Merge branch 'master' of ssh://opensimulator.org/var/git/opensim

Conflicts:
	OpenSim/Framework/Util.cs
0.7.4.1
Diva Canto 2012-03-20 17:19:14 -07:00
commit 3fa51f66ec
32 changed files with 522 additions and 324 deletions

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@ -0,0 +1,47 @@
/*
* 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.Collections.Generic;
using OpenMetaverse;
using OpenSim.Framework;
namespace OpenSim.Data
{
/// <summary>
/// This interface exists to distinguish between the normal IAssetDataPlugin and the one used by XAssetService
/// for now.
/// </summary>
public interface IXAssetDataPlugin : IPlugin
{
AssetBase GetAsset(UUID uuid);
void StoreAsset(AssetBase asset);
bool ExistsAsset(UUID uuid);
List<AssetMetadata> FetchAssetMetadataSet(int start, int count);
void Initialise(string connect);
bool Delete(string id);
}
}

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@ -41,7 +41,7 @@ using OpenSim.Data;
namespace OpenSim.Data.MySQL
{
public class MySQLXAssetData : AssetDataBase
public class MySQLXAssetData : IXAssetDataPlugin
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
@ -61,7 +61,7 @@ namespace OpenSim.Data.MySQL
#region IPlugin Members
public override string Version { get { return "1.0.0.0"; } }
public string Version { get { return "1.0.0.0"; } }
/// <summary>
/// <para>Initialises Asset interface</para>
@ -74,7 +74,7 @@ namespace OpenSim.Data.MySQL
/// </para>
/// </summary>
/// <param name="connect">connect string</param>
public override void Initialise(string connect)
public void Initialise(string connect)
{
m_log.ErrorFormat("[MYSQL XASSETDATA]: ***********************************************************");
m_log.ErrorFormat("[MYSQL XASSETDATA]: ***********************************************************");
@ -96,17 +96,17 @@ namespace OpenSim.Data.MySQL
}
}
public override void Initialise()
public void Initialise()
{
throw new NotImplementedException();
}
public override void Dispose() { }
public void Dispose() { }
/// <summary>
/// The name of this DB provider
/// </summary>
override public string Name
public string Name
{
get { return "MySQL XAsset storage engine"; }
}
@ -121,7 +121,7 @@ namespace OpenSim.Data.MySQL
/// <param name="assetID">Asset UUID to fetch</param>
/// <returns>Return the asset</returns>
/// <remarks>On failure : throw an exception and attempt to reconnect to database</remarks>
override public AssetBase GetAsset(UUID assetID)
public AssetBase GetAsset(UUID assetID)
{
// m_log.DebugFormat("[MYSQL XASSET DATA]: Looking for asset {0}", assetID);
@ -190,7 +190,7 @@ namespace OpenSim.Data.MySQL
/// </summary>
/// <param name="asset">Asset UUID to create</param>
/// <remarks>On failure : Throw an exception and attempt to reconnect to database</remarks>
override public void StoreAsset(AssetBase asset)
public void StoreAsset(AssetBase asset)
{
lock (m_dbLock)
{
@ -380,7 +380,7 @@ namespace OpenSim.Data.MySQL
/// </summary>
/// <param name="uuid">The asset UUID</param>
/// <returns>true if it exists, false otherwise.</returns>
override public bool ExistsAsset(UUID uuid)
public bool ExistsAsset(UUID uuid)
{
// m_log.DebugFormat("[ASSETS DB]: Checking for asset {0}", uuid);
@ -426,7 +426,7 @@ namespace OpenSim.Data.MySQL
/// <param name="start">The number of results to discard from the total data set.</param>
/// <param name="count">The number of rows the returned list should contain.</param>
/// <returns>A list of AssetMetadata objects.</returns>
public override List<AssetMetadata> FetchAssetMetadataSet(int start, int count)
public List<AssetMetadata> FetchAssetMetadataSet(int start, int count)
{
List<AssetMetadata> retList = new List<AssetMetadata>(count);
@ -471,7 +471,7 @@ namespace OpenSim.Data.MySQL
return retList;
}
public override bool Delete(string id)
public bool Delete(string id)
{
// m_log.DebugFormat("[XASSETS DB]: Deleting asset {0}", id);

