClient(
delegate(IClientAPI client)
{
if (client is LLClientView)
@ -412,6 +431,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
m_log.Debug("[LLUDPSERVER]: Resending " + expiredPackets.Count + " packets to " + udpClient.AgentID + ", RTO=" + udpClient.RTO);
// Exponential backoff of the retransmission timeout
udpClient.BackoffRTO();
// Resend packets
for (int i = 0; i < expiredPackets.Count; i++)
{
@ -548,27 +570,22 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// UseCircuitCode handling
if (packet.Type == PacketType.UseCircuitCode)
{
Util.FireAndForget(
delegate(object o)
{
IPEndPoint remoteEndPoint = (IPEndPoint)buffer.RemoteEndPoint;
m_log.Debug("[LLUDPSERVER]: Handling UseCircuitCode packet from " + buffer.RemoteEndPoint);
object[] array = new object[] { buffer, packet };
// Begin the process of adding the client to the simulator
AddNewClient((UseCircuitCodePacket)packet, remoteEndPoint);
if (m_asyncPacketHandling)
Util.FireAndForget(HandleUseCircuitCode, array);
else
HandleUseCircuitCode(array);
// Acknowledge the UseCircuitCode packet
SendAckImmediate(remoteEndPoint, packet.Header.Sequence);
}
);
return;
}
// Determine which agent this packet came from
IClientAPI client;
if (!m_scene.ClientManager.TryGetValue(address, out client) || !(client is LLClientView))
if (!m_scene.TryGetClient(address, out client) || !(client is LLClientView))
{
m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet from an unrecognized source: " + address +
" in " + m_scene.RegionInfo.RegionName + ", currently tracking " + m_scene.ClientManager.Count + " clients");
m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet from an unrecognized source: " + address + " in " + m_scene.RegionInfo.RegionName);
return;
}
@ -670,6 +687,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
packetInbox.Enqueue(new IncomingPacket(udpClient, packet));
}
private void HandleUseCircuitCode(object o)
{
object[] array = (object[])o;
UDPPacketBuffer buffer = (UDPPacketBuffer)array[0];
UseCircuitCodePacket packet = (UseCircuitCodePacket)array[1];
IPEndPoint remoteEndPoint = (IPEndPoint)buffer.RemoteEndPoint;
// Begin the process of adding the client to the simulator
AddNewClient((UseCircuitCodePacket)packet, remoteEndPoint);
// Acknowledge the UseCircuitCode packet
SendAckImmediate(remoteEndPoint, packet.Header.Sequence);
}
private void SendAckImmediate(IPEndPoint remoteEndpoint, uint sequenceNumber)
{
PacketAckPacket ack = new PacketAckPacket();
@ -731,8 +763,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
// Create the LLUDPClient
LLUDPClient udpClient = new LLUDPClient(this, m_throttleRates, m_throttle, circuitCode, agentID, remoteEndPoint);
IClientAPI existingClient;
if (!m_scene.ClientManager.ContainsKey(agentID))
if (!m_scene.TryGetClient(agentID, out existingClient))
{
// Create the LLClientView
LLClientView client = new LLClientView(remoteEndPoint, m_scene, this, udpClient, sessionInfo, agentID, sessionID, circuitCode);
@ -752,7 +785,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
// Remove this client from the scene
IClientAPI client;
if (m_scene.ClientManager.TryGetValue(udpClient.AgentID, out client))
if (m_scene.TryGetClient(udpClient.AgentID, out client))
client.Close();
}
@ -775,11 +808,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
m_log.Error("[LLUDPSERVER]: Error in the incoming packet handler loop: " + ex.Message, ex);
}
Watchdog.UpdateThread();
}
if (packetInbox.Count > 0)
m_log.Warn("[LLUDPSERVER]: IncomingPacketHandler is shutting down, dropping " + packetInbox.Count + " packets");
packetInbox.Clear();
Watchdog.RemoveThread();
}
private void OutgoingPacketHandler()
@ -788,6 +825,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// on to en-US to avoid number parsing issues
Culture.SetCurrentCulture();
// Typecast the function to an Action<IClientAPI> once here to avoid allocating a new
// Action generic every round
Action<IClientAPI> clientPacketHandler = ClientOutgoingPacketHandler;
while (base.IsRunning)
{
try
@ -836,18 +877,22 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Handle outgoing packets, resends, acknowledgements, and pings for each
// client. m_packetSent will be set to true if a packet is sent
m_scene.ClientManager.ForEachSync(ClientOutgoingPacketHandler);
m_scene.ForEachClient(clientPacketHandler, false);
// If nothing was sent, sleep for the minimum amount of time before a
// token bucket could get more tokens
if (!m_packetSent)
Thread.Sleep((int)TickCountResolution);
Watchdog.UpdateThread();
}
catch (Exception ex)
{
m_log.Error("[LLUDPSERVER]: OutgoingPacketHandler loop threw an exception: " + ex.Message, ex);
}
}
Watchdog.RemoveThread();
}
private void ClientOutgoingPacketHandler(IClientAPI client)
@ -897,7 +942,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
// Make sure this client is still alive
if (m_scene.ClientManager.TryGetValue(udpClient.AgentID, out client))
if (m_scene.TryGetClient(udpClient.AgentID, out client))
{
try
{

View File

@ -38,9 +38,20 @@ namespace OpenSim.Region.CoreModules.Agent.Xfer
public class XferModule : IRegionModule, IXfer
{
private Scene m_scene;
private Dictionary<string, XferRequest> Requests = new Dictionary<string, XferRequest>();
private List<XferRequest> RequestTime = new List<XferRequest>();
public Dictionary<string, byte[]> NewFiles = new Dictionary<string, byte[]>();
public Dictionary<ulong, XferDownLoad> Transfers = new Dictionary<ulong, XferDownLoad>();
public struct XferRequest
{
public IClientAPI remoteClient;
public ulong xferID;
public string fileName;
public DateTime timeStamp;
}
#region IRegionModule Members
public void Initialise(Scene scene, IConfigSource config)
@ -86,6 +97,13 @@ namespace OpenSim.Region.CoreModules.Agent.Xfer
NewFiles.Add(fileName, data);
}
}
if (Requests.ContainsKey(fileName))
{
RequestXfer(Requests[fileName].remoteClient, Requests[fileName].xferID, fileName);
Requests.Remove(fileName);
}
return true;
}
@ -105,7 +123,6 @@ namespace OpenSim.Region.CoreModules.Agent.Xfer
/// <param name="fileName"></param>
public void RequestXfer(IClientAPI remoteClient, ulong xferID, string fileName)
{
lock (NewFiles)
{
if (NewFiles.ContainsKey(fileName))
@ -114,6 +131,7 @@ namespace OpenSim.Region.CoreModules.Agent.Xfer
{
byte[] fileData = NewFiles[fileName];
XferDownLoad transaction = new XferDownLoad(fileName, fileData, xferID, remoteClient);
Transfers.Add(xferID, transaction);
NewFiles.Remove(fileName);
@ -123,6 +141,30 @@ namespace OpenSim.Region.CoreModules.Agent.Xfer
}
}
}
else
{
if (RequestTime.Count > 0)
{
TimeSpan ts = new TimeSpan(DateTime.UtcNow.Ticks - RequestTime[0].timeStamp.Ticks);
if (ts.TotalSeconds > 30)
{
Requests.Remove(RequestTime[0].fileName);
RequestTime.RemoveAt(0);
}
}
if (!Requests.ContainsKey(fileName))
{
XferRequest nRequest = new XferRequest();
nRequest.remoteClient = remoteClient;
nRequest.xferID = xferID;
nRequest.fileName = fileName;
nRequest.timeStamp = DateTime.UtcNow;
Requests.Add(fileName, nRequest);
RequestTime.Add(nRequest);
}
}
}
}
@ -177,7 +219,6 @@ namespace OpenSim.Region.CoreModules.Agent.Xfer
Array.Copy(Utils.IntToBytes(Data.Length), 0, transferData, 0, 4);
Array.Copy(Data, 0, transferData, 4, Data.Length);
Client.SendXferPacket(XferID, 0 + 0x80000000, transferData);
complete = true;
}
else

View File

@ -96,12 +96,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Combat.CombatModule
else
{
bool foundResult = false;
string resultstring = "";
List<ScenePresence> allav = DeadAvatar.Scene.GetScenePresences();
string resultstring = String.Empty;
ScenePresence[] allav = DeadAvatar.Scene.GetScenePresences();
try
{
foreach (ScenePresence av in allav)
for (int i = 0; i < allav.Length; i++)
{
ScenePresence av = allav[i];
if (av.LocalId == killerObjectLocalID)
{
av.ControllingClient.SendAlertMessage("You fragged " + DeadAvatar.Firstname + " " + DeadAvatar.Lastname);

View File

@ -85,10 +85,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
public void SendAlertToUser(string firstName, string lastName, string message, bool modal)
{
List<ScenePresence> presenceList = m_scene.GetScenePresences();
ScenePresence[] presenceList = m_scene.GetScenePresences();
foreach (ScenePresence presence in presenceList)
for (int i = 0; i < presenceList.Length; i++)
{
ScenePresence presence = presenceList[i];
if (presence.Firstname == firstName && presence.Lastname == lastName)
{
presence.ControllingClient.SendAgentAlertMessage(message, modal);
@ -99,10 +101,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
public void SendGeneralAlert(string message)
{
List<ScenePresence> presenceList = m_scene.GetScenePresences();
ScenePresence[] presenceList = m_scene.GetScenePresences();
foreach (ScenePresence presence in presenceList)
for (int i = 0; i < presenceList.Length; i++)
{
ScenePresence presence = presenceList[i];
if (!presence.IsChildAgent)
presence.ControllingClient.SendAlertMessage(message);
}
@ -150,10 +154,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
public void SendNotificationToUsersInRegion(
UUID fromAvatarID, string fromAvatarName, string message)
{
List<ScenePresence> presenceList = m_scene.GetScenePresences();
ScenePresence[] presences = m_scene.GetScenePresences();
foreach (ScenePresence presence in presenceList)
for (int i = 0; i < presences.Length; i++)
{
ScenePresence presence = presences[i];
if (!presence.IsChildAgent)
presence.ControllingClient.SendBlueBoxMessage(fromAvatarID, fromAvatarName, message);
}

View File

@ -114,7 +114,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
{
string reasonStr = Utils.BytesToString(reason);
m_scene.ClientManager.ForEach(
m_scene.ForEachClient(
delegate(IClientAPI controller)
{
if (controller.AgentId != godID)

View File

@ -274,8 +274,14 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
}
m_RootAgents[agentID] = scene;
}
// inform messaging server that agent changed the region
NotifyMessageServerOfAgentLocation(agentID, scene.RegionInfo.RegionID, scene.RegionInfo.RegionHandle);
Util.FireAndForget(
delegate(object o)
{
NotifyMessageServerOfAgentLocation(agentID, scene.RegionInfo.RegionID, scene.RegionInfo.RegionHandle);
}
);
}
private void OnEconomyDataRequest(UUID agentID)

View File

@ -1208,10 +1208,7 @@ namespace OpenSim.Region.CoreModules.InterGrid
if (homeScene.TryGetAvatar(avatarId,out avatar))
{
KillAUser ku = new KillAUser(avatar,mod);
Thread ta = new Thread(ku.ShutdownNoLogout);
ta.IsBackground = true;
ta.Name = "ShutdownThread";
ta.Start();
Watchdog.StartThread(ku.ShutdownNoLogout, "OGPShutdown", ThreadPriority.Normal, true);
}
}
@ -1261,7 +1258,13 @@ namespace OpenSim.Region.CoreModules.InterGrid
avToBeKilled.ControllingClient.SendLogoutPacketWhenClosing = false;
Thread.Sleep(30000);
int sleepMS = 30000;
while (sleepMS > 0)
{
Watchdog.UpdateThread();
Thread.Sleep(1000);
sleepMS -= 1000;
}
// test for child agent because they might have come back
if (avToBeKilled.IsChildAgent)
@ -1270,6 +1273,8 @@ namespace OpenSim.Region.CoreModules.InterGrid
avToBeKilled.ControllingClient.Close();
}
}
Watchdog.RemoveThread();
}
}

View File

@ -128,7 +128,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
if (m_repliesRequired == 0)
{
m_requestState = RequestState.Completed;
PerformAssetsRequestCallback();
PerformAssetsRequestCallback(null);
return;
}
@ -246,9 +246,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
// We want to stop using the asset cache thread asap
// as we now need to do the work of producing the rest of the archive
Thread newThread = new Thread(PerformAssetsRequestCallback);
newThread.Name = "OpenSimulator archiving thread post assets receipt";
newThread.Start();
Util.FireAndForget(PerformAssetsRequestCallback);
}
else
{
@ -265,7 +263,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
/// <summary>
/// Perform the callback on the original requester of the assets
/// </summary>
protected void PerformAssetsRequestCallback()
protected void PerformAssetsRequestCallback(object o)
{
try
{

View File

@ -414,9 +414,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
private void handleEstateTeleportAllUsersHomeRequest(IClientAPI remover_client, UUID invoice, UUID senderID)
{
// Get a fresh list that will not change as people get teleported away
List<ScenePresence> prescences = m_scene.GetScenePresences();
foreach (ScenePresence p in prescences)
ScenePresence[] presences = m_scene.GetScenePresences();
for (int i = 0; i < presences.Length; i++)
{
ScenePresence p = presences[i];
if (p.UUID != senderID)
{
// make sure they are still there, we could be working down a long list

View File

@ -264,10 +264,8 @@ namespace OpenSim.Region.CoreModules.World.Land
avatar.ControllingClient.SendAlertMessage(
"You are not allowed on this parcel because you are banned. Please go away.");
avatar.PhysicsActor.Position =
new PhysicsVector(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y,
avatar.lastKnownAllowedPosition.Z);
avatar.PhysicsActor.Velocity = new PhysicsVector(0, 0, 0);
avatar.PhysicsActor.Position = avatar.lastKnownAllowedPosition;
avatar.PhysicsActor.Velocity = Vector3.Zero;
}
else
{

View File

@ -98,27 +98,29 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
}
terrainRenderer.Initialise(m_scene, m_config);
Bitmap mapbmp = new Bitmap((int)Constants.RegionSize, (int)Constants.RegionSize);
//long t = System.Environment.TickCount;
//for (int i = 0; i < 10; ++i) {
using (Bitmap mapbmp = new Bitmap((int)Constants.RegionSize, (int)Constants.RegionSize))
{
//long t = System.Environment.TickCount;
//for (int i = 0; i < 10; ++i) {
terrainRenderer.TerrainToBitmap(mapbmp);
//}
//t = System.Environment.TickCount - t;
//m_log.InfoFormat("[MAPTILE] generation of 10 maptiles needed {0} ms", t);
//}
//t = System.Environment.TickCount - t;
//m_log.InfoFormat("[MAPTILE] generation of 10 maptiles needed {0} ms", t);
if (drawPrimVolume)
{
DrawObjectVolume(m_scene, mapbmp);
}
if (drawPrimVolume)
{
DrawObjectVolume(m_scene, mapbmp);
}
try
{
imageData = OpenJPEG.EncodeFromImage(mapbmp, true);
}
catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke
{
m_log.Error("Failed generating terrain map: " + e);
try
{
imageData = OpenJPEG.EncodeFromImage(mapbmp, true);
}
catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke
{
m_log.Error("Failed generating terrain map: " + e);
}
}
return imageData;

View File

@ -58,7 +58,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly string DEFAULT_WORLD_MAP_EXPORT_PATH = "exportmap.jpg";
private static readonly UUID STOP_UUID = UUID.Random();
private static readonly string m_mapLayerPath = "0001/";
private OpenSim.Framework.BlockingQueue<MapRequestState> requests = new OpenSim.Framework.BlockingQueue<MapRequestState>();
@ -74,7 +74,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
private Dictionary<ulong, int> m_blacklistedregions = new Dictionary<ulong, int>();
private Dictionary<ulong, string> m_cachedRegionMapItemsAddress = new Dictionary<ulong, string>();
private List<UUID> m_rootAgents = new List<UUID>();
private Thread mapItemReqThread;
private volatile bool threadrunning = false;
//private int CacheRegionsDistance = 256;
@ -338,13 +337,10 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
{
if (threadrunning) return;
threadrunning = true;
m_log.Debug("[WORLD MAP]: Starting remote MapItem request thread");
mapItemReqThread = new Thread(new ThreadStart(process));
mapItemReqThread.IsBackground = true;
mapItemReqThread.Name = "MapItemRequestThread";
mapItemReqThread.Priority = ThreadPriority.BelowNormal;
mapItemReqThread.SetApartmentState(ApartmentState.MTA);
mapItemReqThread.Start();
Watchdog.StartThread(process, "MapItemRequestThread", ThreadPriority.BelowNormal, true);
}
/// <summary>
@ -353,7 +349,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
private void StopThread()
{
MapRequestState st = new MapRequestState();
st.agentID=UUID.Zero;
st.agentID=STOP_UUID;
st.EstateID=0;
st.flags=0;
st.godlike=false;
@ -441,26 +437,29 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
{
while (true)
{
MapRequestState st = requests.Dequeue();
MapRequestState st = requests.Dequeue(1000);
// end gracefully
if (st.agentID == UUID.Zero)
{
if (st.agentID == STOP_UUID)
break;
if (st.agentID != UUID.Zero)
{
bool dorequest = true;
lock (m_rootAgents)
{
if (!m_rootAgents.Contains(st.agentID))
dorequest = false;
}
if (dorequest)
{
OSDMap response = RequestMapItemsAsync("", st.agentID, st.flags, st.EstateID, st.godlike, st.itemtype, st.regionhandle);
RequestMapItemsCompleted(response);
}
}
bool dorequest = true;
lock (m_rootAgents)
{
if (!m_rootAgents.Contains(st.agentID))
dorequest = false;
}
if (dorequest)
{
OSDMap response = RequestMapItemsAsync("", st.agentID, st.flags, st.EstateID, st.godlike, st.itemtype, st.regionhandle);
RequestMapItemsCompleted(response);
}
Watchdog.UpdateThread();
}
}
catch (Exception e)
@ -469,6 +468,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
}
threadrunning = false;
Watchdog.RemoveThread();
}
/// <summary>

View File

@ -30,6 +30,8 @@ using System.Collections.Generic;
using OpenSim.Framework;
using OpenMetaverse;
using Animation = OpenSim.Framework.Animation;
namespace OpenSim.Region.Framework.Scenes
{
[Serializable]

View File

@ -394,7 +394,7 @@ namespace OpenSim.Region.Framework.Scenes
void ProcessViewerEffect(IClientAPI remoteClient, List<ViewerEffectEventHandlerArg> args)
{
// TODO: don't create new blocks if recycling an old packet
List<ViewerEffectPacket.EffectBlock> effectBlock = new List<ViewerEffectPacket.EffectBlock>();
ViewerEffectPacket.EffectBlock[] effectBlockArray = new ViewerEffectPacket.EffectBlock[args.Count];
for (int i = 0; i < args.Count; i++)
{
ViewerEffectPacket.EffectBlock effect = new ViewerEffectPacket.EffectBlock();
@ -404,11 +404,10 @@ namespace OpenSim.Region.Framework.Scenes
effect.ID = args[i].ID;
effect.Type = args[i].Type;
effect.TypeData = args[i].TypeData;
effectBlock.Add(effect);
effectBlockArray[i] = effect;
}
ViewerEffectPacket.EffectBlock[] effectBlockArray = effectBlock.ToArray();
ClientManager.ForEach(
ForEachClient(
delegate(IClientAPI client)
{
if (client.AgentId != remoteClient.AgentId)

View File

@ -61,6 +61,7 @@ namespace OpenSim.Region.Framework.Scenes
Time = 0,
Distance = 1,
SimpleAngularDistance = 2,
FrontBack = 3,
}
public delegate void SynchronizeSceneHandler(Scene scene);
@ -81,8 +82,6 @@ namespace OpenSim.Region.Framework.Scenes
protected Timer m_restartWaitTimer = new Timer();
protected Thread m_updateEntitiesThread;
public SimStatsReporter StatsReporter;
protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
@ -107,11 +106,11 @@ namespace OpenSim.Region.Framework.Scenes
public bool m_physicalPrim;
public float m_maxNonphys = 256;
public float m_maxPhys = 10;
public bool m_clampPrimSize = false;
public bool m_trustBinaries = false;
public bool m_allowScriptCrossings = false;
public bool m_useFlySlow = false;
public bool m_usePreJump = false;
public bool m_clampPrimSize;
public bool m_trustBinaries;
public bool m_allowScriptCrossings;
public bool m_useFlySlow;
public bool m_usePreJump;
public bool m_seeIntoRegionFromNeighbor;
// TODO: need to figure out how allow client agents but deny
// root agents when ACL denies access to root agent
@ -119,11 +118,11 @@ namespace OpenSim.Region.Framework.Scenes
public int MaxUndoCount = 5;
private int m_RestartTimerCounter;
private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
private int m_incrementsof15seconds = 0;
private volatile bool m_backingup = false;
private int m_incrementsof15seconds;
private volatile bool m_backingup;
private bool m_useAsyncWhenPossible;
private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>();
protected string m_simulatorVersion = "OpenSimulator Server";
@ -143,8 +142,8 @@ namespace OpenSim.Region.Framework.Scenes
public IXfer XferManager;
protected IAssetService m_AssetService = null;
protected IAuthorizationService m_AuthorizationService = null;
protected IAssetService m_AssetService;
protected IAuthorizationService m_AuthorizationService;
private Object m_heartbeatLock = new Object();
@ -185,7 +184,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
protected IInventoryService m_InventoryService = null;
protected IInventoryService m_InventoryService;
public IInventoryService InventoryService
{
@ -205,7 +204,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
protected IGridService m_GridService = null;
protected IGridService m_GridService;
public IGridService GridService
{
@ -253,9 +252,9 @@ namespace OpenSim.Region.Framework.Scenes
// Central Update Loop
protected int m_fps = 10;
protected int m_frame = 0;
protected int m_frame;
protected float m_timespan = 0.089f;
protected DateTime m_lastupdate = DateTime.Now;
protected DateTime m_lastupdate = DateTime.UtcNow;
private int m_update_physics = 1;
private int m_update_entitymovement = 1;
@ -266,17 +265,17 @@ namespace OpenSim.Region.Framework.Scenes
private int m_update_terrain = 50;
private int m_update_land = 1;
private int frameMS = 0;
private int physicsMS2 = 0;
private int physicsMS = 0;
private int otherMS = 0;
private int frameMS;
private int physicsMS2;
private int physicsMS;
private int otherMS;
private bool m_physics_enabled = true;
private bool m_scripts_enabled = true;
private string m_defaultScriptEngine;
private int m_LastLogin = 0;
private Thread HeartbeatThread = null;
private volatile bool shuttingdown = false;
private int m_LastLogin;
private Thread HeartbeatThread;
private volatile bool shuttingdown;
private int m_lastUpdate = Environment.TickCount;
private bool m_firstHeartbeat = true;
@ -480,6 +479,9 @@ namespace OpenSim.Region.Framework.Scenes
//
IConfig startupConfig = m_config.Configs["Startup"];
// Should we try to run loops synchronously or asynchronously?
m_useAsyncWhenPossible = startupConfig.GetBoolean("use_async_when_possible", false);
//Animation states
m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
// TODO: Change default to true once the feature is supported
@ -542,6 +544,9 @@ namespace OpenSim.Region.Framework.Scenes
case "simpleangulardistance":
m_update_prioritization_scheme = UpdatePrioritizationSchemes.SimpleAngularDistance;
break;
case "frontback":
m_update_prioritization_scheme = UpdatePrioritizationSchemes.FrontBack;
break;
default:
m_log.Warn("[SCENE]: UpdatePrioritizationScheme was not recognized, setting to default settomg of Time");
m_update_prioritization_scheme = UpdatePrioritizationSchemes.Time;
@ -889,6 +894,9 @@ namespace OpenSim.Region.Framework.Scenes
{
m_log.InfoFormat("[SCENE]: Closing down the single simulator: {0}", RegionInfo.RegionName);
m_restartTimer.Stop();
m_restartTimer.Close();
// Kick all ROOT agents with the message, 'The simulator is going down'
ForEachScenePresence(delegate(ScenePresence avatar)
{
@ -945,11 +953,8 @@ namespace OpenSim.Region.Framework.Scenes
HeartbeatThread = null;
}
m_lastUpdate = Environment.TickCount;
HeartbeatThread = new Thread(new ParameterizedThreadStart(Heartbeat));
HeartbeatThread.SetApartmentState(ApartmentState.MTA);
HeartbeatThread.Name = string.Format("Heartbeat for region {0}", RegionInfo.RegionName);
HeartbeatThread.Priority = ThreadPriority.AboveNormal;
HeartbeatThread.Start();
HeartbeatThread = Watchdog.StartThread(Heartbeat, "Heartbeat for region " + RegionInfo.RegionName, ThreadPriority.Normal, false);
}
/// <summary>
@ -976,12 +981,13 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary>
/// Performs per-frame updates regularly
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void Heartbeat(object sender)
private void Heartbeat()
{
if (!Monitor.TryEnter(m_heartbeatLock))
{
Watchdog.RemoveThread();
return;
}
try
{
@ -998,6 +1004,8 @@ namespace OpenSim.Region.Framework.Scenes
Monitor.Pulse(m_heartbeatLock);
Monitor.Exit(m_heartbeatLock);
}
Watchdog.RemoveThread();
}
/// <summary>
@ -1016,10 +1024,11 @@ namespace OpenSim.Region.Framework.Scenes
//#endif
maintc = Environment.TickCount;
TimeSpan SinceLastFrame = DateTime.Now - m_lastupdate;
TimeSpan SinceLastFrame = DateTime.UtcNow - m_lastupdate;
float physicsFPS = 0;
frameMS = Environment.TickCount;
try
{
// Increment the frame counter
@ -1101,6 +1110,11 @@ namespace OpenSim.Region.Framework.Scenes
}
if (loginsdisabled && (m_frame > 20))
{
// In 99.9% of cases it is a bad idea to manually force garbage collection. However,
// this is a rare case where we know we have just went through a long cycle of heap
// allocations, and there is no more work to be done until someone logs in
GC.Collect();
m_log.Debug("[REGION]: Enabling Logins");
loginsdisabled = false;
}
@ -1139,13 +1153,16 @@ namespace OpenSim.Region.Framework.Scenes
}
m_timedilation = tmpval;
m_lastupdate = DateTime.Now;
m_lastupdate = DateTime.UtcNow;
}
maintc = Environment.TickCount - maintc;
maintc = (int)(m_timespan * 1000) - maintc;
if ((maintc < (m_timespan * 1000)) && maintc > 0)
Thread.Sleep(maintc);
// Tell the watchdog that this thread is still alive
Watchdog.UpdateThread();
}
}
@ -1219,10 +1236,7 @@ namespace OpenSim.Region.Framework.Scenes
if (!m_backingup)
{
m_backingup = true;
System.ComponentModel.BackgroundWorker backupWorker = new System.ComponentModel.BackgroundWorker();
backupWorker.DoWork += delegate(object sender, System.ComponentModel.DoWorkEventArgs e) { Backup(); };
backupWorker.RunWorkerAsync();
Util.FireAndForget(BackupWaitCallback);
}
}
@ -1234,6 +1248,14 @@ namespace OpenSim.Region.Framework.Scenes
m_eventManager.TriggerOnFrame();
}
/// <summary>
/// Wrapper for Backup() that can be called with Util.FireAndForget()
/// </summary>
private void BackupWaitCallback(object o)
{
Backup();
}
/// <summary>
/// Backup the scene. This acts as the main method of the backup thread.
/// </summary>
@ -2460,7 +2482,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="client"></param>
public override void AddNewClient(IClientAPI client)
{
ClientManager.Add(client);
m_clientManager.Add(client);
CheckHeartbeat();
SubscribeToClientEvents(client);
@ -3099,7 +3121,7 @@ namespace OpenSim.Region.Framework.Scenes
// Remove the avatar from the scene
m_sceneGraph.RemoveScenePresence(agentID);
ClientManager.Remove(agentID);
m_clientManager.Remove(agentID);
try
{
@ -3496,9 +3518,7 @@ namespace OpenSim.Region.Framework.Scenes
public virtual void AgentCrossing(UUID agentID, Vector3 position, bool isFlying)
{
ScenePresence presence;
lock (m_sceneGraph.ScenePresences)
m_sceneGraph.ScenePresences.TryGetValue(agentID, out presence);
m_sceneGraph.TryGetAvatar(agentID, out presence);
if (presence != null)
{
@ -3709,8 +3729,7 @@ namespace OpenSim.Region.Framework.Scenes
Vector3 lookAt, uint teleportFlags)
{
ScenePresence sp;
lock (m_sceneGraph.ScenePresences)
m_sceneGraph.ScenePresences.TryGetValue(remoteClient.AgentId, out sp);
m_sceneGraph.TryGetAvatar(remoteClient.AgentId, out sp);
if (sp != null)
{
@ -4112,7 +4131,7 @@ namespace OpenSim.Region.Framework.Scenes
/// This list is a new object, so it can be iterated over without locking.
/// </summary>
/// <returns></returns>
public List<ScenePresence> GetScenePresences()
public ScenePresence[] GetScenePresences()
{
return m_sceneGraph.GetScenePresences();
}
@ -4159,15 +4178,13 @@ namespace OpenSim.Region.Framework.Scenes
public void ForEachScenePresence(Action<ScenePresence> action)
{
// We don't want to try to send messages if there are no avatars.
if (m_sceneGraph != null && m_sceneGraph.ScenePresences != null)
if (m_sceneGraph != null)
{
try
{
List<ScenePresence> presenceList = GetScenePresences();
foreach (ScenePresence presence in presenceList)
{
action(presence);
}
ScenePresence[] presences = GetScenePresences();
for (int i = 0; i < presences.Length; i++)
action(presences[i]);
}
catch (Exception e)
{
@ -4239,7 +4256,28 @@ namespace OpenSim.Region.Framework.Scenes
public void ForEachClient(Action<IClientAPI> action)
{
ClientManager.ForEach(action);
ForEachClient(action, m_useAsyncWhenPossible);
}
public void ForEachClient(Action<IClientAPI> action, bool doAsynchronous)
{
// FIXME: Asynchronous iteration is disabled until we have a threading model that
// can support calling this function from an async packet handler without
// potentially deadlocking
//if (doAsynchronous)
// m_clientManager.ForEach(action);
//else
// m_clientManager.ForEachSync(action);
}
public bool TryGetClient(UUID avatarID, out IClientAPI client)
{
return m_clientManager.TryGetValue(avatarID, out client);
}
public bool TryGetClient(System.Net.IPEndPoint remoteEndPoint, out IClientAPI client)
{
return m_clientManager.TryGetValue(remoteEndPoint, out client);
}
public void ForEachSOG(Action<SceneObjectGroup> action)
@ -4571,7 +4609,7 @@ namespace OpenSim.Region.Framework.Scenes
{
case PhysicsJointType.Ball:
{
PhysicsVector jointAnchor = PhysicsScene.GetJointAnchor(joint);
Vector3 jointAnchor = PhysicsScene.GetJointAnchor(joint);
Vector3 proxyPos = new Vector3(jointAnchor.X, jointAnchor.Y, jointAnchor.Z);
jointProxyObject.ParentGroup.UpdateGroupPosition(proxyPos); // schedules the entire group for a terse update
}
@ -4579,7 +4617,7 @@ namespace OpenSim.Region.Framework.Scenes
case PhysicsJointType.Hinge:
{
PhysicsVector jointAnchor = PhysicsScene.GetJointAnchor(joint);
Vector3 jointAnchor = PhysicsScene.GetJointAnchor(joint);
// Normally, we would just ask the physics scene to return the axis for the joint.
// Unfortunately, ODE sometimes returns <0,0,0> for the joint axis, which should

View File

@ -102,12 +102,7 @@ namespace OpenSim.Region.Framework.Scenes
private readonly Mutex _primAllocateMutex = new Mutex(false);
private readonly ClientManager m_clientManager = new ClientManager();
public ClientManager ClientManager
{
get { return m_clientManager; }
}
protected readonly ClientManager m_clientManager = new ClientManager();
public float TimeDilation
{

