Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
Conflicts: OpenSim/Framework/Util.cs0.7.4.1
commit
3fa51f66ec
|
@ -0,0 +1,47 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
|
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
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*
|
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* 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
|
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* 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
|
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System.Collections.Generic;
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using OpenMetaverse;
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using OpenSim.Framework;
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namespace OpenSim.Data
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{
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/// <summary>
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/// This interface exists to distinguish between the normal IAssetDataPlugin and the one used by XAssetService
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/// for now.
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/// </summary>
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public interface IXAssetDataPlugin : IPlugin
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{
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AssetBase GetAsset(UUID uuid);
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void StoreAsset(AssetBase asset);
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bool ExistsAsset(UUID uuid);
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List<AssetMetadata> FetchAssetMetadataSet(int start, int count);
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void Initialise(string connect);
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bool Delete(string id);
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}
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}
|
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@ -41,7 +41,7 @@ using OpenSim.Data;
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namespace OpenSim.Data.MySQL
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{
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public class MySQLXAssetData : AssetDataBase
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public class MySQLXAssetData : IXAssetDataPlugin
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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|
@ -61,7 +61,7 @@ namespace OpenSim.Data.MySQL
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#region IPlugin Members
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public override string Version { get { return "1.0.0.0"; } }
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public string Version { get { return "1.0.0.0"; } }
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|
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/// <summary>
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/// <para>Initialises Asset interface</para>
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|
@ -74,7 +74,7 @@ namespace OpenSim.Data.MySQL
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/// </para>
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/// </summary>
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/// <param name="connect">connect string</param>
|
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public override void Initialise(string connect)
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public void Initialise(string connect)
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{
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m_log.ErrorFormat("[MYSQL XASSETDATA]: ***********************************************************");
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m_log.ErrorFormat("[MYSQL XASSETDATA]: ***********************************************************");
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|
@ -96,17 +96,17 @@ namespace OpenSim.Data.MySQL
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}
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}
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public override void Initialise()
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public void Initialise()
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{
|
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throw new NotImplementedException();
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}
|
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|
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public override void Dispose() { }
|
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public void Dispose() { }
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|
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/// <summary>
|
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/// The name of this DB provider
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/// </summary>
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override public string Name
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public string Name
|
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{
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get { return "MySQL XAsset storage engine"; }
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}
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|
@ -121,7 +121,7 @@ namespace OpenSim.Data.MySQL
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/// <param name="assetID">Asset UUID to fetch</param>
|
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/// <returns>Return the asset</returns>
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/// <remarks>On failure : throw an exception and attempt to reconnect to database</remarks>
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override public AssetBase GetAsset(UUID assetID)
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public AssetBase GetAsset(UUID assetID)
|
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{
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// m_log.DebugFormat("[MYSQL XASSET DATA]: Looking for asset {0}", assetID);
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|
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|
@ -190,7 +190,7 @@ namespace OpenSim.Data.MySQL
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/// </summary>
|
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/// <param name="asset">Asset UUID to create</param>
|
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/// <remarks>On failure : Throw an exception and attempt to reconnect to database</remarks>
|
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override public void StoreAsset(AssetBase asset)
|
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public void StoreAsset(AssetBase asset)
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{
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lock (m_dbLock)
|
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{
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|
@ -380,7 +380,7 @@ namespace OpenSim.Data.MySQL
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/// </summary>
|
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/// <param name="uuid">The asset UUID</param>
|
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/// <returns>true if it exists, false otherwise.</returns>
|
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override public bool ExistsAsset(UUID uuid)
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public bool ExistsAsset(UUID uuid)
|
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{
|
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// m_log.DebugFormat("[ASSETS DB]: Checking for asset {0}", uuid);
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|
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|
@ -426,7 +426,7 @@ namespace OpenSim.Data.MySQL
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/// <param name="start">The number of results to discard from the total data set.</param>
|
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/// <param name="count">The number of rows the returned list should contain.</param>
|
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/// <returns>A list of AssetMetadata objects.</returns>
|
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public override List<AssetMetadata> FetchAssetMetadataSet(int start, int count)
|
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public List<AssetMetadata> FetchAssetMetadataSet(int start, int count)
|
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{
|
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List<AssetMetadata> retList = new List<AssetMetadata>(count);
|
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|
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|
@ -471,7 +471,7 @@ namespace OpenSim.Data.MySQL
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return retList;
|
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}
|
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|
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public override bool Delete(string id)
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public bool Delete(string id)
|
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{
|
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// m_log.DebugFormat("[XASSETS DB]: Deleting asset {0}", id);
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|
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|
|
|
@ -1753,6 +1753,20 @@ namespace OpenSim.Framework
|
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}
|
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const Int32 EnvironmentTickCountMask = 0x3fffffff;
|
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|
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/// <summary>
|
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/// Environment.TickCount is an int but it counts all 32 bits so it goes positive
|
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/// and negative every 24.9 days. Subtracts the passed value (previously fetched by
|
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/// 'EnvironmentTickCount()') and accounts for any wrapping.