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@ -1758,13 +1758,26 @@ namespace OpenSim.Framework
/// and negative every 24.9 days. Subtracts the passed value (previously fetched by
/// 'EnvironmentTickCount()') and accounts for any wrapping.
/// </summary>
/// <param name="newValue"></param>
/// <param name="prevValue"></param>
/// <returns>subtraction of passed prevValue from current Environment.TickCount</returns>
public static Int32 EnvironmentTickCountSubtract(Int32 prevValue)
public static Int32 EnvironmentTickCountSubtract(Int32 newValue, Int32 prevValue)
{
Int32 diff = EnvironmentTickCount() - prevValue;
Int32 diff = newValue - prevValue;
return (diff >= 0) ? diff : (diff + EnvironmentTickCountMask + 1);
}
/// <summary>
/// Environment.TickCount is an int but it counts all 32 bits so it goes positive
/// and negative every 24.9 days. Subtracts the passed value (previously fetched by
/// 'EnvironmentTickCount()') and accounts for any wrapping.
/// </summary>
/// <returns>subtraction of passed prevValue from current Environment.TickCount</returns>
public static Int32 EnvironmentTickCountSubtract(Int32 prevValue)
{
return EnvironmentTickCountSubtract(EnvironmentTickCount(), prevValue);
}
// Returns value of Tick Count A - TickCount B accounting for wrapping of TickCount
// Assumes both tcA and tcB came from previous calls to Util.EnvironmentTickCount().
// A positive return value indicates A occured later than B
@ -1927,12 +1940,12 @@ namespace OpenSim.Framework
#region Universal User Identifiers
/// <summary>
/// </summary>
/// <param name="value">uuid[;endpoint[;first last[;secret]]]</param>
/// <param name="uuid">the uuid part</param>
/// <param name="url">the endpoint part (e.g. http://foo.com)</param>
/// <param name="firstname">the first name part (e.g. Test)</param>
/// <param name="lastname">the last name part (e.g User)</param>
/// <param name="secret">the secret part</param>
/// <param name="value">uuid[;endpoint[;first last[;secret]]]</param>
/// <param name="uuid">the uuid part</param>
/// <param name="url">the endpoint part (e.g. http://foo.com)</param>
/// <param name="firstname">the first name part (e.g. Test)</param>
/// <param name="lastname">the last name part (e.g User)</param>
/// <param name="secret">the secret part</param>
public static bool ParseUniversalUserIdentifier(string value, out UUID uuid, out string url, out string firstname, out string lastname, out string secret)
{
uuid = UUID.Zero; url = string.Empty; firstname = "Unknown"; lastname = "User"; secret = string.Empty;
@ -1961,64 +1974,79 @@ namespace OpenSim.Framework
}
/// <summary>
/// Produces a universal (HG) system-facing identifier given the information
/// Produces a universal (HG) system-facing identifier given the information
/// </summary>
/// <param name="acircuit"></param>
/// <returns>uuid[;homeURI[;first last]]</returns>
/// <returns>uuid[;homeURI[;first last]]</returns>
public static string ProduceUserUniversalIdentifier(AgentCircuitData acircuit)
{
if (acircuit.ServiceURLs.ContainsKey("HomeURI"))
return UniversalIdentifier(acircuit.AgentID, acircuit.firstname, acircuit.lastname, acircuit.ServiceURLs["HomeURI"].ToString());
else
return acircuit.AgentID.ToString();
}
/// <summary>
/// Produces a universal (HG) system-facing identifier given the information
/// </summary>
/// <param name="id">UUID of the user</param>
/// <param name="firstName">first name (e.g Test)</param>
/// <param name="lastName">last name (e.g. User)</param>
/// <param name="homeURI">homeURI (e.g. http://foo.com)</param>
/// <returns>a string of the form uuid[;homeURI[;first last]]</returns>
public static string UniversalIdentifier(UUID id, String firstName, String lastName, String homeURI)
{
string agentsURI = homeURI;
if (!agentsURI.EndsWith("/"))
agentsURI += "/";
// This is ugly, but there's no other way, given that the name is changed
// in the agent circuit data for foreigners
if (lastName.Contains("@"))
return UniversalIdentifier(acircuit.AgentID, acircuit.firstname, acircuit.lastname, acircuit.ServiceURLs["HomeURI"].ToString());
else
return acircuit.AgentID.ToString();
}
/// <summary>
/// Produces a universal (HG) system-facing identifier given the information
/// </summary>
/// <param name="id">UUID of the user</param>
/// <param name="firstName">first name (e.g Test)</param>
/// <param name="lastName">last name (e.g. User)</param>
/// <param name="homeURI">homeURI (e.g. http://foo.com)</param>
/// <returns>a string of the form uuid[;homeURI[;first last]]</returns>
public static string UniversalIdentifier(UUID id, String firstName, String lastName, String homeURI)
{
string agentsURI = homeURI;
if (!agentsURI.EndsWith("/"))
agentsURI += "/";
// This is ugly, but there's no other way, given that the name is changed
// in the agent circuit data for foreigners
if (lastName.Contains("@"))
{
string[] parts = firstName.Split(new char[] { '.' });
if (parts.Length == 2)
return id.ToString() + ";" + agentsURI + ";" + parts[0] + " " + parts[1];
}
return id.ToString() + ";" + agentsURI + ";" + firstName + " " + lastName;
}
string agentsURI = acircuit.ServiceURLs["HomeURI"].ToString();
if (!agentsURI.EndsWith("/"))
agentsURI += "/";
string[] parts = firstName.Split(new char[] { '.' });
if (parts.Length == 2)
return id.ToString() + ";" + agentsURI + ";" + parts[0] + " " + parts[1];
}
return id.ToString() + ";" + agentsURI + ";" + firstName + " " + lastName;
}
/// <summary>
/// Produces a universal (HG) user-facing name given the information
/// </summary>
/// <param name="firstName"></param>
/// <param name="lastName"></param>
/// <param name="homeURI"></param>
/// <returns>string of the form first.last @foo.com or first last</returns>
public static string UniversalName(String firstName, String lastName, String homeURI)
{
Uri uri = null;
try
{
uri = new Uri(homeURI);
// This is ugly, but there's no other way, given that the name is changed
// in the agent circuit data for foreigners
if (acircuit.lastname.Contains("@"))
{
string[] parts = acircuit.firstname.Split(new char[] { '.' });
if (parts.Length == 2)
return acircuit.AgentID.ToString() + ";" + agentsURI + ";" + parts[0] + " " + parts[1];
}
return acircuit.AgentID.ToString() + ";" + agentsURI + ";" + acircuit.firstname + " " + acircuit.lastname;
/// <summary>
/// Produces a universal (HG) user-facing name given the information
/// </summary>
/// <param name="firstName"></param>
/// <param name="lastName"></param>
/// <param name="homeURI"></param>
/// <returns>string of the form first.last @foo.com or first last</returns>
public static string UniversalName(String firstName, String lastName, String homeURI)
{
Uri uri = null;
try
{
uri = new Uri(homeURI);
}
catch (UriFormatException)
{
return firstName + " " + lastName;
}
return firstName + "." + lastName + " " + "@" + uri.Authority;
}
else
return acircuit.AgentID.ToString();
}
catch (UriFormatException)
{
return firstName + " " + lastName;
}
return firstName + "." + lastName + " " + "@" + uri.Authority;
}
#endregion
}
}