View File

@ -66,7 +66,9 @@ namespace OpenSim.Region.Framework.Scenes
#region Fields
protected internal Dictionary<UUID, ScenePresence> ScenePresences = new Dictionary<UUID, ScenePresence>();
protected Dictionary<UUID, ScenePresence> m_scenePresences = new Dictionary<UUID, ScenePresence>();
protected ScenePresence[] m_scenePresenceArray = new ScenePresence[0];
// SceneObjects is not currently populated or used.
//public Dictionary<UUID, SceneObjectGroup> SceneObjects;
protected internal EntityManager Entities = new EntityManager();
@ -126,10 +128,12 @@ namespace OpenSim.Region.Framework.Scenes
protected internal void Close()
{
lock (ScenePresences)
lock (m_scenePresences)
{
ScenePresences.Clear();
m_scenePresences.Clear();
m_scenePresenceArray = new ScenePresence[0];
}
lock (m_dictionary_lock)
{
SceneObjectGroupsByFullID.Clear();
@ -157,11 +161,9 @@ namespace OpenSim.Region.Framework.Scenes
protected internal void UpdatePresences()
{
List<ScenePresence> updateScenePresences = GetScenePresences();
foreach (ScenePresence pres in updateScenePresences)
{
pres.Update();
}
ScenePresence[] updateScenePresences = GetScenePresences();
for (int i = 0; i < updateScenePresences.Length; i++)
updateScenePresences[i].Update();
}
protected internal float UpdatePhysics(double elapsed)
@ -190,15 +192,9 @@ namespace OpenSim.Region.Framework.Scenes
protected internal void UpdateScenePresenceMovement()
{
List<ScenePresence> moveEntities = GetScenePresences();
foreach (EntityBase entity in moveEntities)
{
//cfk. This throws occaisional exceptions on a heavily used region
//and I added this null check to try to preclude the exception.
if (entity != null)
entity.UpdateMovement();
}
ScenePresence[] moveEntities = GetScenePresences();
for (int i = 0; i < moveEntities.Length; i++)
moveEntities[i].UpdateMovement();
}
#endregion
@ -645,9 +641,34 @@ namespace OpenSim.Region.Framework.Scenes
Entities[presence.UUID] = presence;
lock (ScenePresences)
lock (m_scenePresences)
{
ScenePresences[presence.UUID] = presence;
if (!m_scenePresences.ContainsKey(presence.UUID))
{
m_scenePresences.Add(presence.UUID, presence);
// Create a new array of ScenePresence references
int oldLength = m_scenePresenceArray.Length;
ScenePresence[] newArray = new ScenePresence[oldLength + 1];
Array.Copy(m_scenePresenceArray, newArray, oldLength);
newArray[oldLength] = presence;
m_scenePresenceArray = newArray;
}
else
{
m_scenePresences[presence.UUID] = presence;
// Do a linear search through the array of ScenePresence references
// and update the modified entry
for (int i = 0; i < m_scenePresenceArray.Length; i++)
{
if (m_scenePresenceArray[i].UUID == presence.UUID)
{
m_scenePresenceArray[i] = presence;
break;
}
}
}
}
}
@ -663,16 +684,30 @@ namespace OpenSim.Region.Framework.Scenes
agentID);
}
lock (ScenePresences)
lock (m_scenePresences)
{
if (!ScenePresences.Remove(agentID))
if (m_scenePresences.Remove(agentID))
{
// Copy all of the elements from the previous array
// into the new array except the removed element
int oldLength = m_scenePresenceArray.Length;
ScenePresence[] newArray = new ScenePresence[oldLength - 1];
int j = 0;
for (int i = 0; i < m_scenePresenceArray.Length; i++)
{
ScenePresence presence = m_scenePresenceArray[i];
if (presence.UUID != agentID)
{
newArray[j] = presence;
++j;
}
}
m_scenePresenceArray = newArray;
}
else
{
m_log.WarnFormat("[SCENE] Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
}
// else
// {
// m_log.InfoFormat("[SCENE] Removed scene presence {0} from scene presences list", agentID);
// }
}
}
@ -704,20 +739,21 @@ namespace OpenSim.Region.Framework.Scenes
public void RecalculateStats()
{
List<ScenePresence> SPList = GetScenePresences();
ScenePresence[] presences = GetScenePresences();
int rootcount = 0;
int childcount = 0;
foreach (ScenePresence user in SPList)
for (int i = 0; i < presences.Length; i++)
{
ScenePresence user = presences[i];
if (user.IsChildAgent)
childcount++;
++childcount;
else
rootcount++;
++rootcount;
}
m_numRootAgents = rootcount;
m_numChildAgents = childcount;
}
public int GetChildAgentCount()
@ -767,12 +803,9 @@ namespace OpenSim.Region.Framework.Scenes
/// locking is required to iterate over it.
/// </summary>
/// <returns></returns>
protected internal List<ScenePresence> GetScenePresences()
protected internal ScenePresence[] GetScenePresences()
{
lock (ScenePresences)
{
return new List<ScenePresence>(ScenePresences.Values);
}
return m_scenePresenceArray;
}
protected internal List<ScenePresence> GetAvatars()
@ -817,14 +850,13 @@ namespace OpenSim.Region.Framework.Scenes
// No locking of scene presences here since we're passing back a list...
List<ScenePresence> result = new List<ScenePresence>();
List<ScenePresence> ScenePresencesList = GetScenePresences();
ScenePresence[] scenePresences = GetScenePresences();
foreach (ScenePresence avatar in ScenePresencesList)
for (int i = 0; i < scenePresences.Length; i++)
{
ScenePresence avatar = scenePresences[i];
if (filter(avatar))
{
result.Add(avatar);
}
}
return result;
@ -839,9 +871,9 @@ namespace OpenSim.Region.Framework.Scenes
{
ScenePresence sp;
lock (ScenePresences)
lock (m_scenePresences)
{
ScenePresences.TryGetValue(agentID, out sp);
m_scenePresences.TryGetValue(agentID, out sp);
}
return sp;
@ -1000,48 +1032,24 @@ namespace OpenSim.Region.Framework.Scenes
protected internal bool TryGetAvatar(UUID avatarId, out ScenePresence avatar)
{
ScenePresence presence;
lock (ScenePresences)
{
if (ScenePresences.TryGetValue(avatarId, out presence))
{
avatar = presence;
return true;
//if (!presence.IsChildAgent)
//{
// avatar = presence;
// return true;
//}
//else
//{
// m_log.WarnFormat(
// "[INNER SCENE]: Requested avatar {0} could not be found in scene {1} since it is only registered as a child agent!",
// avatarId, m_parentScene.RegionInfo.RegionName);
//}
}
}
avatar = null;
return false;
lock (m_scenePresences)
return m_scenePresences.TryGetValue(avatarId, out avatar);
}
protected internal bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
{
lock (ScenePresences)
{
foreach (ScenePresence presence in ScenePresences.Values)
{
if (!presence.IsChildAgent)
{
string name = presence.ControllingClient.Name;
ScenePresence[] presences = GetScenePresences();
if (String.Compare(avatarName, name, true) == 0)
{
avatar = presence;
return true;
}
for (int i = 0; i < presences.Length; i++)
{
ScenePresence presence = presences[i];
if (!presence.IsChildAgent)
{
if (String.Compare(avatarName, presence.ControllingClient.Name, true) == 0)
{
avatar = presence;
return true;
}
}
}

View File

@ -411,41 +411,46 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="newDebug"></param>
public void SetDebugPacketLevelOnCurrentScene(int newDebug)
{
ForEachCurrentScene(delegate(Scene scene)
{
List<ScenePresence> scenePresences = scene.GetScenePresences();
ForEachCurrentScene(
delegate(Scene scene)
{
ScenePresence[] scenePresences = scene.GetScenePresences();
foreach (ScenePresence scenePresence in scenePresences)
{
if (!scenePresence.IsChildAgent)
{
m_log.ErrorFormat("Packet debug for {0} {1} set to {2}",
scenePresence.Firstname,
scenePresence.Lastname,
newDebug);
for (int i = 0; i < scenePresences.Length; i++)
{
ScenePresence scenePresence = scenePresences[i];
scenePresence.ControllingClient.SetDebugPacketLevel(newDebug);
}
}
});
if (!scenePresence.IsChildAgent)
{
m_log.ErrorFormat("Packet debug for {0} {1} set to {2}",
scenePresence.Firstname,
scenePresence.Lastname,
newDebug);
scenePresence.ControllingClient.SetDebugPacketLevel(newDebug);
}
}
}
);
}
public List<ScenePresence> GetCurrentSceneAvatars()
{
List<ScenePresence> avatars = new List<ScenePresence>();
ForEachCurrentScene(delegate(Scene scene)
{
List<ScenePresence> scenePresences = scene.GetScenePresences();
foreach (ScenePresence scenePresence in scenePresences)
ForEachCurrentScene(
delegate(Scene scene)
{
if (!scenePresence.IsChildAgent)
ScenePresence[] scenePresences = scene.GetScenePresences();
for (int i = 0; i < scenePresences.Length; i++)
{
avatars.Add(scenePresence);
ScenePresence scenePresence = scenePresences[i];
if (!scenePresence.IsChildAgent)
avatars.Add(scenePresence);
}
}
});
);
return avatars;
}
@ -456,7 +461,7 @@ namespace OpenSim.Region.Framework.Scenes
ForEachCurrentScene(delegate(Scene scene)
{
List<ScenePresence> scenePresences = scene.GetScenePresences();
ScenePresence[] scenePresences = scene.GetScenePresences();
presences.AddRange(scenePresences);
});

View File

@ -493,8 +493,8 @@ namespace OpenSim.Region.Framework.Scenes
public Vector3 GroupScale()
{
Vector3 minScale = new Vector3(Constants.RegionSize,Constants.RegionSize,Constants.RegionSize);
Vector3 maxScale = new Vector3(0f,0f,0f);
Vector3 minScale = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionSize);
Vector3 maxScale = Vector3.Zero;
Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
lock (m_parts)
@ -577,7 +577,6 @@ namespace OpenSim.Region.Framework.Scenes
{
foreach (SceneObjectPart part in m_parts.Values)
{
Vector3 worldPos = part.GetWorldPosition();
Vector3 offset = worldPos - AbsolutePosition;
Quaternion worldRot;
@ -1182,8 +1181,8 @@ namespace OpenSim.Region.Framework.Scenes
{
// part.Inventory.RemoveScriptInstances();
List<ScenePresence> avatars = Scene.GetScenePresences();
for (int i = 0; i < avatars.Count; i++)
ScenePresence[] avatars = Scene.GetScenePresences();
for (int i = 0; i < avatars.Length; i++)
{
if (avatars[i].ParentID == LocalId)
{
@ -1335,7 +1334,7 @@ namespace OpenSim.Region.Framework.Scenes
(parcel.LandData.GroupID != GroupID ||
parcel.LandData.GroupID == UUID.Zero))
{
if ((DateTime.Now - RootPart.Rezzed).TotalMinutes >
if ((DateTime.UtcNow - RootPart.Rezzed).TotalMinutes >
parcel.LandData.OtherCleanTime)
{
DetachFromBackup();
@ -1480,8 +1479,8 @@ namespace OpenSim.Region.Framework.Scenes
dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
dupe.RootPart.Name,
pbs,
new PhysicsVector(dupe.RootPart.AbsolutePosition.X, dupe.RootPart.AbsolutePosition.Y, dupe.RootPart.AbsolutePosition.Z),
new PhysicsVector(dupe.RootPart.Scale.X, dupe.RootPart.Scale.Y, dupe.RootPart.Scale.Z),
dupe.RootPart.AbsolutePosition,
dupe.RootPart.Scale,
dupe.RootPart.RotationOffset,
dupe.RootPart.PhysActor.IsPhysical);
@ -1596,7 +1595,7 @@ namespace OpenSim.Region.Framework.Scenes
*/
}
public void applyImpulse(PhysicsVector impulse)
public void applyImpulse(Vector3 impulse)
{
// We check if rootpart is null here because scripts don't delete if you delete the host.
// This means that unfortunately, we can pass a null physics actor to Simulate!
@ -1623,7 +1622,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
public void applyAngularImpulse(PhysicsVector impulse)
public void applyAngularImpulse(Vector3 impulse)
{
// We check if rootpart is null here because scripts don't delete if you delete the host.
// This means that unfortunately, we can pass a null physics actor to Simulate!
@ -1642,7 +1641,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
public void setAngularImpulse(PhysicsVector impulse)
public void setAngularImpulse(Vector3 impulse)
{
// We check if rootpart is null here because scripts don't delete if you delete the host.
// This means that unfortunately, we can pass a null physics actor to Simulate!
@ -1673,8 +1672,8 @@ namespace OpenSim.Region.Framework.Scenes
{
if (!IsAttachment)
{
PhysicsVector torque = rootpart.PhysActor.Torque;
return new Vector3(torque.X, torque.Y, torque.Z);
Vector3 torque = rootpart.PhysActor.Torque;
return torque;
}
}
}
@ -1707,7 +1706,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (rootpart.PhysActor != null)
{
rootpart.PhysActor.PIDTarget = new PhysicsVector(target.X, target.Y, target.Z);
rootpart.PhysActor.PIDTarget = target;
rootpart.PhysActor.PIDTau = tau;
rootpart.PhysActor.PIDActive = true;
}
@ -2375,7 +2374,7 @@ namespace OpenSim.Region.Framework.Scenes
if (m_rootPart.PhysActor.IsPhysical)
{
Vector3 llmoveforce = pos - AbsolutePosition;
PhysicsVector grabforce = new PhysicsVector(llmoveforce.X, llmoveforce.Y, llmoveforce.Z);
Vector3 grabforce = llmoveforce;
grabforce = (grabforce / 10) * m_rootPart.PhysActor.Mass;
m_rootPart.PhysActor.AddForce(grabforce,true);
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
@ -2480,7 +2479,7 @@ namespace OpenSim.Region.Framework.Scenes
rotationAxis.Normalize();
//m_log.Error("SCENE OBJECT GROUP]: rotation axis is " + rotationAxis);
PhysicsVector spinforce = new PhysicsVector(rotationAxis.X, rotationAxis.Y, rotationAxis.Z);
Vector3 spinforce = new Vector3(rotationAxis.X, rotationAxis.Y, rotationAxis.Z);
spinforce = (spinforce/8) * m_rootPart.PhysActor.Mass; // 8 is an arbitrary torque scaling factor
m_rootPart.PhysActor.AddAngularForce(spinforce,true);
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
@ -2707,8 +2706,7 @@ namespace OpenSim.Region.Framework.Scenes
if (scale.Z > m_scene.m_maxPhys)
scale.Z = m_scene.m_maxPhys;
}
part.PhysActor.Size =
new PhysicsVector(scale.X, scale.Y, scale.Z);
part.PhysActor.Size = scale;
m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
}
//if (part.UUID != m_rootPart.UUID)
@ -2852,8 +2850,7 @@ namespace OpenSim.Region.Framework.Scenes
if (part.PhysActor != null)
{
part.PhysActor.Size =
new PhysicsVector(prevScale.X, prevScale.Y, prevScale.Z);
part.PhysActor.Size = prevScale;
m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
}
@ -3366,6 +3363,8 @@ namespace OpenSim.Region.Framework.Scenes
return GetPriorityByDistance(client);
case Scene.UpdatePrioritizationSchemes.SimpleAngularDistance:
return GetPriorityBySimpleAngularDistance(client);
case Scenes.Scene.UpdatePrioritizationSchemes.FrontBack:
return GetPriorityByFrontBack(client);
default:
throw new InvalidOperationException("UpdatePrioritizationScheme not defined");
}
@ -3398,6 +3397,16 @@ namespace OpenSim.Region.Framework.Scenes
return double.NaN;
}
private double GetPriorityByFrontBack(IClientAPI client)
{
ScenePresence presence = Scene.GetScenePresence(client.AgentId);
if (presence != null)
{
return GetPriorityByFrontBack(presence.CameraPosition, presence.CameraAtAxis);
}
return double.NaN;
}
public double GetPriorityByDistance(Vector3 position)
{
return Vector3.Distance(AbsolutePosition, position);
@ -3427,5 +3436,21 @@ namespace OpenSim.Region.Framework.Scenes
else
return double.MinValue;
}
public double GetPriorityByFrontBack(Vector3 camPosition, Vector3 camAtAxis)
{
// Distance
double priority = Vector3.Distance(camPosition, AbsolutePosition);
// Scale
//priority -= GroupScale().Length();
// Plane equation
float d = -Vector3.Dot(camPosition, camAtAxis);
float p = Vector3.Dot(camAtAxis, AbsolutePosition) + d;
if (p < 0.0f) priority *= 2.0f;
return priority;
}
}
}

View File

@ -102,16 +102,16 @@ namespace OpenSim.Region.Framework.Scenes
#region Fields
public bool AllowedDrop = false;
public bool AllowedDrop;
[XmlIgnore]
public bool DIE_AT_EDGE = false;
public bool DIE_AT_EDGE;
// TODO: This needs to be persisted in next XML version update!
[XmlIgnore]
public int[] PayPrice = {-2,-2,-2,-2,-2};
public readonly int[] PayPrice = {-2,-2,-2,-2,-2};
[XmlIgnore]
public PhysicsActor PhysActor = null;
public PhysicsActor PhysActor;
//Xantor 20080528 Sound stuff:
// Note: This isn't persisted in the database right now, as the fields for that aren't just there yet.
@ -130,55 +130,56 @@ namespace OpenSim.Region.Framework.Scenes
public double SoundRadius;
[XmlIgnore]
public uint TimeStampFull = 0;
public uint TimeStampFull;
[XmlIgnore]
public uint TimeStampLastActivity = 0; // Will be used for AutoReturn
public uint TimeStampLastActivity; // Will be used for AutoReturn
[XmlIgnore]
public uint TimeStampTerse = 0;
public uint TimeStampTerse;
[XmlIgnore]
public UUID FromItemID = UUID.Zero;
public UUID FromItemID;
/// <value>
/// The UUID of the user inventory item from which this object was rezzed if this is a root part.
/// If UUID.Zero then either this is not a root part or there is no connection with a user inventory item.
/// </value>
private UUID m_fromUserInventoryItemID = UUID.Zero;
private UUID m_fromUserInventoryItemID;
[XmlIgnore]
public UUID FromUserInventoryItemID
{
get { return m_fromUserInventoryItemID; }
}
[XmlIgnore]
public bool IsAttachment = false;
[XmlIgnore]
public scriptEvents AggregateScriptEvents = 0;
[XmlIgnore]
public UUID AttachedAvatar = UUID.Zero;
[XmlIgnore]
public Vector3 AttachedPos = Vector3.Zero;
[XmlIgnore]
public uint AttachmentPoint = (byte)0;
[XmlIgnore]
public PhysicsVector RotationAxis = new PhysicsVector(1f,1f,1f);
[XmlIgnore]
public bool VolumeDetectActive = false; // XmlIgnore set to avoid problems with persistance until I come to care for this
// Certainly this must be a persistant setting finally
public bool IsAttachment;
[XmlIgnore]
public bool IsWaitingForFirstSpinUpdatePacket = false;
public scriptEvents AggregateScriptEvents;
[XmlIgnore]
public Quaternion SpinOldOrientation = new Quaternion();
public UUID AttachedAvatar;
[XmlIgnore]
public Vector3 AttachedPos;
[XmlIgnore]
public uint AttachmentPoint;
[XmlIgnore]
public Vector3 RotationAxis = Vector3.One;
[XmlIgnore]
public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this
// Certainly this must be a persistant setting finally
[XmlIgnore]
public bool IsWaitingForFirstSpinUpdatePacket;
[XmlIgnore]
public Quaternion SpinOldOrientation = Quaternion.Identity;
/// <summary>
/// This part's inventory
@ -191,34 +192,32 @@ namespace OpenSim.Region.Framework.Scenes
protected SceneObjectPartInventory m_inventory;
[XmlIgnore]
public bool Undoing = false;
public bool Undoing;
[XmlIgnore]
private PrimFlags LocalFlags = 0;
private PrimFlags LocalFlags;
[XmlIgnore]
private float m_damage = -1.0f;
private byte[] m_TextureAnimation;
private byte m_clickAction = 0;
private byte m_clickAction;
private Color m_color = Color.Black;
private string m_description = String.Empty;
private readonly List<uint> m_lastColliders = new List<uint>();
// private PhysicsVector m_lastRotationalVelocity = PhysicsVector.Zero;
private int m_linkNum = 0;
private int m_linkNum;
[XmlIgnore]
private int m_scriptAccessPin = 0;
private int m_scriptAccessPin;
[XmlIgnore]
private readonly Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>();
private string m_sitName = String.Empty;
private Quaternion m_sitTargetOrientation = Quaternion.Identity;
private Vector3 m_sitTargetPosition = Vector3.Zero;
private Vector3 m_sitTargetPosition;
private string m_sitAnimation = "SIT";
private string m_text = String.Empty;
private string m_touchName = String.Empty;
private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
private UUID _creatorID;
private bool m_passTouches = false;
private bool m_passTouches;
/// <summary>
/// Only used internally to schedule client updates.
@ -236,28 +235,34 @@ namespace OpenSim.Region.Framework.Scenes
//unkown if this will be kept, added as a way of removing the group position from the group class
protected Vector3 m_groupPosition;
protected uint m_localId;
protected Material m_material = (Material)3; // Wood
protected Material m_material = OpenMetaverse.Material.Wood;
protected string m_name;
protected Vector3 m_offsetPosition;
// FIXME, TODO, ERROR: 'ParentGroup' can't be in here, move it out.
protected SceneObjectGroup m_parentGroup;
protected byte[] m_particleSystem = new byte[0];
protected byte[] m_particleSystem = Utils.EmptyBytes;
protected ulong m_regionHandle;
protected Quaternion m_rotationOffset;
protected PrimitiveBaseShape m_shape = null;
protected PrimitiveBaseShape m_shape;
protected UUID m_uuid;
protected Vector3 m_velocity;
protected Vector3 m_lastPosition;
protected Quaternion m_lastRotation;
protected Vector3 m_lastVelocity;
protected Vector3 m_lastAcceleration;
protected Vector3 m_lastAngularVelocity;
// TODO: Those have to be changed into persistent properties at some later point,
// or sit-camera on vehicles will break on sim-crossing.
private Vector3 m_cameraEyeOffset = new Vector3(0.0f, 0.0f, 0.0f);
private Vector3 m_cameraAtOffset = new Vector3(0.0f, 0.0f, 0.0f);
private bool m_forceMouselook = false;
private Vector3 m_cameraEyeOffset;
private Vector3 m_cameraAtOffset;
private bool m_forceMouselook;
// TODO: Collision sound should have default.
private UUID m_collisionSound = UUID.Zero;
private float m_collisionSoundVolume = 0.0f;
private UUID m_collisionSound;
private float m_collisionSoundVolume;
#endregion Fields
@ -269,9 +274,9 @@ namespace OpenSim.Region.Framework.Scenes
public SceneObjectPart()
{
// It's not necessary to persist this
m_TextureAnimation = new byte[0];
m_particleSystem = new byte[0];
Rezzed = DateTime.Now;
m_TextureAnimation = Utils.EmptyBytes;
m_particleSystem = Utils.EmptyBytes;
Rezzed = DateTime.UtcNow;
m_inventory = new SceneObjectPartInventory(this);
}
@ -290,8 +295,8 @@ namespace OpenSim.Region.Framework.Scenes
{
m_name = "Primitive";
Rezzed = DateTime.Now;
_creationDate = (Int32) (DateTime.UtcNow - new DateTime(1970, 1, 1)).TotalSeconds;
Rezzed = DateTime.UtcNow;
_creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
_ownerID = ownerID;
_creatorID = _ownerID;
_lastOwnerID = UUID.Zero;
@ -299,19 +304,19 @@ namespace OpenSim.Region.Framework.Scenes
Shape = shape;
// Todo: Add More Object Parameter from above!
_ownershipCost = 0;
_objectSaleType = (byte) 0;
_objectSaleType = 0;
_salePrice = 0;
_category = (uint) 0;
_category = 0;
_lastOwnerID = _creatorID;
// End Todo: ///
GroupPosition = groupPosition;
OffsetPosition = offsetPosition;
RotationOffset = rotationOffset;
Velocity = new Vector3(0, 0, 0);
AngularVelocity = new Vector3(0, 0, 0);
Acceleration = new Vector3(0, 0, 0);
m_TextureAnimation = new byte[0];
m_particleSystem = new byte[0];
Velocity = Vector3.Zero;
AngularVelocity = Vector3.Zero;
Acceleration = Vector3.Zero;
m_TextureAnimation = Utils.EmptyBytes;
m_particleSystem = Utils.EmptyBytes;
// Prims currently only contain a single folder (Contents). From looking at the Second Life protocol,
// this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
@ -532,13 +537,13 @@ namespace OpenSim.Region.Framework.Scenes
// Root prim actually goes at Position
if (_parentID == 0)
{
PhysActor.Position = new PhysicsVector(value.X, value.Y, value.Z);
PhysActor.Position = value;
}
else
{
// To move the child prim in respect to the group position and rotation we have to calculate
Vector3 resultingposition = GetWorldPosition();
PhysActor.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z);
PhysActor.Position = resultingposition;
Quaternion resultingrot = GetWorldRotation();
PhysActor.Orientation = resultingrot;
}
@ -580,7 +585,7 @@ namespace OpenSim.Region.Framework.Scenes
if (_parentID != 0 && PhysActor != null)
{
Vector3 resultingposition = GetWorldPosition();
PhysActor.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z);
PhysActor.Position = resultingposition;
Quaternion resultingrot = GetWorldRotation();
PhysActor.Orientation = resultingrot;
@ -670,7 +675,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (PhysActor.IsPhysical)
{
PhysActor.Velocity = new PhysicsVector(value.X, value.Y, value.Z);
PhysActor.Velocity = value;
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
}
}
@ -812,7 +817,7 @@ if (m_shape != null) {
{
if (m_parentGroup.Scene.PhysicsScene != null)
{
PhysActor.Size = new PhysicsVector(m_shape.Scale.X, m_shape.Scale.Y, m_shape.Scale.Z);
PhysActor.Size = m_shape.Scale;
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
}
}
@ -1077,8 +1082,8 @@ if (m_shape != null) {
private void SendObjectPropertiesToClient(UUID AgentID)
{
List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences();
for (int i = 0; i < avatars.Count; i++)
ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
for (int i = 0; i < avatars.Length; i++)
{
// Ugly reference :(
if (avatars[i].UUID == AgentID)
@ -1140,8 +1145,8 @@ if (m_shape != null) {
/// </summary>
public void AddFullUpdateToAllAvatars()
{
List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences();
for (int i = 0; i < avatars.Count; i++)
ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
for (int i = 0; i < avatars.Length; i++)
{
avatars[i].SceneViewer.QueuePartForUpdate(this);
}
@ -1165,8 +1170,8 @@ if (m_shape != null) {
/// Terse updates
public void AddTerseUpdateToAllAvatars()
{
List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences();
for (int i = 0; i < avatars.Count; i++)
ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
for (int i = 0; i < avatars.Length; i++)
{
avatars[i].SceneViewer.QueuePartForUpdate(this);
}
@ -1220,7 +1225,7 @@ if (m_shape != null) {
/// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
public void ApplyImpulse(Vector3 impulsei, bool localGlobalTF)
{
PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z);
Vector3 impulse = impulsei;
if (localGlobalTF)
{
@ -1228,7 +1233,7 @@ if (m_shape != null) {
Quaternion AXgrot = grot;
Vector3 AXimpulsei = impulsei;
Vector3 newimpulse = AXimpulsei * AXgrot;
impulse = new PhysicsVector(newimpulse.X, newimpulse.Y, newimpulse.Z);
impulse = newimpulse;
}
if (m_parentGroup != null)
@ -1246,7 +1251,7 @@ if (m_shape != null) {
/// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
public void ApplyAngularImpulse(Vector3 impulsei, bool localGlobalTF)
{
PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z);
Vector3 impulse = impulsei;
if (localGlobalTF)
{
@ -1254,7 +1259,7 @@ if (m_shape != null) {
Quaternion AXgrot = grot;
Vector3 AXimpulsei = impulsei;
Vector3 newimpulse = AXimpulsei * AXgrot;
impulse = new PhysicsVector(newimpulse.X, newimpulse.Y, newimpulse.Z);
impulse = newimpulse;
}
if (m_parentGroup != null)
@ -1272,7 +1277,7 @@ if (m_shape != null) {
/// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF)
{
PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z);
Vector3 impulse = impulsei;
if (localGlobalTF)
{
@ -1280,7 +1285,7 @@ if (m_shape != null) {
Quaternion AXgrot = grot;
Vector3 AXimpulsei = impulsei;
Vector3 newimpulse = AXimpulsei * AXgrot;
impulse = new PhysicsVector(newimpulse.X, newimpulse.Y, newimpulse.Z);
impulse = newimpulse;
}
if (m_parentGroup != null)
@ -1328,8 +1333,8 @@ if (m_shape != null) {
PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
Name,
Shape,
new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z),
new PhysicsVector(Scale.X, Scale.Y, Scale.Z),
AbsolutePosition,
Scale,
RotationOffset,
RigidBody);
@ -1518,7 +1523,7 @@ if (m_shape != null) {
PhysicsJoint joint;
joint = m_parentGroup.Scene.PhysicsScene.RequestJointCreation(Name, jointType,
new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z),
AbsolutePosition,
this.RotationOffset,
Description,
bodyNames,
@ -1703,12 +1708,12 @@ if (m_shape != null) {
}
}
public PhysicsVector GetForce()
public Vector3 GetForce()
{
if (PhysActor != null)
return PhysActor.Force;
else
return new PhysicsVector();
return Vector3.Zero;
}
public void GetProperties(IClientAPI client)
@ -1894,24 +1899,24 @@ if (m_shape != null) {
}
else
{
List<ScenePresence> avlist = m_parentGroup.Scene.GetScenePresences();
if (avlist != null)
ScenePresence[] avlist = m_parentGroup.Scene.GetScenePresences();
for (int i = 0; i < avlist.Length; i++)
{
foreach (ScenePresence av in avlist)
ScenePresence av = avlist[i];
if (av.LocalId == localId)
{
if (av.LocalId == localId)
{
DetectedObject detobj = new DetectedObject();
detobj.keyUUID = av.UUID;
detobj.nameStr = av.ControllingClient.Name;
detobj.ownerUUID = av.UUID;
detobj.posVector = av.AbsolutePosition;
detobj.rotQuat = av.Rotation;
detobj.velVector = av.Velocity;
detobj.colliderType = 0;
detobj.groupUUID = av.ControllingClient.ActiveGroupId;
colliding.Add(detobj);
}
DetectedObject detobj = new DetectedObject();
detobj.keyUUID = av.UUID;
detobj.nameStr = av.ControllingClient.Name;
detobj.ownerUUID = av.UUID;
detobj.posVector = av.AbsolutePosition;
detobj.rotQuat = av.Rotation;
detobj.velVector = av.Velocity;
detobj.colliderType = 0;
detobj.groupUUID = av.ControllingClient.ActiveGroupId;
colliding.Add(detobj);
}
}
}
@ -1965,26 +1970,25 @@ if (m_shape != null) {
}
else
{
List<ScenePresence> avlist = m_parentGroup.Scene.GetScenePresences();
if (avlist != null)
ScenePresence[] avlist = m_parentGroup.Scene.GetScenePresences();
for (int i = 0; i < avlist.Length; i++)
{
foreach (ScenePresence av in avlist)
{
if (av.LocalId == localId)
{
DetectedObject detobj = new DetectedObject();
detobj.keyUUID = av.UUID;
detobj.nameStr = av.Name;
detobj.ownerUUID = av.UUID;
detobj.posVector = av.AbsolutePosition;
detobj.rotQuat = av.Rotation;
detobj.velVector = av.Velocity;
detobj.colliderType = 0;
detobj.groupUUID = av.ControllingClient.ActiveGroupId;
colliding.Add(detobj);
}
}
ScenePresence av = avlist[i];
if (av.LocalId == localId)
{
DetectedObject detobj = new DetectedObject();
detobj.keyUUID = av.UUID;
detobj.nameStr = av.Name;
detobj.ownerUUID = av.UUID;
detobj.posVector = av.AbsolutePosition;
detobj.rotQuat = av.Rotation;
detobj.velVector = av.Velocity;
detobj.colliderType = 0;
detobj.groupUUID = av.ControllingClient.ActiveGroupId;
colliding.Add(detobj);
}
}
}
}
@ -2035,24 +2039,24 @@ if (m_shape != null) {
}
else
{
List<ScenePresence> avlist = m_parentGroup.Scene.GetScenePresences();
if (avlist != null)
ScenePresence[] avlist = m_parentGroup.Scene.GetScenePresences();
for (int i = 0; i < avlist.Length; i++)
{
foreach (ScenePresence av in avlist)
ScenePresence av = avlist[i];
if (av.LocalId == localId)
{
if (av.LocalId == localId)
{
DetectedObject detobj = new DetectedObject();
detobj.keyUUID = av.UUID;
detobj.nameStr = av.Name;
detobj.ownerUUID = av.UUID;
detobj.posVector = av.AbsolutePosition;
detobj.rotQuat = av.Rotation;
detobj.velVector = av.Velocity;
detobj.colliderType = 0;
detobj.groupUUID = av.ControllingClient.ActiveGroupId;
colliding.Add(detobj);
}
DetectedObject detobj = new DetectedObject();
detobj.keyUUID = av.UUID;
detobj.nameStr = av.Name;
detobj.ownerUUID = av.UUID;
detobj.posVector = av.AbsolutePosition;
detobj.rotQuat = av.Rotation;
detobj.velVector = av.Velocity;
detobj.colliderType = 0;
detobj.groupUUID = av.ControllingClient.ActiveGroupId;
colliding.Add(detobj);
}
}
}
@ -2074,7 +2078,7 @@ if (m_shape != null) {
}
}
public void PhysicsOutOfBounds(PhysicsVector pos)
public void PhysicsOutOfBounds(Vector3 pos)
{
m_log.Error("[PHYSICS]: Physical Object went out of bounds.");
@ -2312,8 +2316,8 @@ if (m_shape != null) {
/// </summary>
public void SendFullUpdateToAllClients()
{
List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences();
for (int i = 0; i < avatars.Count; i++)
ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
for (int i = 0; i < avatars.Length; i++)
{
// Ugly reference :(
m_parentGroup.SendPartFullUpdate(avatars[i].ControllingClient, this,
@ -2323,8 +2327,8 @@ if (m_shape != null) {
public void SendFullUpdateToAllClientsExcept(UUID agentID)
{
List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences();
for (int i = 0; i < avatars.Count; i++)
ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
for (int i = 0; i < avatars.Length; i++)
{
// Ugly reference :(
if (avatars[i].UUID != agentID)
@ -2389,18 +2393,36 @@ if (m_shape != null) {
/// </summary>
public void SendScheduledUpdates()
{
if (m_updateFlag == 1) //some change has been made so update the clients
{
AddTerseUpdateToAllAvatars();
ClearUpdateSchedule();
const float VELOCITY_TOLERANCE = 0.01f;
const float POSITION_TOLERANCE = 10.0f;
// This causes the Scene to 'poll' physical objects every couple of frames
// bad, so it's been replaced by an event driven method.
//if ((ObjectFlags & (uint)PrimFlags.Physics) != 0)
//{
// Only send the constant terse updates on physical objects!
//ScheduleTerseUpdate();
//}
if (m_updateFlag == 1)
{
// Throw away duplicate or insignificant updates
if (RotationOffset != m_lastRotation ||
Acceleration != m_lastAcceleration ||
(Velocity - m_lastVelocity).Length() > VELOCITY_TOLERANCE ||
(RotationalVelocity - m_lastAngularVelocity).Length() > VELOCITY_TOLERANCE ||
(OffsetPosition - m_lastPosition).Length() > POSITION_TOLERANCE)
{
AddTerseUpdateToAllAvatars();
ClearUpdateSchedule();
// This causes the Scene to 'poll' physical objects every couple of frames
// bad, so it's been replaced by an event driven method.
//if ((ObjectFlags & (uint)PrimFlags.Physics) != 0)
//{
// Only send the constant terse updates on physical objects!
//ScheduleTerseUpdate();
//}
// Update the "last" values
m_lastPosition = OffsetPosition;
m_lastRotation = RotationOffset;
m_lastVelocity = Velocity;
m_lastAcceleration = Acceleration;
m_lastAngularVelocity = RotationalVelocity;
}
}
else
{
@ -2467,8 +2489,8 @@ if (m_shape != null) {
/// </summary>
public void SendTerseUpdateToAllClients()
{
List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences();
for (int i = 0; i < avatars.Count; i++)
ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
for (int i = 0; i < avatars.Length; i++)
{
SendTerseUpdateToClient(avatars[i].ControllingClient);
}
@ -2542,7 +2564,7 @@ if (m_shape != null) {
}
}
public void SetForce(PhysicsVector force)
public void SetForce(Vector3 force)
{
if (PhysActor != null)
{
@ -2566,7 +2588,7 @@ if (m_shape != null) {
}
}
public void SetVehicleVectorParam(int param, PhysicsVector value)
public void SetVehicleVectorParam(int param, Vector3 value)
{
if (PhysActor != null)
{
@ -3408,8 +3430,8 @@ if (m_shape != null) {
PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
Name,
Shape,
new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z),
new PhysicsVector(Scale.X, Scale.Y, Scale.Z),
AbsolutePosition,
Scale,
RotationOffset,
UsePhysics);
@ -3549,7 +3571,7 @@ if (m_shape != null) {
// in SL.
//
if (ParentGroup.RootPart != this)
ParentGroup.RootPart.Rezzed = DateTime.Now;
ParentGroup.RootPart.Rezzed = DateTime.UtcNow;
ParentGroup.HasGroupChanged = true;
ScheduleFullUpdate();

