Merge branch 'master' into bigmerge
Conflicts: OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/Framework/Scenes/ScenePresence.csavinationmerge
commit
5ab536a1e9
|
@ -350,7 +350,5 @@ namespace OpenSim.Capabilities.Handlers
|
|||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
|
||||
}
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||||
}
|
|
@ -0,0 +1,183 @@
|
|||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
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using System.Collections;
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using System.Collections.Specialized;
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using System.Drawing;
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using System.Drawing.Imaging;
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using System.Reflection;
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using System.IO;
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using System.Web;
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using log4net;
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using Nini.Config;
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using OpenMetaverse;
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using OpenMetaverse.StructuredData;
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using OpenMetaverse.Imaging;
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using OpenSim.Framework;
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using OpenSim.Framework.Capabilities;
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using OpenSim.Framework.Servers;
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using OpenSim.Framework.Servers.HttpServer;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Services.Interfaces;
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using Caps = OpenSim.Framework.Capabilities.Caps;
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namespace OpenSim.Capabilities.Handlers
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{
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public class UploadBakedTextureHandler
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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|
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private Caps m_HostCapsObj;
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private IAssetService m_assetService;
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private bool m_persistBakedTextures;
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public UploadBakedTextureHandler(Caps caps, IAssetService assetService, bool persistBakedTextures)
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{
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m_HostCapsObj = caps;
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m_assetService = assetService;
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m_persistBakedTextures = persistBakedTextures;
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}
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/// <summary>
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/// Handle a request from the client for a Uri to upload a baked texture.
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/// </summary>
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/// <param name="request"></param>
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/// <param name="path"></param>
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/// <param name="param"></param>
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/// <param name="httpRequest"></param>
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/// <param name="httpResponse"></param>
|
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/// <returns>The upload response if the request is successful, null otherwise.</returns>
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public string UploadBakedTexture(
|
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string request, string path, string param, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
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||||
{
|
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try
|
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{
|
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// m_log.Debug("[CAPS]: UploadBakedTexture Request in region: " + m_regionName);
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string capsBase = "/CAPS/" + m_HostCapsObj.CapsObjectPath;
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string uploaderPath = Util.RandomClass.Next(5000, 8000).ToString("0000");
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|
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BakedTextureUploader uploader =
|
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new BakedTextureUploader(capsBase + uploaderPath, m_HostCapsObj.HttpListener);
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uploader.OnUpLoad += BakedTextureUploaded;
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|
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m_HostCapsObj.HttpListener.AddStreamHandler(
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new BinaryStreamHandler("POST", capsBase + uploaderPath,
|
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uploader.uploaderCaps));
|
||||
|
||||
string protocol = "http://";
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|
||||
if (m_HostCapsObj.SSLCaps)
|
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protocol = "https://";
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||||
|
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string uploaderURL = protocol + m_HostCapsObj.HostName + ":" +
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m_HostCapsObj.Port.ToString() + capsBase + uploaderPath;
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|
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LLSDAssetUploadResponse uploadResponse = new LLSDAssetUploadResponse();
|
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uploadResponse.uploader = uploaderURL;
|
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uploadResponse.state = "upload";
|
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|
||||
return LLSDHelpers.SerialiseLLSDReply(uploadResponse);
|
||||
}
|
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catch (Exception e)
|
||||
{
|
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m_log.Error("[UPLOAD BAKED TEXTURE HANDLER]: " + e.ToString());
|
||||
}
|
||||
|
||||
return null;
|
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}
|
||||
|
||||
/// <summary>
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/// Called when a baked texture has been successfully uploaded by a client.
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/// </summary>
|
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/// <param name="assetID"></param>
|
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/// <param name="data"></param>
|
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private void BakedTextureUploaded(UUID assetID, byte[] data)
|
||||
{
|
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// m_log.WarnFormat("[CAPS]: Received baked texture {0}", assetID.ToString());
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|
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AssetBase asset;
|
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asset = new AssetBase(assetID, "Baked Texture", (sbyte)AssetType.Texture, m_HostCapsObj.AgentID.ToString());
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asset.Data = data;
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asset.Temporary = true;
|
||||
asset.Local = !m_persistBakedTextures; // Local assets aren't persisted, non-local are
|
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m_assetService.Store(asset);
|
||||
}
|
||||
}
|
||||
|
||||
class BakedTextureUploader
|
||||
{
|
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public event Action<UUID, byte[]> OnUpLoad;
|
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|
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private string uploaderPath = String.Empty;
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private UUID newAssetID;
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private IHttpServer httpListener;
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public BakedTextureUploader(string path, IHttpServer httpServer)
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{
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newAssetID = UUID.Random();
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uploaderPath = path;
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httpListener = httpServer;
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// m_log.InfoFormat("[CAPS] baked texture upload starting for {0}",newAssetID);
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}
|
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|
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/// <summary>
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/// Handle raw uploaded baked texture data.
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/// </summary>
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/// <param name="data"></param>
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/// <param name="path"></param>
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||||
/// <param name="param"></param>
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/// <returns></returns>
|
||||
public string uploaderCaps(byte[] data, string path, string param)
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{
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Action<UUID, byte[]> handlerUpLoad = OnUpLoad;
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||||
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||||
// Don't do this asynchronously, otherwise it's possible for the client to send set appearance information
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||||
// on another thread which might send out avatar updates before the asset has been put into the asset
|
||||
// service.
|
||||
if (handlerUpLoad != null)
|
||||
handlerUpLoad(newAssetID, data);
|
||||
|
||||
string res = String.Empty;
|
||||
LLSDAssetUploadComplete uploadComplete = new LLSDAssetUploadComplete();
|
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uploadComplete.new_asset = newAssetID.ToString();
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||||
uploadComplete.new_inventory_item = UUID.Zero;
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uploadComplete.state = "complete";
|
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|
||||
res = LLSDHelpers.SerialiseLLSDReply(uploadComplete);
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httpListener.RemoveStreamHandler("POST", uploaderPath);
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||||
|
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// m_log.DebugFormat("[BAKED TEXTURE UPLOADER]: baked texture upload completed for {0}", newAssetID);
|
||||
|
||||
return res;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -40,24 +40,40 @@ namespace OpenSim.Data.Null
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|||
{
|
||||
private static NullRegionData Instance = null;
|
||||
|
||||
/// <summary>
|
||||
/// Should we use the static instance for all invocations?