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@ -761,7 +761,7 @@ namespace OpenSim.Region.ClientStack.Linden
SceneObjectPart part = m_Scene.GetSceneObjectPart(objectID);
if (part != null)
{
TaskInventoryItem taskItem = part.Inventory.GetInventoryItem(notecardID);
// TaskInventoryItem taskItem = part.Inventory.GetInventoryItem(notecardID);
if (!m_Scene.Permissions.CanCopyObjectInventory(notecardID, objectID, m_HostCapsObj.AgentID))
{
return LLSDHelpers.SerialiseLLSDReply(response);

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@ -50,7 +50,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
m_regStatus = RegionStatus.Up;
}
public override void Update() {}
public override void Update(int frames) {}
public override void LoadWorldMap() {}
public override ISceneAgent AddNewClient(IClientAPI client, PresenceType type)

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@ -93,8 +93,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Authorization
scene.RegisterModuleInterface<IAuthorizationService>(this);
m_Scene = scene;
scene.EventManager.OnLoginsEnabled += new EventManager.LoginsEnabled(OnLoginsEnabled);
}
public void RemoveRegion(Scene scene)
@ -106,16 +104,13 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Authorization
if (!m_Enabled)
return;
m_AuthorizationService = new AuthorizationService(m_AuthorizationConfig, m_Scene);
m_log.InfoFormat(
"[AUTHORIZATION CONNECTOR]: Enabled local authorization for region {0}",
scene.RegionInfo.RegionName);
}
private void OnLoginsEnabled(string regionName)
{
m_AuthorizationService = new AuthorizationService(m_AuthorizationConfig, m_Scene);
}
public bool IsAuthorizedForRegion(
string userID, string firstName, string lastName, string regionID, out string message)
{

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@ -604,7 +604,6 @@ namespace OpenSim.Region.CoreModules.World.Estate
public void handleOnEstateManageTelehub (IClientAPI client, UUID invoice, UUID senderID, string cmd, uint param1)
{
uint ObjectLocalID;
SceneObjectPart part;
switch (cmd)
@ -877,7 +876,6 @@ namespace OpenSim.Region.CoreModules.World.Estate
return;
Dictionary<uint, float> sceneData = null;
List<UUID> uuidNameLookupList = new List<UUID>();
if (reportType == 1)
{

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@ -481,6 +481,13 @@ namespace OpenSim.Region.Framework.Scenes
public event RegionHeartbeatEnd OnRegionHeartbeatEnd;
public delegate void LoginsEnabled(string regionName);
/// <summary>
/// This should only fire in all circumstances if the RegionReady module is active.
/// </summary>
/// <remarks>
/// TODO: Fire this even when the RegionReady module is not active.
/// </remarks>
public event LoginsEnabled OnLoginsEnabled;
public delegate void PrimsLoaded(Scene s);