View File

@ -93,12 +93,13 @@ namespace OpenSim.Region.Framework.Scenes
public Vector3 lastKnownAllowedPosition;
public bool sentMessageAboutRestrictedParcelFlyingDown;
private Vector3 m_lastPosition;
private Quaternion m_lastRotation;
private Vector3 m_lastVelocity;
private bool m_updateflag;
private byte m_movementflag;
private readonly List<NewForce> m_forcesList = new List<NewForce>();
private short m_updateCount;
private uint m_requestedSitTargetID;
private UUID m_requestedSitTargetUUID = UUID.Zero;
private SendCourseLocationsMethod m_sendCourseLocationsMethod;
@ -145,12 +146,9 @@ namespace OpenSim.Region.Framework.Scenes
public string JID = string.Empty;
// Agent moves with a PID controller causing a force to be exerted.
private bool m_newForce;
private bool m_newCoarseLocations = true;
private float m_health = 100f;
private Vector3 m_lastVelocity = Vector3.Zero;
// Default AV Height
private float m_avHeight = 127.0f;
@ -158,16 +156,6 @@ namespace OpenSim.Region.Framework.Scenes
protected ulong crossingFromRegion;
private readonly Vector3[] Dir_Vectors = new Vector3[6];
/// <value>
/// The avatar position last sent to clients
/// </value>
private Vector3 lastPhysPos = Vector3.Zero;
/// <value>
/// The avatar body rotation last sent to clients
/// </value>
private Quaternion lastPhysRot = Quaternion.Identity;
// Position of agent's camera in world (region cordinates)
protected Vector3 m_CameraCenter = Vector3.Zero;
@ -297,6 +285,21 @@ namespace OpenSim.Region.Framework.Scenes
get { return Util.Axes2Rot(m_CameraAtAxis, m_CameraLeftAxis, m_CameraUpAxis); }
}
public Vector3 CameraAtAxis
{
get { return m_CameraAtAxis; }
}
public Vector3 CameraLeftAxis
{
get { return m_CameraLeftAxis; }
}
public Vector3 CameraUpAxis
{
get { return m_CameraUpAxis; }
}
public Vector3 Lookat
{
get
@ -431,7 +434,7 @@ namespace OpenSim.Region.Framework.Scenes
{
lock (m_scene.SyncRoot)
{
m_physicsActor.Position = new PhysicsVector(value.X, value.Y, value.Z);
m_physicsActor.Position = value;
}
}
catch (Exception e)
@ -471,7 +474,7 @@ namespace OpenSim.Region.Framework.Scenes
{
lock (m_scene.SyncRoot)
{
m_physicsActor.Velocity = new PhysicsVector(value.X, value.Y, value.Z);
m_physicsActor.Velocity = value;
}
}
catch (Exception e)
@ -869,14 +872,16 @@ namespace OpenSim.Region.Framework.Scenes
m_isChildAgent = false;
List<ScenePresence> AnimAgents = m_scene.GetScenePresences();
foreach (ScenePresence p in AnimAgents)
ScenePresence[] animAgents = m_scene.GetScenePresences();
for (int i = 0; i < animAgents.Length; i++)
{
if (p != this)
p.SendAnimPackToClient(ControllingClient);
}
m_scene.EventManager.TriggerOnMakeRootAgent(this);
ScenePresence presence = animAgents[i];
if (presence != this)
presence.SendAnimPackToClient(ControllingClient);
}
m_scene.EventManager.TriggerOnMakeRootAgent(this);
}
/// <summary>
@ -1041,7 +1046,7 @@ namespace OpenSim.Region.Framework.Scenes
m_avHeight = height;
if (PhysicsActor != null && !IsChildAgent)
{
PhysicsVector SetSize = new PhysicsVector(0.45f, 0.6f, m_avHeight);
Vector3 SetSize = new Vector3(0.45f, 0.6f, m_avHeight);
PhysicsActor.Size = SetSize;
}
}
@ -1106,18 +1111,18 @@ namespace OpenSim.Region.Framework.Scenes
CameraConstraintActive = true;
//m_log.DebugFormat("[RAYCASTRESULT]: {0}, {1}, {2}, {3}", hitYN, collisionPoint, localid, distance);
Vector3 normal = Vector3.Normalize(new Vector3(0,0,collisionPoint.Z) - collisionPoint);
Vector3 normal = Vector3.Normalize(new Vector3(0f, 0f, collisionPoint.Z) - collisionPoint);
ControllingClient.SendCameraConstraint(new Vector4(normal.X, normal.Y, normal.Z, -1 * Vector3.Distance(new Vector3(0,0,collisionPoint.Z),collisionPoint)));
}
else
{
if (((Util.GetDistanceTo(lastPhysPos, AbsolutePosition) > 0.02)
|| (Util.GetDistanceTo(m_lastVelocity, m_velocity) > 0.02)
|| lastPhysRot != m_bodyRot))
if ((m_pos - m_lastPosition).Length() > 0.02f ||
(m_velocity - m_lastVelocity).Length() > 0.02f ||
m_bodyRot != m_lastRotation)
{
if (CameraConstraintActive)
{
ControllingClient.SendCameraConstraint(new Vector4(0, 0.5f, 0.9f, -3000f));
ControllingClient.SendCameraConstraint(new Vector4(0f, 0.5f, 0.9f, -3000f));
CameraConstraintActive = false;
}
}
@ -2356,6 +2361,9 @@ namespace OpenSim.Region.Framework.Scenes
public override void Update()
{
const float VELOCITY_TOLERANCE = 0.01f;
const float POSITION_TOLERANCE = 10.0f;
SendPrimUpdates();
if (m_newCoarseLocations)
@ -2366,28 +2374,17 @@ namespace OpenSim.Region.Framework.Scenes
if (m_isChildAgent == false)
{
if (m_newForce) // user movement 'forces' (ie commands to move)
// Throw away duplicate or insignificant updates
if (m_bodyRot != m_lastRotation ||
(m_velocity - m_lastVelocity).Length() > VELOCITY_TOLERANCE ||
(m_pos - m_lastPosition).Length() > POSITION_TOLERANCE)
{
SendTerseUpdateToAllClients();
m_updateCount = 0;
}
else if (m_movementflag != 0) // scripted movement (?)
{
m_updateCount++;
if (m_updateCount > 3)
{
SendTerseUpdateToAllClients();
m_updateCount = 0;
}
}
else if ((Util.GetDistanceTo(lastPhysPos, AbsolutePosition) > 0.02)
|| (Util.GetDistanceTo(m_lastVelocity, m_velocity) > 0.02)
|| lastPhysRot != m_bodyRot)
{
// Send Terse Update to all clients updates lastPhysPos and m_lastVelocity
// doing the above assures us that we know what we sent the clients last
SendTerseUpdateToAllClients();
m_updateCount = 0;
// Update the "last" values
m_lastPosition = m_pos;
m_lastRotation = m_bodyRot;
m_lastVelocity = m_velocity;
}
// followed suggestion from mic bowman. reversed the two lines below.
@ -2417,7 +2414,7 @@ namespace OpenSim.Region.Framework.Scenes
pos.Z -= m_appearance.HipOffset;
remoteClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_regionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId,
pos, m_velocity, Vector3.Zero, m_rotation, Vector4.Zero, m_uuid, null, GetUpdatePriority(remoteClient)));
pos, m_velocity, Vector3.Zero, m_bodyRot, Vector4.UnitW, m_uuid, null, GetUpdatePriority(remoteClient)));
m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS);
m_scene.StatsReporter.AddAgentUpdates(1);
@ -2430,15 +2427,10 @@ namespace OpenSim.Region.Framework.Scenes
public void SendTerseUpdateToAllClients()
{
m_perfMonMS = Environment.TickCount;
m_scene.ForEachClient(SendTerseUpdateToClient);
m_lastVelocity = m_velocity;
lastPhysPos = AbsolutePosition;
lastPhysRot = m_bodyRot;
m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS);
}
public void SendCoarseLocations()
@ -2517,15 +2509,12 @@ namespace OpenSim.Region.Framework.Scenes
if (m_appearance.Texture == null)
return;
// Note: because Quaternion is a struct, it can't be null
Quaternion rot = m_bodyRot;
Vector3 pos = m_pos;
pos.Z -= m_appearance.HipOffset;
remoteAvatar.m_controllingClient.SendAvatarData(new SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_grouptitle, m_uuid,
LocalId, m_pos, m_appearance.Texture.GetBytes(),
m_parentID, rot));
LocalId, pos, m_appearance.Texture.GetBytes(),
m_parentID, m_bodyRot));
m_scene.StatsReporter.AddAgentUpdates(1);
}
@ -2536,9 +2525,12 @@ namespace OpenSim.Region.Framework.Scenes
{
m_perfMonMS = Environment.TickCount;
List<ScenePresence> avatars = m_scene.GetScenePresences();
foreach (ScenePresence avatar in avatars)
ScenePresence[] avatars = m_scene.GetScenePresences();
for (int i = 0; i < avatars.Length; i++)
{
ScenePresence avatar = avatars[i];
// only send if this is the root (children are only "listening posts" in a foreign region)
if (!IsChildAgent)
{
@ -2556,7 +2548,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
m_scene.StatsReporter.AddAgentUpdates(avatars.Count);
m_scene.StatsReporter.AddAgentUpdates(avatars.Length);
m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS);
//SendAnimPack();
@ -2588,14 +2580,11 @@ namespace OpenSim.Region.Framework.Scenes
// the inventory arrives
// m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance);
// Note: because Quaternion is a struct, it can't be null
Quaternion rot = m_bodyRot;
Vector3 pos = m_pos;
pos.Z -= m_appearance.HipOffset;
m_controllingClient.SendAvatarData(new SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_grouptitle, m_uuid, LocalId,
m_pos, m_appearance.Texture.GetBytes(), m_parentID, rot));
pos, m_appearance.Texture.GetBytes(), m_parentID, m_bodyRot));
if (!m_isChildAgent)
{
@ -2679,7 +2668,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (m_scene.AssetService.Get(face.TextureID.ToString()) == null)
{
m_log.Warn("[APPEARANCE]: Missing baked texture " + face.TextureID + " (" + (AppearanceManager.TextureIndex)j + ") for avatar " + this.Name);
m_log.Warn("[APPEARANCE]: Missing baked texture " + face.TextureID + " (" + j + ") for avatar " + this.Name);
this.ControllingClient.SendRebakeAvatarTextures(face.TextureID);
}
}
@ -2700,9 +2689,11 @@ namespace OpenSim.Region.Framework.Scenes
m_startAnimationSet = true;
}
Quaternion rot = m_bodyRot;
Vector3 pos = m_pos;
pos.Z -= m_appearance.HipOffset;
m_controllingClient.SendAvatarData(new SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_grouptitle, m_uuid, LocalId,
m_pos, m_appearance.Texture.GetBytes(), m_parentID, rot));
pos, m_appearance.Texture.GetBytes(), m_parentID, m_bodyRot));
}
@ -3300,7 +3291,6 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
public override void UpdateMovement()
{
m_newForce = false;
lock (m_forcesList)
{
if (m_forcesList.Count > 0)
@ -3322,7 +3312,6 @@ namespace OpenSim.Region.Framework.Scenes
// Ignoring this causes no movement to be sent to the physics engine...
// which when the scene is moving at 1 frame every 10 seconds, it doesn't really matter!
}
m_newForce = true;
m_forcesList.Clear();
}
@ -3356,20 +3345,18 @@ namespace OpenSim.Region.Framework.Scenes
PhysicsScene scene = m_scene.PhysicsScene;
PhysicsVector pVec =
new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y,
AbsolutePosition.Z);
Vector3 pVec = AbsolutePosition;
// Old bug where the height was in centimeters instead of meters
if (m_avHeight == 127.0f)
{
m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, new PhysicsVector(0, 0, 1.56f),
m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, new Vector3(0f, 0f, 1.56f),
isFlying);
}
else
{
m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec,
new PhysicsVector(0, 0, m_avHeight), isFlying);
new Vector3(0f, 0f, m_avHeight), isFlying);
}
scene.AddPhysicsActorTaint(m_physicsActor);
//m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
@ -3380,7 +3367,7 @@ namespace OpenSim.Region.Framework.Scenes
}
private void OutOfBoundsCall(PhysicsVector pos)
private void OutOfBoundsCall(Vector3 pos)
{
//bool flying = m_physicsActor.Flying;
//RemoveFromPhysicalScene();
@ -3603,7 +3590,7 @@ namespace OpenSim.Region.Framework.Scenes
*/
}
internal void PushForce(PhysicsVector impulse)
internal void PushForce(Vector3 impulse)
{
if (PhysicsActor != null)
{
@ -3866,6 +3853,8 @@ namespace OpenSim.Region.Framework.Scenes
return GetPriorityByDistance(client);
case Scene.UpdatePrioritizationSchemes.SimpleAngularDistance:
return GetPriorityByDistance(client);
case Scenes.Scene.UpdatePrioritizationSchemes.FrontBack:
return GetPriorityByFrontBack(client);
default:
throw new InvalidOperationException("UpdatePrioritizationScheme not defined.");
}
@ -3887,11 +3876,34 @@ namespace OpenSim.Region.Framework.Scenes
return double.NaN;
}
private double GetPriorityByFrontBack(IClientAPI client)
{
ScenePresence presence = Scene.GetScenePresence(client.AgentId);
if (presence != null)
{
return GetPriorityByFrontBack(presence.CameraPosition, presence.CameraAtAxis);
}
return double.NaN;
}
private double GetPriorityByDistance(Vector3 position)
{
return Vector3.Distance(AbsolutePosition, position);
}
private double GetPriorityByFrontBack(Vector3 camPosition, Vector3 camAtAxis)
{
// Distance
double priority = Vector3.Distance(camPosition, AbsolutePosition);
// Plane equation
float d = -Vector3.Dot(camPosition, camAtAxis);
float p = Vector3.Dot(camAtAxis, AbsolutePosition) + d;
if (p < 0.0f) priority *= 2.0f;
return priority;
}
private double GetSOGUpdatePriority(SceneObjectGroup sog)
{
switch (Scene.UpdatePrioritizationScheme)
@ -3902,6 +3914,8 @@ namespace OpenSim.Region.Framework.Scenes
return sog.GetPriorityByDistance((IsChildAgent) ? AbsolutePosition : CameraPosition);
case Scene.UpdatePrioritizationSchemes.SimpleAngularDistance:
return sog.GetPriorityBySimpleAngularDistance((IsChildAgent) ? AbsolutePosition : CameraPosition);
case Scenes.Scene.UpdatePrioritizationSchemes.FrontBack:
return sog.GetPriorityByFrontBack(CameraPosition, CameraAtAxis);
default:
throw new InvalidOperationException("UpdatePrioritizationScheme not defined");
}
@ -3928,6 +3942,8 @@ namespace OpenSim.Region.Framework.Scenes
case Scene.UpdatePrioritizationSchemes.Distance:
case Scene.UpdatePrioritizationSchemes.SimpleAngularDistance:
return GetPriorityByDistance((IsChildAgent) ? AbsolutePosition : CameraPosition);
case Scenes.Scene.UpdatePrioritizationSchemes.FrontBack:
return GetPriorityByFrontBack(CameraPosition, CameraAtAxis);
default:
throw new InvalidOperationException("UpdatePrioritizationScheme not defined");
}

View File

@ -67,9 +67,8 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
{
m_client = client;
m_scene = scene;
Thread loopThread = new Thread(InternalLoop);
loopThread.Start();
Watchdog.StartThread(InternalLoop, "IRCClientView", ThreadPriority.Normal, false);
}
private void SendServerCommand(string command)
@ -102,7 +101,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
{
try
{
string strbuf = "";
string strbuf = String.Empty;
while (m_connected && m_client.Connected)
{
@ -140,6 +139,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
}
Thread.Sleep(0);
Watchdog.UpdateThread();
}
}
catch (IOException)
@ -156,6 +156,8 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
m_log.Warn("[IRCd] Disconnected client.");
}
Watchdog.RemoveThread();
}
private void ProcessInMessage(string message, string command)

View File

@ -33,6 +33,7 @@ using System.Reflection;
using System.Text;
using System.Threading;
using log4net;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
@ -56,8 +57,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
m_listener.Start(50);
Thread thread = new Thread(ListenLoop);
thread.Start();
Watchdog.StartThread(ListenLoop, "IRCServer", ThreadPriority.Normal, false);
m_baseScene = baseScene;
}
@ -72,7 +72,10 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
while (m_running)
{
AcceptClient(m_listener.AcceptTcpClient());
Watchdog.UpdateThread();
}
Watchdog.RemoveThread();
}
private void AcceptClient(TcpClient client)

View File

@ -94,7 +94,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
}
private Dictionary<UUID, GroupRequestIDInfo> m_clientRequestIDInfo = new Dictionary<UUID, GroupRequestIDInfo>();
private const int m_clientRequestIDFlushTimeOut = 300000; // Every 5 minutes
private Timer m_clientRequestIDFlushTimer = new Timer();
private Timer m_clientRequestIDFlushTimer;
// Configuration settings
@ -133,6 +133,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
m_groupNoticesEnabled = groupsConfig.GetBoolean("NoticesEnabled", true);
m_debugEnabled = groupsConfig.GetBoolean("DebugEnabled", true);
m_clientRequestIDFlushTimer = new Timer();
m_clientRequestIDFlushTimer.Interval = m_clientRequestIDFlushTimeOut;
m_clientRequestIDFlushTimer.Elapsed += FlushClientRequestIDInfoCache;
m_clientRequestIDFlushTimer.AutoReset = true;

View File

@ -86,7 +86,6 @@ namespace OpenSim.Region.OptionalModules.ContentManagement
/// </value>
Hashtable m_sceneList = Hashtable.Synchronized(new Hashtable());
State m_state = State.NONE;
Thread m_thread = null;
CMView m_view = null;
#endregion Fields
@ -148,10 +147,7 @@ namespace OpenSim.Region.OptionalModules.ContentManagement
lock (this)
{
m_estateModule = scene.RequestModuleInterface<IEstateModule>();
m_thread = new Thread(MainLoop);
m_thread.Name = "Content Management";
m_thread.IsBackground = true;
m_thread.Start();
Watchdog.StartThread(MainLoop, "Content Management", ThreadPriority.Normal, true);
m_state = State.NONE;
}
}
@ -200,6 +196,8 @@ namespace OpenSim.Region.OptionalModules.ContentManagement
m_log.Debug("[CONTENT MANAGEMENT] MAIN LOOP -- uuuuuuuuuh, what?");
break;
}
Watchdog.UpdateThread();
}
}
catch (Exception e)
@ -209,6 +207,8 @@ namespace OpenSim.Region.OptionalModules.ContentManagement
"[CONTENT MANAGEMENT]: Content management thread terminating with exception. PLEASE REBOOT YOUR SIM - CONTENT MANAGEMENT WILL NOT BE AVAILABLE UNTIL YOU DO. Exception is {0}",
e);
}
Watchdog.RemoveThread();
}
/// <summary>

View File

@ -183,10 +183,12 @@ namespace OpenSim.Region.OptionalModules.ContentManagement
public virtual void HideFromAll()
{
foreach (SceneObjectPart part in m_Entity.Children.Values)
m_Entity.Scene.ClientManager.ForEach(
{
m_Entity.Scene.ForEachClient(
delegate(IClientAPI controller)
{ controller.SendKillObject(m_Entity.RegionHandle, part.LocalId); }
);
}
}
public void SendFullUpdate(IClientAPI client)
@ -202,7 +204,7 @@ namespace OpenSim.Region.OptionalModules.ContentManagement
public void SendFullUpdateToAll()
{
m_Entity.Scene.ClientManager.ForEach(
m_Entity.Scene.ForEachClient(
delegate(IClientAPI controller)
{ m_Entity.SendFullUpdateToClient(controller); }
);

View File

@ -525,8 +525,8 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
{
get
{
PhysicsVector tmp = GetSOP().PhysActor.GeometricCenter;
return new Vector3(tmp.X, tmp.Y, tmp.Z);
Vector3 tmp = GetSOP().PhysActor.GeometricCenter;
return tmp;
}
}
@ -534,8 +534,8 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
{
get
{
PhysicsVector tmp = GetSOP().PhysActor.CenterOfMass;
return new Vector3(tmp.X, tmp.Y, tmp.Z);
Vector3 tmp = GetSOP().PhysActor.CenterOfMass;
return tmp;
}
}
@ -543,15 +543,15 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
{
get
{
PhysicsVector tmp = GetSOP().PhysActor.RotationalVelocity;
return new Vector3(tmp.X, tmp.Y, tmp.Z);
Vector3 tmp = GetSOP().PhysActor.RotationalVelocity;
return tmp;
}
set
{
if (!CanEdit())
return;
GetSOP().PhysActor.RotationalVelocity = new PhysicsVector(value.X, value.Y, value.Z);
GetSOP().PhysActor.RotationalVelocity = value;
}
}
@ -559,15 +559,15 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
{
get
{
PhysicsVector tmp = GetSOP().PhysActor.Velocity;
return new Vector3(tmp.X, tmp.Y, tmp.Z);
Vector3 tmp = GetSOP().PhysActor.Velocity;
return tmp;
}
set
{
if (!CanEdit())
return;
GetSOP().PhysActor.Velocity = new PhysicsVector(value.X, value.Y, value.Z);
GetSOP().PhysActor.Velocity = value;
}
}
@ -575,15 +575,15 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
{
get
{
PhysicsVector tmp = GetSOP().PhysActor.Torque;
return new Vector3(tmp.X, tmp.Y, tmp.Z);
Vector3 tmp = GetSOP().PhysActor.Torque;
return tmp;
}
set
{
if (!CanEdit())
return;
GetSOP().PhysActor.Torque = new PhysicsVector(value.X, value.Y, value.Z);
GetSOP().PhysActor.Torque = value;
}
}
@ -591,8 +591,8 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
{
get
{
PhysicsVector tmp = GetSOP().PhysActor.Acceleration;
return new Vector3(tmp.X, tmp.Y, tmp.Z);
Vector3 tmp = GetSOP().PhysActor.Acceleration;
return tmp;
}
}
@ -600,15 +600,15 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
{
get
{
PhysicsVector tmp = GetSOP().PhysActor.Force;
return new Vector3(tmp.X, tmp.Y, tmp.Z);
Vector3 tmp = GetSOP().PhysActor.Force;
return tmp;
}
set
{
if (!CanEdit())
return;
GetSOP().PhysActor.Force = new PhysicsVector(value.X, value.Y, value.Z);
GetSOP().PhysActor.Force = value;
}
}
@ -627,7 +627,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
if (!CanEdit())
return;
GetSOP().PhysActor.AddForce(new PhysicsVector(force.X, force.Y, force.Z), pushforce);
GetSOP().PhysActor.AddForce(force, pushforce);
}
public void AddAngularForce(Vector3 force, bool pushforce)
@ -635,7 +635,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
if (!CanEdit())
return;
GetSOP().PhysActor.AddAngularForce(new PhysicsVector(force.X, force.Y, force.Z), pushforce);
GetSOP().PhysActor.AddAngularForce(force, pushforce);
}
public void SetMomentum(Vector3 momentum)
@ -643,7 +643,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
if (!CanEdit())
return;
GetSOP().PhysActor.SetMomentum(new PhysicsVector(momentum.X, momentum.Y, momentum.Z));
GetSOP().PhysActor.SetMomentum(momentum);
}
#endregion

View File

@ -45,13 +45,13 @@ namespace OpenSim.Region.Modules.SvnSerialiser
public class SvnBackupModule : IRegionModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private readonly List<Scene> m_scenes = new List<Scene>();
private readonly Timer m_timer = new Timer();
private bool m_enabled = false;
private bool m_installBackupOnLoad = false;
private List<Scene> m_scenes;
private Timer m_timer;
private bool m_enabled;
private bool m_installBackupOnLoad;
private IRegionSerialiserModule m_serialiser;
private bool m_svnAutoSave = false;
private bool m_svnAutoSave;
private SvnClient m_svnClient;
private string m_svndir = "SVNmodule" + Slash.DirectorySeparatorChar + "repo";
private string m_svnpass = "password";
@ -204,6 +204,9 @@ namespace OpenSim.Region.Modules.SvnSerialiser
public void Initialise(Scene scene, IConfigSource source)
{
m_scenes = new List<Scene>();
m_timer = new Timer();
try
{
if (!source.Configs["SVN"].GetBoolean("Enabled", false))

View File

@ -41,12 +41,10 @@ namespace OpenSim.Region.OptionalModules.World.NPC
{
// private const bool m_enabled = false;
private Mutex m_createMutex = new Mutex(false);
private Timer m_timer = new Timer(500);
private Mutex m_createMutex;
private Timer m_timer;
private Dictionary<UUID,NPCAvatar> m_avatars = new Dictionary<UUID, NPCAvatar>();
private Dictionary<UUID,AvatarAppearance> m_appearanceCache = new Dictionary<UUID, AvatarAppearance>();
// Timer vars.
@ -138,10 +136,13 @@ namespace OpenSim.Region.OptionalModules.World.NPC
public void Initialise(Scene scene, IConfigSource source)
{
scene.RegisterModuleInterface<INPCModule>(this);
m_createMutex = new Mutex(false);
m_timer = new Timer(500);
m_timer.Elapsed += m_timer_Elapsed;
m_timer.Start();
scene.RegisterModuleInterface<INPCModule>(this);
}
void m_timer_Elapsed(object sender, System.Timers.ElapsedEventArgs e)

View File

@ -36,20 +36,16 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
{
public class BasicActor : PhysicsActor
{
private PhysicsVector _position;
private PhysicsVector _velocity;
private PhysicsVector _acceleration;
private PhysicsVector _size;
private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
private Vector3 _position;
private Vector3 _velocity;
private Vector3 _acceleration;
private Vector3 _size;
private Vector3 m_rotationalVelocity;
private bool flying;
private bool iscolliding;
public BasicActor()
{
_velocity = new PhysicsVector();
_position = new PhysicsVector();
_acceleration = new PhysicsVector();
_size = new PhysicsVector();
}
public override int PhysicsActorType
@ -58,7 +54,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
set { return; }
}
public override PhysicsVector RotationalVelocity
public override Vector3 RotationalVelocity
{
get { return m_rotationalVelocity; }
set { m_rotationalVelocity = value; }
@ -137,13 +133,13 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
get { return false; }
}
public override PhysicsVector Position
public override Vector3 Position
{
get { return _position; }
set { _position = value; }
}
public override PhysicsVector Size
public override Vector3 Size
{
get { return _size; }
set {
@ -162,9 +158,9 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
get { return 0f; }
}
public override PhysicsVector Force
public override Vector3 Force
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
set { return; }
}
@ -179,7 +175,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
}
public override void VehicleVectorParam(int param, PhysicsVector value)
public override void VehicleVectorParam(int param, Vector3 value)
{
}
@ -194,25 +190,25 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
}
public override PhysicsVector CenterOfMass
public override Vector3 CenterOfMass
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
}
public override PhysicsVector GeometricCenter
public override Vector3 GeometricCenter
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
}
public override PhysicsVector Velocity
public override Vector3 Velocity
{
get { return _velocity; }
set { _velocity = value; }
}
public override PhysicsVector Torque
public override Vector3 Torque
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
set { return; }
}
@ -228,7 +224,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
set { }
}
public override PhysicsVector Acceleration
public override Vector3 Acceleration
{
get { return _acceleration; }
}
@ -247,24 +243,24 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
{
}
public override void LockAngularMotion(PhysicsVector axis)
public override void LockAngularMotion(Vector3 axis)
{
}
public void SetAcceleration(PhysicsVector accel)
public void SetAcceleration(Vector3 accel)
{
_acceleration = accel;
}
public override void AddForce(PhysicsVector force, bool pushforce)
public override void AddForce(Vector3 force, bool pushforce)
{
}
public override void AddAngularForce(PhysicsVector force, bool pushforce)
public override void AddAngularForce(Vector3 force, bool pushforce)
{
}
public override void SetMomentum(PhysicsVector momentum)
public override void SetMomentum(Vector3 momentum)
{
}
@ -272,7 +268,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
{
}
public override PhysicsVector PIDTarget
public override Vector3 PIDTarget
{
set { return; }
}