|
||||
/// </summary>
|
||||
private bool m_useStaticInstance = true;
|
||||
|
||||
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
Dictionary<UUID, RegionData> m_regionData = new Dictionary<UUID, RegionData>();
|
||||
|
||||
public NullRegionData(string connectionString, string realm)
|
||||
{
|
||||
if (Instance == null)
|
||||
// m_log.DebugFormat(
|
||||
// "[NULL REGION DATA]: Constructor got connectionString {0}, realm {1}", connectionString, realm);
|
||||
|
||||
// The !static connection string is a hack so that regression tests can use this module without a high degree of fragility
|
||||
// in having to deal with the static reference in the once-loaded NullRegionData class.
|
||||
//
|
||||
// In standalone operation, we have to use only one instance of this class since the login service and
|
||||
// simulator have no other way of using a common data store.
|
||||
if (connectionString == "!static")
|
||||
m_useStaticInstance = false;
|
||||
else if (Instance == null)
|
||||
Instance = this;
|
||||
//Console.WriteLine("[XXX] NullRegionData constructor");
|
||||
}
|
||||
|
||||
private delegate bool Matcher(string value);
|
||||
|
||||
public List<RegionData> Get(string regionName, UUID scopeID)
|
||||
{
|
||||
if (Instance != this)
|
||||
if (m_useStaticInstance && Instance != this)
|
||||
return Instance.Get(regionName, scopeID);
|
||||
|
||||
// m_log.DebugFormat("[NULL REGION DATA]: Getting region {0}, scope {1}", regionName, scopeID);
|
||||
|
||||
string cleanName = regionName.ToLower();
|
||||
|
||||
// Handle SQL wildcards
|
||||
|
@ -82,6 +98,7 @@ namespace OpenSim.Data.Null
|
|||
cleanName = cleanName.Remove(cleanName.Length - 1);
|
||||
}
|
||||
}
|
||||
|
||||
Matcher queryMatch;
|
||||
if (wildcardPrefix && wildcardSuffix)
|
||||
queryMatch = delegate(string s) { return s.Contains(cleanName); };
|
||||
|
@ -110,7 +127,7 @@ namespace OpenSim.Data.Null
|
|||
|
||||
public RegionData Get(int posX, int posY, UUID scopeID)
|
||||
{
|
||||
if (Instance != this)
|
||||
if (m_useStaticInstance && Instance != this)
|
||||
return Instance.Get(posX, posY, scopeID);
|
||||
|
||||
List<RegionData> ret = new List<RegionData>();
|
||||
|
@ -129,7 +146,7 @@ namespace OpenSim.Data.Null
|
|||
|
||||
public RegionData Get(UUID regionID, UUID scopeID)
|
||||
{
|
||||
if (Instance != this)
|
||||
if (m_useStaticInstance && Instance != this)
|
||||
return Instance.Get(regionID, scopeID);
|
||||
|
||||
if (m_regionData.ContainsKey(regionID))
|
||||
|
@ -140,7 +157,7 @@ namespace OpenSim.Data.Null
|
|||
|
||||
public List<RegionData> Get(int startX, int startY, int endX, int endY, UUID scopeID)
|
||||
{
|
||||
if (Instance != this)
|
||||
if (m_useStaticInstance && Instance != this)
|
||||
return Instance.Get(startX, startY, endX, endY, scopeID);
|
||||
|
||||
List<RegionData> ret = new List<RegionData>();
|
||||
|
@ -156,9 +173,12 @@ namespace OpenSim.Data.Null
|
|||
|
||||
public bool Store(RegionData data)
|
||||
{
|
||||
if (Instance != this)
|
||||
if (m_useStaticInstance && Instance != this)
|
||||
return Instance.Store(data);
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[NULL REGION DATA]: Storing region {0} {1}, scope {2}", data.RegionName, data.RegionID, data.ScopeID);
|
||||
|
||||
m_regionData[data.RegionID] = data;
|
||||
|
||||
return true;
|
||||
|
@ -166,7 +186,7 @@ namespace OpenSim.Data.Null
|
|||
|
||||
public bool SetDataItem(UUID regionID, string item, string value)
|
||||
{
|
||||
if (Instance != this)
|
||||
if (m_useStaticInstance && Instance != this)
|
||||
return Instance.SetDataItem(regionID, item, value);
|
||||
|
||||
if (!m_regionData.ContainsKey(regionID))
|
||||
|
@ -179,9 +199,11 @@ namespace OpenSim.Data.Null
|
|||
|
||||
public bool Delete(UUID regionID)
|
||||
{
|
||||
if (Instance != this)
|
||||
if (m_useStaticInstance && Instance != this)
|
||||
return Instance.Delete(regionID);
|
||||
|
||||
// m_log.DebugFormat("[NULL REGION DATA]: Deleting region {0}", regionID);
|
||||
|
||||
if (!m_regionData.ContainsKey(regionID))
|
||||
return false;
|
||||
|
||||
|
|
|
@ -35,22 +35,36 @@ namespace OpenSim.Framework
|
|||
/// </summary>
|
||||
public class AgentCircuitManager
|
||||
{
|
||||
public Dictionary<uint, AgentCircuitData> AgentCircuits = new Dictionary<uint, AgentCircuitData>();
|
||||
public Dictionary<UUID, AgentCircuitData> AgentCircuitsByUUID = new Dictionary<UUID, AgentCircuitData>();
|
||||
/// <summary>
|
||||
/// Agent circuits indexed by circuit code.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// We lock this for operations both on this dictionary and on m_agentCircuitsByUUID
|
||||
/// </remarks>
|
||||
private Dictionary<uint, AgentCircuitData> m_agentCircuits = new Dictionary<uint, AgentCircuitData>();
|
||||
|
||||
/// <summary>
|
||||
/// Agent circuits indexed by agent UUID.