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@ -190,7 +190,11 @@ namespace OpenSim.Region.Framework.Scenes
private int backupMS;
private int terrainMS;
private int landMS;
private int lastCompletedFrame;
/// <summary>
/// Tick at which the last frame was processed.
/// </summary>
private int m_lastFrameTick;
/// <summary>
/// Signals whether temporary objects are currently being cleaned up. Needed because this is launched
@ -464,7 +468,7 @@ namespace OpenSim.Region.Framework.Scenes
public int MonitorBackupTime { get { return backupMS; } }
public int MonitorTerrainTime { get { return terrainMS; } }
public int MonitorLandTime { get { return landMS; } }
public int MonitorLastFrameTick { get { return lastCompletedFrame; } }
public int MonitorLastFrameTick { get { return m_lastFrameTick; } }
public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get { return m_priorityScheme; } }
public bool IsReprioritizationEnabled { get { return m_reprioritizationEnabled; } }
@ -1175,18 +1179,15 @@ namespace OpenSim.Region.Framework.Scenes
// The first frame can take a very long time due to physics actors being added on startup. Therefore,
// don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false
// alarms for scenes with many objects.
Update();
Update(1);
Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true;
while (!shuttingdown)
Update();
Update(-1);
m_lastUpdate = Util.EnvironmentTickCount();
m_firstHeartbeat = false;
}
catch (ThreadAbortException)
{
}
finally
{
Monitor.Pulse(m_heartbeatLock);
@ -1196,188 +1197,207 @@ namespace OpenSim.Region.Framework.Scenes
Watchdog.RemoveThread();
}
public override void Update()
public override void Update(int frames)
{
long? endFrame = null;
if (frames >= 0)
endFrame = Frame + frames;
float physicsFPS = 0f;
int tmpPhysicsMS, tmpPhysicsMS2, tmpAgentMS, tmpTempOnRezMS, evMS, backMS, terMS;
int previousFrameTick;
int maintc;
List<Vector3> coarseLocations;
List<UUID> avatarUUIDs;
int maintc = Util.EnvironmentTickCount();
int tmpFrameMS = maintc;
agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
++Frame;
while (!shuttingdown && (endFrame == null || Frame < endFrame))
{
maintc = Util.EnvironmentTickCount();
++Frame;
// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
try
{
int tmpPhysicsMS2 = Util.EnvironmentTickCount();
if ((Frame % m_update_physics == 0) && m_physics_enabled)
m_sceneGraph.UpdatePreparePhysics();
physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
// Apply any pending avatar force input to the avatar's velocity
int tmpAgentMS = Util.EnvironmentTickCount();
if (Frame % m_update_entitymovement == 0)
m_sceneGraph.UpdateScenePresenceMovement();
agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS);
// Perform the main physics update. This will do the actual work of moving objects and avatars according to their
// velocity
int tmpPhysicsMS = Util.EnvironmentTickCount();
if (Frame % m_update_physics == 0)
try
{
if (m_physics_enabled)
physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime);
if (SynchronizeScene != null)
SynchronizeScene(this);
}
physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
tmpAgentMS = Util.EnvironmentTickCount();
// Check if any objects have reached their targets
CheckAtTargets();
// Update SceneObjectGroups that have scheduled themselves for updates
// Objects queue their updates onto all scene presences
if (Frame % m_update_objects == 0)
m_sceneGraph.UpdateObjectGroups();
// Run through all ScenePresences looking for updates
// Presence updates and queued object updates for each presence are sent to clients
if (Frame % m_update_presences == 0)
m_sceneGraph.UpdatePresences();
// Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client)
if (Frame % m_update_coarse_locations == 0)
{
List<Vector3> coarseLocations;
List<UUID> avatarUUIDs;
SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60);
// Send coarse locations to clients
ForEachScenePresence(delegate(ScenePresence presence)
tmpPhysicsMS2 = Util.EnvironmentTickCount();
if ((Frame % m_update_physics == 0) && m_physics_enabled)
m_sceneGraph.UpdatePreparePhysics();
physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
// Apply any pending avatar force input to the avatar's velocity
tmpAgentMS = Util.EnvironmentTickCount();
if (Frame % m_update_entitymovement == 0)
m_sceneGraph.UpdateScenePresenceMovement();
agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS);
// Perform the main physics update. This will do the actual work of moving objects and avatars according to their
// velocity
tmpPhysicsMS = Util.EnvironmentTickCount();
if (Frame % m_update_physics == 0)
{
presence.SendCoarseLocations(coarseLocations, avatarUUIDs);
});
}
agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS);
// Delete temp-on-rez stuff
if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
{
int tmpTempOnRezMS = Util.EnvironmentTickCount();
m_cleaningTemps = true;
Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; });
tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS);
}
if (Frame % m_update_events == 0)
{
int evMS = Util.EnvironmentTickCount();
UpdateEvents();
eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
}
if (Frame % m_update_backup == 0)
{
int backMS = Util.EnvironmentTickCount();
UpdateStorageBackup();
backupMS = Util.EnvironmentTickCountSubtract(backMS);
}
if (Frame % m_update_terrain == 0)
{
int terMS = Util.EnvironmentTickCount();
UpdateTerrain();
terrainMS = Util.EnvironmentTickCountSubtract(terMS);
}
//if (Frame % m_update_land == 0)
//{
// int ldMS = Util.EnvironmentTickCount();
// UpdateLand();
// landMS = Util.EnvironmentTickCountSubtract(ldMS);
//}
frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS);
otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
lastCompletedFrame = Util.EnvironmentTickCount();
// if (Frame%m_update_avatars == 0)
// UpdateInWorldTime();
StatsReporter.AddPhysicsFPS(physicsFPS);
StatsReporter.AddTimeDilation(TimeDilation);
StatsReporter.AddFPS(1);
StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount());
StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount());
StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount());
StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount());
StatsReporter.addFrameMS(frameMS);
StatsReporter.addAgentMS(agentMS);
StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