View File

@ -54,7 +54,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
{
}
public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying)
public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
{
BasicActor act = new BasicActor();
act.Position = position;
@ -77,20 +77,20 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
}
/*
public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation)
public override PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation)
{
return null;
}
*/
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
PhysicsVector size, Quaternion rotation)
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
Vector3 size, Quaternion rotation)
{
return AddPrimShape(primName, pbs, position, size, rotation, false);
}
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
PhysicsVector size, Quaternion rotation, bool isPhysical)
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
Vector3 size, Quaternion rotation, bool isPhysical)
{
return null;
}
@ -105,26 +105,28 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
for (int i = 0; i < _actors.Count; ++i)
{
BasicActor actor = _actors[i];
Vector3 actorPosition = actor.Position;
Vector3 actorVelocity = actor.Velocity;
actor.Position.X += actor.Velocity.X*timeStep;
actor.Position.Y += actor.Velocity.Y*timeStep;
actorPosition.X += actor.Velocity.X*timeStep;
actorPosition.Y += actor.Velocity.Y*timeStep;
if (actor.Position.Y < 0)
{
actor.Position.Y = 0.1F;
actorPosition.Y = 0.1F;
}
else if (actor.Position.Y >= Constants.RegionSize)
{
actor.Position.Y = ((int)Constants.RegionSize - 0.1f);
actorPosition.Y = ((int)Constants.RegionSize - 0.1f);
}
if (actor.Position.X < 0)
{
actor.Position.X = 0.1F;
actorPosition.X = 0.1F;
}
else if (actor.Position.X >= Constants.RegionSize)
{
actor.Position.X = ((int)Constants.RegionSize - 0.1f);
actorPosition.X = ((int)Constants.RegionSize - 0.1f);
}
float height = _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + actor.Size.Z;
@ -133,23 +135,27 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
if (actor.Position.Z + (actor.Velocity.Z*timeStep) <
_heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + 2)
{
actor.Position.Z = height;
actor.Velocity.Z = 0;
actorPosition.Z = height;
actorVelocity.Z = 0;
actor.IsColliding = true;
}
else
{
actor.Position.Z += actor.Velocity.Z*timeStep;
actorPosition.Z += actor.Velocity.Z*timeStep;
actor.IsColliding = false;
}
}
else
{
actor.Position.Z = height;
actor.Velocity.Z = 0;
actorPosition.Z = height;
actorVelocity.Z = 0;
actor.IsColliding = true;
}
actor.Position = actorPosition;
actor.Velocity = actorVelocity;
}
return fps;
}

View File

@ -60,15 +60,15 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
private btQuaternion m_bodyOrientation;
private btDefaultMotionState m_bodyMotionState;
private btGeneric6DofConstraint m_aMotor;
// private PhysicsVector m_movementComparision;
private PhysicsVector m_position;
private PhysicsVector m_zeroPosition;
// private Vector3 m_movementComparision;
private Vector3 m_position;
private Vector3 m_zeroPosition;
private bool m_zeroFlag = false;
private bool m_lastUpdateSent = false;
private PhysicsVector m_velocity;
private PhysicsVector m_target_velocity;
private PhysicsVector m_acceleration;
private PhysicsVector m_rotationalVelocity;
private Vector3 m_velocity;
private Vector3 m_target_velocity;
private Vector3 m_acceleration;
private Vector3 m_rotationalVelocity;
private bool m_pidControllerActive = true;
public float PID_D = 80.0f;
public float PID_P = 90.0f;
@ -96,8 +96,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
private bool m_taintRemove = false;
// private bool m_taintedPosition = false;
// private PhysicsVector m_taintedPosition_value;
private PhysicsVector m_taintedForce;
// private Vector3 m_taintedPosition_value;
private Vector3 m_taintedForce;
private float m_buoyancy = 0f;
@ -115,14 +115,10 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
public int m_eventsubscription = 0;
// private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
public BulletDotNETCharacter(string avName, BulletDotNETScene parent_scene, PhysicsVector pos, PhysicsVector size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
public BulletDotNETCharacter(string avName, BulletDotNETScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
{
m_taintedForce = new PhysicsVector();
m_velocity = new PhysicsVector();
m_target_velocity = new PhysicsVector();
m_position = pos;
m_zeroPosition = new PhysicsVector(pos.X, pos.Y, pos.Z); // this is a class, not a struct. Must make new, or m_zeroPosition will == position regardless
m_acceleration = new PhysicsVector();
m_zeroPosition = pos;
m_parent_scene = parent_scene;
PID_D = pid_d;
PID_P = pid_p;
@ -161,9 +157,6 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
tempTrans1 = new btTransform(tempQuat1, tempVector1);
// m_movementComparision = new PhysicsVector(0, 0, 0);
m_CapsuleOrientationAxis = new btVector3(1, 0, 1);
}
/// <summary>
@ -254,18 +247,18 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
get { return m_zeroFlag; }
}
public override PhysicsVector Size
public override Vector3 Size
{
get { return new PhysicsVector(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
set
{
m_pidControllerActive = true;
PhysicsVector SetSize = value;
Vector3 SetSize = value;
m_tainted_CAPSULE_LENGTH = (SetSize.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
//m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
Velocity = new PhysicsVector(0f, 0f, 0f);
Velocity = Vector3.Zero;
m_parent_scene.AddPhysicsActorTaint(this);
}
@ -317,12 +310,12 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
}
public override void LockAngularMotion(PhysicsVector axis)
public override void LockAngularMotion(Vector3 axis)
{
}
public override PhysicsVector Position
public override Vector3 Position
{
get { return m_position; }
set
@ -342,9 +335,9 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
}
}
public override PhysicsVector Force
public override Vector3 Force
{
get { return new PhysicsVector(m_target_velocity.X, m_target_velocity.Y, m_target_velocity.Z); }
get { return m_target_velocity; }
set { return; }
}
@ -359,7 +352,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
}
public override void VehicleVectorParam(int param, PhysicsVector value)
public override void VehicleVectorParam(int param, Vector3 value)
{
}
@ -374,23 +367,22 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
}
public override PhysicsVector GeometricCenter
public override Vector3 GeometricCenter
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
}
public override PhysicsVector CenterOfMass
public override Vector3 CenterOfMass
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
}
public override PhysicsVector Velocity
public override Vector3 Velocity
{
get
{
// There's a problem with PhysicsVector.Zero! Don't Use it Here!
if (m_zeroFlag)
return new PhysicsVector(0f, 0f, 0f);
return Vector3.Zero;
m_lastUpdateSent = false;
return m_velocity;
}
@ -401,9 +393,9 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
}
}
public override PhysicsVector Torque
public override Vector3 Torque
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
set { return; }
}
@ -413,7 +405,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
set { }
}
public override PhysicsVector Acceleration
public override Vector3 Acceleration
{
get { return m_acceleration; }
}
@ -586,7 +578,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
set { return; }
}
public override PhysicsVector RotationalVelocity
public override Vector3 RotationalVelocity
{
get { return m_rotationalVelocity; }
set { m_rotationalVelocity = value; }
@ -604,7 +596,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
set { m_buoyancy = value; }
}
public override PhysicsVector PIDTarget { set { return; } }
public override Vector3 PIDTarget { set { return; } }
public override bool PIDActive { set { return; } }
public override float PIDTau { set { return; } }
@ -634,7 +626,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
/// </summary>
/// <param name="force"></param>
/// <param name="pushforce">Is this a push by a script?</param>
public override void AddForce(PhysicsVector force, bool pushforce)
public override void AddForce(Vector3 force, bool pushforce)
{
if (pushforce)
{
@ -656,7 +648,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
//m_lastUpdateSent = false;
}
public void doForce(PhysicsVector force, bool now)
public void doForce(Vector3 force, bool now)
{
tempVector3.setValue(force.X, force.Y, force.Z);
@ -671,7 +663,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
}
}
public void doImpulse(PhysicsVector force, bool now)
public void doImpulse(Vector3 force, bool now)
{
tempVector3.setValue(force.X, force.Y, force.Z);
@ -686,12 +678,12 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
}
}
public override void AddAngularForce(PhysicsVector force, bool pushforce)
public override void AddAngularForce(Vector3 force, bool pushforce)
{
}
public override void SetMomentum(PhysicsVector momentum)
public override void SetMomentum(Vector3 momentum)
{
}
@ -808,7 +800,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
AvatarGeomAndBodyCreation(m_position.X, m_position.Y,
m_position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2));
Velocity = new PhysicsVector(0f, 0f, 0f);
Velocity = Vector3.Zero;
}
else
@ -852,9 +844,9 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
}
//PidStatus = true;
PhysicsVector vec = new PhysicsVector();
Vector3 vec = Vector3.Zero;
PhysicsVector vel = new PhysicsVector(tempVector2.getX(), tempVector2.getY(), tempVector2.getZ());
Vector3 vel = new Vector3(tempVector2.getX(), tempVector2.getY(), tempVector2.getZ());
float movementdivisor = 1f;
@ -885,7 +877,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
// Avatar to Avatar collisions
// Prim to avatar collisions
PhysicsVector pos = new PhysicsVector(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ());
Vector3 pos = new Vector3(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ());
vec.X = (m_target_velocity.X - vel.X) * (PID_D) + (m_zeroPosition.X - pos.X) * (PID_P * 2);
vec.Y = (m_target_velocity.Y - vel.Y) * (PID_D) + (m_zeroPosition.Y - pos.Y) * (PID_P * 2);
if (m_flying)
@ -927,7 +919,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
{
// We're colliding with something and we're not flying but we're moving
// This means we're walking or running.
PhysicsVector pos = new PhysicsVector(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ());
Vector3 pos = new Vector3(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ());
vec.Z = (m_target_velocity.Z - vel.Z) * PID_D + (m_zeroPosition.Z - pos.Z) * PID_P;
if (m_target_velocity.X > 0)
{
@ -1016,7 +1008,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
tempVector2 = Body.getInterpolationLinearVelocity();
// no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
PhysicsVector vec = new PhysicsVector(tempVector1.getX(),tempVector1.getY(),tempVector1.getZ());
Vector3 vec = new Vector3(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ());
// kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
if (vec.X < -10.0f) vec.X = 0.0f;
@ -1048,7 +1040,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
else
{
m_lastUpdateSent = false;
vec = new PhysicsVector(tempVector2.getX(), tempVector2.getY(), tempVector2.getZ());
vec = new Vector3(tempVector2.getX(), tempVector2.getY(), tempVector2.getZ());
m_velocity.X = (vec.X);
m_velocity.Y = (vec.Y);

View File

@ -43,44 +43,43 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private PhysicsVector _position;
private PhysicsVector m_zeroPosition;
private PhysicsVector _velocity;
private PhysicsVector _torque = new PhysicsVector(0, 0, 0);
private PhysicsVector m_lastVelocity = new PhysicsVector(0.0f, 0.0f, 0.0f);
private PhysicsVector m_lastposition = new PhysicsVector(0.0f, 0.0f, 0.0f);
private Quaternion m_lastorientation = new Quaternion();
private PhysicsVector m_rotationalVelocity;
private PhysicsVector _size;
private PhysicsVector _acceleration;
private Vector3 _position;
private Vector3 m_zeroPosition;
private Vector3 _velocity;
private Vector3 _torque;
private Vector3 m_lastVelocity;
private Vector3 m_lastposition;
private Quaternion m_lastorientation = Quaternion.Identity;
private Vector3 m_rotationalVelocity;
private Vector3 _size;
private Vector3 _acceleration;
// private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
private Quaternion _orientation;
private PhysicsVector m_taintposition;
private PhysicsVector m_taintsize;
private PhysicsVector m_taintVelocity = new PhysicsVector(0, 0, 0);
private PhysicsVector m_taintTorque = new PhysicsVector(0, 0, 0);
private Vector3 m_taintposition;
private Vector3 m_taintsize;
private Vector3 m_taintVelocity;
private Vector3 m_taintTorque;
private Quaternion m_taintrot;
private PhysicsVector m_angularlock = new PhysicsVector(1f, 1f, 1f);
private PhysicsVector m_taintAngularLock = new PhysicsVector(1f, 1f, 1f);
private Vector3 m_angularlock = Vector3.One;
private Vector3 m_taintAngularLock = Vector3.One;
// private btGeneric6DofConstraint Amotor;
private PhysicsVector m_PIDTarget = new PhysicsVector(0, 0, 0);
private float m_PIDTau = 0f;
private float m_PIDHoverHeight = 0f;
private float m_PIDHoverTau = 0f;
private bool m_useHoverPID = false;
private Vector3 m_PIDTarget;
private float m_PIDTau;
private float m_PIDHoverHeight;
private float m_PIDHoverTau;
private bool m_useHoverPID;
private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
private float m_targetHoverHeight = 0f;
private float m_groundHeight = 0f;
private float m_waterHeight = 0f;
private float m_targetHoverHeight;
private float m_groundHeight;
private float m_waterHeight;
private float PID_D = 35f;
private float PID_G = 25f;
// private float m_tensor = 5f;
// private int body_autodisable_frames = 20;
private IMesh primMesh = null;
private bool m_usePID = false;
private IMesh primMesh;
private bool m_usePID;
private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
| CollisionCategories.Space
@ -88,11 +87,11 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
| CollisionCategories.Character
);
private bool m_taintshape = false;
private bool m_taintPhysics = false;
private bool m_taintshape;
private bool m_taintPhysics;
// private bool m_collidesLand = true;
private bool m_collidesWater = false;
public bool m_returnCollisions = false;
private bool m_collidesWater;
public bool m_returnCollisions;
// Default we're a Geometry
// private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
@ -100,23 +99,23 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
// Default, Collide with Other Geometries, spaces and Bodies
// private CollisionCategories m_collisionFlags = m_default_collisionFlags;
public bool m_taintremove = false;
public bool m_taintdisable = false;
public bool m_disabled = false;
public bool m_taintadd = false;
public bool m_taintselected = false;
public bool m_taintCollidesWater = false;
public bool m_taintremove;
public bool m_taintdisable;
public bool m_disabled;
public bool m_taintadd;
public bool m_taintselected;
public bool m_taintCollidesWater;
public uint m_localID = 0;
public uint m_localID;
//public GCHandle gc;
// private CollisionLocker ode;
private bool m_taintforce = false;
private bool m_taintaddangularforce = false;
private PhysicsVector m_force = new PhysicsVector(0.0f, 0.0f, 0.0f);
private List<PhysicsVector> m_forcelist = new List<PhysicsVector>();
private List<PhysicsVector> m_angularforcelist = new List<PhysicsVector>();
private bool m_taintforce;
private bool m_taintaddangularforce;
private Vector3 m_force;
private List<Vector3> m_forcelist = new List<Vector3>();
private List<Vector3> m_angularforcelist = new List<Vector3>();
private IMesh _mesh;
private PrimitiveBaseShape _pbs;
@ -124,40 +123,40 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
public btCollisionShape prim_geom;
public IntPtr _triMeshData;
private PhysicsActor _parent = null;
private PhysicsActor m_taintparent = null;
private PhysicsActor _parent;
private PhysicsActor m_taintparent;
private List<BulletDotNETPrim> childrenPrim = new List<BulletDotNETPrim>();
private bool iscolliding = false;
private bool m_isphysical = false;
private bool m_isSelected = false;
private bool iscolliding;
private bool m_isphysical;
private bool m_isSelected;
internal bool m_isVolumeDetect = false; // If true, this prim only detects collisions but doesn't collide actively
internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
private bool m_throttleUpdates = false;
// private int throttleCounter = 0;
public int m_interpenetrationcount = 0;
public float m_collisionscore = 0;
public int m_roundsUnderMotionThreshold = 0;
private int m_crossingfailures = 0;
private bool m_throttleUpdates;
// private int throttleCounter;
public int m_interpenetrationcount;
public float m_collisionscore;
public int m_roundsUnderMotionThreshold;
private int m_crossingfailures;
public float m_buoyancy = 0f;
public float m_buoyancy;
public bool outofBounds = false;
public bool outofBounds;
private float m_density = 10.000006836f; // Aluminum g/cm3;
public bool _zeroFlag = false;
private bool m_lastUpdateSent = false;
public bool _zeroFlag;
private bool m_lastUpdateSent;
private String m_primName;
private PhysicsVector _target_velocity;
private Vector3 _target_velocity;
public int m_eventsubscription = 0;
public int m_eventsubscription;
// private CollisionEventUpdate CollisionEventsThisFrame = null;
public volatile bool childPrim = false;
public volatile bool childPrim;
private btVector3 tempPosition1;
private btVector3 tempPosition2;
@ -190,7 +189,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
public btRigidBody Body;
public BulletDotNETPrim(String primName, BulletDotNETScene parent_scene, PhysicsVector pos, PhysicsVector size,
public BulletDotNETPrim(String primName, BulletDotNETScene parent_scene, Vector3 pos, Vector3 size,
Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical)
{
tempPosition1 = new btVector3(0, 0, 0);
@ -225,8 +224,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
AxisLockLinearHigh = new btVector3((int)Constants.RegionSize, (int)Constants.RegionSize, (int)Constants.RegionSize);
_target_velocity = new PhysicsVector(0, 0, 0);
_velocity = new PhysicsVector();
_target_velocity = Vector3.Zero;
_velocity = Vector3.Zero;
_position = pos;
m_taintposition = pos;
PID_D = parent_scene.bodyPIDD;
@ -244,8 +243,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
_size = size;
m_taintsize = _size;
_acceleration = new PhysicsVector();
m_rotationalVelocity = PhysicsVector.Zero;
_acceleration = Vector3.Zero;
m_rotationalVelocity = Vector3.Zero;
_orientation = rotation;
m_taintrot = _orientation;
_mesh = mesh;
@ -274,7 +273,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
get { return _zeroFlag; }
}
public override PhysicsVector Size
public override Vector3 Size
{
get { return _size; }
set { _size = value; }
@ -348,13 +347,13 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
m_taintparent = null;
}
public override void LockAngularMotion(PhysicsVector axis)
public override void LockAngularMotion(Vector3 axis)
{
m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
m_taintAngularLock = new PhysicsVector(axis.X, axis.Y, axis.Z);
m_taintAngularLock = axis;
}
public override PhysicsVector Position
public override Vector3 Position
{
get { return _position; }
@ -370,9 +369,9 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
get { return CalculateMass(); }
}
public override PhysicsVector Force
public override Vector3 Force
{
//get { return PhysicsVector.Zero; }
//get { return Vector3.Zero; }
get { return m_force; }
set { m_force = value; }
}
@ -388,7 +387,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
//TODO:
}
public override void VehicleVectorParam(int param, PhysicsVector value)
public override void VehicleVectorParam(int param, Vector3 value)
{
//TODO:
}
@ -405,23 +404,23 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
}
public override PhysicsVector GeometricCenter
public override Vector3 GeometricCenter
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
}
public override PhysicsVector CenterOfMass
public override Vector3 CenterOfMass
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
}
public override PhysicsVector Velocity
public override Vector3 Velocity
{
get
{
// Averate previous velocity with the new one so
// client object interpolation works a 'little' better
PhysicsVector returnVelocity = new PhysicsVector();
Vector3 returnVelocity;
returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2;
returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2;
returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2;
@ -436,12 +435,12 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
}
}
public override PhysicsVector Torque
public override Vector3 Torque
{
get
{
if (!m_isphysical || Body.Handle == IntPtr.Zero)
return new PhysicsVector(0, 0, 0);
return Vector3.Zero;
return _torque;
}
@ -459,7 +458,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
set { m_collisionscore = value; }
}
public override PhysicsVector Acceleration
public override Vector3 Acceleration
{
get { return _acceleration; }
}
@ -528,16 +527,16 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
}
}
public override PhysicsVector RotationalVelocity
public override Vector3 RotationalVelocity
{
get
{
PhysicsVector pv = new PhysicsVector(0, 0, 0);
Vector3 pv = Vector3.Zero;
if (_zeroFlag)
return pv;
m_lastUpdateSent = false;
if (m_rotationalVelocity.IsIdentical(pv, 0.2f))
if (m_rotationalVelocity.ApproxEquals(pv, 0.2f))
return pv;
return m_rotationalVelocity;
@ -557,7 +556,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
set { m_buoyancy = value; }
}
public override PhysicsVector PIDTarget { set { m_PIDTarget = value; ; } }
public override Vector3 PIDTarget { set { m_PIDTarget = value; ; } }
public override bool PIDActive { set { m_usePID = value; } }
public override float PIDTau { set { m_PIDTau = value; } }
@ -567,20 +566,20 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
public override void AddForce(PhysicsVector force, bool pushforce)
public override void AddForce(Vector3 force, bool pushforce)
{
m_forcelist.Add(force);
m_taintforce = true;
//m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
}
public override void AddAngularForce(PhysicsVector force, bool pushforce)
public override void AddAngularForce(Vector3 force, bool pushforce)
{
m_angularforcelist.Add(force);
m_taintaddangularforce = true;
}
public override void SetMomentum(PhysicsVector momentum)
public override void SetMomentum(Vector3 momentum)
{
}
@ -778,7 +777,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
}
if (!_position.IsIdentical(m_taintposition, 0f))
if (!_position.ApproxEquals(m_taintposition, 0f))
{
m_log.Debug("[PHYSICS]: TaintMove");
changemove(timestep);
@ -796,7 +795,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
}
//
if (!_size.IsIdentical(m_taintsize, 0))
if (!_size.ApproxEquals(m_taintsize, 0f))
{
m_log.Debug("[PHYSICS]: TaintSize");
changesize(timestep);
@ -820,7 +819,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
m_log.Debug("[PHYSICS]: TaintAngularForce");
changeAddAngularForce(timestep);
}
if (!m_taintTorque.IsIdentical(PhysicsVector.Zero, 0.001f))
if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
{
m_log.Debug("[PHYSICS]: TaintTorque");
changeSetTorque(timestep);
@ -835,7 +834,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
m_log.Debug("[PHYSICS]: TaintSelected");
changeSelectedStatus(timestep);
}
if (!m_taintVelocity.IsIdentical(PhysicsVector.Zero, 0.001f))
if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
{
m_log.Debug("[PHYSICS]: TaintVelocity");
changevelocity(timestep);
@ -849,7 +848,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
{
changefloatonwater(timestep);
}
if (!m_angularlock.IsIdentical(m_taintAngularLock, 0))
if (!m_angularlock.ApproxEquals(m_taintAngularLock, 0))
{
m_log.Debug("[PHYSICS]: TaintAngularLock");
changeAngularLock(timestep);
@ -1012,7 +1011,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
{
if (_parent_scene.needsMeshing(_pbs))
{
ProcessGeomCreationAsTriMesh(PhysicsVector.Zero, Quaternion.Identity);
ProcessGeomCreationAsTriMesh(Vector3.Zero, Quaternion.Identity);
// createmesh returns null when it doesn't mesh.
CreateGeom(IntPtr.Zero, _mesh);
}
@ -1029,7 +1028,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
return _parent_scene.needsMeshing(_pbs);
}
internal void ProcessGeomCreationAsTriMesh(PhysicsVector positionOffset, Quaternion orientation)
internal void ProcessGeomCreationAsTriMesh(Vector3 positionOffset, Quaternion orientation)
{
// Don't need to re-enable body.. it's done in SetMesh
float meshlod = _parent_scene.meshSculptLOD;
@ -1038,7 +1037,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
meshlod = _parent_scene.MeshSculptphysicalLOD;
IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical);
if (!positionOffset.IsIdentical(PhysicsVector.Zero, 0.001f) || orientation != Quaternion.Identity)
if (!positionOffset.ApproxEquals(Vector3.Zero, 0.001f) || orientation != Quaternion.Identity)
{
float[] xyz = new float[3];
@ -1202,7 +1201,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
//m_log.Info("[PHYSICS]: dequeing forcelist");
if (IsPhysical)
{
PhysicsVector iforce = new PhysicsVector();
Vector3 iforce = Vector3.Zero;
for (int i = 0; i < m_forcelist.Count; i++)
{
iforce = iforce + m_forcelist[i];
@ -1237,7 +1236,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
//m_log.Info("[PHYSICS]: dequeing forcelist");
if (IsPhysical)
{
PhysicsVector iforce = new PhysicsVector();
Vector3 iforce = Vector3.Zero;
for (int i = 0; i < m_angularforcelist.Count; i++)
{
iforce = iforce + m_angularforcelist[i];
@ -1276,7 +1275,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
}
}
}
m_taintTorque = new PhysicsVector(0, 0, 0);
m_taintTorque = Vector3.Zero;
}
private void changedisable(float timestep)
@ -1317,7 +1316,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
//resetCollisionAccounting();
}
m_taintVelocity = PhysicsVector.Zero;
m_taintVelocity = Vector3.Zero;
}
private void changelink(float timestep)
@ -1361,7 +1360,9 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
if (m_taintparent != null)
{
m_taintparent.Position.Z = m_taintparent.Position.Z + 0.02f;
Vector3 taintparentPosition = m_taintparent.Position;
taintparentPosition.Z = m_taintparent.Position.Z + 0.02f;
m_taintparent.Position = taintparentPosition;
_parent_scene.AddPhysicsActorTaint(m_taintparent);
}
}
@ -1382,7 +1383,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
{
if (_parent == null)
{
if (!m_taintAngularLock.IsIdentical(new PhysicsVector(1f, 1f, 1f), 0))
if (!m_taintAngularLock.ApproxEquals(Vector3.One, 0f))
{
//d.BodySetFiniteRotationMode(Body, 0);
//d.BodySetFiniteRotationAxis(Body,m_taintAngularLock.X,m_taintAngularLock.Y,m_taintAngularLock.Z);
@ -1395,7 +1396,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
}
}
m_angularlock = new PhysicsVector(m_taintAngularLock.X, m_taintAngularLock.Y, m_taintAngularLock.Z);
m_angularlock = m_taintAngularLock;
}
#endregion
@ -1460,17 +1461,17 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
// TODO: NEED btVector3 for Linear Velocity
// NEED btVector3 for Position
PhysicsVector pos = new PhysicsVector(_position.X, _position.Y, _position.Z); //TODO: Insert values gotten from bullet
PhysicsVector vel = new PhysicsVector(_velocity.X, _velocity.Y, _velocity.Z);
Vector3 pos = _position; //TODO: Insert values gotten from bullet
Vector3 vel = _velocity;
_target_velocity =
new PhysicsVector(
new Vector3(
(m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep),
(m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep),
(m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep)
);
if (_target_velocity.IsIdentical(PhysicsVector.Zero, 0.1f))
if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
{
/* TODO: Do Bullet equiv
@ -1512,8 +1513,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
{
PID_G = m_PIDTau + 1;
}
PhysicsVector pos = new PhysicsVector(0, 0, 0); //TODO: Insert values gotten from bullet
PhysicsVector vel = new PhysicsVector(0, 0, 0);
Vector3 pos = Vector3.Zero; //TODO: Insert values gotten from bullet
Vector3 vel = Vector3.Zero;
// determine what our target height really is based on HoverType
switch (m_PIDHoverType)
@ -1545,13 +1546,13 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
_target_velocity =
new PhysicsVector(0.0f, 0.0f,
new Vector3(0.0f, 0.0f,
(m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
);
// if velocity is zero, use position control; otherwise, velocity control
if (_target_velocity.IsIdentical(PhysicsVector.Zero, 0.1f))
if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
{
/* TODO: Do Bullet Equiv
@ -1626,8 +1627,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
else
{
if (m_zeroPosition == null)
m_zeroPosition = new PhysicsVector(0, 0, 0);
m_zeroPosition.setValues(_position.X, _position.Y, _position.Z);
m_zeroPosition = Vector3.Zero;
m_zeroPosition = _position;
return;
}
}
@ -2177,7 +2178,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
//if (hasTrimesh)
//{
ProcessGeomCreationAsTriMesh(PhysicsVector.Zero, Quaternion.Identity);
ProcessGeomCreationAsTriMesh(Vector3.Zero, Quaternion.Identity);
// createmesh returns null when it doesn't mesh.
/*
@ -2197,11 +2198,11 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
{
if (chld == null)
continue;
PhysicsVector offset = chld.Position - Position;
Vector3 offset = chld.Position - Position;
Vector3 pos = new Vector3(offset.X, offset.Y, offset.Z);
pos *= Quaternion.Inverse(Orientation);
//pos *= Orientation;
offset.setValues(pos.X, pos.Y, pos.Z);
offset = pos;
chld.ProcessGeomCreationAsTriMesh(offset, chld.Orientation);
_mesh.Append(chld._mesh);
@ -2433,7 +2434,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
m_collisionscore = 0;
m_disabled = false;
// The body doesn't already have a finite rotation mode set here
if ((!m_angularlock.IsIdentical(PhysicsVector.Zero, 0)) && _parent == null)
if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null)
{
// TODO: Create Angular Motor on Axis Lock!
}
@ -2447,7 +2448,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
{
if (_parent == null)
{
PhysicsVector pv = new PhysicsVector(0, 0, 0);
Vector3 pv = Vector3.Zero;
bool lastZeroFlag = _zeroFlag;
if (tempPosition3 != null && tempPosition3.Handle != IntPtr.Zero)
tempPosition3.Dispose();
@ -2471,10 +2472,10 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
tempAngularVelocity1 = Body.getInterpolationAngularVelocity(); //rotvel
tempLinearVelocity1 = Body.getInterpolationLinearVelocity(); // vel
_torque.setValues(tempAngularVelocity1.getX(), tempAngularVelocity1.getX(),
_torque = new Vector3(tempAngularVelocity1.getX(), tempAngularVelocity1.getX(),
tempAngularVelocity1.getZ());
PhysicsVector l_position = new PhysicsVector();
Quaternion l_orientation = new Quaternion();
Vector3 l_position = Vector3.Zero;
Quaternion l_orientation = Quaternion.Identity;
m_lastposition = _position;
m_lastorientation = _orientation;
@ -2598,20 +2599,18 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
_velocity.Z = tempLinearVelocity1.getZ();
_acceleration = ((_velocity - m_lastVelocity) / 0.1f);
_acceleration = new PhysicsVector(_velocity.X - m_lastVelocity.X / 0.1f,
_acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f,
_velocity.Y - m_lastVelocity.Y / 0.1f,
_velocity.Z - m_lastVelocity.Z / 0.1f);
//m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString());
if (_velocity.IsIdentical(pv, 0.5f))
if (_velocity.ApproxEquals(pv, 0.5f))
{
m_rotationalVelocity = pv;
}
else
{
m_rotationalVelocity.setValues(tempAngularVelocity1.getX(), tempAngularVelocity1.getY(),
tempAngularVelocity1.getZ());
m_rotationalVelocity = new Vector3(tempAngularVelocity1.getX(), tempAngularVelocity1.getY(), tempAngularVelocity1.getZ());
}
//m_log.Debug("ODE: " + m_rotationalVelocity.ToString());
@ -2665,7 +2664,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
m_taintremove = true;
}
internal void EnableAxisMotor(PhysicsVector axislock)
internal void EnableAxisMotor(Vector3 axislock)
{
if (m_aMotor != null)
DisableAxisMotor();

View File

@ -139,7 +139,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
}
public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying)
public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
{
BulletDotNETCharacter chr = new BulletDotNETCharacter(avName, this, position, size, avPIDD, avPIDP,
avCapRadius, avStandupTensor, avDensity,
@ -177,14 +177,14 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
}
}
private PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, Quaternion rotation,
private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
IMesh mesh, PrimitiveBaseShape pbs, bool isphysical)
{
PhysicsVector pos = new PhysicsVector(position.X, position.Y, position.Z);
Vector3 pos = position;
//pos.X = position.X;
//pos.Y = position.Y;
//pos.Z = position.Z;
PhysicsVector siz = new PhysicsVector();
Vector3 siz = Vector3.Zero;
siz.X = size.X;
siz.Y = size.Y;
siz.Z = size.Z;
@ -201,12 +201,12 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
return newPrim;
}
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quaternion rotation)
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation)
{
return AddPrimShape(primName, pbs, position, size, rotation, false);
}
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quaternion rotation, bool isPhysical)
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation, bool isPhysical)
{
PhysicsActor result;
IMesh mesh = null;