|
||||
/// </summary>
|
||||
private Dictionary<UUID, AgentCircuitData> m_agentCircuitsByUUID = new Dictionary<UUID, AgentCircuitData>();
|
||||
|
||||
public virtual AuthenticateResponse AuthenticateSession(UUID sessionID, UUID agentID, uint circuitcode)
|
||||
{
|
||||
AgentCircuitData validcircuit = null;
|
||||
if (AgentCircuits.ContainsKey(circuitcode))
|
||||
|
||||
lock (m_agentCircuits)
|
||||
{
|
||||
validcircuit = AgentCircuits[circuitcode];
|
||||
if (m_agentCircuits.ContainsKey(circuitcode))
|
||||
validcircuit = m_agentCircuits[circuitcode];
|
||||
}
|
||||
|
||||
AuthenticateResponse user = new AuthenticateResponse();
|
||||
|
||||
if (validcircuit == null)
|
||||
{
|
||||
//don't have this circuit code in our list
|
||||
user.Authorised = false;
|
||||
return (user);
|
||||
return user;
|
||||
}
|
||||
|
||||
if ((sessionID == validcircuit.SessionID) && (agentID == validcircuit.AgentID))
|
||||
|
@ -72,7 +86,7 @@ namespace OpenSim.Framework
|
|||
user.Authorised = false;
|
||||
}
|
||||
|
||||
return (user);
|
||||
return user;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -82,75 +96,95 @@ namespace OpenSim.Framework
|
|||
/// <param name="agentData"></param>
|
||||
public virtual void AddNewCircuit(uint circuitCode, AgentCircuitData agentData)
|
||||
{
|
||||
lock (AgentCircuits)
|
||||
lock (m_agentCircuits)
|
||||
{
|
||||
if (AgentCircuits.ContainsKey(circuitCode))
|
||||
if (m_agentCircuits.ContainsKey(circuitCode))
|
||||
{
|
||||
AgentCircuits[circuitCode] = agentData;
|
||||
AgentCircuitsByUUID[agentData.AgentID] = agentData;
|
||||
m_agentCircuits[circuitCode] = agentData;
|
||||
m_agentCircuitsByUUID[agentData.AgentID] = agentData;
|
||||
}
|
||||
else
|
||||
{
|
||||
AgentCircuits.Add(circuitCode, agentData);
|
||||
AgentCircuitsByUUID[agentData.AgentID] = agentData;
|
||||
m_agentCircuits.Add(circuitCode, agentData);
|
||||
m_agentCircuitsByUUID[agentData.AgentID] = agentData;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void RemoveCircuit(uint circuitCode)
|
||||
{
|
||||
lock (AgentCircuits)
|
||||
lock (m_agentCircuits)
|
||||
{
|
||||
if (AgentCircuits.ContainsKey(circuitCode))
|
||||
if (m_agentCircuits.ContainsKey(circuitCode))
|
||||
{
|
||||
UUID agentID = AgentCircuits[circuitCode].AgentID;
|
||||
AgentCircuits.Remove(circuitCode);
|
||||
AgentCircuitsByUUID.Remove(agentID);
|
||||
UUID agentID = m_agentCircuits[circuitCode].AgentID;
|
||||
m_agentCircuits.Remove(circuitCode);
|
||||
m_agentCircuitsByUUID.Remove(agentID);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void RemoveCircuit(UUID agentID)
|
||||
{
|
||||
lock (AgentCircuits)
|
||||
lock (m_agentCircuits)
|
||||
{
|
||||
if (AgentCircuitsByUUID.ContainsKey(agentID))
|
||||
if (m_agentCircuitsByUUID.ContainsKey(agentID))
|
||||
{
|
||||
uint circuitCode = AgentCircuitsByUUID[agentID].circuitcode;
|
||||
AgentCircuits.Remove(circuitCode);
|
||||
AgentCircuitsByUUID.Remove(agentID);
|
||||
uint circuitCode = m_agentCircuitsByUUID[agentID].circuitcode;
|
||||
m_agentCircuits.Remove(circuitCode);
|
||||
m_agentCircuitsByUUID.Remove(agentID);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public AgentCircuitData GetAgentCircuitData(uint circuitCode)
|
||||
{
|
||||
AgentCircuitData agentCircuit = null;
|
||||
AgentCircuits.TryGetValue(circuitCode, out agentCircuit);
|
||||
|
||||
lock (m_agentCircuits)
|
||||
m_agentCircuits.TryGetValue(circuitCode, out agentCircuit);
|
||||
|
||||
return agentCircuit;
|
||||
}
|
||||
|
||||
public AgentCircuitData GetAgentCircuitData(UUID agentID)
|
||||
{
|
||||
AgentCircuitData agentCircuit = null;
|
||||
AgentCircuitsByUUID.TryGetValue(agentID, out agentCircuit);
|
||||
|
||||
lock (m_agentCircuits)
|
||||
m_agentCircuitsByUUID.TryGetValue(agentID, out agentCircuit);
|
||||
|
||||
return agentCircuit;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get all current agent circuits indexed by agent UUID.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public Dictionary<UUID, AgentCircuitData> GetAgentCircuits()
|
||||
{
|
||||
lock (m_agentCircuits)
|
||||
return new Dictionary<UUID, AgentCircuitData>(m_agentCircuitsByUUID);
|
||||
}
|
||||
|
||||
public void UpdateAgentData(AgentCircuitData agentData)
|
||||
{
|
||||
if (AgentCircuits.ContainsKey((uint) agentData.circuitcode))
|
||||
lock (m_agentCircuits)
|
||||
{
|
||||
AgentCircuits[(uint) agentData.circuitcode].firstname = agentData.firstname;
|
||||
AgentCircuits[(uint) agentData.circuitcode].lastname = agentData.lastname;
|
||||
AgentCircuits[(uint) agentData.circuitcode].startpos = agentData.startpos;
|
||||
if (m_agentCircuits.ContainsKey((uint) agentData.circuitcode))
|
||||
{
|
||||
m_agentCircuits[(uint) agentData.circuitcode].firstname = agentData.firstname;
|
||||
m_agentCircuits[(uint) agentData.circuitcode].lastname = agentData.lastname;
|
||||
m_agentCircuits[(uint) agentData.circuitcode].startpos = agentData.startpos;
|
||||
|
||||
// Updated for when we don't know them before calling Scene.NewUserConnection
|
||||
AgentCircuits[(uint) agentData.circuitcode].SecureSessionID = agentData.SecureSessionID;
