Merge branch 'master' into vehicles
commit
50f509d600
|
@ -58,10 +58,12 @@
|
|||
</exec>
|
||||
<fail message="Failures reported in unit tests." unless="${int::parse(testresult.opensim.framework.serialization.tests)==0}" />
|
||||
|
||||
<!--
|
||||
<exec program="${nunitcmd}" failonerror="true" resultproperty="testresult.opensim.region.clientstack.lindenudp.tests">
|
||||
<arg value="./bin/OpenSim.Region.ClientStack.LindenUDP.Tests.dll" />
|
||||
</exec>
|
||||
<fail message="Failures reported in unit tests." unless="${int::parse(testresult.opensim.region.clientstack.lindenudp.tests)==0}" />
|
||||
-->
|
||||
|
||||
<exec program="${nunitcmd}" failonerror="true" resultproperty="testresult.opensim.region.scriptengine.tests">
|
||||
<arg value="./bin/OpenSim.Region.ScriptEngine.Tests.dll" />
|
||||
|
@ -115,16 +117,18 @@
|
|||
<arg value="--export-html=./cov/OpenSim.Framework.Servers ./cov/OpenSim.Framework.Communications.cov" />
|
||||
</exec>
|
||||
|
||||
<!--
|
||||
<exec program="mono">
|
||||
<arg value="--debug" />
|
||||
<arg value="--profile=monocov:outfile=./cov/OpenSim.Region.ClientStack.LindenUDP.cov,+[OpenSim.Region.ClientStack.LindenUDP]" />
|
||||
<arg value="--debug" />
|
||||
<arg value="--profile=monocov:outfile=./cov/OpenSim.Region.ClientStack.LindenUDP.cov,+[OpenSim.Region.ClientStack.LindenUDP]" />
|
||||
<arg value="/usr/lib/nunit/nunit-console.exe" />
|
||||
<arg value="./bin/OpenSim.Region.ClientStack.LindenUDP.Tests.dll" />
|
||||
</exec>
|
||||
<delete dir="./cov/OpenSim.Region.ClientStack.LindenUDP" />
|
||||
<exec program="monocov">
|
||||
<arg value="--export-html=./cov/OpenSim.Region.ClientStack.LindenUDP ./cov/OpenSim.Region.ClientStack.LindenUDP.cov" />
|
||||
<arg value="--export-html=./cov/OpenSim.Region.ClientStack.LindenUDP ./cov/OpenSim.Region.ClientStack.LindenUDP.cov" />
|
||||
</exec>
|
||||
-->
|
||||
|
||||
<exec program="mono">
|
||||
<arg value="--debug" />
|
||||
|
@ -238,10 +242,12 @@
|
|||
<arg value="-xml=test-results/OpenSim.Framework.Servers.Tests.dll-Results.xml" />
|
||||
</exec>
|
||||
|
||||
<!--
|
||||
<exec program="${nunitcmd}" failonerror="false" resultproperty="testresult.opensim.region.clientstack.lindenudp.tests">
|
||||
<arg value="./bin/OpenSim.Region.ClientStack.LindenUDP.Tests.dll" />
|
||||
<arg value="-xml=test-results/OpenSim.Region.ClientStack.LindenUDP.Tests.dll-Results.xml" />
|
||||
</exec>
|
||||
-->
|
||||
|
||||
<exec program="${nunitcmd}" failonerror="false" resultproperty="testresult.opensim.region.scriptengine.tests">
|
||||
<arg value="./bin/OpenSim.Region.ScriptEngine.Tests.dll" />
|
||||
|
@ -271,7 +277,7 @@
|
|||
<fail message="Failures reported in unit tests." unless="${int::parse(testresult.opensim.framework.tests)==0}" />
|
||||
<fail message="Failures reported in unit tests." unless="${int::parse(testresult.opensim.framework.communications.tests)==0}" />
|
||||
<fail message="Failures reported in unit tests." unless="${int::parse(testresult.opensim.framework.servers.tests)==0}" />
|
||||
<fail message="Failures reported in unit tests." unless="${int::parse(testresult.opensim.region.clientstack.lindenudp.tests)==0}" />
|
||||
<!-- <fail message="Failures reported in unit tests." unless="${int::parse(testresult.opensim.region.clientstack.lindenudp.tests)==0}" /> -->
|
||||
<fail message="Failures reported in unit tests." unless="${int::parse(testresult.opensim.region.scriptengine.tests)==0}" />
|
||||
<fail message="Failures reported in unit tests." unless="${int::parse(testresult.opensim.region.coremodules.tests)==0}" />
|
||||
<fail message="Failures reported in unit tests." unless="${int::parse(testresult.opensim.region.framework.tests)==0}" />
|
||||
|
|
|
@ -66,6 +66,8 @@ namespace OpenSim.Framework
|
|||
private static UUID SHIRT_ITEM = new UUID("77c41e39-38f9-f75a-0000-585989bf0000");
|
||||
private static UUID PANTS_ASSET = new UUID("00000000-38f9-1111-024e-222222111120");
|
||||
private static UUID PANTS_ITEM = new UUID("77c41e39-38f9-f75a-0000-5859892f1111");
|
||||
private static UUID HAIR_ASSET = new UUID("d342e6c0-b9d2-11dc-95ff-0800200c9a66");
|
||||