View File

@ -52,14 +52,14 @@ namespace OpenSim.Region.Physics.BulletXPlugin
//private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
//Vector3
public static Vector3 PhysicsVectorToXnaVector3(PhysicsVector physicsVector)
public static Vector3 PhysicsVectorToXnaVector3(OpenMetaverse.Vector3 physicsVector)
{
return new Vector3(physicsVector.X, physicsVector.Y, physicsVector.Z);
}
public static PhysicsVector XnaVector3ToPhysicsVector(Vector3 xnaVector3)
public static OpenMetaverse.Vector3 XnaVector3ToPhysicsVector(Vector3 xnaVector3)
{
return new PhysicsVector(xnaVector3.X, xnaVector3.Y, xnaVector3.Z);
return new OpenMetaverse.Vector3(xnaVector3.X, xnaVector3.Y, xnaVector3.Z);
}
//Quaternion
@ -349,7 +349,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
vertexBase = new Vector3[iVertexCount];
for (int i = 0; i < iVertexCount; i++)
{
PhysicsVector v = mesh.getVertexList()[i];
OpenMetaverse.Vector3 v = mesh.getVertexList()[i];
if (v != null) // Note, null has special meaning. See meshing code for details
vertexBase[i] = BulletXMaths.PhysicsVectorToXnaVector3(v);
else
@ -392,7 +392,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
private int preCheckCollision(BulletXActor actA, Vector3 vNormal, float fDist)
{
float fstartSide;
PhysicsVector v = actA.Position;
OpenMetaverse.Vector3 v = actA.Position;
Vector3 v3 = BulletXMaths.PhysicsVectorToXnaVector3(v);
fstartSide = Vector3.Dot(vNormal, v3) - fDist;
@ -404,7 +404,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
{
Vector3 perPlaneNormal;
float fPerPlaneDist;
PhysicsVector v = actA.Position;
OpenMetaverse.Vector3 v = actA.Position;
Vector3 v3 = BulletXMaths.PhysicsVectorToXnaVector3(v);
//check AB
Vector3 v1;
@ -573,9 +573,9 @@ namespace OpenSim.Region.Physics.BulletXPlugin
}
public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying)
public override PhysicsActor AddAvatar(string avName, OpenMetaverse.Vector3 position, OpenMetaverse.Vector3 size, bool isFlying)
{
PhysicsVector pos = new PhysicsVector();
OpenMetaverse.Vector3 pos = OpenMetaverse.Vector3.Zero;
pos.X = position.X;
pos.Y = position.Y;
pos.Z = position.Z + 20;
@ -611,14 +611,14 @@ namespace OpenSim.Region.Physics.BulletXPlugin
}
}
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
PhysicsVector size, OpenMetaverse.Quaternion rotation)
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, OpenMetaverse.Vector3 position,
OpenMetaverse.Vector3 size, OpenMetaverse.Quaternion rotation)
{
return AddPrimShape(primName, pbs, position, size, rotation, false);
}
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
PhysicsVector size, OpenMetaverse.Quaternion rotation, bool isPhysical)
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, OpenMetaverse.Vector3 position,
OpenMetaverse.Vector3 size, OpenMetaverse.Quaternion rotation, bool isPhysical)
{
PhysicsActor result;
@ -645,7 +645,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
return result;
}
public PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, OpenMetaverse.Quaternion rotation,
public PhysicsActor AddPrim(String name, OpenMetaverse.Vector3 position, OpenMetaverse.Vector3 size, OpenMetaverse.Quaternion rotation,
IMesh mesh, PrimitiveBaseShape pbs, bool isPhysical)
{
BulletXPrim newPrim = null;
@ -879,12 +879,12 @@ namespace OpenSim.Region.Physics.BulletXPlugin
{
protected bool flying = false;
protected bool _physical = false;
protected PhysicsVector _position;
protected PhysicsVector _velocity;
protected PhysicsVector _size;
protected PhysicsVector _acceleration;
protected OpenMetaverse.Vector3 _position;
protected OpenMetaverse.Vector3 _velocity;
protected OpenMetaverse.Vector3 _size;
protected OpenMetaverse.Vector3 _acceleration;
protected OpenMetaverse.Quaternion _orientation;
protected PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
protected OpenMetaverse.Vector3 m_rotationalVelocity;
protected RigidBody rigidBody;
protected int m_PhysicsActorType;
private Boolean iscolliding = false;
@ -900,7 +900,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
get { return false; }
}
public override PhysicsVector Position
public override OpenMetaverse.Vector3 Position
{
get { return _position; }
set
@ -913,13 +913,13 @@ namespace OpenSim.Region.Physics.BulletXPlugin
}
}
public override PhysicsVector RotationalVelocity
public override OpenMetaverse.Vector3 RotationalVelocity
{
get { return m_rotationalVelocity; }
set { m_rotationalVelocity = value; }
}
public override PhysicsVector Velocity
public override OpenMetaverse.Vector3 Velocity
{
get { return _velocity; }
set
@ -934,7 +934,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
}
else
{
_velocity = new PhysicsVector();
_velocity = OpenMetaverse.Vector3.Zero;
}
}
}
@ -944,7 +944,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
get { return 0f; }
set { }
}
public override PhysicsVector Size
public override OpenMetaverse.Vector3 Size
{
get { return _size; }
set
@ -956,9 +956,9 @@ namespace OpenSim.Region.Physics.BulletXPlugin
}
}
public override PhysicsVector Force
public override OpenMetaverse.Vector3 Force
{
get { return PhysicsVector.Zero; }
get { return OpenMetaverse.Vector3.Zero; }
set { return; }
}
@ -973,7 +973,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
}
public override void VehicleVectorParam(int param, PhysicsVector value)
public override void VehicleVectorParam(int param, OpenMetaverse.Vector3 value)
{
}
@ -988,14 +988,14 @@ namespace OpenSim.Region.Physics.BulletXPlugin
}
public override PhysicsVector CenterOfMass
public override OpenMetaverse.Vector3 CenterOfMass
{
get { return PhysicsVector.Zero; }
get { return OpenMetaverse.Vector3.Zero; }
}
public override PhysicsVector GeometricCenter
public override OpenMetaverse.Vector3 GeometricCenter
{
get { return PhysicsVector.Zero; }
get { return OpenMetaverse.Vector3.Zero; }
}
public override PrimitiveBaseShape Shape
@ -1009,7 +1009,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
set { return; }
}
public override PhysicsVector Acceleration
public override OpenMetaverse.Vector3 Acceleration
{
get { return _acceleration; }
}
@ -1036,7 +1036,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
}
public override void LockAngularMotion(PhysicsVector axis)
public override void LockAngularMotion(OpenMetaverse.Vector3 axis)
{
}
@ -1129,7 +1129,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
set { return; }
}
public virtual void SetAcceleration(PhysicsVector accel)
public virtual void SetAcceleration(OpenMetaverse.Vector3 accel)
{
lock (BulletXScene.BulletXLock)
{
@ -1143,19 +1143,19 @@ namespace OpenSim.Region.Physics.BulletXPlugin
set { }
}
public override void AddForce(PhysicsVector force, bool pushforce)
public override void AddForce(OpenMetaverse.Vector3 force, bool pushforce)
{
}
public override PhysicsVector Torque
public override OpenMetaverse.Vector3 Torque
{
get { return PhysicsVector.Zero; }
get { return OpenMetaverse.Vector3.Zero; }
set { return; }
}
public override void AddAngularForce(PhysicsVector force, bool pushforce)
public override void AddAngularForce(OpenMetaverse.Vector3 force, bool pushforce)
{
}
public override void SetMomentum(PhysicsVector momentum)
public override void SetMomentum(OpenMetaverse.Vector3 momentum)
{
}
@ -1174,7 +1174,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
Translate(_position);
}
protected internal void Translate(PhysicsVector _newPos)
protected internal void Translate(OpenMetaverse.Vector3 _newPos)
{
Vector3 _translation;
_translation = BulletXMaths.PhysicsVectorToXnaVector3(_newPos) - rigidBody.CenterOfMassPosition;
@ -1186,7 +1186,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
Speed(_velocity);
}
protected internal void Speed(PhysicsVector _newSpeed)
protected internal void Speed(OpenMetaverse.Vector3 _newSpeed)
{
Vector3 _speed;
_speed = BulletXMaths.PhysicsVectorToXnaVector3(_newSpeed);
@ -1212,7 +1212,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
ReSize(_size);
}
protected internal virtual void ReSize(PhysicsVector _newSize)
protected internal virtual void ReSize(OpenMetaverse.Vector3 _newSize)
{
}
@ -1227,7 +1227,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
{
}
public override PhysicsVector PIDTarget { set { return; } }
public override OpenMetaverse.Vector3 PIDTarget { set { return; } }
public override bool PIDActive { set { return; } }
public override float PIDTau { set { return; } }
@ -1256,19 +1256,19 @@ namespace OpenSim.Region.Physics.BulletXPlugin
/// </summary>
public class BulletXCharacter : BulletXActor
{
public BulletXCharacter(BulletXScene parent_scene, PhysicsVector pos)
public BulletXCharacter(BulletXScene parent_scene, OpenMetaverse.Vector3 pos)
: this(String.Empty, parent_scene, pos)
{
}
public BulletXCharacter(String avName, BulletXScene parent_scene, PhysicsVector pos)
: this(avName, parent_scene, pos, new PhysicsVector(), new PhysicsVector(), new PhysicsVector(),
public BulletXCharacter(String avName, BulletXScene parent_scene, OpenMetaverse.Vector3 pos)
: this(avName, parent_scene, pos, OpenMetaverse.Vector3.Zero, OpenMetaverse.Vector3.Zero, OpenMetaverse.Vector3.Zero,
OpenMetaverse.Quaternion.Identity)
{
}
public BulletXCharacter(String avName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity,
PhysicsVector size, PhysicsVector acceleration, OpenMetaverse.Quaternion orientation)
public BulletXCharacter(String avName, BulletXScene parent_scene, OpenMetaverse.Vector3 pos, OpenMetaverse.Vector3 velocity,
OpenMetaverse.Vector3 size, OpenMetaverse.Vector3 acceleration, OpenMetaverse.Quaternion orientation)
: base(avName)
{
//This fields will be removed. They're temporal
@ -1323,25 +1323,25 @@ namespace OpenSim.Region.Physics.BulletXPlugin
set { return; }
}
public override PhysicsVector Position
public override OpenMetaverse.Vector3 Position
{
get { return base.Position; }
set { base.Position = value; }
}
public override PhysicsVector Velocity
public override OpenMetaverse.Vector3 Velocity
{
get { return base.Velocity; }
set { base.Velocity = value; }
}
public override PhysicsVector Size
public override OpenMetaverse.Vector3 Size
{
get { return base.Size; }
set { base.Size = value; }
}
public override PhysicsVector Acceleration
public override OpenMetaverse.Vector3 Acceleration
{
get { return base.Acceleration; }
}
@ -1370,17 +1370,17 @@ namespace OpenSim.Region.Physics.BulletXPlugin
set { base.Kinematic = value; }
}
public override void SetAcceleration(PhysicsVector accel)
public override void SetAcceleration(OpenMetaverse.Vector3 accel)
{
base.SetAcceleration(accel);
}
public override void AddForce(PhysicsVector force, bool pushforce)
public override void AddForce(OpenMetaverse.Vector3 force, bool pushforce)
{
base.AddForce(force, pushforce);
}
public override void SetMomentum(PhysicsVector momentum)
public override void SetMomentum(OpenMetaverse.Vector3 momentum)
{
base.SetMomentum(momentum);
}
@ -1430,7 +1430,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
m.Translation = v3;
rigidBody.WorldTransform = m;
//When an Avie touch the ground it's vertical velocity it's reduced to ZERO
Speed(new PhysicsVector(rigidBody.LinearVelocity.X, rigidBody.LinearVelocity.Y, 0.0f));
Speed(new OpenMetaverse.Vector3(rigidBody.LinearVelocity.X, rigidBody.LinearVelocity.Y, 0.0f));
}
}
@ -1452,7 +1452,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
//For now all prims have the same density, all prims are made of water. Be water my friend! :D
private const float _density = 1000.0f;
private BulletXScene _parent_scene;
private PhysicsVector m_prev_position = new PhysicsVector(0, 0, 0);
private OpenMetaverse.Vector3 m_prev_position;
private bool m_lastUpdateSent = false;
//added by jed zhu
private IMesh _mesh;
@ -1460,17 +1460,17 @@ namespace OpenSim.Region.Physics.BulletXPlugin
public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size,
public BulletXPrim(String primName, BulletXScene parent_scene, OpenMetaverse.Vector3 pos, OpenMetaverse.Vector3 size,
OpenMetaverse.Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool isPhysical)
: this(
primName, parent_scene, pos, new PhysicsVector(), size, new PhysicsVector(), rotation, mesh, pbs,
primName, parent_scene, pos, OpenMetaverse.Vector3.Zero, size, OpenMetaverse.Vector3.Zero, rotation, mesh, pbs,
isPhysical)
{
}
public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity,
PhysicsVector size,
PhysicsVector acceleration, OpenMetaverse.Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs,
public BulletXPrim(String primName, BulletXScene parent_scene, OpenMetaverse.Vector3 pos, OpenMetaverse.Vector3 velocity,
OpenMetaverse.Vector3 size,
OpenMetaverse.Vector3 acceleration, OpenMetaverse.Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs,
bool isPhysical)
: base(primName)
{
@ -1481,7 +1481,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
_position = pos;
_physical = isPhysical;
_velocity = _physical ? velocity : new PhysicsVector();
_velocity = _physical ? velocity : OpenMetaverse.Vector3.Zero;
_size = size;
_acceleration = acceleration;
_orientation = rotation;
@ -1497,19 +1497,19 @@ namespace OpenSim.Region.Physics.BulletXPlugin
set { return; }
}
public override PhysicsVector Position
public override OpenMetaverse.Vector3 Position
{
get { return base.Position; }
set { base.Position = value; }
}
public override PhysicsVector Velocity
public override OpenMetaverse.Vector3 Velocity
{
get { return base.Velocity; }
set { base.Velocity = value; }
}
public override PhysicsVector Size
public override OpenMetaverse.Vector3 Size
{
get { return _size; }
set
@ -1522,7 +1522,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
}
}
public override PhysicsVector Acceleration
public override OpenMetaverse.Vector3 Acceleration
{
get { return base.Acceleration; }
}
@ -1583,7 +1583,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
set { base.Kinematic = value; }
}
public override void SetAcceleration(PhysicsVector accel)
public override void SetAcceleration(OpenMetaverse.Vector3 accel)
{
lock (BulletXScene.BulletXLock)
{
@ -1591,12 +1591,12 @@ namespace OpenSim.Region.Physics.BulletXPlugin
}
}
public override void AddForce(PhysicsVector force, bool pushforce)
public override void AddForce(OpenMetaverse.Vector3 force, bool pushforce)
{
base.AddForce(force,pushforce);
}
public override void SetMomentum(PhysicsVector momentum)
public override void SetMomentum(OpenMetaverse.Vector3 momentum)
{
base.SetMomentum(momentum);
}
@ -1613,7 +1613,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
//When a Prim touch the ground it's vertical velocity it's reduced to ZERO
//Static objects don't have linear velocity
if (_physical)
Speed(new PhysicsVector(rigidBody.LinearVelocity.X, rigidBody.LinearVelocity.Y, 0.0f));
Speed(new OpenMetaverse.Vector3(rigidBody.LinearVelocity.X, rigidBody.LinearVelocity.Y, 0.0f));
}
}
@ -1632,7 +1632,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
{
if (!m_lastUpdateSent)
{
_velocity = new PhysicsVector(0, 0, 0);
_velocity = OpenMetaverse.Vector3.Zero;
base.ScheduleTerseUpdate();
m_lastUpdateSent = true;
}
@ -1654,8 +1654,8 @@ namespace OpenSim.Region.Physics.BulletXPlugin
#region Methods for updating values of RigidBody
protected internal void CreateRigidBody(BulletXScene parent_scene, IMesh mesh, PhysicsVector pos,
PhysicsVector size)
protected internal void CreateRigidBody(BulletXScene parent_scene, IMesh mesh, OpenMetaverse.Vector3 pos,
OpenMetaverse.Vector3 size)
{
//For RigidBody Constructor. The next values might change
float _linearDamping = 0.0f;
@ -1683,7 +1683,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
Vector3[] v3Vertices = new Vector3[iVertexCount];
for (int i = 0; i < iVertexCount; i++)
{
PhysicsVector v = mesh.getVertexList()[i];
OpenMetaverse.Vector3 v = mesh.getVertexList()[i];
if (v != null) // Note, null has special meaning. See meshing code for details
v3Vertices[i] = BulletXMaths.PhysicsVectorToXnaVector3(v);
else
@ -1709,7 +1709,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
}
}
protected internal void ReCreateRigidBody(PhysicsVector size)
protected internal void ReCreateRigidBody(OpenMetaverse.Vector3 size)
{
//There is a bug when trying to remove a rigidBody that is colliding with something..
try
@ -1729,7 +1729,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
GC.Collect();
}
protected internal override void ReSize(PhysicsVector _newSize)
protected internal override void ReSize(OpenMetaverse.Vector3 _newSize)
{
//I wonder to know how to resize with a simple instruction in BulletX. It seems that for now there isn't
//so i have to do it manually. That's recreating rigidbody
@ -1744,8 +1744,8 @@ namespace OpenSim.Region.Physics.BulletXPlugin
/// </summary>
internal class BulletXPlanet
{
private PhysicsVector _staticPosition;
// private PhysicsVector _staticVelocity;
private OpenMetaverse.Vector3 _staticPosition;
// private Vector3 _staticVelocity;
// private OpenMetaverse.Quaternion _staticOrientation;
private float _mass;
// private BulletXScene _parentscene;
@ -1759,7 +1759,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
internal BulletXPlanet(BulletXScene parent_scene, float[] heightField)
{
_staticPosition = new PhysicsVector(BulletXScene.MaxXY/2, BulletXScene.MaxXY/2, 0);
_staticPosition = new OpenMetaverse.Vector3(BulletXScene.MaxXY / 2, BulletXScene.MaxXY / 2, 0);
// _staticVelocity = new PhysicsVector();
// _staticOrientation = OpenMetaverse.Quaternion.Identity;
_mass = 0; //No active

View File

@ -28,13 +28,14 @@
using System;
using System.Collections.Generic;
using OpenSim.Framework;
using OpenMetaverse;
namespace OpenSim.Region.Physics.Manager
{
public interface IMesher
{
IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod);
IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod, bool isPhysical);
IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod);
IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical);
}
public interface IVertex
@ -43,7 +44,7 @@ namespace OpenSim.Region.Physics.Manager
public interface IMesh
{
List<PhysicsVector> getVertexList();
List<Vector3> getVertexList();
int[] getIndexListAsInt();
int[] getIndexListAsIntLocked();
float[] getVertexListAsFloatLocked();

View File

@ -32,8 +32,8 @@ using OpenMetaverse;
namespace OpenSim.Region.Physics.Manager
{
public delegate void PositionUpdate(PhysicsVector position);
public delegate void VelocityUpdate(PhysicsVector velocity);
public delegate void PositionUpdate(Vector3 position);
public delegate void VelocityUpdate(Vector3 velocity);
public delegate void OrientationUpdate(Quaternion orientation);
public enum ActorTypes : int
@ -106,7 +106,7 @@ namespace OpenSim.Region.Physics.Manager
{
public delegate void RequestTerseUpdate();
public delegate void CollisionUpdate(EventArgs e);
public delegate void OutOfBounds(PhysicsVector pos);
public delegate void OutOfBounds(Vector3 pos);
// disable warning: public events
#pragma warning disable 67
@ -125,7 +125,7 @@ namespace OpenSim.Region.Physics.Manager
public abstract bool Stopped { get; }
public abstract PhysicsVector Size { get; set; }
public abstract Vector3 Size { get; set; }
public abstract PrimitiveBaseShape Shape { set; }
@ -144,7 +144,7 @@ namespace OpenSim.Region.Physics.Manager
public abstract void delink();
public abstract void LockAngularMotion(PhysicsVector axis);
public abstract void LockAngularMotion(Vector3 axis);
public virtual void RequestPhysicsterseUpdate()
{
@ -159,7 +159,7 @@ namespace OpenSim.Region.Physics.Manager
}
}
public virtual void RaiseOutOfBounds(PhysicsVector pos)
public virtual void RaiseOutOfBounds(Vector3 pos)
{
// Make a temporary copy of the event to avoid possibility of
// a race condition if the last subscriber unsubscribes
@ -187,23 +187,23 @@ namespace OpenSim.Region.Physics.Manager
}
public abstract PhysicsVector Position { get; set; }
public abstract Vector3 Position { get; set; }
public abstract float Mass { get; }
public abstract PhysicsVector Force { get; set; }
public abstract Vector3 Force { get; set; }
public abstract int VehicleType { get; set; }
public abstract void VehicleFloatParam(int param, float value);
public abstract void VehicleVectorParam(int param, PhysicsVector value);
public abstract void VehicleVectorParam(int param, Vector3 value);
public abstract void VehicleRotationParam(int param, Quaternion rotation);
public abstract void SetVolumeDetect(int param); // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
public abstract PhysicsVector GeometricCenter { get; }
public abstract PhysicsVector CenterOfMass { get; }
public abstract PhysicsVector Velocity { get; set; }
public abstract PhysicsVector Torque { get; set; }
public abstract Vector3 GeometricCenter { get; }
public abstract Vector3 CenterOfMass { get; }
public abstract Vector3 Velocity { get; set; }
public abstract Vector3 Torque { get; set; }
public abstract float CollisionScore { get; set;}
public abstract PhysicsVector Acceleration { get; }
public abstract Vector3 Acceleration { get; }
public abstract Quaternion Orientation { get; set; }
public abstract int PhysicsActorType { get; set; }
public abstract bool IsPhysical { get; set; }
@ -214,12 +214,12 @@ namespace OpenSim.Region.Physics.Manager
public abstract bool CollidingGround { get; set; }
public abstract bool CollidingObj { get; set; }
public abstract bool FloatOnWater { set; }
public abstract PhysicsVector RotationalVelocity { get; set; }
public abstract Vector3 RotationalVelocity { get; set; }
public abstract bool Kinematic { get; set; }
public abstract float Buoyancy { get; set; }
// Used for MoveTo
public abstract PhysicsVector PIDTarget { set;}
public abstract Vector3 PIDTarget { set; }
public abstract bool PIDActive { set;}
public abstract float PIDTau { set; }
@ -231,9 +231,9 @@ namespace OpenSim.Region.Physics.Manager
public abstract float PIDHoverTau { set;}
public abstract void AddForce(PhysicsVector force, bool pushforce);
public abstract void AddAngularForce(PhysicsVector force, bool pushforce);
public abstract void SetMomentum(PhysicsVector momentum);
public abstract void AddForce(Vector3 force, bool pushforce);
public abstract void AddAngularForce(Vector3 force, bool pushforce);
public abstract void SetMomentum(Vector3 momentum);
public abstract void SubscribeEvents(int ms);
public abstract void UnSubscribeEvents();
public abstract bool SubscribedEvents();
@ -246,9 +246,9 @@ namespace OpenSim.Region.Physics.Manager
get{ return false; }
}
public override PhysicsVector Position
public override Vector3 Position
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
set { return; }
}
@ -296,9 +296,9 @@ namespace OpenSim.Region.Physics.Manager
set { return; }
}
public override PhysicsVector Size
public override Vector3 Size
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
set { return; }
}
@ -307,9 +307,9 @@ namespace OpenSim.Region.Physics.Manager
get { return 0f; }
}
public override PhysicsVector Force
public override Vector3 Force
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
set { return; }
}
@ -324,7 +324,7 @@ namespace OpenSim.Region.Physics.Manager
}
public override void VehicleVectorParam(int param, PhysicsVector value)
public override void VehicleVectorParam(int param, Vector3 value)
{
}
@ -344,14 +344,14 @@ namespace OpenSim.Region.Physics.Manager
}
public override PhysicsVector CenterOfMass
public override Vector3 CenterOfMass
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
}
public override PhysicsVector GeometricCenter
public override Vector3 GeometricCenter
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
}
public override PrimitiveBaseShape Shape
@ -359,15 +359,15 @@ namespace OpenSim.Region.Physics.Manager
set { return; }
}
public override PhysicsVector Velocity
public override Vector3 Velocity
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
set { return; }
}
public override PhysicsVector Torque
public override Vector3 Torque
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
set { return; }
}
@ -387,9 +387,9 @@ namespace OpenSim.Region.Physics.Manager
set { }
}
public override PhysicsVector Acceleration
public override Vector3 Acceleration
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
}
public override bool IsPhysical
@ -436,26 +436,26 @@ namespace OpenSim.Region.Physics.Manager
{
}
public override void LockAngularMotion(PhysicsVector axis)
public override void LockAngularMotion(Vector3 axis)
{
}
public override void AddForce(PhysicsVector force, bool pushforce)
public override void AddForce(Vector3 force, bool pushforce)
{
}
public override void AddAngularForce(PhysicsVector force, bool pushforce)
public override void AddAngularForce(Vector3 force, bool pushforce)
{
}
public override PhysicsVector RotationalVelocity
public override Vector3 RotationalVelocity
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
set { return; }
}
public override PhysicsVector PIDTarget { set { return; } }
public override Vector3 PIDTarget { set { return; } }
public override bool PIDActive { set { return; } }
public override float PIDTau { set { return; } }
@ -464,7 +464,7 @@ namespace OpenSim.Region.Physics.Manager
public override PIDHoverType PIDHoverType { set { return; } }
public override float PIDHoverTau { set { return; } }
public override void SetMomentum(PhysicsVector momentum)
public override void SetMomentum(Vector3 momentum)
{
}

View File

@ -44,7 +44,7 @@ namespace OpenSim.Region.Physics.Manager
public PhysicsJointType Type;
public string RawParams;
public List<string> BodyNames = new List<string>();
public PhysicsVector Position; // global coords
public Vector3 Position; // global coords
public Quaternion Rotation; // global coords
public string ObjectNameInScene; // proxy object in scene that represents the joint position/orientation
public string TrackedBodyName; // body name that this joint is attached to (ObjectNameInScene will follow TrackedBodyName)

View File

@ -64,23 +64,23 @@ namespace OpenSim.Region.Physics.Manager
public abstract void Initialise(IMesher meshmerizer, IConfigSource config);
public abstract PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying);
public abstract PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying);
public abstract void RemoveAvatar(PhysicsActor actor);
public abstract void RemovePrim(PhysicsActor prim);
public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
PhysicsVector size, Quaternion rotation); //To be removed
public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
PhysicsVector size, Quaternion rotation, bool isPhysical);
public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
Vector3 size, Quaternion rotation); //To be removed
public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
Vector3 size, Quaternion rotation, bool isPhysical);
public virtual bool SupportsNINJAJoints
{
get { return false; }
}
public virtual PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, PhysicsVector position,
public virtual PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
{ return null; }
@ -129,11 +129,11 @@ namespace OpenSim.Region.Physics.Manager
}
}
public virtual PhysicsVector GetJointAnchor(PhysicsJoint joint)
{ return null; }
public virtual Vector3 GetJointAnchor(PhysicsJoint joint)
{ return Vector3.Zero; }
public virtual PhysicsVector GetJointAxis(PhysicsJoint joint)
{ return null; }
public virtual Vector3 GetJointAxis(PhysicsJoint joint)
{ return Vector3.Zero; }
public abstract void AddPhysicsActorTaint(PhysicsActor prim);
@ -212,7 +212,7 @@ namespace OpenSim.Region.Physics.Manager
// Does nothing right now
}
public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying)
public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
{
m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddAvatar({0})", position);
return PhysicsActor.Null;
@ -231,21 +231,21 @@ namespace OpenSim.Region.Physics.Manager
}
/*
public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation)
public override PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation)
{
m_log.InfoFormat("NullPhysicsScene : AddPrim({0},{1})", position, size);
return PhysicsActor.Null;
}
*/
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
PhysicsVector size, Quaternion rotation) //To be removed
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
Vector3 size, Quaternion rotation) //To be removed
{
return AddPrimShape(primName, pbs, position, size, rotation, false);
}
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
PhysicsVector size, Quaternion rotation, bool isPhysical)
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
Vector3 size, Quaternion rotation, bool isPhysical)
{
m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddPrim({0},{1})", position, size);
return PhysicsActor.Null;

View File

@ -27,6 +27,7 @@
using System;
using System.Timers;
using OpenMetaverse;
namespace OpenSim.Region.Physics.Manager
{
@ -46,7 +47,7 @@ namespace OpenSim.Region.Physics.Manager
{
get { return new NullPhysicsSensor(); }
}
public abstract PhysicsVector Position {get; set;}
public abstract Vector3 Position { get; set; }
public abstract void TimerCallback (object obj, ElapsedEventArgs eea);
public abstract float radianarc {get; set;}
public abstract string targetname {get; set;}
@ -58,9 +59,9 @@ namespace OpenSim.Region.Physics.Manager
public class NullPhysicsSensor : PhysicsSensor
{
public override PhysicsVector Position
public override Vector3 Position
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
set { return; }
}
public override void TimerCallback(object obj, ElapsedEventArgs eea)

View File

@ -29,24 +29,24 @@ using System;
namespace OpenSim.Region.Physics.Manager
{
public class PhysicsVector
/*public class PhysicsVector
{
public float X;
public float Y;
public float Z;
public PhysicsVector()
public Vector3()
{
}
public PhysicsVector(float x, float y, float z)
public Vector3(float x, float y, float z)
{
X = x;
Y = y;
Z = z;
}
public PhysicsVector(PhysicsVector pv) : this(pv.X, pv.Y, pv.Z)
public Vector3(Vector3 pv) : this(pv.X, pv.Y, pv.Z)
{
}
@ -115,17 +115,17 @@ namespace OpenSim.Region.Physics.Manager
}
// Operations
public static PhysicsVector operator +(PhysicsVector a, PhysicsVector b)
public static PhysicsVector operator +(Vector3 a, Vector3 b)
{
return new PhysicsVector(a.X + b.X, a.Y + b.Y, a.Z + b.Z);
}
public static PhysicsVector operator -(PhysicsVector a, PhysicsVector b)
public static PhysicsVector operator -(Vector3 a, Vector3 b)
{
return new PhysicsVector(a.X - b.X, a.Y - b.Y, a.Z - b.Z);
}
public static PhysicsVector cross(PhysicsVector a, PhysicsVector b)
public static PhysicsVector cross(Vector3 a, Vector3 b)
{
return new PhysicsVector(a.Y*b.Z - a.Z*b.Y, a.Z*b.X - a.X*b.Z, a.X*b.Y - a.Y*b.X);
}
@ -135,7 +135,7 @@ namespace OpenSim.Region.Physics.Manager
return (float) Math.Sqrt(X*X + Y*Y + Z*Z);
}
public static float GetDistanceTo(PhysicsVector a, PhysicsVector b)
public static float GetDistanceTo(Vector3 a, Vector3 b)
{
float dx = a.X - b.X;
float dy = a.Y - b.Y;
@ -143,22 +143,22 @@ namespace OpenSim.Region.Physics.Manager
return (float) Math.Sqrt(dx * dx + dy * dy + dz * dz);
}
public static PhysicsVector operator /(PhysicsVector v, float f)
public static PhysicsVector operator /(Vector3 v, float f)
{
return new PhysicsVector(v.X/f, v.Y/f, v.Z/f);
}
public static PhysicsVector operator *(PhysicsVector v, float f)
public static PhysicsVector operator *(Vector3 v, float f)
{
return new PhysicsVector(v.X*f, v.Y*f, v.Z*f);
}
public static PhysicsVector operator *(float f, PhysicsVector v)
public static PhysicsVector operator *(float f, Vector3 v)
{
return v*f;
}
public static bool isFinite(PhysicsVector v)
public static bool isFinite(Vector3 v)
{
if (v == null)
return false;
@ -172,7 +172,7 @@ namespace OpenSim.Region.Physics.Manager
return true;
}
public virtual bool IsIdentical(PhysicsVector v, float tolerance)
public virtual bool IsIdentical(Vector3 v, float tolerance)
{
PhysicsVector diff = this - v;
float d = diff.length();
@ -182,5 +182,5 @@ namespace OpenSim.Region.Physics.Manager
return false;
}
}
}*/
}

View File

@ -27,6 +27,7 @@
using System;
using OpenSim.Framework;
using OpenMetaverse;
/*
* This is the zero mesher.
@ -60,13 +61,16 @@ namespace OpenSim.Region.Physics.Manager
public class ZeroMesher : IMesher
{
public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod)
public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
{
return CreateMesh(primName, primShape, size, lod, false);
}
public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod, bool isPhysical)
public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
{
// Remove the reference to the encoded JPEG2000 data so it can be GCed
primShape.SculptData = OpenMetaverse.Utils.EmptyBytes;
return null;
}
}