|
||||
AgentCircuits[(uint) agentData.circuitcode].SessionID = agentData.SessionID;
|
||||
m_agentCircuits[(uint) agentData.circuitcode].SecureSessionID = agentData.SecureSessionID;
|
||||
m_agentCircuits[(uint) agentData.circuitcode].SessionID = agentData.SessionID;
|
||||
|
||||
// m_log.Debug("update user start pos is " + agentData.startpos.X + " , " + agentData.startpos.Y + " , " + agentData.startpos.Z);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sometimes the circuitcode may not be known before setting up the connection
|
||||
|
@ -159,37 +193,36 @@ namespace OpenSim.Framework
|
|||
/// <param name="newcircuitcode"></param>
|
||||
public bool TryChangeCiruitCode(uint circuitcode, uint newcircuitcode)
|
||||
{
|
||||
lock (AgentCircuits)
|
||||
lock (m_agentCircuits)
|
||||
{
|
||||
if (AgentCircuits.ContainsKey((uint)circuitcode) && !AgentCircuits.ContainsKey((uint)newcircuitcode))
|
||||
if (m_agentCircuits.ContainsKey((uint)circuitcode) && !m_agentCircuits.ContainsKey((uint)newcircuitcode))
|
||||
{
|
||||
AgentCircuitData agentData = AgentCircuits[(uint)circuitcode];
|
||||
AgentCircuitData agentData = m_agentCircuits[(uint)circuitcode];
|
||||
|
||||
agentData.circuitcode = newcircuitcode;
|
||||
|
||||
AgentCircuits.Remove((uint)circuitcode);
|
||||
AgentCircuits.Add(newcircuitcode, agentData);
|
||||
m_agentCircuits.Remove((uint)circuitcode);
|
||||
m_agentCircuits.Add(newcircuitcode, agentData);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public void UpdateAgentChildStatus(uint circuitcode, bool childstatus)
|
||||
{
|
||||
if (AgentCircuits.ContainsKey(circuitcode))
|
||||
{
|
||||
AgentCircuits[circuitcode].child = childstatus;
|
||||
}
|
||||
lock (m_agentCircuits)
|
||||
if (m_agentCircuits.ContainsKey(circuitcode))
|
||||
m_agentCircuits[circuitcode].child = childstatus;
|
||||
}
|
||||
|
||||
public bool GetAgentChildStatus(uint circuitcode)
|
||||
{
|
||||
if (AgentCircuits.ContainsKey(circuitcode))
|
||||
{
|
||||
return AgentCircuits[circuitcode].child;
|
||||
}
|
||||
lock (m_agentCircuits)
|
||||
if (m_agentCircuits.ContainsKey(circuitcode))
|
||||
return m_agentCircuits[circuitcode].child;
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -194,8 +194,6 @@ namespace OpenSim.Framework.Tests
|
|||
|
||||
resp = agentCircuitManager.AuthenticateSession(SessionId2, AgentId2, circuitcode2);
|
||||
Assert.That(!resp.Authorised);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -87,8 +87,6 @@ namespace OpenSim.Framework.Tests
|
|||
anim4.SequenceNum = anim2.SequenceNum;
|
||||
|
||||
Assert.That(anim4.ObjectID == objUUID2 && anim4.AnimID == animUUID2 && anim4.SequenceNum == 1, "void constructor and manual field population failed to set the properties correctly.");
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1039,7 +1039,7 @@ namespace OpenSim
|
|||
{
|
||||
//this.HttpServer.
|
||||
acd.AppendFormat("{0}:\n", scene.RegionInfo.RegionName);
|
||||
foreach (AgentCircuitData aCircuit in scene.AuthenticateHandler.AgentCircuits.Values)
|
||||
foreach (AgentCircuitData aCircuit in scene.AuthenticateHandler.GetAgentCircuits().Values)
|
||||
acd.AppendFormat("\t{0} {1} ({2})\n", aCircuit.firstname, aCircuit.lastname, (aCircuit.child ? "Child" : "Root"));
|
||||
}
|
||||
);
|
||||
|
|
|
@ -56,8 +56,6 @@ namespace OpenSim.Region.ClientStack.Linden
|
|||
string assetName, string description, UUID assetID, UUID inventoryItem, UUID parentFolder,
|
||||
byte[] data, string inventoryType, string assetType);
|
||||
|
||||
public delegate void UploadedBakedTexture(UUID assetID, byte[] data);
|
||||
|
||||
public delegate UUID UpdateItem(UUID itemID, byte[] data);
|
||||
|
||||
public delegate void UpdateTaskScript(UUID itemID, UUID primID, bool isScriptRunning, byte[] data, ref ArrayList errors);
|
||||
|
@ -97,7 +95,6 @@ namespace OpenSim.Region.ClientStack.Linden
|
|||
private static readonly string m_notecardTaskUpdatePath = "0005/";
|
||||
// private static readonly string m_fetchInventoryPath = "0006/";
|
||||
// private static readonly string m_remoteParcelRequestPath = "0009/";// This is in the LandManagementModule.
|
||||
private static readonly string m_uploadBakedTexturePath = "0010/";// This is in the LandManagementModule.
|
||||
|
||||
|
||||
// These are callbacks which will be setup by the scene so that we can update scene data when we
|
||||
|
@ -164,8 +161,6 @@ namespace OpenSim.Region.ClientStack.Linden
|
|||
IRequestHandler req = new RestStreamHandler("POST", capsBase + m_notecardTaskUpdatePath, ScriptTaskInventory);
|
||||
m_HostCapsObj.RegisterHandler("UpdateScriptTaskInventory", req);
|
||||
m_HostCapsObj.RegisterHandler("UpdateScriptTask", req);
|
||||
m_HostCapsObj.RegisterHandler("UploadBakedTexture", new RestStreamHandler("POST", capsBase + m_uploadBakedTexturePath, UploadBakedTexture));
|
||||
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
|
@ -330,74 +325,6 @@ namespace OpenSim.Region.ClientStack.Linden
|
|||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle a request from the client for a Uri to upload a baked texture.