StatsReporter.addOtherMS(otherMS);
StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount());
StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
if (LoginsDisabled && Frame == 20)
{
// m_log.DebugFormat("{0} {1} {2}", LoginsDisabled, m_sceneGraph.GetActiveScriptsCount(), LoginLock);
// 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();
IConfig startupConfig = m_config.Configs["Startup"];
if (startupConfig == null || !startupConfig.GetBoolean("StartDisabled", false))
{
// This handles a case of a region having no scripts for the RegionReady module
if (m_sceneGraph.GetActiveScriptsCount() == 0)
{
// need to be able to tell these have changed in RegionReady
LoginLock = false;
EventManager.TriggerLoginsEnabled(RegionInfo.RegionName);
}
m_log.DebugFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName);
// For RegionReady lockouts
if(LoginLock == false)
{
LoginsDisabled = false;
}
m_sceneGridService.InformNeighborsThatRegionisUp(RequestModuleInterface<INeighbourService>(), RegionInfo);
if (m_physics_enabled)
physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime);
if (SynchronizeScene != null)
SynchronizeScene(this);
}
else
physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
tmpAgentMS = Util.EnvironmentTickCount();
// Check if any objects have reached their targets
CheckAtTargets();
// Update SceneObjectGroups that have scheduled themselves for updates
// Objects queue their updates onto all scene presences
if (Frame % m_update_objects == 0)
m_sceneGraph.UpdateObjectGroups();
// Run through all ScenePresences looking for updates
// Presence updates and queued object updates for each presence are sent to clients
if (Frame % m_update_presences == 0)
m_sceneGraph.UpdatePresences();
// Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client)
if (Frame % m_update_coarse_locations == 0)
{
StartDisabled = true;
LoginsDisabled = true;
SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60);
// Send coarse locations to clients
ForEachScenePresence(delegate(ScenePresence presence)
{
presence.SendCoarseLocations(coarseLocations, avatarUUIDs);
});
}
agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS);
// Delete temp-on-rez stuff
if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
{
tmpTempOnRezMS = Util.EnvironmentTickCount();
m_cleaningTemps = true;
Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; });
tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS);
}
if (Frame % m_update_events == 0)
{
evMS = Util.EnvironmentTickCount();
UpdateEvents();
eventMS = Util.EnvironmentTickCountSubtract(evMS);
}
if (Frame % m_update_backup == 0)
{
backMS = Util.EnvironmentTickCount();
UpdateStorageBackup();
backupMS = Util.EnvironmentTickCountSubtract(backMS);
}
if (Frame % m_update_terrain == 0)
{
terMS = Util.EnvironmentTickCount();
UpdateTerrain();
terrainMS = Util.EnvironmentTickCountSubtract(terMS);
}
//if (Frame % m_update_land == 0)
//{
// int ldMS = Util.EnvironmentTickCount();
// UpdateLand();
// landMS = Util.EnvironmentTickCountSubtract(ldMS);
//}
frameMS = Util.EnvironmentTickCountSubtract(maintc);
otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
// if (Frame%m_update_avatars == 0)
// UpdateInWorldTime();
StatsReporter.AddPhysicsFPS(physicsFPS);
StatsReporter.AddTimeDilation(TimeDilation);
StatsReporter.AddFPS(1);
StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount());
StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount());
StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount());
StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount());
// frameMS currently records work frame times, not total frame times (work + any required sleep to
// reach min frame time.
StatsReporter.addFrameMS(frameMS);
StatsReporter.addAgentMS(agentMS);
StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
StatsReporter.addOtherMS(otherMS);
StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount());
StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
if (LoginsDisabled && Frame == 20)
{
// m_log.DebugFormat("{0} {1} {2}", LoginsDisabled, m_sceneGraph.GetActiveScriptsCount(), LoginLock);
// 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();
IConfig startupConfig = m_config.Configs["Startup"];
if (startupConfig == null || !startupConfig.GetBoolean("StartDisabled", false))
{
// This handles a case of a region having no scripts for the RegionReady module
if (m_sceneGraph.GetActiveScriptsCount() == 0)
{
// need to be able to tell these have changed in RegionReady
LoginLock = false;
EventManager.TriggerLoginsEnabled(RegionInfo.RegionName);
}
m_log.DebugFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName);
// For RegionReady lockouts
if(LoginLock == false)
{
LoginsDisabled = false;
}
m_sceneGridService.InformNeighborsThatRegionisUp(RequestModuleInterface<INeighbourService>(), RegionInfo);
}
else
{
StartDisabled = true;
LoginsDisabled = true;
}
}
}
catch (Exception e)
{
m_log.ErrorFormat(
"[SCENE]: Failed on region {0} with exception {1}{2}",
RegionInfo.RegionName, e.Message, e.StackTrace);
}
EventManager.TriggerRegionHeartbeatEnd(this);
// Tell the watchdog that this thread is still alive
Watchdog.UpdateThread();
// previousFrameTick = m_lastFrameTick;
m_lastFrameTick = Util.EnvironmentTickCount();
maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc);
maintc = (int)(MinFrameTime * 1000) - maintc;
if (maintc > 0)
Thread.Sleep(maintc);
// Optionally warn if a frame takes double the amount of time that it should.
// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick, previousFrameTick) > (int)(MinFrameTime * 1000 * 2))
// m_log.WarnFormat(
// "[SCENE]: Frame took {0} ms (desired max {1} ms) in {2}",
// Util.EnvironmentTickCountSubtract(m_lastFrameTick, previousFrameTick),
// MinFrameTime * 1000,
// RegionInfo.RegionName);
}
catch (NotImplementedException)
{
throw;
}
catch (Exception e)
{
m_log.ErrorFormat(
"[SCENE]: Failed on region {0} with exception {1}{2}",
RegionInfo.RegionName, e.Message, e.StackTrace);
}
EventManager.TriggerRegionHeartbeatEnd(this);
maintc = Util.EnvironmentTickCountSubtract(maintc);
maintc = (int)(MinFrameTime * 1000) - maintc;
if (maintc > 0)
Thread.Sleep(maintc);
// Tell the watchdog that this thread is still alive
Watchdog.UpdateThread();
}
public void AddGroupTarget(SceneObjectGroup grp)