View File

@ -33,30 +33,52 @@ using OpenMetaverse;
using OpenSim.Region.Physics.Manager;
using OpenSim.Region.Physics.Meshing;
public class Vertex : PhysicsVector, IComparable<Vertex>
public class Vertex : IComparable<Vertex>
{
public Vertex(float x, float y, float z)
: base(x, y, z)
Vector3 vector;
public float X
{
get { return vector.X; }
set { vector.X = value; }
}
public float Y
{
get { return vector.Y; }
set { vector.Y = value; }
}
public float Z
{
get { return vector.Z; }
set { vector.Z = value; }
}
public Vertex(float x, float y, float z)
{
vector.X = x;
vector.Y = y;
vector.Z = z;
}
public Vertex normalize()
{
float tlength = length();
if (tlength != 0)
float tlength = vector.Length();
if (tlength != 0f)
{
float mul = 1.0f / tlength;
return new Vertex(X * mul, Y * mul, Z * mul);
return new Vertex(vector.X * mul, vector.Y * mul, vector.Z * mul);
}
else
{
return new Vertex(0, 0, 0);
return new Vertex(0f, 0f, 0f);
}
}
public Vertex cross(Vertex v)
{
return new Vertex(Y * v.Z - Z * v.Y, Z * v.X - X * v.Z, X * v.Y - Y * v.X);
return new Vertex(vector.Y * v.Z - vector.Z * v.Y, vector.Z * v.X - vector.X * v.Z, vector.X * v.Y - vector.Y * v.X);
}
// disable warning: mono compiler moans about overloading
@ -160,9 +182,9 @@ public class Vertex : PhysicsVector, IComparable<Vertex>
return X * v.X + Y * v.Y + Z * v.Z;
}
public Vertex(PhysicsVector v)
: base(v.X, v.Y, v.Z)
public Vertex(Vector3 v)
{
vector = v;
}
public Vertex Clone()
@ -175,11 +197,15 @@ public class Vertex : PhysicsVector, IComparable<Vertex>
return new Vertex((float) Math.Cos(angle), (float) Math.Sin(angle), 0.0f);
}
public float Length()
{
return vector.Length();
}
public virtual bool Equals(Vertex v, float tolerance)
{
PhysicsVector diff = this - v;
float d = diff.length();
Vertex diff = this - v;
float d = diff.Length();
if (d < tolerance)
return true;
@ -369,22 +395,22 @@ public class Triangle
return s1 + ";" + s2 + ";" + s3;
}
public PhysicsVector getNormal()
public Vector3 getNormal()
{
// Vertices
// Vectors for edges
PhysicsVector e1;
PhysicsVector e2;
Vector3 e1;
Vector3 e2;
e1 = new PhysicsVector(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z);
e2 = new PhysicsVector(v1.X - v3.X, v1.Y - v3.Y, v1.Z - v3.Z);
e1 = new Vector3(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z);
e2 = new Vector3(v1.X - v3.X, v1.Y - v3.Y, v1.Z - v3.Z);
// Cross product for normal
PhysicsVector n = PhysicsVector.cross(e1, e2);
Vector3 n = Vector3.Cross(e1, e2);
// Length
float l = n.length();
float l = n.Length();
// Normalized "normal"
n = n/l;

View File

@ -31,6 +31,7 @@ using System.IO;
using System.Runtime.InteropServices;
using OpenSim.Region.Physics.Manager;
using PrimMesher;
using OpenMetaverse;
namespace OpenSim.Region.Physics.Meshing
{
@ -141,12 +142,12 @@ namespace OpenSim.Region.Physics.Meshing
}
}
public List<PhysicsVector> getVertexList()
public List<Vector3> getVertexList()
{
List<PhysicsVector> result = new List<PhysicsVector>();
List<Vector3> result = new List<Vector3>();
foreach (Vertex v in m_vertices.Keys)
{
result.Add(v);
result.Add(new Vector3(v.X, v.Y, v.Z));
}
return result;
}
@ -174,6 +175,9 @@ namespace OpenSim.Region.Physics.Meshing
float[] result = getVertexListAsFloat();
m_pinnedVertexes = GCHandle.Alloc(result, GCHandleType.Pinned);
// Inform the garbage collector of this unmanaged allocation so it can schedule
// the next GC round more intelligently
GC.AddMemoryPressure(Buffer.ByteLength(result));
return result;
}
@ -223,6 +227,9 @@ namespace OpenSim.Region.Physics.Meshing
int[] result = getIndexListAsInt();
m_pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned);
// Inform the garbage collector of this unmanaged allocation so it can schedule
// the next GC round more intelligently
GC.AddMemoryPressure(Buffer.ByteLength(result));
return result;
}

View File

@ -31,7 +31,6 @@ using System.Collections.Generic;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
using OpenMetaverse;
using OpenMetaverse.Imaging;
using System.Drawing;
using System.Drawing.Imaging;
using PrimMesher;
@ -61,7 +60,6 @@ namespace OpenSim.Region.Physics.Meshing
public class Meshmerizer : IMesher
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
//private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
// Setting baseDir to a path will enable the dumping of raw files
// raw files can be imported by blender so a visual inspection of the results can be done
@ -160,7 +158,7 @@ namespace OpenSim.Region.Physics.Meshing
float minZ = float.MaxValue;
float maxZ = float.MinValue;
foreach (Vertex v in meshIn.getVertexList())
foreach (Vector3 v in meshIn.getVertexList())
{
if (v != null)
{
@ -185,7 +183,7 @@ namespace OpenSim.Region.Physics.Meshing
}
private ulong GetMeshKey(PrimitiveBaseShape pbs, PhysicsVector size, float lod)
private ulong GetMeshKey(PrimitiveBaseShape pbs, Vector3 size, float lod)
{
ulong hash = 5381;
@ -245,9 +243,9 @@ namespace OpenSim.Region.Physics.Meshing
hash = ((hash << 5) + hash) + (ulong)((byte)c);
return ((hash << 5) + hash) + (ulong)(c >> 8);
}
private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod)
private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
{
PrimMesh primMesh;
PrimMesher.SculptMesh sculptMesh;
@ -281,16 +279,12 @@ namespace OpenSim.Region.Physics.Meshing
if (idata == null)
{
if (primShape.SculptData.Length == 0)
if (primShape.SculptData == null || primShape.SculptData.Length == 0)
return null;
try
{
ManagedImage managedImage; // we never use this
OpenJPEG.DecodeToImage(primShape.SculptData, out managedImage, out idata);
// Remove the reference to the encoded JPEG2000 data so it can be GCed
primShape.SculptData = Utils.EmptyBytes;
idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData);
if (cacheSculptMaps)
{
@ -315,8 +309,6 @@ namespace OpenSim.Region.Physics.Meshing
}
}
PrimMesher.SculptMesh.SculptType sculptType;
switch ((OpenMetaverse.SculptType)primShape.SculptType)
{
@ -351,7 +343,6 @@ namespace OpenSim.Region.Physics.Meshing
coords = sculptMesh.coords;
faces = sculptMesh.faces;
}
else
{
float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f;
@ -466,6 +457,8 @@ namespace OpenSim.Region.Physics.Meshing
faces = primMesh.faces;
}
// Remove the reference to any JPEG2000 sculpt data so it can be GCed
primShape.SculptData = Utils.EmptyBytes;
int numCoords = coords.Count;
int numFaces = faces.Count;
@ -488,12 +481,12 @@ namespace OpenSim.Region.Physics.Meshing
return mesh;
}
public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod)
public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
{
return CreateMesh(primName, primShape, size, lod, false);
}
public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod, bool isPhysical)
public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
{
Mesh mesh = null;
ulong key = 0;

View File

@ -68,15 +68,15 @@ namespace OpenSim.Region.Physics.OdePlugin
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private PhysicsVector _position;
private Vector3 _position;
private d.Vector3 _zeroPosition;
// private d.Matrix3 m_StandUpRotation;
private bool _zeroFlag = false;
private bool m_lastUpdateSent = false;
private PhysicsVector _velocity;
private PhysicsVector _target_velocity;
private PhysicsVector _acceleration;
private PhysicsVector m_rotationalVelocity;
private Vector3 _velocity;
private Vector3 _target_velocity;
private Vector3 _acceleration;
private Vector3 m_rotationalVelocity;
private float m_mass = 80f;
public float m_density = 60f;
private bool m_pidControllerActive = true;
@ -99,7 +99,7 @@ namespace OpenSim.Region.Physics.OdePlugin
private bool m_hackSentFall = false;
private bool m_hackSentFly = false;
private int m_requestedUpdateFrequency = 0;
private PhysicsVector m_taintPosition = new PhysicsVector(0, 0, 0);
private Vector3 m_taintPosition = Vector3.Zero;
public uint m_localID = 0;
public bool m_returnCollisions = false;
// taints and their non-tainted counterparts
@ -143,22 +143,17 @@ namespace OpenSim.Region.Physics.OdePlugin
public UUID m_uuid;
public bool bad = false;
public OdeCharacter(String avName, OdeScene parent_scene, PhysicsVector pos, CollisionLocker dode, PhysicsVector size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, CollisionLocker dode, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
{
m_uuid = UUID.Random();
// ode = dode;
_velocity = new PhysicsVector();
_target_velocity = new PhysicsVector();
if (PhysicsVector.isFinite(pos))
if (pos.IsFinite())
{
if (pos.Z > 9999999)
if (pos.Z > 9999999f)
{
pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
}
if (pos.Z < -90000)
if (pos.Z < -90000f)
{
pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
}
@ -169,15 +164,13 @@ namespace OpenSim.Region.Physics.OdePlugin
}
else
{
_position = new PhysicsVector(((int)_parent_scene.WorldExtents.X * 0.5f), ((int)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128, 128) + 10);
_position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
m_taintPosition.X = _position.X;
m_taintPosition.Y = _position.Y;
m_taintPosition.Z = _position.Z;
m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
}
_acceleration = new PhysicsVector();
_parent_scene = parent_scene;
PID_D = pid_d;
@ -189,7 +182,6 @@ namespace OpenSim.Region.Physics.OdePlugin
walkDivisor = walk_divisor;
runDivisor = rundivisor;
// m_StandUpRotation =
// new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
// 0.5f);
@ -205,7 +197,6 @@ namespace OpenSim.Region.Physics.OdePlugin
m_isPhysical = false; // current status: no ODE information exists
m_tainted_isPhysical = true; // new tainted status: need to create ODE information
_parent_scene.AddPhysicsActorTaint(this);
m_name = avName;
@ -412,20 +403,20 @@ namespace OpenSim.Region.Physics.OdePlugin
/// Not really a good choice unless you 'know' it's a good
/// spot otherwise you're likely to orbit the avatar.
/// </summary>
public override PhysicsVector Position
public override Vector3 Position
{
get { return _position; }
set
{
if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
{
if (PhysicsVector.isFinite(value))
if (value.IsFinite())
{
if (value.Z > 9999999)
if (value.Z > 9999999f)
{
value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
}
if (value.Z < -90000)
if (value.Z < -90000f)
{
value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
}
@ -447,7 +438,7 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
public override PhysicsVector RotationalVelocity
public override Vector3 RotationalVelocity
{
get { return m_rotationalVelocity; }
set { m_rotationalVelocity = value; }
@ -457,20 +448,20 @@ namespace OpenSim.Region.Physics.OdePlugin
/// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
/// and use it to offset landings properly
/// </summary>
public override PhysicsVector Size
public override Vector3 Size
{
get { return new PhysicsVector(CAPSULE_RADIUS*2, CAPSULE_RADIUS*2, CAPSULE_LENGTH); }
get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
set
{
if (PhysicsVector.isFinite(value))
if (value.IsFinite())
{
m_pidControllerActive = true;
PhysicsVector SetSize = value;
Vector3 SetSize = value;
m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f;
//m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
Velocity = new PhysicsVector(0f, 0f, 0f);
Velocity = Vector3.Zero;
_parent_scene.AddPhysicsActorTaint(this);
}
@ -481,7 +472,7 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
private void AlignAvatarTiltWithCurrentDirectionOfMovement(PhysicsVector movementVector)
private void AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3 movementVector)
{
movementVector.Z = 0f;
float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y));
@ -643,7 +634,7 @@ namespace OpenSim.Region.Physics.OdePlugin
// (with -0..0 motor stops) falls into the terrain for reasons yet
// to be comprehended in their entirety.
#endregion
AlignAvatarTiltWithCurrentDirectionOfMovement(new PhysicsVector(0,0,0));
AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero);
d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f);
d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f);
@ -688,7 +679,7 @@ namespace OpenSim.Region.Physics.OdePlugin
}
public override void LockAngularMotion(PhysicsVector axis)
public override void LockAngularMotion(Vector3 axis)
{
}
@ -716,9 +707,9 @@ namespace OpenSim.Region.Physics.OdePlugin
// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
// }
public override PhysicsVector Force
public override Vector3 Force
{
get { return new PhysicsVector(_target_velocity.X, _target_velocity.Y, _target_velocity.Z); }
get { return _target_velocity; }
set { return; }
}
@ -733,7 +724,7 @@ namespace OpenSim.Region.Physics.OdePlugin
}
public override void VehicleVectorParam(int param, PhysicsVector value)
public override void VehicleVectorParam(int param, Vector3 value)
{
}
@ -748,14 +739,14 @@ namespace OpenSim.Region.Physics.OdePlugin
}
public override PhysicsVector CenterOfMass
public override Vector3 CenterOfMass
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
}
public override PhysicsVector GeometricCenter
public override Vector3 GeometricCenter
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
}
public override PrimitiveBaseShape Shape
@ -763,18 +754,18 @@ namespace OpenSim.Region.Physics.OdePlugin
set { return; }
}
public override PhysicsVector Velocity
public override Vector3 Velocity
{
get {
// There's a problem with PhysicsVector.Zero! Don't Use it Here!
// There's a problem with Vector3.Zero! Don't Use it Here!
if (_zeroFlag)
return new PhysicsVector(0f, 0f, 0f);
return Vector3.Zero;
m_lastUpdateSent = false;
return _velocity;
}
set
{
if (PhysicsVector.isFinite(value))
if (value.IsFinite())
{
m_pidControllerActive = true;
_target_velocity = value;
@ -786,9 +777,9 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
public override PhysicsVector Torque
public override Vector3 Torque
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
set { return; }
}
@ -814,12 +805,12 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
public override PhysicsVector Acceleration
public override Vector3 Acceleration
{
get { return _acceleration; }
}
public void SetAcceleration(PhysicsVector accel)
public void SetAcceleration(Vector3 accel)
{
m_pidControllerActive = true;
_acceleration = accel;
@ -830,9 +821,9 @@ namespace OpenSim.Region.Physics.OdePlugin
/// The PID controller takes this target velocity and tries to make it a reality
/// </summary>
/// <param name="force"></param>
public override void AddForce(PhysicsVector force, bool pushforce)
public override void AddForce(Vector3 force, bool pushforce)
{
if (PhysicsVector.isFinite(force))
if (force.IsFinite())
{
if (pushforce)
{
@ -861,7 +852,7 @@ namespace OpenSim.Region.Physics.OdePlugin
//m_lastUpdateSent = false;
}
public override void AddAngularForce(PhysicsVector force, bool pushforce)
public override void AddAngularForce(Vector3 force, bool pushforce)
{
}
@ -870,7 +861,7 @@ namespace OpenSim.Region.Physics.OdePlugin
/// After all of the forces add up with 'add force' we apply them with doForce
/// </summary>
/// <param name="force"></param>
public void doForce(PhysicsVector force)
public void doForce(Vector3 force)
{
if (!collidelock)
{
@ -881,7 +872,7 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
public override void SetMomentum(PhysicsVector momentum)
public override void SetMomentum(Vector3 momentum)
{
}
@ -908,9 +899,9 @@ namespace OpenSim.Region.Physics.OdePlugin
//PidStatus = true;
d.Vector3 localpos = d.BodyGetPosition(Body);
PhysicsVector localPos = new PhysicsVector(localpos.X, localpos.Y, localpos.Z);
Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
if (!PhysicsVector.isFinite(localPos))
if (!localPos.IsFinite())
{
m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
@ -946,7 +937,7 @@ namespace OpenSim.Region.Physics.OdePlugin
return;
}
PhysicsVector vec = new PhysicsVector();
Vector3 vec = Vector3.Zero;
d.Vector3 vel = d.BodyGetLinearVel(Body);
float movementdivisor = 1f;
@ -1059,12 +1050,12 @@ namespace OpenSim.Region.Physics.OdePlugin
}
// end add Kitto Flora
}
if (PhysicsVector.isFinite(vec))
if (vec.IsFinite())
{
doForce(vec);
if (!_zeroFlag)
{
AlignAvatarTiltWithCurrentDirectionOfMovement(new PhysicsVector(vec.X, vec.Y, vec.Z));
AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
}
}
else
@ -1197,7 +1188,7 @@ namespace OpenSim.Region.Physics.OdePlugin
{
}
public override PhysicsVector PIDTarget { set { return; } }
public override Vector3 PIDTarget { set { return; } }
public override bool PIDActive { set { return; } }
public override float PIDTau { set { return; } }
@ -1311,7 +1302,7 @@ namespace OpenSim.Region.Physics.OdePlugin
d.GeomDestroy(Shell);
AvatarGeomAndBodyCreation(_position.X, _position.Y,
_position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
Velocity = new PhysicsVector(0f, 0f, 0f);
Velocity = Vector3.Zero;
_parent_scene.geom_name_map[Shell] = m_name;
_parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
@ -1325,7 +1316,7 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
if (!m_taintPosition.IsIdentical(_position, 0.05f))
if (!m_taintPosition.ApproxEquals(_position, 0.05f))
{
if (Body != IntPtr.Zero)
{

View File

@ -1,16 +1,4 @@
/*
* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces
* ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
* ODEPrim.cs contains methods dealing with Prim editing, Prim
* characteristics and Kinetic motion.
* ODEDynamics.cs contains methods dealing with Prim Physical motion
* (dynamics) and the associated settings. Old Linear and angular
* motors for dynamic motion have been replace with MoveLinear()
* and MoveAngular(); 'Physical' is used only to switch ODE dynamic
* simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
* switch between 'VEHICLE' parameter use and general dynamics
* settings use.
*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
@ -37,6 +25,19 @@
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces
* ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
* ODEPrim.cs contains methods dealing with Prim editing, Prim
* characteristics and Kinetic motion.
* ODEDynamics.cs contains methods dealing with Prim Physical motion
* (dynamics) and the associated settings. Old Linear and angular
* motors for dynamic motion have been replace with MoveLinear()
* and MoveAngular(); 'Physical' is used only to switch ODE dynamic
* simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
* switch between 'VEHICLE' parameter use and general dynamics
* settings use.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
@ -231,7 +232,7 @@ namespace OpenSim.Region.Physics.OdePlugin
}//end ProcessFloatVehicleParam
internal void ProcessVectorVehicleParam(Vehicle pParam, PhysicsVector pValue)
internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
{
switch (pParam)
{

View File

@ -1,18 +1,5 @@
/*
* Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces
* ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
* ODEPrim.cs contains methods dealing with Prim editing, Prim
* characteristics and Kinetic motion.
* ODEDynamics.cs contains methods dealing with Prim Physical motion
* (dynamics) and the associated settings. Old Linear and angular
* motors for dynamic motion have been replace with MoveLinear()
* and MoveAngular(); 'Physical' is used only to switch ODE dynamic
* simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
* switch between 'VEHICLE' parameter use and general dynamics
* settings use.
* Copyright (c) Contributors, http://opensimulator.org/
/* 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
@ -35,6 +22,20 @@
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/*
* Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces
* ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
* ODEPrim.cs contains methods dealing with Prim editing, Prim
* characteristics and Kinetic motion.
* ODEDynamics.cs contains methods dealing with Prim Physical motion
* (dynamics) and the associated settings. Old Linear and angular
* motors for dynamic motion have been replace with MoveLinear()
* and MoveAngular(); 'Physical' is used only to switch ODE dynamic
* simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
* switch between 'VEHICLE' parameter use and general dynamics
* settings use.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
@ -56,44 +57,43 @@ namespace OpenSim.Region.Physics.OdePlugin
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private PhysicsVector _position;
private PhysicsVector _velocity;
private PhysicsVector _torque = new PhysicsVector(0,0,0);
private PhysicsVector m_lastVelocity = new PhysicsVector(0.0f, 0.0f, 0.0f);
private PhysicsVector m_lastposition = new PhysicsVector(0.0f, 0.0f, 0.0f);
private Vector3 _position;
private Vector3 _velocity;
private Vector3 _torque;
private Vector3 m_lastVelocity;
private Vector3 m_lastposition;
private Quaternion m_lastorientation = new Quaternion();
private PhysicsVector m_rotationalVelocity;
private PhysicsVector _size;
private PhysicsVector _acceleration;
private Vector3 m_rotationalVelocity;
private Vector3 _size;
private Vector3 _acceleration;
// private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
private Quaternion _orientation;
private PhysicsVector m_taintposition;
private PhysicsVector m_taintsize;
private PhysicsVector m_taintVelocity = new PhysicsVector(0, 0, 0);
private PhysicsVector m_taintTorque = new PhysicsVector(0, 0, 0);
private Vector3 m_taintposition;
private Vector3 m_taintsize;
private Vector3 m_taintVelocity;
private Vector3 m_taintTorque;
private Quaternion m_taintrot;
private PhysicsVector m_angularlock = new PhysicsVector(1f, 1f, 1f);
private PhysicsVector m_taintAngularLock = new PhysicsVector(1f, 1f, 1f);
private Vector3 m_angularlock = Vector3.One;
private Vector3 m_taintAngularLock = Vector3.One;
private IntPtr Amotor = IntPtr.Zero;
private PhysicsVector m_PIDTarget = new PhysicsVector(0, 0, 0);
// private PhysicsVector m_taintPIDTarget = new PhysicsVector(0, 0, 0);
private float m_PIDTau = 0f;
private Vector3 m_PIDTarget;
private float m_PIDTau;
private float PID_D = 35f;
private float PID_G = 25f;
private bool m_usePID = false;
private bool m_usePID;
// KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
// and are for non-VEHICLES only.
private float m_PIDHoverHeight = 0f;
private float m_PIDHoverTau = 0f;
private bool m_useHoverPID = false;
private float m_PIDHoverHeight;
private float m_PIDHoverTau;
private bool m_useHoverPID;
private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
private float m_targetHoverHeight = 0f;
private float m_groundHeight = 0f;
private float m_waterHeight = 0f;
private float m_buoyancy = 0f; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
private float m_targetHoverHeight;
private float m_groundHeight;
private float m_waterHeight;
private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
// private float m_tensor = 5f;
private int body_autodisable_frames = 20;
@ -104,11 +104,11 @@ namespace OpenSim.Region.Physics.OdePlugin
| CollisionCategories.Body
| CollisionCategories.Character
);
private bool m_taintshape = false;
private bool m_taintPhysics = false;
private bool m_taintshape;
private bool m_taintPhysics;
private bool m_collidesLand = true;
private bool m_collidesWater = false;
public bool m_returnCollisions = false;
private bool m_collidesWater;
public bool m_returnCollisions;
// Default we're a Geometry
private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
@ -116,85 +116,83 @@ namespace OpenSim.Region.Physics.OdePlugin
// Default, Collide with Other Geometries, spaces and Bodies
private CollisionCategories m_collisionFlags = m_default_collisionFlags;
public bool m_taintremove = false;
public bool m_taintdisable = false;
public bool m_disabled = false;
public bool m_taintadd = false;
public bool m_taintselected = false;
public bool m_taintCollidesWater = false;
public bool m_taintremove;
public bool m_taintdisable;
public bool m_disabled;
public bool m_taintadd;
public bool m_taintselected;
public bool m_taintCollidesWater;
public uint m_localID = 0;
public uint m_localID;
//public GCHandle gc;
private CollisionLocker ode;
private bool m_taintforce = false;
private bool m_taintaddangularforce = false;
private PhysicsVector m_force = new PhysicsVector(0.0f, 0.0f, 0.0f);
private List<PhysicsVector> m_forcelist = new List<PhysicsVector>();
private List<PhysicsVector> m_angularforcelist = new List<PhysicsVector>();
private Vector3 m_force;
private List<Vector3> m_forcelist = new List<Vector3>();
private List<Vector3> m_angularforcelist = new List<Vector3>();
private IMesh _mesh;
private PrimitiveBaseShape _pbs;
private OdeScene _parent_scene;
public IntPtr m_targetSpace = (IntPtr) 0;
public IntPtr m_targetSpace = IntPtr.Zero;
public IntPtr prim_geom;
public IntPtr prev_geom;
public IntPtr _triMeshData;
private IntPtr _linkJointGroup = (IntPtr)0;
private PhysicsActor _parent = null;
private PhysicsActor m_taintparent = null;
private IntPtr _linkJointGroup = IntPtr.Zero;
private PhysicsActor _parent;
private PhysicsActor m_taintparent;
private List<OdePrim> childrenPrim = new List<OdePrim>();
private bool iscolliding = false;
private bool m_isphysical = false;
private bool m_isSelected = false;
private bool iscolliding;
private bool m_isphysical;
private bool m_isSelected;
internal bool m_isVolumeDetect = false; // If true, this prim only detects collisions but doesn't collide actively
internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
private bool m_throttleUpdates = false;
private int throttleCounter = 0;
public int m_interpenetrationcount = 0;
public float m_collisionscore = 0;
public int m_roundsUnderMotionThreshold = 0;
private int m_crossingfailures = 0;
private bool m_throttleUpdates;
private int throttleCounter;
public int m_interpenetrationcount;
public float m_collisionscore;
public int m_roundsUnderMotionThreshold;
private int m_crossingfailures;
public bool outofBounds = false;
public bool outofBounds;
private float m_density = 10.000006836f; // Aluminum g/cm3;
public bool _zeroFlag = false;
private bool m_lastUpdateSent = false;
public bool _zeroFlag;
private bool m_lastUpdateSent;
public IntPtr Body = (IntPtr) 0;
public IntPtr Body = IntPtr.Zero;
public String m_primName;
// private String m_primName;
private PhysicsVector _target_velocity;
private Vector3 _target_velocity;
public d.Mass pMass;
public int m_eventsubscription = 0;
private CollisionEventUpdate CollisionEventsThisFrame = null;
public int m_eventsubscription;
private CollisionEventUpdate CollisionEventsThisFrame;
private IntPtr m_linkJoint = (IntPtr)0;
private IntPtr m_linkJoint = IntPtr.Zero;
public volatile bool childPrim = false;
public volatile bool childPrim;
private ODEDynamics m_vehicle;
internal int m_material = (int)Material.Wood;
public OdePrim(String primName, OdeScene parent_scene, PhysicsVector pos, PhysicsVector size,
public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
{
_target_velocity = new PhysicsVector(0, 0, 0);
m_vehicle = new ODEDynamics();
//gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned);
ode = dode;
_velocity = new PhysicsVector();
if (!PhysicsVector.isFinite(pos))
if (!pos.IsFinite())
{
pos = new PhysicsVector(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), parent_scene.GetTerrainHeightAtXY(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f)) + 0.5f);
pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
}
_position = pos;
@ -209,9 +207,9 @@ namespace OpenSim.Region.Physics.OdePlugin
prim_geom = IntPtr.Zero;
prev_geom = IntPtr.Zero;
if (!PhysicsVector.isFinite(pos))
if (!pos.IsFinite())
{
size = new PhysicsVector(0.5f, 0.5f, 0.5f);
size = new Vector3(0.5f, 0.5f, 0.5f);
m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
}
@ -221,8 +219,6 @@ namespace OpenSim.Region.Physics.OdePlugin
_size = size;
m_taintsize = _size;
_acceleration = new PhysicsVector();
m_rotationalVelocity = PhysicsVector.Zero;
if (!QuaternionIsFinite(rotation))
{
@ -387,7 +383,7 @@ namespace OpenSim.Region.Physics.OdePlugin
m_disabled = false;
// The body doesn't already have a finite rotation mode set here
if ((!m_angularlock.IsIdentical(PhysicsVector.Zero, 0)) && _parent == null)
if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0.0f)) && _parent == null)
{
createAMotor(m_angularlock);
}
@ -800,6 +796,8 @@ namespace OpenSim.Region.Physics.OdePlugin
m_collisionscore = 0;
}
private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
public void setMesh(OdeScene parent_scene, IMesh mesh)
{
// This sleeper is there to moderate how long it takes between
@ -831,19 +829,24 @@ namespace OpenSim.Region.Physics.OdePlugin
mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
if (m_MeshToTriMeshMap.ContainsKey(mesh))
{
_triMeshData = m_MeshToTriMeshMap[mesh];
}
else
{
_triMeshData = d.GeomTriMeshDataCreate();
_triMeshData = d.GeomTriMeshDataCreate();
d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
d.GeomTriMeshDataPreprocess(_triMeshData);
d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
d.GeomTriMeshDataPreprocess(_triMeshData);
m_MeshToTriMeshMap[mesh] = _triMeshData;
}
_parent_scene.waitForSpaceUnlock(m_targetSpace);
try
{
if (prim_geom == IntPtr.Zero)
{
//Console.WriteLine(" setMesh 1");
SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
}
}
@ -853,6 +856,7 @@ namespace OpenSim.Region.Physics.OdePlugin
return;
}
// if (IsPhysical && Body == (IntPtr) 0)
// {
// Recreate the body
@ -873,7 +877,7 @@ namespace OpenSim.Region.Physics.OdePlugin
if (prim_geom != IntPtr.Zero)
{
if (!_position.IsIdentical(m_taintposition,0f))
if (!_position.ApproxEquals(m_taintposition, 0f))
changemove(timestep);
if (m_taintrot != _orientation)
@ -898,7 +902,7 @@ namespace OpenSim.Region.Physics.OdePlugin
changePhysicsStatus(timestep);
//
if (!_size.IsIdentical(m_taintsize,0))
if (!_size.ApproxEquals(m_taintsize,0f))
changesize(timestep);
//
@ -912,7 +916,7 @@ namespace OpenSim.Region.Physics.OdePlugin
if (m_taintaddangularforce)
changeAddAngularForce(timestep);
if (!m_taintTorque.IsIdentical(PhysicsVector.Zero, 0.001f))
if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
changeSetTorque(timestep);
if (m_taintdisable)
@ -921,7 +925,7 @@ namespace OpenSim.Region.Physics.OdePlugin
if (m_taintselected != m_isSelected)
changeSelectedStatus(timestep);
if (!m_taintVelocity.IsIdentical(PhysicsVector.Zero, 0.001f))
if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
changevelocity(timestep);
if (m_taintparent != _parent)
@ -930,7 +934,7 @@ namespace OpenSim.Region.Physics.OdePlugin
if (m_taintCollidesWater != m_collidesWater)
changefloatonwater(timestep);
if (!m_angularlock.IsIdentical(m_taintAngularLock,0))
if (!m_angularlock.ApproxEquals(m_taintAngularLock,0f))
changeAngularLock(timestep);
}
@ -950,7 +954,7 @@ namespace OpenSim.Region.Physics.OdePlugin
//If we have a parent then we're not authorative here
if (_parent == null)
{
if (!m_taintAngularLock.IsIdentical(new PhysicsVector(1f,1f,1f), 0))
if (!m_taintAngularLock.ApproxEquals(Vector3.One, 0f))
{
//d.BodySetFiniteRotationMode(Body, 0);
//d.BodySetFiniteRotationAxis(Body,m_taintAngularLock.X,m_taintAngularLock.Y,m_taintAngularLock.Z);
@ -967,7 +971,7 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
// Store this for later in case we get turned into a separate body
m_angularlock = new PhysicsVector(m_taintAngularLock.X, m_taintAngularLock.Y, m_taintAngularLock.Z);
m_angularlock = m_taintAngularLock;
}
@ -1111,7 +1115,7 @@ namespace OpenSim.Region.Physics.OdePlugin
prm.m_disabled = false;
// The body doesn't already have a finite rotation mode set here
if ((!m_angularlock.IsIdentical(PhysicsVector.Zero, 0)) && _parent == null)
if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null)
{
prm.createAMotor(m_angularlock);
}
@ -1154,7 +1158,7 @@ namespace OpenSim.Region.Physics.OdePlugin
m_disabled = false;
// The body doesn't already have a finite rotation mode set here
if ((!m_angularlock.IsIdentical(PhysicsVector.Zero, 0)) && _parent == null)
if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null)
{
createAMotor(m_angularlock);
}
@ -1338,7 +1342,7 @@ namespace OpenSim.Region.Physics.OdePlugin
m_taintshape = false;
m_taintforce = false;
m_taintdisable = false;
m_taintVelocity = PhysicsVector.Zero;
m_taintVelocity = Vector3.Zero;
}
public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
@ -1567,7 +1571,7 @@ Console.WriteLine(" JointCreateFixed");
//Console.WriteLine("Move " + m_primName);
if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
// NON-'VEHICLES' are dealt with here
if (d.BodyIsEnabled(Body) && !m_angularlock.IsIdentical(PhysicsVector.Zero, 0.003f))
if (d.BodyIsEnabled(Body) && !m_angularlock.ApproxEquals(Vector3.Zero, 0.003f))
{
d.Vector3 avel2 = d.BodyGetAngularVel(Body);
if (m_angularlock.X == 1)
@ -1624,7 +1628,7 @@ Console.WriteLine(" JointCreateFixed");
d.Vector3 pos = d.BodyGetPosition(Body);
_target_velocity =
new PhysicsVector(
new Vector3(
(m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep),
(m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep),
(m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep)
@ -1632,7 +1636,7 @@ Console.WriteLine(" JointCreateFixed");
// if velocity is zero, use position control; otherwise, velocity control
if (_target_velocity.IsIdentical(PhysicsVector.Zero,0.1f))
if (_target_velocity.ApproxEquals(Vector3.Zero,0.1f))
{
// keep track of where we stopped. No more slippin' & slidin'
@ -1717,13 +1721,13 @@ Console.WriteLine(" JointCreateFixed");
_target_velocity =
new PhysicsVector(0.0f, 0.0f,
new Vector3(0.0f, 0.0f,
(m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
);
// if velocity is zero, use position control; otherwise, velocity control
if (_target_velocity.IsIdentical(PhysicsVector.Zero, 0.1f))
if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
{
// keep track of where we stopped. No more slippin' & slidin'
@ -1812,7 +1816,7 @@ Console.WriteLine(" JointCreateFixed");
d.BodySetQuaternion(Body, ref myrot);
if (m_isphysical)
{
if (!m_angularlock.IsIdentical(new PhysicsVector(1, 1, 1), 0))
if (!m_angularlock.ApproxEquals(Vector3.One, 0f))
createAMotor(m_angularlock);
}
}
@ -2121,7 +2125,7 @@ Console.WriteLine(" JointCreateFixed");
//m_log.Info("[PHYSICS]: dequeing forcelist");
if (IsPhysical)
{
PhysicsVector iforce = new PhysicsVector();
Vector3 iforce = Vector3.Zero;
for (int i = 0; i < m_forcelist.Count; i++)
{
iforce = iforce + (m_forcelist[i] * 100);
@ -2151,8 +2155,8 @@ Console.WriteLine(" JointCreateFixed");
d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
}
}
m_taintTorque = new PhysicsVector(0, 0, 0);
m_taintTorque = Vector3.Zero;
}
public void changeAddAngularForce(float timestamp)
@ -2164,7 +2168,7 @@ Console.WriteLine(" JointCreateFixed");
//m_log.Info("[PHYSICS]: dequeing forcelist");
if (IsPhysical)
{
PhysicsVector iforce = new PhysicsVector();
Vector3 iforce = Vector3.Zero;
for (int i = 0; i < m_angularforcelist.Count; i++)
{
iforce = iforce + (m_angularforcelist[i] * 100);
@ -2198,7 +2202,7 @@ Console.WriteLine(" JointCreateFixed");
//resetCollisionAccounting();
}
m_taintVelocity = PhysicsVector.Zero;
m_taintVelocity = Vector3.Zero;
}
public override bool IsPhysical
@ -2207,7 +2211,7 @@ Console.WriteLine(" JointCreateFixed");
set {
m_isphysical = value;
if (!m_isphysical) // Zero the remembered last velocity
m_lastVelocity = new PhysicsVector(0.0f, 0.0f, 0.0f);
m_lastVelocity = Vector3.Zero;
}
}
@ -2252,7 +2256,7 @@ Console.WriteLine(" JointCreateFixed");
get { return _zeroFlag; }
}
public override PhysicsVector Position
public override Vector3 Position
{
get { return _position; }
@ -2261,12 +2265,12 @@ Console.WriteLine(" JointCreateFixed");
}
}
public override PhysicsVector Size
public override Vector3 Size
{
get { return _size; }
set
{
if (PhysicsVector.isFinite(value))
if (value.IsFinite())
{
_size = value;
}
@ -2282,13 +2286,13 @@ Console.WriteLine(" JointCreateFixed");
get { return CalculateMass(); }
}
public override PhysicsVector Force
public override Vector3 Force
{
//get { return PhysicsVector.Zero; }
//get { return Vector3.Zero; }
get { return m_force; }
set
{
if (PhysicsVector.isFinite(value))
if (value.IsFinite())
{
m_force = value;
}
@ -2310,7 +2314,7 @@ Console.WriteLine(" JointCreateFixed");
m_vehicle.ProcessFloatVehicleParam((Vehicle) param, value);
}
public override void VehicleVectorParam(int param, PhysicsVector value)
public override void VehicleVectorParam(int param, Vector3 value)
{
m_vehicle.ProcessVectorVehicleParam((Vehicle) param, value);
}
@ -2328,14 +2332,14 @@ Console.WriteLine(" JointCreateFixed");
}
}
public override PhysicsVector CenterOfMass
public override Vector3 CenterOfMass
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
}
public override PhysicsVector GeometricCenter
public override Vector3 GeometricCenter
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
}
public override PrimitiveBaseShape Shape
@ -2347,13 +2351,13 @@ Console.WriteLine(" JointCreateFixed");
}
}
public override PhysicsVector Velocity
public override Vector3 Velocity
{
get
{
// Averate previous velocity with the new one so
// client object interpolation works a 'little' better
PhysicsVector returnVelocity = new PhysicsVector();
Vector3 returnVelocity = Vector3.Zero;
returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2;
returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2;
returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2;
@ -2361,7 +2365,7 @@ Console.WriteLine(" JointCreateFixed");
}
set
{
if (PhysicsVector.isFinite(value))
if (value.IsFinite())
{
_velocity = value;
@ -2376,19 +2380,19 @@ Console.WriteLine(" JointCreateFixed");
}
}
public override PhysicsVector Torque
public override Vector3 Torque
{
get
{
if (!m_isphysical || Body == IntPtr.Zero)
return new PhysicsVector(0,0,0);
return Vector3.Zero;
return _torque;
}
set
{
if (PhysicsVector.isFinite(value))
if (value.IsFinite())
{
m_taintTorque = value;
_parent_scene.AddPhysicsActorTaint(this);
@ -2440,20 +2444,20 @@ Console.WriteLine(" JointCreateFixed");
return true;
}
public override PhysicsVector Acceleration
public override Vector3 Acceleration
{
get { return _acceleration; }
}
public void SetAcceleration(PhysicsVector accel)
public void SetAcceleration(Vector3 accel)
{
_acceleration = accel;
}
public override void AddForce(PhysicsVector force, bool pushforce)
public override void AddForce(Vector3 force, bool pushforce)
{
if (PhysicsVector.isFinite(force))
if (force.IsFinite())
{
m_forcelist.Add(force);
m_taintforce = true;
@ -2465,9 +2469,9 @@ Console.WriteLine(" JointCreateFixed");
//m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
}
public override void AddAngularForce(PhysicsVector force, bool pushforce)
public override void AddAngularForce(Vector3 force, bool pushforce)
{
if (PhysicsVector.isFinite(force))
if (force.IsFinite())
{
m_angularforcelist.Add(force);
m_taintaddangularforce = true;
@ -2478,23 +2482,23 @@ Console.WriteLine(" JointCreateFixed");
}
}
public override PhysicsVector RotationalVelocity
public override Vector3 RotationalVelocity
{
get
{
PhysicsVector pv = new PhysicsVector(0, 0, 0);
Vector3 pv = Vector3.Zero;
if (_zeroFlag)
return pv;
m_lastUpdateSent = false;
if (m_rotationalVelocity.IsIdentical(pv, 0.2f))
if (m_rotationalVelocity.ApproxEquals(pv, 0.2f))
return pv;
return m_rotationalVelocity;
}
set
{
if (PhysicsVector.isFinite(value))
if (value.IsFinite())
{
m_rotationalVelocity = value;
}
@ -2535,16 +2539,16 @@ Console.WriteLine(" JointCreateFixed");
m_taintparent = null;
}
public override void LockAngularMotion(PhysicsVector axis)
public override void LockAngularMotion(Vector3 axis)
{
// reverse the zero/non zero values for ODE.
if (PhysicsVector.isFinite(axis))
if (axis.IsFinite())
{
axis.X = (axis.X > 0) ? 1f : 0f;
axis.Y = (axis.Y > 0) ? 1f : 0f;
axis.Z = (axis.Z > 0) ? 1f : 0f;
m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
m_taintAngularLock = new PhysicsVector(axis.X, axis.Y, axis.Z);
m_taintAngularLock = axis;
}
else
{
@ -2557,7 +2561,7 @@ Console.WriteLine(" JointCreateFixed");
// no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
if (_parent == null)
{
PhysicsVector pv = new PhysicsVector(0, 0, 0);
Vector3 pv = Vector3.Zero;
bool lastZeroFlag = _zeroFlag;
if (Body != (IntPtr)0) // FIXME -> or if it is a joint
{
@ -2566,9 +2570,9 @@ Console.WriteLine(" JointCreateFixed");
d.Vector3 vel = d.BodyGetLinearVel(Body);
d.Vector3 rotvel = d.BodyGetAngularVel(Body);
d.Vector3 torque = d.BodyGetTorque(Body);
_torque.setValues(torque.X, torque.Y, torque.Z);
PhysicsVector l_position = new PhysicsVector();
Quaternion l_orientation = new Quaternion();
_torque = new Vector3(torque.X, torque.Y, torque.Z);
Vector3 l_position = Vector3.Zero;
Quaternion l_orientation = Quaternion.Identity;
// kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
//if (vec.X < 0.0f) { vec.X = 0.0f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); }
@ -2703,16 +2707,16 @@ Console.WriteLine(" JointCreateFixed");
_velocity.Z = vel.Z;
_acceleration = ((_velocity - m_lastVelocity) / 0.1f);
_acceleration = new PhysicsVector(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f);
_acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f);
//m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString());
if (_velocity.IsIdentical(pv, 0.5f))
if (_velocity.ApproxEquals(pv, 0.5f))
{
m_rotationalVelocity = pv;
}
else
{
m_rotationalVelocity.setValues(rotvel.X, rotvel.Y, rotvel.Z);
m_rotationalVelocity = new Vector3(rotvel.X, rotvel.Y, rotvel.Z);
}
//m_log.Debug("ODE: " + m_rotationalVelocity.ToString());
@ -2760,15 +2764,15 @@ Console.WriteLine(" JointCreateFixed");
}
}
public override void SetMomentum(PhysicsVector momentum)
public override void SetMomentum(Vector3 momentum)
{
}
public override PhysicsVector PIDTarget
public override Vector3 PIDTarget
{
set
{
if (PhysicsVector.isFinite(value))
if (value.IsFinite())
{
m_PIDTarget = value;
}
@ -2784,7 +2788,7 @@ Console.WriteLine(" JointCreateFixed");
public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
private void createAMotor(PhysicsVector axis)
private void createAMotor(Vector3 axis)
{
if (Body == IntPtr.Zero)
return;