|
||||
/// </summary>
|
||||
/// <param name="request"></param>
|
||||
/// <param name="path"></param>
|
||||
/// <param name="param"></param>
|
||||
/// <param name="httpRequest"></param>
|
||||
/// <param name="httpResponse"></param>
|
||||
/// <returns>The upload response if the request is successful, null otherwise.</returns>
|
||||
public string UploadBakedTexture(string request, string path,
|
||||
string param, OSHttpRequest httpRequest,
|
||||
OSHttpResponse httpResponse)
|
||||
{
|
||||
try
|
||||
{
|
||||
// m_log.Debug("[CAPS]: UploadBakedTexture Request in region: " + m_regionName);
|
||||
|
||||
string capsBase = "/CAPS/" + m_HostCapsObj.CapsObjectPath;
|
||||
string uploaderPath = Util.RandomClass.Next(5000, 8000).ToString("0000");
|
||||
|
||||
BakedTextureUploader uploader =
|
||||
new BakedTextureUploader(capsBase + uploaderPath, m_HostCapsObj.HttpListener);
|
||||
uploader.OnUpLoad += BakedTextureUploaded;
|
||||
|
||||
m_HostCapsObj.HttpListener.AddStreamHandler(
|
||||
new BinaryStreamHandler("POST", capsBase + uploaderPath,
|
||||
uploader.uploaderCaps));
|
||||
|
||||
string protocol = "http://";
|
||||
|
||||
if (m_HostCapsObj.SSLCaps)
|
||||
protocol = "https://";
|
||||
|
||||
string uploaderURL = protocol + m_HostCapsObj.HostName + ":" +
|
||||
m_HostCapsObj.Port.ToString() + capsBase + uploaderPath;
|
||||
|
||||
LLSDAssetUploadResponse uploadResponse =
|
||||
new LLSDAssetUploadResponse();
|
||||
uploadResponse.uploader = uploaderURL;
|
||||
uploadResponse.state = "upload";
|
||||
|
||||
return LLSDHelpers.SerialiseLLSDReply(uploadResponse);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.Error("[CAPS]: " + e.ToString());
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when a baked texture has been successfully uploaded by a client.
|
||||
/// </summary>
|
||||
/// <param name="assetID"></param>
|
||||
/// <param name="data"></param>
|
||||
public void BakedTextureUploaded(UUID assetID, byte[] data)
|
||||
{
|
||||
// m_log.WarnFormat("[CAPS]: Received baked texture {0}", assetID.ToString());
|
||||
|
||||
AssetBase asset;
|
||||
asset = new AssetBase(assetID, "Baked Texture", (sbyte)AssetType.Texture, m_HostCapsObj.AgentID.ToString());
|
||||
asset.Data = data;
|
||||
asset.Temporary = true;
|
||||
asset.Local = !m_persistBakedTextures; // Local assets aren't persisted, non-local are
|
||||
m_assetService.Store(asset);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when new asset data for an agent inventory item update has been uploaded.
|
||||
/// </summary>
|
||||
|
@ -1067,6 +994,7 @@ namespace OpenSim.Region.ClientStack.Linden
|
|||
// XXX Maybe this should be some meaningful error packet
|
||||
return null;
|
||||
}
|
||||
|
||||
///Left this in and commented in case there are unforseen issues
|
||||
//private void SaveAssetToFile(string filename, byte[] data)
|
||||
//{
|
||||
|
@ -1090,53 +1018,4 @@ namespace OpenSim.Region.ClientStack.Linden
|
|||
fs.Close();
|
||||
}
|
||||
}
|
||||
|
||||
public class BakedTextureUploader
|
||||
{
|
||||
public event UploadedBakedTexture OnUpLoad;
|
||||
private UploadedBakedTexture handlerUpLoad = null;
|
||||
|
||||
private string uploaderPath = String.Empty;
|
||||
private UUID newAssetID;
|
||||
private IHttpServer httpListener;
|
||||
|
||||
public BakedTextureUploader(string path, IHttpServer httpServer)
|
||||
{
|
||||
newAssetID = UUID.Random();
|
||||
uploaderPath = path;
|
||||
httpListener = httpServer;
|
||||
// m_log.InfoFormat("[CAPS] baked texture upload starting for {0}",newAssetID);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle raw uploaded baked texture data.
|
||||
/// </summary>
|
||||
/// <param name="data"></param>
|
||||
/// <param name="path"></param>
|
||||
/// <param name="param"></param>
|
||||
/// <returns></returns>
|
||||
public string uploaderCaps(byte[] data, string path, string param)
|
||||
{
|
||||
handlerUpLoad = OnUpLoad;
|
||||
if (handlerUpLoad != null)
|
||||
{
|
||||
Util.FireAndForget(delegate(object o) { handlerUpLoad(newAssetID, data); });
|
||||
}
|
||||
|
||||
string res = String.Empty;
|
||||
LLSDAssetUploadComplete uploadComplete = new LLSDAssetUploadComplete();
|
||||
uploadComplete.new_asset = newAssetID.ToString();
|
||||
uploadComplete.new_inventory_item = UUID.Zero;
|
||||
uploadComplete.state = "complete";
|
||||
|
||||
res = LLSDHelpers.SerialiseLLSDReply(uploadComplete);
|
||||
|
||||
httpListener.RemoveStreamHandler("POST", uploaderPath);
|
||||
|
||||
// m_log.InfoFormat("[CAPS] baked texture upload completed for {0}",newAssetID);
|
||||
|
||||
return res;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,112 @@
|
|||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Specialized;
|
||||
using System.Drawing;
|
||||
using System.Drawing.Imaging;
|
||||
using System.Reflection;
|
||||
using System.IO;
|
||||
using System.Web;
|
||||
using log4net;
|
||||
using Nini.Config;
|
||||
using Mono.Addins;
|
||||
using OpenMetaverse;
|
||||
using OpenMetaverse.StructuredData;
|
||||
using OpenMetaverse.Imaging;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Servers;
|
||||
using OpenSim.Framework.Servers.HttpServer;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Services.Interfaces;
|
||||
using Caps = OpenSim.Framework.Capabilities.Caps;
|
||||
using OpenSim.Capabilities.Handlers;
|
||||
|
||||
namespace OpenSim.Region.ClientStack.Linden
|
||||
{
|
||||
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")]
|
||||
public class UploadBakedTextureModule : INonSharedRegionModule
|
||||
{
|
||||
// private static readonly ILog m_log =
|
||||
// LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
/// <summary>
|
||||
/// For historical reasons this is fixed, but there
|
||||
/// </summary>
|
||||
private static readonly string m_uploadBakedTexturePath = "0010/";// This is in the LandManagementModule.