private static UUID HAIR_ITEM = new UUID("d342e6c1-b9d2-11dc-95ff-0800200c9a66");
|
||||
|
||||
public readonly static int VISUALPARAM_COUNT = 218;
|
||||
|
||||
|
@ -238,6 +240,8 @@ namespace OpenSim.Framework
|
|||
m_wearables[BODY].ItemID = BODY_ITEM;
|
||||
m_wearables[SKIN].AssetID = SKIN_ASSET;
|
||||
m_wearables[SKIN].ItemID = SKIN_ITEM;
|
||||
m_wearables[HAIR].AssetID = HAIR_ASSET;
|
||||
m_wearables[HAIR].ItemID = HAIR_ITEM;
|
||||
m_wearables[SHIRT].AssetID = SHIRT_ASSET;
|
||||
m_wearables[SHIRT].ItemID = SHIRT_ITEM;
|
||||
m_wearables[PANTS].AssetID = PANTS_ASSET;
|
||||
|
|
|
@ -60,6 +60,10 @@ namespace OpenSim.Framework
|
|||
// Body
|
||||
defaultWearables[0].ItemID = new UUID("66c41e39-38f9-f75a-024e-585989bfaba9");
|
||||
defaultWearables[0].AssetID = new UUID("66c41e39-38f9-f75a-024e-585989bfab73");
|
||||
|
||||
// Hair
|
||||
defaultWearables[2].ItemID = new UUID("d342e6c1-b9d2-11dc-95ff-0800200c9a66");
|
||||
defaultWearables[2].AssetID = new UUID("d342e6c0-b9d2-11dc-95ff-0800200c9a66");
|
||||
|
||||
// Skin
|
||||
defaultWearables[1].ItemID = new UUID("77c41e39-38f9-f75a-024e-585989bfabc9");
|
||||
|
|
|
@ -209,35 +209,24 @@ namespace OpenSim.Framework.Communications
|
|||
|
||||
private string[] doUUIDNameRequest(UUID uuid)
|
||||
{
|
||||
string[] returnstring = new string[0];
|
||||
bool doLookup = false;
|
||||
|
||||
lock (m_nameRequestCache)
|
||||
{
|
||||
if (m_nameRequestCache.ContainsKey(uuid))
|
||||
{
|
||||
returnstring = m_nameRequestCache[uuid];
|
||||
}
|
||||
else
|
||||
{
|
||||
// we don't want to lock the dictionary while we're doing the lookup
|
||||
doLookup = true;
|
||||
}
|
||||
return m_nameRequestCache[uuid];
|
||||
}
|
||||
|
||||
if (doLookup) {
|
||||
UserProfileData profileData = m_userService.GetUserProfile(uuid);
|
||||
if (profileData != null)
|
||||
string[] returnstring = new string[0];
|
||||
CachedUserInfo uinfo = UserProfileCacheService.GetUserDetails(uuid);
|
||||
|
||||
if ((uinfo != null) && (uinfo.UserProfile != null))
|
||||
{
|
||||
returnstring = new string[2];
|
||||
returnstring[0] = uinfo.UserProfile.FirstName;
|
||||
returnstring[1] = uinfo.UserProfile.SurName;
|
||||
lock (m_nameRequestCache)
|
||||
{
|
||||
returnstring = new string[2];
|
||||
// UUID profileId = profileData.ID;
|
||||
returnstring[0] = profileData.FirstName;
|
||||
returnstring[1] = profileData.SurName;
|
||||
lock (m_nameRequestCache)
|
||||
{
|
||||
if (!m_nameRequestCache.ContainsKey(uuid))
|
||||
m_nameRequestCache.Add(uuid, returnstring);
|
||||
}
|
||||
if (!m_nameRequestCache.ContainsKey(uuid))
|
||||
m_nameRequestCache.Add(uuid, returnstring);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -459,7 +459,8 @@ namespace OpenSim
|
|||
|
||||
scene.DeleteAllSceneObjects();
|
||||
m_sceneManager.CloseScene(scene);
|
||||
|
||||
ShutdownClientServer(scene.RegionInfo);
|
||||
|
||||
if (!cleanup)
|
||||
return;
|
||||
|
||||
|
@ -519,7 +520,7 @@ namespace OpenSim
|
|||
}
|
||||
|
||||
m_sceneManager.CloseScene(scene);
|
||||
|
||||
ShutdownClientServer(scene.RegionInfo);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -653,12 +654,10 @@ namespace OpenSim
|
|||
storageManager, m_moduleLoader, false, m_configSettings.PhysicalPrim,
|
||||
m_configSettings.See_into_region_from_neighbor, m_config.Source, m_version);
|
||||
}
|
||||
|
||||
public void handleRestartRegion(RegionInfo whichRegion)
|
||||
|
||||
protected void ShutdownClientServer(RegionInfo whichRegion)
|
||||
{
|
||||
m_log.Info("[OPENSIM]: Got restart signal from SceneManager");
|
||||
|
||||
// Shutting down the client server
|
||||
// Close and remove the clientserver for a region
|
||||
bool foundClientServer = false;
|
||||
int clientServerElement = 0;
|
||||
Location location = new Location(whichRegion.RegionHandle);
|
||||
|
@ -678,6 +677,13 @@ namespace OpenSim
|
|||
m_clientServers[clientServerElement].NetworkStop();
|
||||
m_clientServers.RemoveAt(clientServerElement);
|
||||
}
|
||||
}
|
||||
|
||||
public void handleRestartRegion(RegionInfo whichRegion)
|
||||
{
|
||||
m_log.Info("[OPENSIM]: Got restart signal from SceneManager");
|
||||
|