View File

@ -149,9 +149,13 @@ namespace OpenSim.Region.Framework.Scenes
#region Update Methods
/// <summary>
/// Normally called once every frame/tick to let the world preform anything required (like running the physics simulation)
/// Called to update the scene loop by a number of frames and until shutdown.
/// </summary>
public abstract void Update();
/// <param name="frames">
/// Number of frames to update. Exits on shutdown even if there are frames remaining.
/// If -1 then updates until shutdown.
/// </param>
public abstract void Update(int frames);
#endregion

View File

@ -2293,7 +2293,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (direc.Z > 2.0f)
{
direc.Z *= 3.0f;
direc.Z *= 2.6f;
// TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
Animator.TrySetMovementAnimation("PREJUMP");

View File

@ -81,7 +81,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
// For now, we'll make the scene presence fly to simplify this test, but this needs to change.
sp.Flying = true;
m_scene.Update();
m_scene.Update(1);
Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
Vector3 targetPos = startPos + new Vector3(0, 10, 0);
@ -91,7 +91,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
Assert.That(
sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001));
m_scene.Update();
m_scene.Update(1);
// We should really check the exact figure.
Assert.That(sp.AbsolutePosition.X, Is.EqualTo(startPos.X));
@ -99,8 +99,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
Assert.That(sp.AbsolutePosition.Z, Is.LessThan(targetPos.X));
for (int i = 0; i < 10; i++)
m_scene.Update();
m_scene.Update(10);
double distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos);
Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on first move");
@ -116,7 +115,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
Assert.That(
sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001));
m_scene.Update();
m_scene.Update(1);
// We should really check the exact figure.
Assert.That(sp.AbsolutePosition.X, Is.GreaterThan(startPos.X));
@ -124,8 +123,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
Assert.That(sp.AbsolutePosition.Y, Is.EqualTo(startPos.Y));
Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
for (int i = 0; i < 10; i++)
m_scene.Update();
m_scene.Update(10);
distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos);
Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on second move");

View File

@ -63,17 +63,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
Thread testThread = new Thread(testClass.run);
try
{
// Seems kind of redundant to start a thread and then join it, however.. We need to protect against
// A thread abort exception in the simulator code.
testThread.Start();
testThread.Join();
}
catch (ThreadAbortException)
{
}
// Seems kind of redundant to start a thread and then join it, however.. We need to protect against
// A thread abort exception in the simulator code.
testThread.Start();
testThread.Join();
Assert.That(testClass.results.Result, Is.EqualTo(true), testClass.results.Message);
// Console.WriteLine("Beginning test {0}", MethodBase.GetCurrentMethod());
}

View File

@ -61,7 +61,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
TestHelpers.InMethod();
Scene scene = SceneHelpers.SetupScene();
scene.Update();
scene.Update(1);
Assert.That(scene.Frame, Is.EqualTo(1));
}

View File

@ -238,7 +238,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
// For now, we'll make the scene presence fly to simplify this test, but this needs to change.
npc.Flying = true;
m_scene.Update();
m_scene.Update(1);
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
Vector3 targetPos = startPos + new Vector3(0, 10, 0);
@ -249,7 +249,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
Assert.That(
npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001));
m_scene.Update();
m_scene.Update(1);
// We should really check the exact figure.
Assert.That(npc.AbsolutePosition.X, Is.EqualTo(startPos.X));
@ -257,8 +257,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
Assert.That(npc.AbsolutePosition.Z, Is.LessThan(targetPos.X));
for (int i = 0; i < 10; i++)
m_scene.Update();
m_scene.Update(10);
double distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos);
Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on first move");
@ -275,7 +274,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
Assert.That(
npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001));
m_scene.Update();
m_scene.Update(1);
// We should really check the exact figure.
Assert.That(npc.AbsolutePosition.X, Is.GreaterThan(startPos.X));
@ -283,8 +282,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
Assert.That(npc.AbsolutePosition.Y, Is.EqualTo(startPos.Y));
Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
for (int i = 0; i < 10; i++)
m_scene.Update();
m_scene.Update(10);
distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos);
Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on second move");