|
||||
|
||||
private Scene m_scene;
|
||||
private bool m_persistBakedTextures;
|
||||
|
||||
public void Initialise(IConfigSource source)
|
||||
{
|
||||
IConfig sconfig = source.Configs["Startup"];
|
||||
if (sconfig != null)
|
||||
m_persistBakedTextures = sconfig.GetBoolean("PersistBakedTextures", m_persistBakedTextures);
|
||||
}
|
||||
|
||||
public void AddRegion(Scene s)
|
||||
{
|
||||
m_scene = s;
|
||||
}
|
||||
|
||||
public void RemoveRegion(Scene s)
|
||||
{
|
||||
}
|
||||
|
||||
public void RegionLoaded(Scene s)
|
||||
{
|
||||
m_scene.EventManager.OnRegisterCaps += RegisterCaps;
|
||||
}
|
||||
|
||||
public void PostInitialise()
|
||||
{
|
||||
}
|
||||
|
||||
public void Close() { }
|
||||
|
||||
public string Name { get { return "UploadBakedTextureModule"; } }
|
||||
|
||||
public Type ReplaceableInterface
|
||||
{
|
||||
get { return null; }
|
||||
}
|
||||
|
||||
public void RegisterCaps(UUID agentID, Caps caps)
|
||||
{
|
||||
caps.RegisterHandler(
|
||||
"UploadBakedTexture",
|
||||
new RestStreamHandler(
|
||||
"POST",
|
||||
"/CAPS/" + m_uploadBakedTexturePath,
|
||||
new UploadBakedTextureHandler(
|
||||
caps, m_scene.AssetService, m_persistBakedTextures).UploadBakedTexture));
|
||||
}
|
||||
}
|
||||
}
|
|
@ -496,7 +496,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
// Well, this is it. The agent is over there.
|
||||
KillEntity(sp.Scene, sp.LocalId);
|
||||
|
||||
|
||||
// Now let's make it officially a child agent
|
||||
sp.MakeChildAgent();
|
||||
|
||||
|
@ -511,9 +510,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
sp.Scene.IncomingCloseAgent(sp.UUID);
|
||||
}
|
||||
else
|
||||
{
|
||||
// now we have a child agent in this region.
|
||||
sp.Reset();
|
||||
|
||||
}
|
||||
|
||||
// REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
|
||||
if (sp.Scene.NeedSceneCacheClear(sp.UUID))
|
||||
|
@ -964,6 +964,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
protected ScenePresence CrossAgentToNewRegionAsync(
|
||||
ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion,
|
||||
bool isFlying, string version)
|
||||
{
|
||||
try
|
||||
{
|
||||
ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
|
||||
|
||||
|
@ -1018,20 +1020,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
|
||||
|
||||
IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>();
|
||||
IPEndPoint neighbourExternal = neighbourRegion.ExternalEndPoint;
|
||||
if (neighbourExternal != null)
|
||||
{
|
||||
if (eq != null)
|
||||
{
|
||||
eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourExternal,
|
||||
eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
|
||||
capsPath, agent.UUID, agent.ControllingClient.SessionId);
|
||||
}
|
||||
else
|
||||
{
|
||||
agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourExternal,
|
||||
agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
|
||||
capsPath);
|
||||
}
|
||||
}
|
||||
|
||||
if (!WaitForCallback(agent.UUID))
|
||||
{
|
||||
|
@ -1074,6 +1072,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
//m_log.Debug("AFTER CROSS");
|
||||
//Scene.DumpChildrenSeeds(UUID);
|
||||
//DumpKnownRegions();
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.ErrorFormat(
|
||||
"[ENTITY TRANSFER MODULE]: Problem crossing user {0} to new region {1} from {2}. Exception {3}{4}",
|
||||
agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName, e.Message, e.StackTrace);
|
||||
}
|
||||
|
||||
return agent;
|
||||
}
|
||||
|
||||
|
@ -1359,7 +1365,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
|
||||
string reason = String.Empty;
|
||||
|
||||
|
||||
bool regionAccepted = m_scene.SimulationService.CreateAgent(reg, a, (uint)TeleportFlags.Default, out reason);
|
||||
|
||||
if (regionAccepted && newAgent)
|
||||
|
|
|
@ -31,11 +31,10 @@ using System.IO;
|
|||
using System.Reflection;
|
||||
using System.Threading;
|
||||
using log4net.Config;
|
||||
using Nini.Config;
|
||||
using NUnit.Framework;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using Nini.Config;
|
||||
|
||||
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
|
||||
|
@ -69,6 +68,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid.Tests
|
|||
[Test]
|
||||
public void TestRegisterRegion()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// log4net.Config.XmlConfigurator.Configure();
|
||||
|
||||
SetUp();
|
||||
|
||||
// Create 4 regions
|
||||
|
@ -191,7 +193,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid.Tests
|
|||
results = m_LocalConnector.GetHyperlinks(UUID.Zero);
|
||||
Assert.IsNotNull(results, "Retrieved GetHyperlinks list is null");
|
||||
Assert.That(results.Count, Is.EqualTo(0), "Retrieved linked regions collection is not the number expected");
|
||||
|
||||
}
|
||||
}
|
||||
}
|
|
@ -54,11 +54,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
/// <value>
|
||||
/// The current movement animation
|
||||
/// </value>
|
||||
public string CurrentMovementAnimation
|
||||
{
|
||||
get { return m_movementAnimation; }
|
||||
}
|
||||
protected string m_movementAnimation = "CROUCH";
|
||||
public string CurrentMovementAnimation { get; private set; }
|
||||
|
||||
private int m_animTickFall;
|
||||
public int m_animTickJump; // ScenePresence has to see this to control +Z force
|
||||
public bool m_jumping = false;
|
||||
|
@ -79,6 +76,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
public ScenePresenceAnimator(ScenePresence sp)
|
||||
{
|
||||
m_scenePresence = sp;
|
||||
CurrentMovementAnimation = "CROUCH";
|
||||
}
|
||||
|
||||
public void AddAnimation(UUID animID, UUID objectID)
|
||||
|
@ -131,8 +129,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
|
||||
public void ResetAnimations()
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE PRESENCE ANIMATOR]: Resetting animations for {0} in {1}",
|
||||
// m_scenePresence.Name, m_scenePresence.Scene.RegionInfo.RegionName);