||||
ShutdownClientServer(whichRegion);
|
||||
IScene scene;
|
||||
CreateRegion(whichRegion, true, out scene);
|
||||
}
|
||||
|
|
|
@ -74,6 +74,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
|
||||
public bool SendPackets(LLClientView client, int maxpack)
|
||||
{
|
||||
if (client == null)
|
||||
return false;
|
||||
|
||||
if (m_currentPacket <= m_stopPacket)
|
||||
{
|
||||
int count = 0;
|
||||
|
@ -202,6 +205,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
|
||||
private bool SendFirstPacket(LLClientView client)
|
||||
{
|
||||
if (client == null)
|
||||
return false;
|
||||
|
||||
if (m_asset == null)
|
||||
{
|
||||
m_log.Warn("[J2KIMAGE]: Sending ImageNotInDatabase for texture " + TextureID);
|
||||
|
@ -234,6 +240,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
|
||||
private bool SendPacket(LLClientView client)
|
||||
{
|
||||
if (client == null)
|
||||
return false;
|
||||
|
||||
bool complete = false;
|
||||
int imagePacketSize = ((int)m_currentPacket == (TexturePacketCount())) ? LastPacketSize() : IMAGE_PACKET_SIZE;
|
||||
|
||||
|
|
|
@ -224,16 +224,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
|
||||
////return success;
|
||||
|
||||
//lock (m_sync)
|
||||
// return Dictionary1.TryGetValue(key, out value);
|
||||
lock (m_sync)
|
||||
return Dictionary1.TryGetValue(key, out value);
|
||||
|
||||
try
|
||||
{
|
||||
return Dictionary1.TryGetValue(key, out value);
|
||||
}
|
||||
catch { }
|
||||
value = null;
|
||||
return false;
|
||||
//try
|
||||
//{
|
||||
// return Dictionary1.TryGetValue(key, out value);
|
||||
//}
|
||||
//catch { }
|
||||
//value = null;
|
||||
//return false;
|
||||
}
|
||||
|
||||
public bool TryGetValue(IPEndPoint key, out LLUDPClient value)
|
||||
|
|
|
@ -87,7 +87,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
/// The LLUDP server for a region. This handles incoming and outgoing
|
||||
/// packets for all UDP connections to the region
|
||||
/// </summary>
|
||||
public class LLUDPServer : UDPBase
|
||||
public class LLUDPServer : OpenSimUDPBase
|
||||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
|
@ -287,11 +287,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
// instead
|
||||
m_log.Info("[LLUDPSERVER]: Packet exceeded buffer size during zerocoding. Removing MSG_ZEROCODED flag");
|
||||
data[0] = (byte)(data[0] & ~Helpers.MSG_ZEROCODED);
|
||||
//
|
||||
buffer = new UDPPacketBuffer(client.RemoteEndPoint, dataLength);
|
||||
//
|
||||
Buffer.BlockCopy(data, 0, buffer.Data, 0, dataLength);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// ??? will it fit?
|
||||
Buffer.BlockCopy(data, 0, buffer.Data, 0, dataLength);
|
||||
}
|
||||
buffer.DataLength = dataLength;
|
||||
|
|
|
@ -0,0 +1,569 @@
|
|||
//--------- Modified Version -------------------
|
||||
///*
|
||||
// * Copyright (c) 2006, Clutch, Inc.
|
||||
// * Original Author: Jeff Cesnik
|
||||
// * All rights reserved.
|
||||
// *
|
||||
// * - 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.
|
||||
// * - Neither the name of the openmetaverse.org 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 COPYRIGHT HOLDERS AND CONTRIBUTORS "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 COPYRIGHT OWNER OR 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.Net;
|
||||
using System.Net.Sockets;
|
||||
using System.Threading;
|
||||
using OpenMetaverse;
|
||||
|
||||
//namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
//{
|
||||
// /// <summary>
|
||||
// ///
|
||||
// /// </summary>
|
||||
// public abstract class OpenSimUDPBase
|
||||
// {
|
||||
// // these abstract methods must be implemented in a derived class to actually do
|
||||
// // something with the packets that are sent and received.
|
||||
// protected abstract void PacketReceived(UDPPacketBuffer buffer);
|
||||
// protected abstract void PacketSent(UDPPacketBuffer buffer, int bytesSent);
|
||||
|
||||
// // the port to listen on
|
||||
// internal int udpPort;
|
||||
|
||||
// // the UDP socket
|
||||
// private Socket udpSocket;
|
||||
|
||||
// // the ReaderWriterLock is used solely for the purposes of shutdown (Stop()).