View File

@ -358,7 +358,7 @@ namespace OpenSim.Region.Physics.Meshing
if (physicsParms == null)
{
m_log.Warn("[MESH]: no recognized physics mesh found in mesh asset");
m_log.WarnFormat("[MESH]: No recognized physics mesh found in mesh asset for {0}", primName);
return false;
}

View File

@ -114,6 +114,11 @@ namespace OpenSim.Region.Physics.OdePlugin
private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
/// <summary>
/// Base movement for calculating tilt.
/// </summary>
private float m_tiltBaseMovement = (float)Math.Sqrt(2);
/// <summary>
/// Used to introduce a fixed tilt because a straight-up capsule falls through terrain, probably a bug in terrain collider
/// </summary>
@ -524,14 +529,14 @@ namespace OpenSim.Region.Physics.OdePlugin
if (movementVector.Y > 0)
{
// northeast
movementVector.X = (float)Math.Sqrt(2.0);
movementVector.Y = (float)Math.Sqrt(2.0);
movementVector.X = m_tiltBaseMovement;
movementVector.Y = m_tiltBaseMovement;
}
else
{
// southeast
movementVector.X = (float)Math.Sqrt(2.0);
movementVector.Y = -(float)Math.Sqrt(2.0);
movementVector.X = m_tiltBaseMovement;
movementVector.Y = -m_tiltBaseMovement;
}
}
else
@ -540,14 +545,14 @@ namespace OpenSim.Region.Physics.OdePlugin
if (movementVector.Y > 0)
{
// northwest
movementVector.X = -(float)Math.Sqrt(2.0);
movementVector.Y = (float)Math.Sqrt(2.0);
movementVector.X = -m_tiltBaseMovement;
movementVector.Y = m_tiltBaseMovement;
}
else
{
// southwest
movementVector.X = -(float)Math.Sqrt(2.0);
movementVector.Y = -(float)Math.Sqrt(2.0);
movementVector.X = -m_tiltBaseMovement;
movementVector.Y = -m_tiltBaseMovement;
}
}

View File

@ -842,17 +842,23 @@ 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();
d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
d.GeomTriMeshDataPreprocess(_triMeshData);
m_MeshToTriMeshMap[mesh] = _triMeshData;
// We must lock here since m_MeshToTriMeshMap is static and multiple scene threads may call this method at
// the same time.
lock (m_MeshToTriMeshMap)
{
if (m_MeshToTriMeshMap.ContainsKey(mesh))
{
_triMeshData = m_MeshToTriMeshMap[mesh];
}
else
{
_triMeshData = d.GeomTriMeshDataCreate();
d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
d.GeomTriMeshDataPreprocess(_triMeshData);
m_MeshToTriMeshMap[mesh] = _triMeshData;
}
}
// _parent_scene.waitForSpaceUnlock(m_targetSpace);

View File

@ -181,8 +181,15 @@ namespace OpenSim.Region.Physics.OdePlugin
private float avPIDP = 1400f;
private float avCapRadius = 0.37f;
private float avStandupTensor = 2000000f;
private bool avCapsuleTilted = true; // true = old compatibility mode with leaning capsule; false = new corrected mode
public bool IsAvCapsuleTilted { get { return avCapsuleTilted; } set { avCapsuleTilted = value; } }
/// <summary>
/// true = old compatibility mode with leaning capsule; false = new corrected mode
/// </summary>
/// <remarks>
/// Even when set to false, the capsule still tilts but this is done in a different way.
/// </remarks>
public bool IsAvCapsuleTilted { get; private set; }
private float avDensity = 80f;
// private float avHeightFudgeFactor = 0.52f;
private float avMovementDivisorWalk = 1.3f;
@ -501,7 +508,7 @@ namespace OpenSim.Region.Physics.OdePlugin
avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
IsAvCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);

View File

@ -401,16 +401,16 @@ namespace OpenSim.Region.ScriptEngine.XEngine
// sb.AppendFormat("Assemblies loaded : {0}\n", m_Assemblies.Count);
SensorRepeat sr = AsyncCommandManager.GetSensorRepeatPlugin(this);
sb.AppendFormat("Sensors : {0}\n", sr.SensorsCount);
sb.AppendFormat("Sensors : {0}\n", sr != null ? sr.SensorsCount : 0);
Dataserver ds = AsyncCommandManager.GetDataserverPlugin(this);
sb.AppendFormat("Dataserver requests : {0}\n", ds.DataserverRequestsCount);
sb.AppendFormat("Dataserver requests : {0}\n", ds != null ? ds.DataserverRequestsCount : 0);
Timer t = AsyncCommandManager.GetTimerPlugin(this);
sb.AppendFormat("Timers : {0}\n", t.TimersCount);
sb.AppendFormat("Timers : {0}\n", t != null ? t.TimersCount : 0);
Listener l = AsyncCommandManager.GetListenerPlugin(this);
sb.AppendFormat("Listeners : {0}\n", l.ListenerCount);
sb.AppendFormat("Listeners : {0}\n", l != null ? l.ListenerCount : 0);
return sb.ToString();
}