|
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/// </summary>
|
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/// <param name="newValue"></param>
|
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/// <param name="prevValue"></param>
|
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/// <returns>subtraction of passed prevValue from current Environment.TickCount</returns>
|
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public static Int32 EnvironmentTickCountSubtract(Int32 newValue, Int32 prevValue)
|
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{
|
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Int32 diff = newValue - prevValue;
|
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return (diff >= 0) ? diff : (diff + EnvironmentTickCountMask + 1);
|
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}
|
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|
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/// <summary>
|
||||
/// Environment.TickCount is an int but it counts all 32 bits so it goes positive
|
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/// and negative every 24.9 days. Subtracts the passed value (previously fetched by
|
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|
@ -1761,8 +1775,7 @@ namespace OpenSim.Framework
|
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/// <returns>subtraction of passed prevValue from current Environment.TickCount</returns>
|
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public static Int32 EnvironmentTickCountSubtract(Int32 prevValue)
|
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{
|
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Int32 diff = EnvironmentTickCount() - prevValue;
|
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return (diff >= 0) ? diff : (diff + EnvironmentTickCountMask + 1);
|
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return EnvironmentTickCountSubtract(EnvironmentTickCount(), prevValue);
|
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}
|
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|
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// Returns value of Tick Count A - TickCount B accounting for wrapping of TickCount
|
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|
@ -1991,6 +2004,9 @@ namespace OpenSim.Framework
|
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// in the agent circuit data for foreigners
|
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if (lastName.Contains("@"))
|
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{
|
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string agentsURI = acircuit.ServiceURLs["HomeURI"].ToString();
|
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if (!agentsURI.EndsWith("/"))
|
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agentsURI += "/";
|
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string[] parts = firstName.Split(new char[] { '.' });
|
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if (parts.Length == 2)
|
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return id.ToString() + ";" + agentsURI + ";" + parts[0] + " " + parts[1];
|
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|
@ -1999,6 +2015,15 @@ namespace OpenSim.Framework
|
|||
|
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}
|
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|
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// This is ugly, but there's no other way, given that the name is changed
|
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// in the agent circuit data for foreigners
|
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if (acircuit.lastname.Contains("@"))
|
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{
|
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string[] parts = acircuit.firstname.Split(new char[] { '.' });
|
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if (parts.Length == 2)
|
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return acircuit.AgentID.ToString() + ";" + agentsURI + ";" + parts[0] + " " + parts[1];
|
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}
|
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return acircuit.AgentID.ToString() + ";" + agentsURI + ";" + acircuit.firstname + " " + acircuit.lastname;
|
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/// <summary>
|
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/// Produces a universal (HG) user-facing name given the information
|
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/// </summary>
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|
@ -2012,6 +2037,9 @@ namespace OpenSim.Framework
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try
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{
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uri = new Uri(homeURI);
|
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}
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else
|
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return acircuit.AgentID.ToString();
|
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}
|
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catch (UriFormatException)
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{
|
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|