|
||||
// // since there are potentially many "reader" threads in the internal .NET IOCP
|
||||
// // thread pool, this is a cheaper synchronization primitive than using
|
||||
// // a Mutex object. This allows many UDP socket "reads" concurrently - when
|
||||
// // Stop() is called, it attempts to obtain a writer lock which will then
|
||||
// // wait until all outstanding operations are completed before shutting down.
|
||||
// // this avoids the problem of closing the socket with outstanding operations
|
||||
// // and trying to catch the inevitable ObjectDisposedException.
|
||||
// private ReaderWriterLock rwLock = new ReaderWriterLock();
|
||||
|
||||
// // number of outstanding operations. This is a reference count
|
||||
// // which we use to ensure that the threads exit cleanly. Note that
|
||||
// // we need this because the threads will potentially still need to process
|
||||
// // data even after the socket is closed.
|
||||
// private int rwOperationCount = 0;
|
||||
|
||||
// // the all important shutdownFlag. This is synchronized through the ReaderWriterLock.
|
||||
// private volatile bool shutdownFlag = true;
|
||||
|
||||
// // the remote endpoint to communicate with
|
||||
// protected IPEndPoint remoteEndPoint = null;
|
||||
|
||||
|
||||
// /// <summary>
|
||||
// /// Initialize the UDP packet handler in server mode
|
||||
// /// </summary>
|
||||
// /// <param name="port">Port to listening for incoming UDP packets on</param>
|
||||
// public OpenSimUDPBase(int port)
|
||||
// {
|
||||
// udpPort = port;
|
||||
// }
|
||||
|
||||
// /// <summary>
|
||||
// /// Initialize the UDP packet handler in client mode
|
||||
// /// </summary>
|
||||
// /// <param name="endPoint">Remote UDP server to connect to</param>
|
||||
// public OpenSimUDPBase(IPEndPoint endPoint)
|
||||
// {
|
||||
// remoteEndPoint = endPoint;
|
||||
// udpPort = 0;
|
||||
// }
|
||||
|
||||
// /// <summary>
|
||||
// ///
|
||||
// /// </summary>
|
||||
// public void Start()
|
||||
// {
|
||||
// if (shutdownFlag)
|
||||
// {
|
||||
// if (remoteEndPoint == null)
|
||||
// {
|
||||
// // Server mode
|
||||
|
||||
// // create and bind the socket
|
||||
// IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
|
||||
// udpSocket = new Socket(
|
||||
// AddressFamily.InterNetwork,
|
||||
// SocketType.Dgram,
|
||||
// ProtocolType.Udp);
|
||||
// udpSocket.Bind(ipep);
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// // Client mode
|
||||
// IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
|
||||
// udpSocket = new Socket(
|
||||
// AddressFamily.InterNetwork,
|
||||
// SocketType.Dgram,
|
||||
// ProtocolType.Udp);
|
||||
// udpSocket.Bind(ipep);
|
||||
// //udpSocket.Connect(remoteEndPoint);
|
||||
// }
|
||||
|
||||
// // we're not shutting down, we're starting up
|
||||
// shutdownFlag = false;
|
||||
|
||||
// // kick off an async receive. The Start() method will return, the
|
||||
// // actual receives will occur asynchronously and will be caught in
|
||||
// // AsyncEndRecieve().
|
||||
// AsyncBeginReceive();
|
||||
// }
|
||||
// }
|
||||
|
||||
// /// <summary>
|
||||
// ///
|
||||
// /// </summary>
|
||||
// public void Stop()
|
||||
// {
|
||||
// if (!shutdownFlag)
|
||||
// {
|
||||
// // wait indefinitely for a writer lock. Once this is called, the .NET runtime
|
||||
// // will deny any more reader locks, in effect blocking all other send/receive
|
||||
// // threads. Once we have the lock, we set shutdownFlag to inform the other
|
||||
// // threads that the socket is closed.
|
||||
// rwLock.AcquireWriterLock(-1);
|
||||
// shutdownFlag = true;
|
||||
// udpSocket.Close();
|
||||
// rwLock.ReleaseWriterLock();
|
||||
|
||||
// // wait for any pending operations to complete on other
|
||||
// // threads before exiting.
|
||||
// const int FORCE_STOP = 100;
|
||||
// int i = 0;
|
||||
// while (rwOperationCount > 0 && i < FORCE_STOP)
|
||||
// {
|
||||
// Thread.Sleep(10);
|
||||
// ++i;
|
||||
// }
|
||||
|
||||
// if (i >= FORCE_STOP)
|
||||
// {
|
||||
// Logger.Log("UDPBase.Stop() forced shutdown while waiting on pending operations",
|
||||
// Helpers.LogLevel.Warning);
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
// /// <summary>
|
||||
// ///
|
||||
// /// </summary>
|
||||
// public bool IsRunning
|
||||
// {
|
||||
// get { return !shutdownFlag; }
|
||||
// }
|
||||
|
||||
// private void AsyncBeginReceive()
|
||||
// {
|
||||
// // this method actually kicks off the async read on the socket.