View File

@ -239,6 +239,7 @@ namespace OpenSim.Region.Physics.OdePlugin
private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>();
private readonly Object _taintedPrimLock = new Object();
private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>();
private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>();
private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
@ -683,7 +684,7 @@ namespace OpenSim.Region.Physics.OdePlugin
/// </summary>
/// <param name="pos"></param>
/// <returns>Returns which split up space the given position is in.</returns>
public string whichspaceamIin(PhysicsVector pos)
public string whichspaceamIin(Vector3 pos)
{
return calculateSpaceForGeom(pos).ToString();
}
@ -962,7 +963,7 @@ namespace OpenSim.Region.Physics.OdePlugin
//p2.CollidingObj = true;
contacts[i].depth = 0.00000003f;
p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 0.5f);
p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
contacts[i].pos =
new d.Vector3(contacts[i].pos.X + (p1.Size.X/2),
contacts[i].pos.Y + (p1.Size.Y/2),
@ -980,7 +981,7 @@ namespace OpenSim.Region.Physics.OdePlugin
//p2.CollidingObj = true;
contacts[i].depth = 0.00000003f;
p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 0.5f);
p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
contacts[i].pos =
new d.Vector3(contacts[i].pos.X + (p1.Size.X/2),
contacts[i].pos.Y + (p1.Size.Y/2),
@ -1645,9 +1646,9 @@ namespace OpenSim.Region.Physics.OdePlugin
#region Add/Remove Entities
public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying)
public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
{
PhysicsVector pos = new PhysicsVector();
Vector3 pos;
pos.X = position.X;
pos.Y = position.Y;
pos.Z = position.Z;
@ -1697,18 +1698,12 @@ namespace OpenSim.Region.Physics.OdePlugin
}
private PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, Quaternion rotation,
private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
IMesh mesh, PrimitiveBaseShape pbs, bool isphysical)
{
PhysicsVector pos = new PhysicsVector(position.X, position.Y, position.Z);
//pos.X = position.X;
//pos.Y = position.Y;
//pos.Z = position.Z;
PhysicsVector siz = new PhysicsVector();
siz.X = size.X;
siz.Y = size.Y;
siz.Z = size.Z;
Vector3 pos = position;
Vector3 siz = size;
Quaternion rot = rotation;
OdePrim newPrim;
@ -1735,14 +1730,14 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
PhysicsVector size, Quaternion rotation) //To be removed
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
Vector3 size, Quaternion rotation) //To be removed
{
return AddPrimShape(primName, pbs, position, size, rotation, false);
}
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
PhysicsVector size, Quaternion rotation, bool isPhysical)
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
Vector3 size, Quaternion rotation, bool isPhysical)
{
PhysicsActor result;
IMesh mesh = null;
@ -1975,7 +1970,7 @@ namespace OpenSim.Region.Physics.OdePlugin
// this joint will just be added to a waiting list that is NOT processed during the main
// Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, PhysicsVector position,
public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
{
@ -1983,7 +1978,7 @@ namespace OpenSim.Region.Physics.OdePlugin
OdePhysicsJoint joint = new OdePhysicsJoint();
joint.ObjectNameInScene = objectNameInScene;
joint.Type = jointType;
joint.Position = new PhysicsVector(position.X, position.Y, position.Z);
joint.Position = position;
joint.Rotation = rotation;
joint.RawParams = parms;
joint.BodyNames = new List<string>(bodyNames);
@ -2035,7 +2030,7 @@ namespace OpenSim.Region.Physics.OdePlugin
}
// normally called from within OnJointMoved, which is called from within a lock (OdeLock)
public override PhysicsVector GetJointAnchor(PhysicsJoint joint)
public override Vector3 GetJointAnchor(PhysicsJoint joint)
{
Debug.Assert(joint.IsInPhysicsEngine);
d.Vector3 pos = new d.Vector3();
@ -2057,14 +2052,14 @@ namespace OpenSim.Region.Physics.OdePlugin
break;
}
}
return new PhysicsVector(pos.X, pos.Y, pos.Z);
return new Vector3(pos.X, pos.Y, pos.Z);
}
// normally called from within OnJointMoved, which is called from within a lock (OdeLock)
// WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
// appears to be unreliable. Fortunately we can compute the joint axis ourselves by
// keeping track of the joint's original orientation relative to one of the involved bodies.
public override PhysicsVector GetJointAxis(PhysicsJoint joint)
public override Vector3 GetJointAxis(PhysicsJoint joint)
{
Debug.Assert(joint.IsInPhysicsEngine);
d.Vector3 axis = new d.Vector3();
@ -2086,7 +2081,7 @@ namespace OpenSim.Region.Physics.OdePlugin
break;
}
}
return new PhysicsVector(axis.X, axis.Y, axis.Z);
return new Vector3(axis.X, axis.Y, axis.Z);
}
@ -2254,7 +2249,7 @@ namespace OpenSim.Region.Physics.OdePlugin
/// <param name="pos">the position that the geom moved to</param>
/// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
/// <returns>a pointer to the new space it's in</returns>
public IntPtr recalculateSpaceForGeom(IntPtr geom, PhysicsVector pos, IntPtr currentspace)
public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
{
// Called from setting the Position and Size of an ODEPrim so
// it's already in locked space.
@ -2401,7 +2396,7 @@ namespace OpenSim.Region.Physics.OdePlugin
/// </summary>
/// <param name="pos"></param>
/// <returns>a pointer to the space. This could be a new space or reused space.</returns>
public IntPtr calculateSpaceForGeom(PhysicsVector pos)
public IntPtr calculateSpaceForGeom(Vector3 pos)
{
int[] xyspace = calculateSpaceArrayItemFromPos(pos);
//m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
@ -2413,7 +2408,7 @@ namespace OpenSim.Region.Physics.OdePlugin
/// </summary>
/// <param name="pos"></param>
/// <returns>an array item based on the position</returns>
public int[] calculateSpaceArrayItemFromPos(PhysicsVector pos)
public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
{
int[] returnint = new int[2];
@ -2572,7 +2567,7 @@ namespace OpenSim.Region.Physics.OdePlugin
if (prim is OdePrim)
{
OdePrim taintedprim = ((OdePrim) prim);
lock (_taintedPrimH)
lock (_taintedPrimLock)
{
if (!(_taintedPrimH.Contains(taintedprim)))
{
@ -2700,24 +2695,28 @@ namespace OpenSim.Region.Physics.OdePlugin
// Modify other objects in the scene.
processedtaints = false;
lock (_taintedPrimL)
lock (_taintedPrimLock)
{
foreach (OdePrim prim in _taintedPrimL)
{
if (prim.m_taintremove)
{
//Console.WriteLine("Simulate calls RemovePrimThreadLocked");
//Console.WriteLine("Simulate calls RemovePrimThreadLocked");
RemovePrimThreadLocked(prim);
}
else
{
//Console.WriteLine("Simulate calls ProcessTaints");
//Console.WriteLine("Simulate calls ProcessTaints");
prim.ProcessTaints(timeStep);
}
processedtaints = true;
prim.m_collisionscore = 0;
// This loop can block up the Heartbeat for a very long time on large regions.
// We need to let the Watchdog know that the Heartbeat is not dead
// NOTE: This is currently commented out, but if things like OAR loading are
// timing the heartbeat out we will need to uncomment it
//Watchdog.UpdateThread();
}
if (SupportsNINJAJoints)

View File

@ -76,8 +76,8 @@ namespace OpenSim.Region.Physics.OdePlugin
public void CreateAndDropPhysicalCube()
{
PrimitiveBaseShape newcube = PrimitiveBaseShape.CreateBox();
PhysicsVector position = new PhysicsVector(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
PhysicsVector size = new PhysicsVector(0.5f, 0.5f, 0.5f);
Vector3 position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f);
Vector3 size = new Vector3(0.5f, 0.5f, 0.5f);
Quaternion rot = Quaternion.Identity;
PhysicsActor prim = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true);
OdePrim oprim = (OdePrim)prim;

View File

@ -36,20 +36,17 @@ namespace OpenSim.Region.Physics.POSPlugin
{
public class POSCharacter : PhysicsActor
{
private PhysicsVector _position;
public PhysicsVector _velocity;
public PhysicsVector _target_velocity = PhysicsVector.Zero;
public PhysicsVector _size = PhysicsVector.Zero;
private PhysicsVector _acceleration;
private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
private Vector3 _position;
public Vector3 _velocity;
public Vector3 _target_velocity = Vector3.Zero;
public Vector3 _size = Vector3.Zero;
private Vector3 _acceleration;
private Vector3 m_rotationalVelocity = Vector3.Zero;
private bool flying;
private bool isColliding;
public POSCharacter()
{
_velocity = new PhysicsVector();
_position = new PhysicsVector();
_acceleration = new PhysicsVector();
}
public override int PhysicsActorType
@ -58,7 +55,7 @@ namespace OpenSim.Region.Physics.POSPlugin
set { return; }
}
public override PhysicsVector RotationalVelocity
public override Vector3 RotationalVelocity
{
get { return m_rotationalVelocity; }
set { m_rotationalVelocity = value; }
@ -137,13 +134,13 @@ namespace OpenSim.Region.Physics.POSPlugin
get { return false; }
}
public override PhysicsVector Position
public override Vector3 Position
{
get { return _position; }
set { _position = value; }
}
public override PhysicsVector Size
public override Vector3 Size
{
get { return _size; }
set
@ -158,9 +155,9 @@ namespace OpenSim.Region.Physics.POSPlugin
get { return 0f; }
}
public override PhysicsVector Force
public override Vector3 Force
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
set { return; }
}
@ -175,7 +172,7 @@ namespace OpenSim.Region.Physics.POSPlugin
}
public override void VehicleVectorParam(int param, PhysicsVector value)
public override void VehicleVectorParam(int param, Vector3 value)
{
}
@ -190,14 +187,14 @@ namespace OpenSim.Region.Physics.POSPlugin
}
public override PhysicsVector CenterOfMass
public override Vector3 CenterOfMass
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
}
public override PhysicsVector GeometricCenter
public override Vector3 GeometricCenter
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
}
public override PrimitiveBaseShape Shape
@ -205,15 +202,15 @@ namespace OpenSim.Region.Physics.POSPlugin
set { return; }
}
public override PhysicsVector Velocity
public override Vector3 Velocity
{
get { return _velocity; }
set { _target_velocity = value; }
}
public override PhysicsVector Torque
public override Vector3 Torque
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
set { return; }
}
@ -229,7 +226,7 @@ namespace OpenSim.Region.Physics.POSPlugin
set { }
}
public override PhysicsVector Acceleration
public override Vector3 Acceleration
{
get { return _acceleration; }
}
@ -248,24 +245,24 @@ namespace OpenSim.Region.Physics.POSPlugin
{
}
public override void LockAngularMotion(PhysicsVector axis)
public override void LockAngularMotion(Vector3 axis)
{
}
public void SetAcceleration(PhysicsVector accel)
public void SetAcceleration(Vector3 accel)
{
_acceleration = accel;
}
public override void AddForce(PhysicsVector force, bool pushforce)
public override void AddForce(Vector3 force, bool pushforce)
{
}
public override void AddAngularForce(PhysicsVector force, bool pushforce)
public override void AddAngularForce(Vector3 force, bool pushforce)
{
}
public override void SetMomentum(PhysicsVector momentum)
public override void SetMomentum(Vector3 momentum)
{
}
@ -273,7 +270,7 @@ namespace OpenSim.Region.Physics.POSPlugin
{
}
public override PhysicsVector PIDTarget
public override Vector3 PIDTarget
{
set { return; }
}

View File

@ -36,19 +36,16 @@ namespace OpenSim.Region.Physics.POSPlugin
{
public class POSPrim : PhysicsActor
{
private PhysicsVector _position;
private PhysicsVector _velocity;
private PhysicsVector _acceleration;
private PhysicsVector _size;
private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
private Vector3 _position;
private Vector3 _velocity;
private Vector3 _acceleration;
private Vector3 _size;
private Vector3 m_rotationalVelocity = Vector3.Zero;
private Quaternion _orientation;
private bool iscolliding;
public POSPrim()
{
_velocity = new PhysicsVector();
_position = new PhysicsVector();
_acceleration = new PhysicsVector();
}
public override int PhysicsActorType
@ -57,7 +54,7 @@ namespace OpenSim.Region.Physics.POSPlugin
set { return; }
}
public override PhysicsVector RotationalVelocity
public override Vector3 RotationalVelocity
{
get { return m_rotationalVelocity; }
set { m_rotationalVelocity = value; }
@ -98,13 +95,13 @@ namespace OpenSim.Region.Physics.POSPlugin
get { return false; }
}
public override PhysicsVector Position
public override Vector3 Position
{
get { return _position; }
set { _position = value; }
}
public override PhysicsVector Size
public override Vector3 Size
{
get { return _size; }
set { _size = value; }
@ -115,9 +112,9 @@ namespace OpenSim.Region.Physics.POSPlugin
get { return 0f; }
}
public override PhysicsVector Force
public override Vector3 Force
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
set { return; }
}
@ -132,7 +129,7 @@ namespace OpenSim.Region.Physics.POSPlugin
}
public override void VehicleVectorParam(int param, PhysicsVector value)
public override void VehicleVectorParam(int param, Vector3 value)
{
}
@ -147,14 +144,14 @@ namespace OpenSim.Region.Physics.POSPlugin
}
public override PhysicsVector CenterOfMass
public override Vector3 CenterOfMass
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
}
public override PhysicsVector GeometricCenter
public override Vector3 GeometricCenter
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
}
public override PrimitiveBaseShape Shape
@ -173,7 +170,7 @@ namespace OpenSim.Region.Physics.POSPlugin
set { return; }
}
public override PhysicsVector Velocity
public override Vector3 Velocity
{
get { return _velocity; }
set { _velocity = value; }
@ -191,7 +188,7 @@ namespace OpenSim.Region.Physics.POSPlugin
set { _orientation = value; }
}
public override PhysicsVector Acceleration
public override Vector3 Acceleration
{
get { return _acceleration; }
}
@ -202,26 +199,26 @@ namespace OpenSim.Region.Physics.POSPlugin
set { }
}
public void SetAcceleration(PhysicsVector accel)
public void SetAcceleration(Vector3 accel)
{
_acceleration = accel;
}
public override void AddForce(PhysicsVector force, bool pushforce)
public override void AddForce(Vector3 force, bool pushforce)
{
}
public override void AddAngularForce(PhysicsVector force, bool pushforce)
public override void AddAngularForce(Vector3 force, bool pushforce)
{
}
public override PhysicsVector Torque
public override Vector3 Torque
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
set { return; }
}
public override void SetMomentum(PhysicsVector momentum)
public override void SetMomentum(Vector3 momentum)
{
}
@ -255,7 +252,7 @@ namespace OpenSim.Region.Physics.POSPlugin
{
}
public override void LockAngularMotion(PhysicsVector axis)
public override void LockAngularMotion(Vector3 axis)
{
}
@ -268,7 +265,7 @@ namespace OpenSim.Region.Physics.POSPlugin
{
}
public override PhysicsVector PIDTarget
public override Vector3 PIDTarget
{
set { return; }
}

View File

@ -56,7 +56,7 @@ namespace OpenSim.Region.Physics.POSPlugin
{
}
public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying)
public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
{
POSCharacter act = new POSCharacter();
act.Position = position;
@ -84,20 +84,20 @@ namespace OpenSim.Region.Physics.POSPlugin
}
/*
public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation)
public override PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation)
{
return null;
}
*/
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
PhysicsVector size, Quaternion rotation)
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
Vector3 size, Quaternion rotation)
{
return AddPrimShape(primName, pbs, position, size, rotation, false);
}
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
PhysicsVector size, Quaternion rotation, bool isPhysical)
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
Vector3 size, Quaternion rotation, bool isPhysical)
{
POSPrim prim = new POSPrim();
prim.Position = position;
@ -152,23 +152,25 @@ namespace OpenSim.Region.Physics.POSPlugin
character._target_velocity.Z += gravity * timeStep;
}
character.Position.X += character._target_velocity.X * timeStep;
character.Position.Y += character._target_velocity.Y * timeStep;
Vector3 characterPosition = character.Position;
character.Position.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f);
character.Position.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f);
characterPosition.X += character._target_velocity.X * timeStep;
characterPosition.Y += character._target_velocity.Y * timeStep;
characterPosition.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f);
characterPosition.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f);
bool forcedZ = false;
float terrainheight = _heightMap[(int)character.Position.Y * Constants.RegionSize + (int)character.Position.X];
if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2)
{
character.Position.Z = terrainheight + character.Size.Z;
characterPosition.Z = terrainheight + character.Size.Z;
forcedZ = true;
}
else
{
character.Position.Z += character._target_velocity.Z*timeStep;
characterPosition.Z += character._target_velocity.Z*timeStep;
}
/// this is it -- the magic you've all been waiting for! Ladies and gentlemen --
@ -177,29 +179,29 @@ namespace OpenSim.Region.Physics.POSPlugin
if (isCollidingWithPrim(character))
{
character.Position.Z = oldposZ; // first try Z axis
characterPosition.Z = oldposZ; // first try Z axis
if (isCollidingWithPrim(character))
{
character.Position.Z = oldposZ + character.Size.Z / 4.4f; // try harder
characterPosition.Z = oldposZ + character.Size.Z / 4.4f; // try harder
if (isCollidingWithPrim(character))
{
character.Position.Z = oldposZ + character.Size.Z / 2.2f; // try very hard
characterPosition.Z = oldposZ + character.Size.Z / 2.2f; // try very hard
if (isCollidingWithPrim(character))
{
character.Position.X = oldposX;
character.Position.Y = oldposY;
character.Position.Z = oldposZ;
characterPosition.X = oldposX;
characterPosition.Y = oldposY;
characterPosition.Z = oldposZ;
character.Position.X += character._target_velocity.X * timeStep;
characterPosition.X += character._target_velocity.X * timeStep;
if (isCollidingWithPrim(character))
{
character.Position.X = oldposX;
characterPosition.X = oldposX;
}
character.Position.Y += character._target_velocity.Y * timeStep;
characterPosition.Y += character._target_velocity.Y * timeStep;
if (isCollidingWithPrim(character))
{
character.Position.Y = oldposY;
characterPosition.Y = oldposY;
}
}
else
@ -218,8 +220,10 @@ namespace OpenSim.Region.Physics.POSPlugin
}
}
character.Position.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f);
character.Position.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f);
characterPosition.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f);
characterPosition.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f);
character.Position = characterPosition;
character._velocity.X = (character.Position.X - oldposX)/timeStep;
character._velocity.Y = (character.Position.Y - oldposY)/timeStep;

View File

@ -34,6 +34,7 @@ using PhysXWrapper;
using Quaternion=OpenMetaverse.Quaternion;
using System.Reflection;
using log4net;
using OpenMetaverse;
namespace OpenSim.Region.Physics.PhysXPlugin
{
@ -106,7 +107,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin
}
public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying)
public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
{
Vec3 pos = new Vec3();
pos.X = position.X;
@ -127,7 +128,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin
{
}
private PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation)
private PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation)
{
Vec3 pos = new Vec3();
pos.X = position.X;
@ -142,14 +143,14 @@ namespace OpenSim.Region.Physics.PhysXPlugin
return act;
}
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
PhysicsVector size, Quaternion rotation) //To be removed
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
Vector3 size, Quaternion rotation) //To be removed
{
return AddPrimShape(primName, pbs, position, size, rotation, false);
}
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
PhysicsVector size, Quaternion rotation, bool isPhysical)
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
Vector3 size, Quaternion rotation, bool isPhysical)
{
return AddPrim(position, size, rotation);
}
@ -219,10 +220,10 @@ namespace OpenSim.Region.Physics.PhysXPlugin
public class PhysXCharacter : PhysicsActor
{
private PhysicsVector _position;
private PhysicsVector _velocity;
private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
private PhysicsVector _acceleration;
private Vector3 _position;
private Vector3 _velocity;
private Vector3 m_rotationalVelocity = Vector3.Zero;
private Vector3 _acceleration;
private NxCharacter _character;
private bool flying;
private bool iscolliding = false;
@ -230,9 +231,6 @@ namespace OpenSim.Region.Physics.PhysXPlugin
public PhysXCharacter(NxCharacter character)
{
_velocity = new PhysicsVector();
_position = new PhysicsVector();
_acceleration = new PhysicsVector();
_character = character;
}
@ -310,7 +308,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin
set { return; }
}
public override PhysicsVector RotationalVelocity
public override Vector3 RotationalVelocity
{
get { return m_rotationalVelocity; }
set { m_rotationalVelocity = value; }
@ -321,7 +319,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin
get { return false; }
}
public override PhysicsVector Position
public override Vector3 Position
{
get { return _position; }
set
@ -335,9 +333,9 @@ namespace OpenSim.Region.Physics.PhysXPlugin
}
}
public override PhysicsVector Size
public override Vector3 Size
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
set { }
}
@ -346,9 +344,9 @@ namespace OpenSim.Region.Physics.PhysXPlugin
get { return 0f; }
}
public override PhysicsVector Force
public override Vector3 Force
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
set { return; }
}
@ -363,7 +361,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin
}
public override void VehicleVectorParam(int param, PhysicsVector value)
public override void VehicleVectorParam(int param, Vector3 value)
{
}
@ -379,17 +377,17 @@ namespace OpenSim.Region.Physics.PhysXPlugin
}
public override PhysicsVector CenterOfMass
public override Vector3 CenterOfMass
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
}
public override PhysicsVector GeometricCenter
public override Vector3 GeometricCenter
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
}
public override PhysicsVector Velocity
public override Vector3 Velocity
{
get { return _velocity; }
set { _velocity = value; }
@ -413,25 +411,25 @@ namespace OpenSim.Region.Physics.PhysXPlugin
set { }
}
public override PhysicsVector Acceleration
public override Vector3 Acceleration
{
get { return _acceleration; }
}
public void SetAcceleration(PhysicsVector accel)
public void SetAcceleration(Vector3 accel)
{
_acceleration = accel;
}
public override void AddForce(PhysicsVector force, bool pushforce)
public override void AddForce(Vector3 force, bool pushforce)
{
}
public override PhysicsVector Torque
public override Vector3 Torque
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
set { return; }
}
public override void AddAngularForce(PhysicsVector force, bool pushforce)
public override void AddAngularForce(Vector3 force, bool pushforce)
{
}
@ -445,12 +443,12 @@ namespace OpenSim.Region.Physics.PhysXPlugin
}
public override void LockAngularMotion(PhysicsVector axis)
public override void LockAngularMotion(Vector3 axis)
{
}
public override void SetMomentum(PhysicsVector momentum)
public override void SetMomentum(Vector3 momentum)
{
}
@ -492,7 +490,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin
}
public override PhysicsVector PIDTarget { set { return; } }
public override Vector3 PIDTarget { set { return; } }
public override bool PIDActive { set { return; } }
public override float PIDTau { set { return; } }
@ -518,15 +516,15 @@ namespace OpenSim.Region.Physics.PhysXPlugin
public class PhysXPrim : PhysicsActor
{
private PhysicsVector _velocity;
private PhysicsVector _acceleration;
private PhysicsVector m_rotationalVelocity;
private Vector3 _velocity;
private Vector3 _acceleration;
private Vector3 m_rotationalVelocity;
private NxActor _prim;
public PhysXPrim(NxActor prim)
{
_velocity = new PhysicsVector();
_acceleration = new PhysicsVector();
_velocity = Vector3.Zero;
_acceleration = Vector3.Zero;
_prim = prim;
}
@ -580,7 +578,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin
set { return; }
}
public override PhysicsVector RotationalVelocity
public override Vector3 RotationalVelocity
{
get { return m_rotationalVelocity; }
set { m_rotationalVelocity = value; }
@ -616,11 +614,11 @@ namespace OpenSim.Region.Physics.PhysXPlugin
get { return false; }
}
public override PhysicsVector Position
public override Vector3 Position
{
get
{
PhysicsVector pos = new PhysicsVector();
Vector3 pos = Vector3.Zero;
Vec3 vec = _prim.Position;
pos.X = vec.X;
pos.Y = vec.Y;
@ -629,7 +627,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin
}
set
{
PhysicsVector vec = value;
Vector3 vec = value;
Vec3 pos = new Vec3();
pos.X = vec.X;
pos.Y = vec.Y;
@ -643,15 +641,15 @@ namespace OpenSim.Region.Physics.PhysXPlugin
set { return; }
}
public override PhysicsVector Velocity
public override Vector3 Velocity
{
get { return _velocity; }
set { _velocity = value; }
}
public override PhysicsVector Torque
public override Vector3 Torque
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
set { return; }
}
@ -682,31 +680,31 @@ namespace OpenSim.Region.Physics.PhysXPlugin
set { }
}
public override PhysicsVector Acceleration
public override Vector3 Acceleration
{
get { return _acceleration; }
}
public void SetAcceleration(PhysicsVector accel)
public void SetAcceleration(Vector3 accel)
{
_acceleration = accel;
}
public override void AddForce(PhysicsVector force, bool pushforce)
public override void AddForce(Vector3 force, bool pushforce)
{
}
public override void AddAngularForce(PhysicsVector force, bool pushforce)
public override void AddAngularForce(Vector3 force, bool pushforce)
{
}
public override void SetMomentum(PhysicsVector momentum)
public override void SetMomentum(Vector3 momentum)
{
}
public override PhysicsVector Size
public override Vector3 Size
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
set { }
}
@ -718,7 +716,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin
{
}
public override void LockAngularMotion(PhysicsVector axis)
public override void LockAngularMotion(Vector3 axis)
{
}
@ -728,9 +726,9 @@ namespace OpenSim.Region.Physics.PhysXPlugin
get { return 0f; }
}
public override PhysicsVector Force
public override Vector3 Force
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
set { return; }
}
@ -745,7 +743,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin
}
public override void VehicleVectorParam(int param, PhysicsVector value)
public override void VehicleVectorParam(int param, Vector3 value)
{
}
@ -760,21 +758,21 @@ namespace OpenSim.Region.Physics.PhysXPlugin
}
public override PhysicsVector CenterOfMass
public override Vector3 CenterOfMass
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
}
public override PhysicsVector GeometricCenter
public override Vector3 GeometricCenter
{
get { return PhysicsVector.Zero; }
get { return Vector3.Zero; }
}
public override void CrossingFailure()
{
}
public override PhysicsVector PIDTarget { set { return; } }
public override Vector3 PIDTarget { set { return; } }
public override bool PIDActive { set { return; } }
public override float PIDTau { set { return; } }