|
|
@ -761,7 +761,7 @@ namespace OpenSim.Region.ClientStack.Linden
|
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SceneObjectPart part = m_Scene.GetSceneObjectPart(objectID);
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if (part != null)
|
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{
|
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TaskInventoryItem taskItem = part.Inventory.GetInventoryItem(notecardID);
|
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// TaskInventoryItem taskItem = part.Inventory.GetInventoryItem(notecardID);
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if (!m_Scene.Permissions.CanCopyObjectInventory(notecardID, objectID, m_HostCapsObj.AgentID))
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{
|
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return LLSDHelpers.SerialiseLLSDReply(response);
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|
|
|
@ -50,7 +50,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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m_regStatus = RegionStatus.Up;
|
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}
|
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|
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public override void Update() {}
|
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public override void Update(int frames) {}
|
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public override void LoadWorldMap() {}
|
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|
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public override ISceneAgent AddNewClient(IClientAPI client, PresenceType type)
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|
|
|
@ -93,8 +93,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Authorization
|
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|
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scene.RegisterModuleInterface<IAuthorizationService>(this);
|
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m_Scene = scene;
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scene.EventManager.OnLoginsEnabled += new EventManager.LoginsEnabled(OnLoginsEnabled);
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}
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|
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public void RemoveRegion(Scene scene)
|
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|
@ -106,16 +104,13 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Authorization
|
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if (!m_Enabled)
|
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return;
|
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|
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m_AuthorizationService = new AuthorizationService(m_AuthorizationConfig, m_Scene);
|
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|
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m_log.InfoFormat(
|
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"[AUTHORIZATION CONNECTOR]: Enabled local authorization for region {0}",
|
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scene.RegionInfo.RegionName);
|
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}
|
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|
||||
private void OnLoginsEnabled(string regionName)
|
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{
|
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m_AuthorizationService = new AuthorizationService(m_AuthorizationConfig, m_Scene);
|
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}
|
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|
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public bool IsAuthorizedForRegion(
|
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string userID, string firstName, string lastName, string regionID, out string message)
|
||||
{
|
||||
|
|
|
@ -604,7 +604,6 @@ namespace OpenSim.Region.CoreModules.World.Estate
|
|||
|
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public void handleOnEstateManageTelehub (IClientAPI client, UUID invoice, UUID senderID, string cmd, uint param1)
|
||||
{
|
||||
uint ObjectLocalID;
|
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SceneObjectPart part;
|
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|
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switch (cmd)
|
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|
@ -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)
|
||||
{
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
|
@ -1196,34 +1197,45 @@ 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;
|
||||
|
||||
while (!shuttingdown && (endFrame == null || Frame < endFrame))
|
||||
{
|
||||
maintc = Util.EnvironmentTickCount();
|
||||
++Frame;
|
||||
|
||||
// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
|
||||
|
||||
agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
|
||||
|
||||
try
|
||||
{
|
||||
int tmpPhysicsMS2 = Util.EnvironmentTickCount();
|
||||
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
|
||||
int tmpAgentMS = Util.EnvironmentTickCount();
|
||||
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();
|
||||
tmpPhysicsMS = Util.EnvironmentTickCount();
|
||||
if (Frame % m_update_physics == 0)