|
||||
// // we aquire a reader lock here to ensure that no other thread
|
||||
// // is trying to set shutdownFlag and close the socket.
|
||||
// rwLock.AcquireReaderLock(-1);
|
||||
|
||||
// if (!shutdownFlag)
|
||||
// {
|
||||
// // increment the count of pending operations
|
||||
// Interlocked.Increment(ref rwOperationCount);
|
||||
|
||||
// // allocate a packet buffer
|
||||
// //WrappedObject<UDPPacketBuffer> wrappedBuffer = Pool.CheckOut();
|
||||
// UDPPacketBuffer buf = new UDPPacketBuffer();
|
||||
|
||||
// try
|
||||
// {
|
||||
// // kick off an async read
|
||||
// udpSocket.BeginReceiveFrom(
|
||||
// //wrappedBuffer.Instance.Data,
|
||||
// buf.Data,
|
||||
// 0,
|
||||
// UDPPacketBuffer.BUFFER_SIZE,
|
||||
// SocketFlags.None,
|
||||
// //ref wrappedBuffer.Instance.RemoteEndPoint,
|
||||
// ref buf.RemoteEndPoint,
|
||||
// new AsyncCallback(AsyncEndReceive),
|
||||
// //wrappedBuffer);
|
||||
// buf);
|
||||
// }
|
||||
// catch (SocketException)
|
||||
// {
|
||||
// // something bad happened
|
||||
// //Logger.Log(
|
||||
// // "A SocketException occurred in UDPServer.AsyncBeginReceive()",
|
||||
// // Helpers.LogLevel.Error, se);
|
||||
|
||||
// // an error occurred, therefore the operation is void. Decrement the reference count.
|
||||
// Interlocked.Decrement(ref rwOperationCount);
|
||||
// }
|
||||
// }
|
||||
|
||||
// // we're done with the socket for now, release the reader lock.
|
||||
// rwLock.ReleaseReaderLock();
|
||||
// }
|
||||
|
||||
// private void AsyncEndReceive(IAsyncResult iar)
|
||||
// {
|
||||
// // Asynchronous receive operations will complete here through the call
|
||||
// // to AsyncBeginReceive
|
||||
|
||||
// // aquire a reader lock
|
||||
// rwLock.AcquireReaderLock(-1);
|
||||
|
||||
// if (!shutdownFlag)
|
||||
// {
|
||||
// // get the buffer that was created in AsyncBeginReceive
|
||||
// // this is the received data
|
||||
// //WrappedObject<UDPPacketBuffer> wrappedBuffer = (WrappedObject<UDPPacketBuffer>)iar.AsyncState;
|
||||
// //UDPPacketBuffer buffer = wrappedBuffer.Instance;
|
||||
// UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
|
||||
|
||||
// try
|
||||
// {
|
||||
// // get the length of data actually read from the socket, store it with the
|
||||
// // buffer
|
||||
// buffer.DataLength = udpSocket.EndReceiveFrom(iar, ref buffer.RemoteEndPoint);
|
||||
|
||||
// // this operation is now complete, decrement the reference count
|
||||
// Interlocked.Decrement(ref rwOperationCount);
|
||||
|
||||
// // we're done with the socket, release the reader lock
|
||||
// rwLock.ReleaseReaderLock();
|
||||
|
||||
// // call the abstract method PacketReceived(), passing the buffer that
|
||||
// // has just been filled from the socket read.
|
||||
// PacketReceived(buffer);
|
||||
// }
|
||||
// catch (SocketException)
|
||||
// {
|
||||
// // an error occurred, therefore the operation is void. Decrement the reference count.
|
||||
// Interlocked.Decrement(ref rwOperationCount);
|
||||
|
||||
// // we're done with the socket for now, release the reader lock.
|
||||
// rwLock.ReleaseReaderLock();
|
||||
// }
|
||||
// finally
|
||||
// {
|
||||
// // start another receive - this keeps the server going!
|
||||
// AsyncBeginReceive();
|
||||
|
||||
// //wrappedBuffer.Dispose();
|
||||
// }
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// // nothing bad happened, but we are done with the operation
|
||||
// // decrement the reference count and release the reader lock
|
||||
// Interlocked.Decrement(ref rwOperationCount);
|
||||
// rwLock.ReleaseReaderLock();
|
||||
// }
|
||||
// }
|
||||
|
||||
// public void AsyncBeginSend(UDPPacketBuffer buf)
|
||||
// {
|
||||
// rwLock.AcquireReaderLock(-1);
|
||||
|
||||
// if (!shutdownFlag)
|
||||
// {
|
||||
// try
|
||||
// {
|
||||
// Interlocked.Increment(ref rwOperationCount);
|
||||
// udpSocket.BeginSendTo(
|
||||
// buf.Data,
|
||||
// 0,
|
||||
// buf.DataLength,
|
||||
// SocketFlags.None,
|
||||
// buf.RemoteEndPoint,
|
||||
// new AsyncCallback(AsyncEndSend),
|
||||
// buf);
|
||||
// }
|
||||
// catch (SocketException)
|
||||
// {
|
||||
// //Logger.Log(
|
||||
// // "A SocketException occurred in UDPServer.AsyncBeginSend()",
|
||||
// // Helpers.LogLevel.Error, se);
|
||||
// }
|
||||
// }
|
||||
|
||||
// rwLock.ReleaseReaderLock();
|
||||
// }
|
||||
|
||||
// private void AsyncEndSend(IAsyncResult iar)
|
||||
// {
|
||||
// rwLock.AcquireReaderLock(-1);
|
||||
|
||||
// if (!shutdownFlag)
|
||||
// {
|
||||
// UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
|
||||
|
||||
// try
|
||||
// {
|
||||
// int bytesSent = udpSocket.EndSendTo(iar);
|
||||
|
||||
// // note that call to the abstract PacketSent() method - we are passing the number
|
||||
// // of bytes sent in a separate parameter, since we can't use buffer.DataLength which
|
||||
// // is the number of bytes to send (or bytes received depending upon whether this
|
||||
// // buffer was part of a send or a receive).