|
||||
|
||||
m_animations.Clear();
|
||||
TrySetMovementAnimation("STAND");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -143,6 +144,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
{
|
||||
if (!m_scenePresence.IsChildAgent)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE PRESENCE ANIMATOR]: Setting movement animation {0} for {1}",
|
||||
// anim, m_scenePresence.Name);
|
||||
|
||||
if (m_animations.TrySetDefaultAnimation(
|
||||
anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID))
|
||||
{
|
||||
|
@ -155,12 +160,18 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
SendAnimPack();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat(
|
||||
"[SCENE PRESENCE ANIMATOR]: Tried to set movement animation {0} on child presence {1}",
|
||||
anim, m_scenePresence.Name);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This method determines the proper movement related animation
|
||||
/// </summary>
|
||||
public string GetMovementAnimation()
|
||||
private string DetermineMovementAnimation()
|
||||
{
|
||||
const float FALL_DELAY = 800f;
|
||||
const float PREJUMP_DELAY = 200f;
|
||||
|
@ -263,7 +274,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
return "FALLDOWN";
|
||||
}
|
||||
|
||||
return m_movementAnimation;
|
||||
return CurrentMovementAnimation;
|
||||
}
|
||||
|
||||
#endregion Falling/Floating/Landing
|
||||
|
@ -274,7 +285,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
int jumptime;
|
||||
jumptime = Environment.TickCount - m_animTickJump;
|
||||
|
||||
|
||||
if ((move.Z > 0f) && (!m_jumping))
|
||||
{
|
||||
// Start jumping, prejump
|
||||
|
@ -318,7 +328,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
|
||||
#region Ground Movement
|
||||
|
||||
if (m_movementAnimation == "FALLDOWN")
|
||||
if (CurrentMovementAnimation == "FALLDOWN")
|
||||
{
|
||||
m_falling = false;
|
||||
m_animTickFall = Environment.TickCount;
|
||||
|
@ -331,16 +341,17 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
else
|
||||
return "LAND";
|
||||
}
|
||||
else if ((m_movementAnimation == "LAND") || (m_movementAnimation == "SOFT_LAND") || (m_movementAnimation == "STANDUP"))
|
||||
else if ((CurrentMovementAnimation == "LAND") || (CurrentMovementAnimation == "SOFT_LAND") || (CurrentMovementAnimation == "STANDUP"))
|
||||
{
|
||||
int landElapsed = Environment.TickCount - m_animTickFall;
|
||||
int limit = 1000;
|
||||
if(m_movementAnimation == "LAND") limit = 350;
|
||||
if (CurrentMovementAnimation == "LAND")
|
||||
limit = 350;
|
||||
// NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client
|
||||
|
||||
if ((m_animTickFall != 0) && (landElapsed <= limit))
|
||||
{
|
||||
return m_movementAnimation;
|
||||
return CurrentMovementAnimation;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -378,7 +389,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
#endregion Ground Movement
|
||||
|
||||
m_falling = false;
|
||||
return m_movementAnimation;
|
||||
|
||||
return CurrentMovementAnimation;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -386,8 +398,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
/// </summary>
|
||||
public void UpdateMovementAnimations()
|
||||
{
|
||||
m_movementAnimation = GetMovementAnimation();
|
||||
TrySetMovementAnimation(m_movementAnimation);
|
||||
CurrentMovementAnimation = DetermineMovementAnimation();
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE PRESENCE ANIMATOR]: Determined animation {0} for {1} in UpdateMovementAnimations()",
|
||||
// CurrentMovementAnimation, m_scenePresence.Name);
|
||||
|
||||
TrySetMovementAnimation(CurrentMovementAnimation);
|
||||
}
|
||||
|
||||
public UUID[] GetAnimationArray()
|
||||
|
|
|
@ -3325,9 +3325,14 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (hasHollow) ret += 1;
|
||||
break;
|
||||
case PrimType.SCULPT:
|
||||
ret = 1;
|
||||
// Special mesh handling
|
||||
if (Shape.SculptType == (byte)SculptType.Mesh)
|
||||
ret = 8; // if it's a mesh then max 8 faces
|
||||
else
|
||||
ret = 1; // if it's a sculpt then max 1 face
|
||||
break;
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
@ -3340,6 +3345,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
if (Shape.SculptEntry)
|
||||
return PrimType.SCULPT;
|
||||
|
||||
if ((Shape.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
|
||||
{
|
||||
if (Shape.PathCurve == (byte)Extrusion.Straight)
|
||||
|
|
|
@ -149,9 +149,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
private bool m_wasFlying; // add for fly velocity control
|
||||
|
||||
private int m_lastColCount = -1; //KF: Look for Collision chnages
|
||||
private int m_updateCount = 0; //KF: Update Anims for a while
|
||||
private static readonly int UPDATE_COUNT = 10; // how many frames to update for
|
||||
// private int m_lastColCount = -1; //KF: Look for Collision chnages
|
||||
// private int m_updateCount = 0; //KF: Update Anims for a while
|
||||
// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
|
||||
private List<uint> m_lastColliders = new List<uint>();
|
||||
|
||||
private TeleportFlags m_teleportFlags;
|
||||
|
@ -794,9 +794,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
AdjustKnownSeeds();
|
||||
|
||||
// TODO: I think, this won't send anything, as we are still a child here...
|
||||
Animator.TrySetMovementAnimation("STAND");
|
||||
|
||||
// we created a new ScenePresence (a new child agent) in a fresh region.
|
||||
// Request info about all the (root) agents in this region
|
||||
// Note: This won't send data *to* other clients in that region (children don't send)
|
||||
|
@ -1012,13 +1009,17 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
/// <summary>
|
||||
/// This turns a root agent into a child agent
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// when an agent departs this region for a neighbor, this gets called.