|
||||
{
|
||||
if (m_physics_enabled)
|
||||
|
@ -1252,8 +1264,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// 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)
|
||||
|
@ -1267,7 +1277,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// Delete temp-on-rez stuff
|
||||
if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
|
||||
{
|
||||
int tmpTempOnRezMS = Util.EnvironmentTickCount();
|
||||
tmpTempOnRezMS = Util.EnvironmentTickCount();
|
||||
m_cleaningTemps = true;
|
||||
Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; });
|
||||
tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS);
|
||||
|
@ -1275,21 +1285,21 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
if (Frame % m_update_events == 0)
|
||||
{
|
||||
int evMS = Util.EnvironmentTickCount();
|
||||
evMS = Util.EnvironmentTickCount();
|
||||
UpdateEvents();
|
||||
eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
|
||||
eventMS = Util.EnvironmentTickCountSubtract(evMS);
|
||||
}
|
||||
|
||||
if (Frame % m_update_backup == 0)
|
||||
{
|
||||
int backMS = Util.EnvironmentTickCount();
|
||||
backMS = Util.EnvironmentTickCount();
|
||||
UpdateStorageBackup();
|
||||
backupMS = Util.EnvironmentTickCountSubtract(backMS);
|
||||
}
|
||||
|
||||
if (Frame % m_update_terrain == 0)
|
||||
{
|
||||
int terMS = Util.EnvironmentTickCount();
|
||||
terMS = Util.EnvironmentTickCount();
|
||||
UpdateTerrain();
|
||||
terrainMS = Util.EnvironmentTickCountSubtract(terMS);
|
||||
}
|
||||
|
@ -1301,9 +1311,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// landMS = Util.EnvironmentTickCountSubtract(ldMS);
|
||||
//}
|
||||
|
||||
frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS);
|
||||
frameMS = Util.EnvironmentTickCountSubtract(maintc);
|
||||
otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
|
||||
lastCompletedFrame = Util.EnvironmentTickCount();
|
||||
|
||||
// if (Frame%m_update_avatars == 0)
|
||||
// UpdateInWorldTime();
|
||||
|
@ -1314,7 +1323,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
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);
|
||||
|
@ -1323,7 +1336,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
if (LoginsDisabled && Frame == 20)
|
||||
{
|
||||
// m_log.DebugFormat("{0} {1} {2}", LoginsDisabled, m_sceneGraph.GetActiveScriptsCount(), LoginLock);
|
||||
// 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
|
||||
|
@ -1357,10 +1370,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
}
|
||||
catch (NotImplementedException)
|
||||
{
|
||||
throw;
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.ErrorFormat(
|
||||
|
@ -1370,14 +1379,25 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
EventManager.TriggerRegionHeartbeatEnd(this);
|
||||
|
||||
maintc = Util.EnvironmentTickCountSubtract(maintc);
|
||||
// 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);
|
||||
|
||||
// Tell the watchdog that this thread is still alive
|
||||
Watchdog.UpdateThread();
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
|
||||
public void AddGroupTarget(SceneObjectGroup grp)
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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");
|
||||
|
|
|
@ -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");
|
||||
|
|
|
@ -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)
|
||||
{
|
||||
|
||||
}
|
||||
Assert.That(testClass.results.Result, Is.EqualTo(true), testClass.results.Message);
|
||||
// Console.WriteLine("Beginning test {0}", MethodBase.GetCurrentMethod());
|
||||
}
|
||||
|
|
|
@ -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));
|
||||
}
|
||||
|
|
|
@ -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");
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -842,6 +842,11 @@ 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
|
||||
|
||||
// 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];
|
||||
|
@ -854,6 +859,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
d.GeomTriMeshDataPreprocess(_triMeshData);
|
||||
m_MeshToTriMeshMap[mesh] = _triMeshData;
|
||||
}
|
||||
}
|
||||
|
||||
// _parent_scene.waitForSpaceUnlock(m_targetSpace);
|
||||
try
|
||||
|
|
|
@ -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);
|
||||
|
||||
|
|
|
@ -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();
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
|
||||
|
|
|
@ -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");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -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)
|
||||
|
|
|
@ -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>();
|
||||
|
|
|
@ -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)",
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -44,7 +44,6 @@
|
|||
;AuthorizationServices = "LocalAuthorizationServicesConnector"
|
||||
|
||||
[AssetService]
|
||||
StorageProvider = "OpenSim.Data.MySQL.dll:MySQLAssetData"
|
||||
DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll"
|
||||
AssetLoaderArgs = "assets/AssetSets.xml"
|
||||
|
||||
|
|
|
@ -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
|
|
@ -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
|
|
@ -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.
|
|
@ -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.
|
Loading…
Reference in New Issue