|
||||
// PacketSent(buffer, bytesSent);
|
||||
// }
|
||||
// catch (SocketException)
|
||||
// {
|
||||
// //Logger.Log(
|
||||
// // "A SocketException occurred in UDPServer.AsyncEndSend()",
|
||||
// // Helpers.LogLevel.Error, se);
|
||||
// }
|
||||
// }
|
||||
|
||||
// Interlocked.Decrement(ref rwOperationCount);
|
||||
// rwLock.ReleaseReaderLock();
|
||||
// }
|
||||
// }
|
||||
//}
|
||||
|
||||
//--------- Original Version -------------------
|
||||
|
||||
|
||||
namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public abstract class OpenSimUDPBase
|
||||
{
|
||||
// these abstract methods must be implemented in a derived class to actually do
|
||||
// something with the packets that are sent and received.
|
||||
protected abstract void PacketReceived(UDPPacketBuffer buffer);
|
||||
protected abstract void PacketSent(UDPPacketBuffer buffer, int bytesSent);
|
||||
|
||||
// the port to listen on
|
||||
internal int udpPort;
|
||||
|
||||
// the UDP socket
|
||||
private Socket udpSocket;
|
||||
|
||||
// the all important shutdownFlag.
|
||||
private volatile bool shutdownFlag = true;
|
||||
|
||||
// the remote endpoint to communicate with
|
||||
protected IPEndPoint remoteEndPoint = null;
|
||||
|
||||
/// <summary>
|
||||
/// Initialize the UDP packet handler in server mode
|
||||
/// </summary>
|
||||
/// <param name="port">Port to listening for incoming UDP packets on</param>
|
||||
public OpenSimUDPBase(int port)
|
||||
{
|
||||
udpPort = port;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initialize the UDP packet handler in client mode
|
||||
/// </summary>
|
||||
/// <param name="endPoint">Remote UDP server to connect to</param>
|
||||
public OpenSimUDPBase(IPEndPoint endPoint)
|
||||
{
|
||||
remoteEndPoint = endPoint;
|
||||
udpPort = 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public void Start()
|
||||
{
|
||||
if (shutdownFlag)
|
||||
{
|
||||
const int SIO_UDP_CONNRESET = -1744830452;
|
||||
|
||||
IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
|
||||
udpSocket = new Socket(
|
||||
AddressFamily.InterNetwork,
|
||||
SocketType.Dgram,
|
||||
ProtocolType.Udp);
|
||||
try
|
||||
{
|
||||
// this udp socket flag is not supported under mono,
|
||||
// so we'll catch the exception and continue
|
||||
udpSocket.IOControl(SIO_UDP_CONNRESET, new byte[] { 0 }, null);
|
||||
}
|
||||
catch (SocketException)
|
||||
{
|
||||
Logger.DebugLog("UDP SIO_UDP_CONNRESET flag not supported on this platform");
|
||||
}
|
||||
udpSocket.Bind(ipep);
|
||||
|
||||
// we're not shutting down, we're starting up
|
||||
shutdownFlag = false;
|
||||
|
||||
// kick off an async receive. The Start() method will return, the
|
||||
// actual receives will occur asynchronously and will be caught in
|
||||
// AsyncEndRecieve().
|
||||
AsyncBeginReceive();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public void Stop()
|
||||
{
|
||||
if (!shutdownFlag)
|
||||
{
|
||||
// wait indefinitely for a writer lock. Once this is called, the .NET runtime
|
||||
// will deny any more reader locks, in effect blocking all other send/receive
|
||||
// threads. Once we have the lock, we set shutdownFlag to inform the other
|
||||
// threads that the socket is closed.