View File

@ -132,12 +132,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
/// </summary>
private void Start()
{
EventQueueThread = new Thread(EventQueueThreadLoop);
EventQueueThread.IsBackground = true;
EventQueueThread.Priority = MyThreadPriority;
EventQueueThread.Name = "EventQueueManagerThread_" + ThreadCount;
EventQueueThread.Start();
EventQueueThread = Watchdog.StartThread(EventQueueThreadLoop, "EventQueueManagerThread_" + ThreadCount, MyThreadPriority, true);
// Look at this... Don't you wish everyone did that solid
// coding everywhere? :P
@ -184,6 +179,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
while (true)
{
DoProcessQueue();
Watchdog.UpdateThread();
}
}
catch (ThreadAbortException)
@ -214,6 +210,8 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
m_log.ErrorFormat("[{0}]: Exception {1} thrown", ScriptEngineName, e.GetType().ToString());
throw e;
}
Watchdog.UpdateThread();
}
}
catch (ThreadAbortException)
@ -226,6 +224,8 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
"[{0}]: Event queue thread terminating with exception. PLEASE REBOOT YOUR SIM - SCRIPT EVENTS WILL NOT WORK UNTIL YOU DO. Exception is {1}",
ScriptEngineName, e);
}
Watchdog.RemoveThread();
}
public void DoProcessQueue()

View File

@ -93,10 +93,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
{
if (MaintenanceThreadThread == null)
{
MaintenanceThreadThread = new Thread(MaintenanceLoop);
MaintenanceThreadThread.Name = "ScriptMaintenanceThread";
MaintenanceThreadThread.IsBackground = true;
MaintenanceThreadThread.Start();
MaintenanceThreadThread = Watchdog.StartThread(MaintenanceLoop, "ScriptMaintenanceThread", ThreadPriority.Normal, true);
}
}
@ -164,56 +161,54 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
MaintenanceLoopTicks_ScriptLoadUnload_Count++;
MaintenanceLoopTicks_Other_Count++;
//lock (ScriptEngine.ScriptEngines)
//{
foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines))
foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines))
{
// lastScriptEngine = m_ScriptEngine;
// Re-reading config every x seconds
if (MaintenanceLoopTicks_Other_Count >= MaintenanceLoopTicks_Other)
{
// lastScriptEngine = m_ScriptEngine;
// Re-reading config every x seconds
if (MaintenanceLoopTicks_Other_Count >= MaintenanceLoopTicks_Other)
MaintenanceLoopTicks_Other_ResetCount = true;
if (m_ScriptEngine.RefreshConfigFilens > 0)
{
MaintenanceLoopTicks_Other_ResetCount = true;
if (m_ScriptEngine.RefreshConfigFilens > 0)
// Check if its time to re-read config
if (DateTime.Now.Ticks - Last_ReReadConfigFilens >
m_ScriptEngine.RefreshConfigFilens)
{
// Check if its time to re-read config
if (DateTime.Now.Ticks - Last_ReReadConfigFilens >
m_ScriptEngine.RefreshConfigFilens)
//m_log.Debug("Time passed: " + (DateTime.Now.Ticks - Last_ReReadConfigFilens) + ">" + m_ScriptEngine.RefreshConfigFilens);
// Its time to re-read config file
m_ScriptEngine.ReadConfig();
Last_ReReadConfigFilens = DateTime.Now.Ticks; // Reset time
}
// Adjust number of running script threads if not correct
if (m_ScriptEngine.m_EventQueueManager != null)
m_ScriptEngine.m_EventQueueManager.AdjustNumberOfScriptThreads();
// Check if any script has exceeded its max execution time
if (EventQueueManager.EnforceMaxExecutionTime)
{
// We are enforcing execution time
if (DateTime.Now.Ticks - Last_maxFunctionExecutionTimens >
EventQueueManager.maxFunctionExecutionTimens)
{
//m_log.Debug("Time passed: " + (DateTime.Now.Ticks - Last_ReReadConfigFilens) + ">" + m_ScriptEngine.RefreshConfigFilens);
// Its time to re-read config file
m_ScriptEngine.ReadConfig();
Last_ReReadConfigFilens = DateTime.Now.Ticks; // Reset time
}
// Adjust number of running script threads if not correct
if (m_ScriptEngine.m_EventQueueManager != null)
m_ScriptEngine.m_EventQueueManager.AdjustNumberOfScriptThreads();
// Check if any script has exceeded its max execution time
if (EventQueueManager.EnforceMaxExecutionTime)
{
// We are enforcing execution time
if (DateTime.Now.Ticks - Last_maxFunctionExecutionTimens >
EventQueueManager.maxFunctionExecutionTimens)
{
// Its time to check again
m_ScriptEngine.m_EventQueueManager.CheckScriptMaxExecTime(); // Do check
Last_maxFunctionExecutionTimens = DateTime.Now.Ticks; // Reset time
}
// Its time to check again
m_ScriptEngine.m_EventQueueManager.CheckScriptMaxExecTime(); // Do check
Last_maxFunctionExecutionTimens = DateTime.Now.Ticks; // Reset time
}
}
}
if (MaintenanceLoopTicks_ScriptLoadUnload_Count >= MaintenanceLoopTicks_ScriptLoadUnload)
{
MaintenanceLoopTicks_ScriptLoadUnload_ResetCount = true;
// LOAD / UNLOAD SCRIPTS
if (m_ScriptEngine.m_ScriptManager != null)
m_ScriptEngine.m_ScriptManager.DoScriptLoadUnload();
}
}
//}
if (MaintenanceLoopTicks_ScriptLoadUnload_Count >= MaintenanceLoopTicks_ScriptLoadUnload)
{
MaintenanceLoopTicks_ScriptLoadUnload_ResetCount = true;
// LOAD / UNLOAD SCRIPTS
if (m_ScriptEngine.m_ScriptManager != null)
m_ScriptEngine.m_ScriptManager.DoScriptLoadUnload();
}
}
Watchdog.UpdateThread();
}
}
catch(ThreadAbortException)
@ -225,6 +220,8 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
m_log.ErrorFormat("Exception in MaintenanceLoopThread. Thread will recover after 5 sec throttle. Exception: {0}", ex.ToString());
}
}
Watchdog.RemoveThread();
}
#endregion

View File

@ -137,11 +137,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (cmdHandlerThread == null)
{
// Start the thread that will be doing the work
cmdHandlerThread = new Thread(CmdHandlerThreadLoop);
cmdHandlerThread.Name = "AsyncLSLCmdHandlerThread";
cmdHandlerThread.Priority = ThreadPriority.BelowNormal;
cmdHandlerThread.IsBackground = true;
cmdHandlerThread.Start();
cmdHandlerThread = Watchdog.StartThread(CmdHandlerThreadLoop, "AsyncLSLCmdHandlerThread", ThreadPriority.Normal, true);
}
}
@ -185,6 +181,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
Thread.Sleep(cmdHandlerThreadCycleSleepms);
DoOneCmdHandlerPass();
Watchdog.UpdateThread();
}
}
catch

View File

@ -1267,12 +1267,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
protected void SetScale(SceneObjectPart part, LSL_Vector scale)
{
// TODO: this needs to trigger a persistance save as well
if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
return;
if (scale.x < 0.01 || scale.y < 0.01 || scale.z < 0.01)
return;
if (scale.x < 0.01)
scale.x = 0.01;
if (scale.y < 0.01)
scale.y = 0.01;
if (scale.z < 0.01)
scale.z = 0.01;
if (part.ParentGroup.RootPart.PhysActor != null && part.ParentGroup.RootPart.PhysActor.IsPhysical)
{
@ -1283,12 +1285,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (scale.z > World.m_maxPhys)
scale.z = World.m_maxPhys;
}
if (scale.x > World.m_maxNonphys)
scale.x = World.m_maxNonphys;
if (scale.y > World.m_maxNonphys)
scale.y = World.m_maxNonphys;
if (scale.z > World.m_maxNonphys)
scale.z = World.m_maxNonphys;
Vector3 tmp = part.Scale;
tmp.X = (float)scale.x;
tmp.Y = (float)scale.y;
@ -2043,7 +2047,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (local != 0)
force *= llGetRot();
m_host.ParentGroup.RootPart.SetForce(new PhysicsVector((float)force.x, (float)force.y, (float)force.z));
m_host.ParentGroup.RootPart.SetForce(new Vector3((float)force.x, (float)force.y, (float)force.z));
}
}
}
@ -2058,7 +2062,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
if (!m_host.ParentGroup.IsDeleted)
{
PhysicsVector tmpForce = m_host.ParentGroup.RootPart.GetForce();
Vector3 tmpForce = m_host.ParentGroup.RootPart.GetForce();
force.x = tmpForce.X;
force.y = tmpForce.Y;
force.z = tmpForce.Z;
@ -4176,7 +4180,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
applied_linear_impulse *= m_host.GetWorldRotation();
}
pusheeav.PhysicsActor.AddForce(new PhysicsVector(applied_linear_impulse.X, applied_linear_impulse.Y, applied_linear_impulse.Z), true);
pusheeav.PhysicsActor.AddForce(applied_linear_impulse, true);
}
}
}
@ -6084,7 +6088,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (!m_host.ParentGroup.IsDeleted)
{
m_host.ParentGroup.RootPart.SetVehicleVectorParam(param,
new PhysicsVector((float)vec.x, (float)vec.y, (float)vec.z));
new Vector3((float)vec.x, (float)vec.y, (float)vec.z));
}
}
}
@ -7223,13 +7227,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
public LSL_Integer llGetNumberOfPrims()
{
m_host.AddScriptLPS(1);
List<ScenePresence> presences = World.GetScenePresences();
if (presences.Count == 0)
ScenePresence[] presences = World.GetScenePresences();
if (presences.Length == 0)
return 0;
int avatarCount = 0;
foreach (ScenePresence presence in presences)
for (int i = 0; i < presences.Length; i++)
{
ScenePresence presence = presences[i];
if (!presence.IsChildAgent && presence.ParentID != 0)
{
if (m_host.ParentGroup.HasChildPrim(presence.ParentID))

View File

@ -404,7 +404,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
private List<SensedEntity> doAgentSensor(SenseRepeatClass ts)
{
List<ScenePresence> Presences;
List<ScenePresence> presences;
List<SensedEntity> sensedEntities = new List<SensedEntity>();
// If this is an avatar sense by key try to get them directly
@ -414,16 +414,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
ScenePresence p = m_CmdManager.m_ScriptEngine.World.GetScenePresence(ts.keyID);
if (p == null)
return sensedEntities;
Presences = new List<ScenePresence>();
Presences.Add(p);
presences = new List<ScenePresence>();
presences.Add(p);
}
else
{
Presences = m_CmdManager.m_ScriptEngine.World.GetScenePresences();
presences = new List<ScenePresence>(m_CmdManager.m_ScriptEngine.World.GetScenePresences());
}
// If nobody about quit fast
if (Presences.Count == 0)
if (presences.Count == 0)
return sensedEntities;
SceneObjectPart SensePoint = ts.host;
@ -440,8 +440,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
Vector3 toRegionPos;
double dis;
foreach (ScenePresence presence in Presences)
for (int i = 0; i < presences.Count; i++)
{
ScenePresence presence = presences[i];
bool keep = true;
if (presence.IsDeleted)
@ -515,16 +516,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
{
List<Object> data = new List<Object>();
foreach (SenseRepeatClass ts in SenseRepeaters)
lock (SenseRepeatListLock)
{
if (ts.itemID == itemID)
foreach (SenseRepeatClass ts in SenseRepeaters)
{
data.Add(ts.interval);
data.Add(ts.name);
data.Add(ts.keyID);
data.Add(ts.type);
data.Add(ts.range);
data.Add(ts.arc);
if (ts.itemID == itemID)
{
data.Add(ts.interval);
data.Add(ts.name);
data.Add(ts.keyID);
data.Add(ts.type);
data.Add(ts.range);
data.Add(ts.arc);
}
}
}
return data.ToArray();

View File

@ -68,11 +68,11 @@ namespace OpenSim.Region.UserStatistics
HTMLUtil.OL_O(ref output, "");
foreach (Scene scene in all_scenes)
{
List<ScenePresence> avatarInScene = scene.GetScenePresences();
ScenePresence[] avatarInScene = scene.GetScenePresences();
HTMLUtil.LI_O(ref output, "");
HTMLUtil.LI_O(ref output, String.Empty);
output.Append(scene.RegionInfo.RegionName);
HTMLUtil.OL_O(ref output, "");
HTMLUtil.OL_O(ref output, String.Empty);
foreach (ScenePresence av in avatarInScene)
{
Dictionary<string,string> queues = new Dictionary<string, string>();
@ -81,7 +81,7 @@ namespace OpenSim.Region.UserStatistics
IStatsCollector isClient = (IStatsCollector) av.ControllingClient;
queues = decodeQueueReport(isClient.Report());
}
HTMLUtil.LI_O(ref output, "");
HTMLUtil.LI_O(ref output, String.Empty);
output.Append(av.Name);
output.Append("&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;");
output.Append((av.IsChildAgent ? "Child" : "Root"));
@ -96,12 +96,12 @@ namespace OpenSim.Region.UserStatistics
(int) av.AbsolutePosition.Z));
}
Dictionary<string, int> throttles = DecodeClientThrottles(av.ControllingClient.GetThrottlesPacked(1));
HTMLUtil.UL_O(ref output, "");
HTMLUtil.UL_O(ref output, String.Empty);
foreach (string throttlename in throttles.Keys)
{
HTMLUtil.LI_O(ref output, "");
HTMLUtil.LI_O(ref output, String.Empty);
output.Append(throttlename);
output.Append(":");
output.Append(throttles[throttlename].ToString());

View File

@ -96,7 +96,7 @@ namespace OpenSim.Server
if (port != 0)
server = m_Server.GetHttpServer(port);
if (port != m_Server.DefaultPort)
if (port != m_Server.DefaultPort && port != 0)
m_log.InfoFormat("[SERVER]: Loading {0} on port {1}", friendlyName, port);
else
m_log.InfoFormat("[SERVER]: Loading {0}", friendlyName);

View File

@ -0,0 +1,53 @@
/*
* 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.Net;
using System.Reflection;
using Nini.Config;
using log4net;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Data;
using OpenSim.Services.Interfaces;
using OpenMetaverse;
namespace OpenSim.Services.PresenceService
{
public class PresenceService : PresenceServiceBase, IPresenceService
{
private static readonly ILog m_log =
LogManager.GetLogger(
MethodBase.GetCurrentMethod().DeclaringType);
public PresenceService(IConfigSource config)
: base(config)
{
}
}
}

View File

@ -0,0 +1,84 @@
/*
* 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.Reflection;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Data;
using OpenSim.Services.Interfaces;
using OpenSim.Services.Base;
namespace OpenSim.Services.PresenceService
{
public class PresenceServiceBase : ServiceBase
{
protected IPresenceData m_Database = null;
public PresenceServiceBase(IConfigSource config)
: base(config)
{
string dllName = String.Empty;
string connString = String.Empty;
string realm = "agents";
//
// Try reading the [DatabaseService] section, if it exists
//
IConfig dbConfig = config.Configs["DatabaseService"];
if (dbConfig != null)
{
if (dllName == String.Empty)
dllName = dbConfig.GetString("StorageProvider", String.Empty);
if (connString == String.Empty)
connString = dbConfig.GetString("ConnectionString", String.Empty);
}
//
// [PresenceService] section overrides [DatabaseService], if it exists
//
IConfig presenceConfig = config.Configs["PresenceService"];
if (presenceConfig != null)
{
dllName = presenceConfig.GetString("StorageProvider", dllName);
connString = presenceConfig.GetString("ConnectionString", connString);
realm = presenceConfig.GetString("Realm", realm);
}
//
// We tried, but this doesn't exist. We can't proceed.
//
if (dllName.Equals(String.Empty))
throw new Exception("No StorageProvider configured");
m_Database = LoadPlugin<IPresenceData>(dllName, new Object[] { connString, realm });
if (m_Database == null)
throw new Exception("Could not find a storage interface in the given module");
}
}
}

View File

@ -154,7 +154,7 @@ namespace pCampBot
client.Network.OnConnected += new NetworkManager.ConnectedCallback(this.Network_OnConnected);
client.Network.OnSimConnected += new NetworkManager.SimConnectedCallback(this.Network_OnConnected);
client.Network.OnDisconnected += new NetworkManager.DisconnectedCallback(this.Network_OnDisconnected);
client.Objects.OnNewPrim += Objects_NewPrim;
client.Objects.ObjectUpdate += Objects_NewPrim;
//client.Assets.OnAssetReceived += Asset_ReceivedCallback;
if (client.Network.Login(firstname, lastname, password, "pCampBot", "Your name"))
{
@ -369,8 +369,10 @@ namespace pCampBot
}
}
public void Objects_NewPrim(Simulator simulator, Primitive prim, ulong regionHandle, ushort timeDilation)
public void Objects_NewPrim(object sender, PrimEventArgs args)
{
Primitive prim = args.Prim;
if (prim != null)
{
if (prim.Textures != null)
@ -396,7 +398,6 @@ namespace pCampBot
client.Assets.RequestImage(prim.Sculpt.SculptTexture, ImageType.Normal, Asset_TextureCallback_Texture);
}
}
}

View File

@ -90,6 +90,10 @@ namespace Prebuild.Core.Nodes
/// .NET 3.5
/// </summary>
v3_5,
/// <summary>
/// .NET 4.0
/// </summary>
v4_0,
}
/// <summary>
/// The Node object representing /Prebuild/Solution/Project elements

View File

@ -120,7 +120,7 @@ namespace Prebuild.Core.Targets
#region Constructors
/// <summary>
/// Initializes a new instance of the <see cref="VS2005Target"/> class.
/// Initializes a new instance of the <see cref="VS2008Target"/> class.
/// </summary>
public VS2008Target()
: base()

View File

@ -0,0 +1,134 @@
using System;
using System.Collections;
using System.Collections.Specialized;
using System.IO;
using System.Text;
using Prebuild.Core.Attributes;
using Prebuild.Core.Interfaces;
using Prebuild.Core.Nodes;
using Prebuild.Core.Utilities;
using System.CodeDom.Compiler;
namespace Prebuild.Core.Targets
{
/// <summary>
///
/// </summary>
[Target("vs2010")]
public class VS2010Target : VSGenericTarget
{
#region Fields
string solutionVersion = "11.00";
string productVersion = "9.0.21022";
string schemaVersion = "2.0";
string versionName = "Visual Studio 2010";
string name = "vs2008";
VSVersion version = VSVersion.VS10;
Hashtable tools;
Kernel kernel;
/// <summary>
/// Gets or sets the solution version.
/// </summary>
/// <value>The solution version.</value>
public override string SolutionVersion
{
get
{
return solutionVersion;
}
}
/// <summary>
/// Gets or sets the product version.
/// </summary>
/// <value>The product version.</value>
public override string ProductVersion
{
get
{
return productVersion;
}
}
/// <summary>
/// Gets or sets the schema version.
/// </summary>
/// <value>The schema version.</value>
public override string SchemaVersion
{
get
{
return schemaVersion;
}
}
/// <summary>
/// Gets or sets the name of the version.
/// </summary>
/// <value>The name of the version.</value>
public override string VersionName
{
get
{
return versionName;
}
}
/// <summary>
/// Gets or sets the version.
/// </summary>
/// <value>The version.</value>
public override VSVersion Version
{
get
{
return version;
}
}
/// <summary>
/// Gets the name.
/// </summary>
/// <value>The name.</value>
public override string Name
{
get
{
return name;
}
}
protected override string GetToolsVersionXml(FrameworkVersion frameworkVersion)
{
switch (frameworkVersion)
{
case FrameworkVersion.v4_0:
return "ToolsVersion=\"4.0\"";
case FrameworkVersion.v3_5:
return "ToolsVersion=\"3.5\"";
case FrameworkVersion.v3_0:
return "ToolsVersion=\"3.0\"";
default:
return "ToolsVersion=\"2.0\"";
}
}
public override string SolutionTag
{
get { return "# Visual Studio 2010"; }
}
#endregion
#region Constructors
/// <summary>
/// Initializes a new instance of the <see cref="VS2010Target"/> class.
/// </summary>
public VS2010Target()
: base()
{
}
#endregion
}
}

View File

@ -173,7 +173,7 @@ namespace Prebuild.Core.Targets
#region Project File
using (ps)
{
ps.WriteLine("<Project DefaultTargets=\"Build\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\" {0}>", GetToolsVersionXml(project.FrameworkVersion));
ps.WriteLine("<Project DefaultTargets=\"Build\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\" ToolsVersion=\"{0}\">", this.Version == VSVersion.VS10 ? "4.0" : "3.5");
ps.WriteLine(" <PropertyGroup>");
ps.WriteLine(" <ProjectType>Local</ProjectType>");
ps.WriteLine(" <ProductVersion>{0}</ProductVersion>", this.ProductVersion);

View File

@ -45,6 +45,10 @@ namespace Prebuild.Core.Targets
/// <summary>
/// Visual Studio 2008
/// </summary>
VS90
VS90,
/// <summary>
/// Visual Studio 2010
/// </summary>
VS10
}
}

View File

@ -499,7 +499,11 @@ namespace Amib.Threading
}
// Create a new thread
Thread workerThread = new Thread(new ThreadStart(ProcessQueuedItems), _stpStartInfo.StackSize);
Thread workerThread;
if (_stpStartInfo.StackSize > 0)
workerThread = new Thread(ProcessQueuedItems, _stpStartInfo.StackSize);
else
workerThread = new Thread(ProcessQueuedItems);
// Configure the new thread and start it
workerThread.Name = "STP " + Name + " Thread #" + _threadCounter;

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@ -38,8 +38,22 @@
; Sets the method that OpenSim will use to fire asynchronous
; events. Valid values are UnsafeQueueUserWorkItem,
; QueueUserWorkItem, BeginInvoke, SmartThreadPool, and Thread
; async_call_method = SmartThreadPool
; QueueUserWorkItem, BeginInvoke, SmartThreadPool, and Thread.
; SmartThreadPool is reported to work well on Mono/Linux, but
; UnsafeQueueUserWorkItem has been benchmarked with better
; performance on .NET/Windows
;async_call_method = SmartThreadPool
; There are several operations on large collections (such as
; the current avatar list) that can be run synchronously or
; in parallel. Running in parallel should increase performance
; on a multi-core system, but will make debugging more
; difficult if something deadlocks or times out
use_async_when_possible = false
; Max threads to allocate on the FireAndForget thread pool
; when running with the SmartThreadPool option above
MaxPoolThreads = 15
; ##
; ## CLIENTS
@ -51,9 +65,6 @@
; Set this to the DLL containing the client stack to use.
clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll"
; Max threads to allocate on the FireAndForget pool
MaxPoolThreads = 15
; ##
; ## REGIONS
; ##
@ -351,8 +362,9 @@
; already separated from packet handling with a queue, so this will only
; affect whether networking internals such as packet decoding and
; acknowledgement accounting are done synchronously or asynchronously
async_packet_handling = false
;
;async_packet_handling = false
; The client socket receive buffer size determines how many
; incoming requests we can process; the default on .NET is 8192
; which is about 2 4k-sized UDP datagrams. On mono this is
@ -367,22 +379,26 @@
; by the system's settings for the maximum client receive buffer
; size (on linux systems you can set that with "sysctl -w
; net.core.rmem_max=X")
;
;client_socket_rcvbuf_size = 8388608
; Maximum outbound bytes per second for a single scene. This can be used to
; throttle total outbound UDP traffic for a simulator. The default value is
; 0, meaning no throttling at the scene level. The example given here is
; 20 megabits
;
;scene_throttle_max_bps = 2621440
; Maximum bits per second to send to any single client. This will override
; the user's viewer preference settings. The default value is 0, meaning no
; aggregate throttling on clients (only per-category throttling). The
; example given here is 1.5 megabits
;
;client_throttle_max_bps = 196608
; Per-client bytes per second rates for the various throttle categories.
; These are default values that will be overriden by clients
;
;resend_default = 12500
;land_default = 500
;wind_default = 500
@ -395,6 +411,7 @@
; Per-client maximum burst rates in bytes per second for the various
; throttle categories. These are default values that will be overriden by
; clients
;
;resend_limit = 18750
;land_limit = 29750
;wind_limit = 18750
@ -403,6 +420,28 @@
;texture_limit = 55750
;asset_limit = 27500
;state_limit = 37000
; Configures how ObjectUpdates are aggregated. These numbers
; do not literally mean how many updates will be put in each
; packet that goes over the wire, as packets are
; automatically split on a 1400 byte boundary. These control
; the balance between responsiveness of interest list updates
; and total throughput. Higher numbers will ensure more full-
; sized packets and faster sending of data, but more delay in
; updating interest lists
;
;PrimTerseUpdatesPerPacket = 25
;AvatarTerseUpdatesPerPacket = 10
;PrimFullUpdatesPerPacket = 100
; TextureSendLimit determines how many packets will be put on
; the outgoing queue each cycle. Like the settings above, this
; is a balance between responsiveness to priority updates and
; total throughput. Higher numbers will give a better
; throughput at the cost of reduced responsiveness to client
; priority changes or transfer aborts
;
;TextureSendLimit = 20
[Chat]
; Controls whether the chat module is enabled. Default is true.
@ -1361,43 +1400,14 @@
;RecycleDataBlocks = true;
[LLClient]
; Resend packets markes as reliable until they are received
;
;ReliableIsImportant = false
; Maximum number of times to resend packets marked reliable
;
;MaxReliableResends = 3
; Configures how ObjectUpdates are compressed.
;
;TerseUpdatesPerPacket=10
;FullUpdatesPerPacket=14
;TerseUpdateRate=10
;FullUpdateRate=14
;PacketMTU = 1400
; TextureSendLimit determines how many different textures
; will be considered on each cycle. Textures are selected
; by priority. The old mechanism specified a value of 10 for
; this parameter.
;
;TextureSendLimit = 10
; TextureDataLimit determines how many packets will be sent for
; each of the selected textures. Default is 5.
;
;TextureDataLimit = 5
[InterestManagement]
; This section controls how state updates are prioritized for each client
UpdatePrioritizationScheme = Distance
ReprioritizeUpdate = true
RootUpdateReprioritizationDistance = 10.0
ChildUpdateReprioritizationDistance = 20.0
ReprioritizeUpdatesInterval = 5000.0
; This section controls how state updates are prioritized for each client
; Valid values are Time, Distance, SimpleAngularDistance, and FrontBack
UpdatePrioritizationScheme = FrontBack
ReprioritizationEnabled = true
ReprioritizationInterval = 2000.0
RootReprioritizationDistance = 10.0
ChildReprioritizationDistance = 20.0
;;
;; These are defaults that are overwritten below in [Architecture].

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@ -588,6 +588,7 @@
<ReferencePath>../../../../bin/</ReferencePath>
<Reference name="System"/>
<Reference name="System.Drawing"/>
<Reference name="CSJ2K.dll"/>
<Reference name="OpenMetaverseTypes.dll"/>
<Reference name="OpenMetaverse.dll"/>
<Reference name="Nini.dll" />
@ -747,6 +748,7 @@
<ReferencePath>../../../bin/</ReferencePath>
<Reference name="System"/>
<Reference name="System.Core"/>
<Reference name="System.Xml"/>
<Reference name="System.Drawing"/>
<Reference name="System.Web"/>
@ -1411,6 +1413,37 @@
</Files>
</Project>
<Project frameworkVersion="v3_5" name="OpenSim.Services.PresenceService" path="OpenSim/Services/PresenceService" type="Library">
<Configuration name="Debug">
<Options>
<OutputPath>../../../bin/</OutputPath>
</Options>
</Configuration>
<Configuration name="Release">
<Options>
<OutputPath>../../../bin/</OutputPath>
</Options>
</Configuration>
<ReferencePath>../../../bin/</ReferencePath>
<Reference name="System"/>
<Reference name="OpenMetaverseTypes.dll"/>
<Reference name="OpenMetaverse.dll"/>
<Reference name="OpenSim.Framework"/>
<Reference name="OpenSim.Framework.Console"/>
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
<Reference name="OpenSim.Services.Interfaces"/>
<Reference name="OpenSim.Services.Base"/>
<Reference name="OpenSim.Services.Connectors"/>
<Reference name="OpenSim.Data"/>
<Reference name="Nini.dll" />
<Reference name="log4net.dll"/>
<Files>
<Match pattern="*.cs" recurse="true"/>
</Files>
</Project>
<Project frameworkVersion="v3_5" name="OpenSim.Services.InventoryService" path="OpenSim/Services/InventoryService" type="Library">
<Configuration name="Debug">
<Options>
@ -3135,7 +3168,7 @@
</Files>
</Project>
<Project name="OpenSim.Tools.lslc" path="OpenSim/Tools/Compiler" type="Exe">
<Project frameworkVersion="v3_5" name="OpenSim.Tools.lslc" path="OpenSim/Tools/Compiler" type="Exe">
<Configuration name="Debug">
<Options>
<OutputPath>../../../bin/</OutputPath>

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