View File

@ -42,7 +42,7 @@ namespace OpenSim.Services.AssetService
/// This will be developed into a de-duplicating asset service.
/// XXX: Currently it's a just a copy of the existing AssetService. so please don't attempt to use it.
/// </summary>
public class XAssetService : AssetServiceBase, IAssetService
public class XAssetService : XAssetServiceBase, IAssetService
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);

View File

@ -0,0 +1,94 @@
/*
* 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.AssetService
{
public class XAssetServiceBase : ServiceBase
{
protected IXAssetDataPlugin m_Database = null;
protected IAssetLoader m_AssetLoader = null;
public XAssetServiceBase(IConfigSource config) : base(config)
{
string dllName = String.Empty;
string connString = String.Empty;
//
// Try reading the [AssetService] section first, if it exists
//
IConfig assetConfig = config.Configs["AssetService"];
if (assetConfig != null)
{
dllName = assetConfig.GetString("StorageProvider", dllName);
connString = assetConfig.GetString("ConnectionString", connString);
}
//
// 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);
}
//
// 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<IXAssetDataPlugin>(dllName);
if (m_Database == null)
throw new Exception("Could not find a storage interface in the given module");
m_Database.Initialise(connString);
string loaderName = assetConfig.GetString("DefaultAssetLoader",
String.Empty);
if (loaderName != String.Empty)
{
m_AssetLoader = LoadPlugin<IAssetLoader>(loaderName);
if (m_AssetLoader == null)
throw new Exception("Asset loader could not be loaded");
}
}
}
}

View File

@ -521,7 +521,7 @@ namespace OpenSim.Services.UserAccountService
else
{
m_log.DebugFormat(
"[USER ACCOUNT SERVICE]; Created user inventory for {0} {1}", firstName, lastName);
"[USER ACCOUNT SERVICE]: Created user inventory for {0} {1}", firstName, lastName);
}
if (m_CreateDefaultAvatarEntries)

View File

@ -120,7 +120,7 @@ namespace OpenSim.Data.Null
/// </summary>
public class NullDataStore : ISimulationDataStore
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected Dictionary<UUID, RegionSettings> m_regionSettings = new Dictionary<UUID, RegionSettings>();
protected Dictionary<UUID, SceneObjectPart> m_sceneObjectParts = new Dictionary<UUID, SceneObjectPart>();

View File

@ -157,7 +157,7 @@ namespace OpenSim.Tests.Torture
//
// However, that means that we need to manually run an update here to clear out that list so that deleted
// objects will be clean up by the garbage collector before the next stress test is run.
scene.Update();
scene.Update(1);
Console.WriteLine(
"Took {0}ms, {1}MB ({2} - {3}) to create {4} objects each containing {5} prim(s)",

View File

@ -66,7 +66,6 @@ ServiceConnectors = "8003/OpenSim.Server.Handlers.dll:AssetServiceConnector,8003
; * in turn, reads the asset loader and database connection information
; *
[AssetService]
StorageProvider = "OpenSim.Data.MySQL.dll:MySQLAssetData"
LocalServiceModule = "OpenSim.Services.AssetService.dll:AssetService"
DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll"
AssetLoaderArgs = "./assets/AssetSets.xml"

View File

@ -58,7 +58,6 @@ ServiceConnectors = "8003/OpenSim.Server.Handlers.dll:AssetServiceConnector,8003
; * in turn, reads the asset loader and database connection information
; *
[AssetService]
StorageProvider = "OpenSim.Data.MySQL.dll:MySQLAssetData"
LocalServiceModule = "OpenSim.Services.AssetService.dll:AssetService"
DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll"
AssetLoaderArgs = "./assets/AssetSets.xml"

View File

@ -44,7 +44,6 @@
;AuthorizationServices = "LocalAuthorizationServicesConnector"
[AssetService]
StorageProvider = "OpenSim.Data.MySQL.dll:MySQLAssetData"
DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll"
AssetLoaderArgs = "assets/AssetSets.xml"
@ -241,4 +240,4 @@
; DisallowForeigners -- HG visitors not allowed
; DisallowResidents -- only Admins and Managers allowed
; Example:
; Region_Test_1 = "DisallowForeigners"
; Region_Test_1 = "DisallowForeigners"

View File

@ -1,3 +0,0 @@
; You can place simulator console commands here to execute when the simulator is shut down
; e.g. show stats
; Lines starting with ; are comments

View File

@ -0,0 +1,3 @@
; Copy this file to shutdown_commands.txt to execute region console commands when the simulator is asked to shut down
; e.g. show stats
; Lines that start with ; are comments

View File

@ -1,3 +0,0 @@
; You can place region console commands here to execute once the simulator has finished starting up
; e.g. show stats
; Lines start with ; are comments.

View File

@ -0,0 +1,3 @@
; Copy this file to startup_commands.txt to run region console commands once the simulator has finished starting up
; e.g. show stats
; Lines that start with ; are comments.