|
||||
shutdownFlag = true;
|
||||
udpSocket.Close();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public bool IsRunning
|
||||
{
|
||||
get { return !shutdownFlag; }
|
||||
}
|
||||
|
||||
private void AsyncBeginReceive()
|
||||
{
|
||||
// allocate a packet buffer
|
||||
//WrappedObject<UDPPacketBuffer> wrappedBuffer = Pool.CheckOut();
|
||||
UDPPacketBuffer buf = new UDPPacketBuffer();
|
||||
|
||||
if (!shutdownFlag)
|
||||
{
|
||||
try
|
||||
{
|
||||
// kick off an async read
|
||||
udpSocket.BeginReceiveFrom(
|
||||
//wrappedBuffer.Instance.Data,
|
||||
buf.Data,
|
||||
0,
|
||||
UDPPacketBuffer.BUFFER_SIZE,
|
||||
SocketFlags.None,
|
||||
ref buf.RemoteEndPoint,
|
||||
AsyncEndReceive,
|
||||
//wrappedBuffer);
|
||||
buf);
|
||||
}
|
||||
catch (SocketException e)
|
||||
{
|
||||
if (e.SocketErrorCode == SocketError.ConnectionReset)
|
||||
{
|
||||
Logger.Log("SIO_UDP_CONNRESET was ignored, attempting to salvage the UDP listener on port " + udpPort, Helpers.LogLevel.Error);
|
||||
bool salvaged = false;
|
||||
while (!salvaged)
|
||||
{
|
||||
try
|
||||
{
|
||||
udpSocket.BeginReceiveFrom(
|
||||
//wrappedBuffer.Instance.Data,
|
||||
buf.Data,
|
||||
0,
|
||||
UDPPacketBuffer.BUFFER_SIZE,
|
||||
SocketFlags.None,
|
||||
ref buf.RemoteEndPoint,
|
||||
AsyncEndReceive,
|
||||
//wrappedBuffer);
|
||||
buf);
|
||||
salvaged = true;
|
||||
}
|
||||
catch (SocketException) { }
|
||||
catch (ObjectDisposedException) { return; }
|
||||
}
|
||||
|
||||
Logger.Log("Salvaged the UDP listener on port " + udpPort, Helpers.LogLevel.Info);
|
||||
}
|
||||
}
|
||||
catch (ObjectDisposedException) { }
|
||||
}
|
||||
}
|
||||
|
||||
private void AsyncEndReceive(IAsyncResult iar)
|
||||
{
|
||||
// Asynchronous receive operations will complete here through the call
|
||||
// to AsyncBeginReceive
|
||||
if (!shutdownFlag)
|
||||
{
|
||||
// start another receive - this keeps the server going!
|
||||
AsyncBeginReceive();
|
||||
|
||||
// get the buffer that was created in AsyncBeginReceive
|
||||
// this is the received data
|
||||
//WrappedObject<UDPPacketBuffer> wrappedBuffer = (WrappedObject<UDPPacketBuffer>)iar.AsyncState;
|
||||
//UDPPacketBuffer buffer = wrappedBuffer.Instance;
|
||||
UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
|
||||
|
||||
try
|
||||
{
|
||||
// get the length of data actually read from the socket, store it with the
|
||||
// buffer
|
||||
buffer.DataLength = udpSocket.EndReceiveFrom(iar, ref buffer.RemoteEndPoint);
|
||||
|
||||
// call the abstract method PacketReceived(), passing the buffer that
|
||||
// has just been filled from the socket read.
|
||||
PacketReceived(buffer);
|
||||
}
|
||||
catch (SocketException) { }
|
||||
catch (ObjectDisposedException) { }
|
||||
//finally { wrappedBuffer.Dispose(); }
|
||||
}
|
||||
}
|
||||
|
||||
public void AsyncBeginSend(UDPPacketBuffer buf)
|
||||
{
|
||||
if (!shutdownFlag)
|
||||
{
|
||||
try
|
||||
{
|
||||
udpSocket.BeginSendTo(
|
||||
buf.Data,
|
||||
0,
|
||||
buf.DataLength,
|
||||
SocketFlags.None,
|
||||
buf.RemoteEndPoint,
|
||||
AsyncEndSend,
|
||||
buf);
|
||||
}
|
||||
catch (SocketException) { }
|
||||
catch (ObjectDisposedException) { }
|
||||
}
|
||||
}
|
||||
|
||||
void AsyncEndSend(IAsyncResult result)
|
||||
{
|
||||
try
|
||||
{
|
||||
UDPPacketBuffer buf = (UDPPacketBuffer)result.AsyncState;
|
||||
int bytesSent = udpSocket.EndSendTo(result);
|
||||
|
||||
PacketSent(buf, bytesSent);
|
||||
}
|
||||
catch (SocketException) { }
|
||||
catch (ObjectDisposedException) { }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -556,6 +556,8 @@ namespace OpenSim.Region.CoreModules.World.Permissions
|
|||
|
||||
// Customize the EveryoneMask
|
||||
uint objectEveryoneMask = ApplyObjectModifyMasks(task.EveryoneMask, objflags);
|
||||
if (objectOwner != UUID.Zero)
|
||||
objectEveryoneMask |= (uint)PrimFlags.ObjectAnyOwner;
|
||||
|
||||
if (m_bypassPermissions)
|
||||
return objectOwnerMask;
|
||||
|
@ -578,12 +580,9 @@ namespace OpenSim.Region.CoreModules.World.Permissions
|
|||
{
|
||||
// Admin objects should not be editable by the above
|
||||
if (!IsAdministrator(objectOwner))
|
||||
return objectOwnerMask;
|
||||
return objectOwnerMask;
|
||||
}
|
||||
|
||||
if ((objectOwnerMask & (uint)PermissionMask.Transfer) != 0 && task.ObjectSaleType != 0)
|
||||
objectEveryoneMask |= (uint)PrimFlags.ObjectTransfer;
|
||||
|
||||
// Group permissions
|
||||
if ((task.GroupID != UUID.Zero) && IsGroupMember(task.GroupID, user, 0))
|
||||
return objectGroupMask | objectEveryoneMask;
|
||||
|
|
|
@ -3409,7 +3409,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
scene.AddPhysicsActorTaint(m_physicsActor);
|
||||
//m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
|
||||
m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
|
||||
m_physicsActor.SubscribeEvents(1000);
|
||||
m_physicsActor.SubscribeEvents(500);
|
||||
m_physicsActor.LocalID = LocalId;
|
||||
|
||||
}
|
||||
|
@ -3417,7 +3417,15 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// Event called by the physics plugin to tell the avatar about a collision.
|
||||
private void PhysicsCollisionUpdate(EventArgs e)
|
||||
{
|
||||
if ((e == null) || m_invulnerable)
|
||||
if (e == null)
|
||||
return;
|
||||
|
||||
//if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
|
||||
// The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
|
||||
// as of this comment the interval is set in AddToPhysicalScene
|
||||
UpdateMovementAnimations();
|
||||
|
||||
if (m_invulnerable)
|
||||
return;
|
||||
CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
|
||||
Dictionary<uint, float> coldata = collisionData.m_objCollisionList;
|
||||
|
@ -3455,8 +3463,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_scene.EventManager.TriggerAvatarKill(killerObj, this);
|
||||
}
|
||||
|
||||
if (Velocity.X > 0 || Velocity.Y > 0)
|
||||
UpdateMovementAnimations();
|
||||
|
||||
}
|
||||
|
||||
public void setHealthWithUpdate(float health)
|
||||
|
|
|
@ -98,6 +98,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
private bool m_alwaysRun = false;
|
||||
private bool m_hackSentFall = false;
|
||||
private bool m_hackSentFly = false;
|
||||
private int m_requestedUpdateFrequency = 0;
|
||||
private PhysicsVector m_taintPosition = new PhysicsVector(0, 0, 0);
|
||||
public uint m_localID = 0;
|
||||
public bool m_returnCollisions = false;
|
||||
|
@ -1184,26 +1185,31 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
public override void SubscribeEvents(int ms)
|
||||
{
|
||||
m_requestedUpdateFrequency = ms;
|
||||
m_eventsubscription = ms;
|
||||
_parent_scene.addCollisionEventReporting(this);
|
||||
}
|
||||
public override void UnSubscribeEvents()
|
||||
{
|
||||
_parent_scene.remCollisionEventReporting(this);
|
||||
m_requestedUpdateFrequency = 0;
|
||||
m_eventsubscription = 0;
|
||||
}
|
||||
public void AddCollisionEvent(uint CollidedWith, float depth)
|
||||
{
|
||||
if (m_eventsubscription > 0)
|
||||
CollisionEventsThisFrame.addCollider(CollidedWith,depth);
|
||||
{
|
||||
CollisionEventsThisFrame.addCollider(CollidedWith, depth);
|
||||
}
|
||||
}
|
||||
|
||||
public void SendCollisions()
|
||||
{
|
||||
if (m_eventsubscription > 0)
|
||||
if (m_eventsubscription > m_requestedUpdateFrequency)
|
||||
{
|
||||
base.SendCollisionUpdate(CollisionEventsThisFrame);
|
||||
CollisionEventsThisFrame = new CollisionEventUpdate();
|
||||
m_eventsubscription = 0;
|
||||
}
|
||||
}
|
||||
public override bool SubscribedEvents()
|
||||
|
@ -1309,5 +1315,13 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
|
||||
}
|
||||
|
||||
internal void AddCollisionFrameTime(int p)
|
||||
{
|
||||
// protect it from overflow crashing
|
||||
if (m_eventsubscription + p >= int.MaxValue)
|
||||
m_eventsubscription = 0;
|
||||
m_eventsubscription += p;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2940,6 +2940,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
case ActorTypes.Agent:
|
||||
OdeCharacter cobj = (OdeCharacter)obj;
|
||||
cobj.AddCollisionFrameTime(100);
|
||||
cobj.SendCollisions();
|
||||
break;
|
||||
case ActorTypes.Prim:
|
||||
|
|
|
@ -642,7 +642,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
|
|||
m_ScriptErrorMessage += "Failed to compile script in object: '" + part.ParentGroup.RootPart.Name + "' Script name: '" + item.Name + "' Error message: " + e.Message.ToString();
|
||||
|
||||
m_ScriptFailCount++;
|
||||
string text = "Error compiling script:\n" + e.Message.ToString();
|
||||
string text = "Error compiling script '" + item.Name + "':\n" + e.Message.ToString();
|
||||
if (text.Length > 1000)
|
||||
text = text.Substring(0, 1000);
|
||||
World.SimChat(Utils.StringToBytes(text),
|
||||
|
|
Loading…
Reference in New Issue