|
||||
///
|
||||
/// It doesn't get called for a teleport. Reason being, an agent that
|
||||
/// teleports out may not end up anywhere near this region
|
||||
/// </summary>
|
||||
/// </remarks>
|
||||
public void MakeChildAgent()
|
||||
{
|
||||
m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
|
||||
|
||||
// Reset these so that teleporting in and walking out isn't seen
|
||||
// as teleporting back
|
||||
TeleportFlags = TeleportFlags.Default;
|
||||
|
@ -1308,11 +1309,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// "[SCENE PRESENCE]: In {0} received agent update from {1}",
|
||||
// Scene.RegionInfo.RegionName, remoteClient.Name);
|
||||
|
||||
//if (IsChildAgent)
|
||||
//{
|
||||
if (IsChildAgent)
|
||||
{
|
||||
// // m_log.Debug("DEBUG: HandleAgentUpdate: child agent");
|
||||
// return;
|
||||
//}
|
||||
return;
|
||||
}
|
||||
|
||||
++m_movementUpdateCount;
|
||||
if (m_movementUpdateCount < 1)
|
||||
|
@ -1381,14 +1382,14 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
#endregion Inputs
|
||||
|
||||
// Make anims work for client side autopilot
|
||||
if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0)
|
||||
m_updateCount = UPDATE_COUNT;
|
||||
|
||||
// Make turning in place work
|
||||
if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0 ||
|
||||
(flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)
|
||||
m_updateCount = UPDATE_COUNT;
|
||||
// // Make anims work for client side autopilot
|
||||
// if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0)
|
||||
// m_updateCount = UPDATE_COUNT;
|
||||
//
|
||||
// // Make turning in place work
|
||||
// if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0 ||
|
||||
// (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)
|
||||
// m_updateCount = UPDATE_COUNT;
|
||||
|
||||
if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
|
||||
{
|
||||
|
@ -1597,8 +1598,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// }
|
||||
// }
|
||||
|
||||
if (update_movementflag && ParentID == 0)
|
||||
Animator.UpdateMovementAnimations();
|
||||
// if (update_movementflag && ParentID == 0)
|
||||
// Animator.UpdateMovementAnimations();
|
||||
}
|
||||
|
||||
m_scene.EventManager.TriggerOnClientMovement(this);
|
||||
|
@ -2315,13 +2316,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public void HandleAgentSitOnGround()
|
||||
{
|
||||
m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
|
||||
// m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
|
||||
Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
|
||||
|
||||
// TODO: This doesn't prevent the user from walking yet.
|
||||
// Setting parent ID would fix this, if we knew what value
|
||||
// to use. Or we could add a m_isSitting variable.
|
||||
//Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
|
||||
SitGround = true;
|
||||
RemoveFromPhysicalScene();
|
||||
}
|
||||
|
@ -2933,9 +2929,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public void Reset()
|
||||
{
|
||||
// m_log.DebugFormat("[SCENE PRESENCE]: Resetting {0} in {1}", Name, Scene.RegionInfo.RegionName);
|
||||
|
||||
// Put the child agent back at the center
|
||||
AbsolutePosition
|
||||
= new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 70);
|
||||
|
||||
Animator.ResetAnimations();
|
||||
}
|
||||
|
||||
|
@ -3158,7 +3157,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
public void CopyFrom(AgentData cAgent)
|
||||
private void CopyFrom(AgentData cAgent)
|
||||
{
|
||||
m_originRegionID = cAgent.RegionID;
|
||||
|
||||
|
@ -3217,13 +3216,10 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
catch { }
|
||||
// Animations
|
||||
try
|
||||
{
|
||||
Animator.ResetAnimations();
|
||||
|
||||
// FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object?
|
||||
if (cAgent.Anims != null)
|
||||
Animator.Animations.FromArray(cAgent.Anims);
|
||||
}
|
||||
catch { }
|
||||
|
||||
if (cAgent.AttachmentObjects != null && cAgent.AttachmentObjects.Count > 0)
|
||||
{
|
||||
|
@ -3305,19 +3301,32 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true);
|
||||
}
|
||||
|
||||
// Event called by the physics plugin to tell the avatar about a collision.
|
||||
private void PhysicsCollisionUpdate(EventArgs e)
|
||||
/// <summary>
|
||||
/// Event called by the physics plugin to tell the avatar about a collision.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This function is called continuously, even when there are no collisions. If the avatar is walking on the
|
||||
/// ground or a prim then there will be collision information between the avatar and the surface.
|
||||
///
|
||||
/// FIXME: However, we can't safely avoid calling this yet where there are no collisions without analyzing whether
|
||||
/// any part of this method is relying on an every-frame call.
|
||||
/// </remarks>
|
||||
/// <param name="e"></param>
|
||||
public void PhysicsCollisionUpdate(EventArgs e)
|
||||
{
|
||||
if (IsChildAgent)
|
||||
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: PhysicsActor.SubscribeEvents(
|
||||
// as of this comment the interval is set in AddToPhysicalScene
|
||||
if (Animator != null)
|
||||
{
|
||||
if (m_updateCount > 0)
|
||||
{
|
||||
// if (m_updateCount > 0)
|
||||
// {
|
||||
Animator.UpdateMovementAnimations();
|
||||
m_updateCount--;
|
||||
}
|
||||
// m_updateCount--;
|
||||
// }
|
||||
}
|
||||
|
||||
CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
|
||||
|
@ -3325,13 +3334,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
CollisionPlane = Vector4.UnitW;
|
||||
|
||||
// No collisions at all means we may be flying. Update always
|
||||
// to make falling work
|
||||
if (m_lastColCount != coldata.Count || coldata.Count == 0)
|
||||
{
|
||||
m_updateCount = UPDATE_COUNT;
|
||||
m_lastColCount = coldata.Count;
|
||||
}
|
||||
// // No collisions at all means we may be flying. Update always
|
||||
// // to make falling work
|
||||
// if (m_lastColCount != coldata.Count || coldata.Count == 0)
|
||||
// {
|
||||
// m_updateCount = UPDATE_COUNT;
|
||||
// m_lastColCount = coldata.Count;
|
||||
// }
|
||||
|
||||
if (coldata.Count != 0 && Animator != null)
|
||||
{
|
||||
|
|
|
@ -31,7 +31,7 @@ using System.Reflection;
|
|||
using System.Text;
|
||||
using System.Threading;
|
||||
using System.Timers;
|
||||
using Timer=System.Timers.Timer;
|
||||
using Timer = System.Timers.Timer;
|
||||
using Nini.Config;
|
||||
using NUnit.Framework;
|
||||
using OpenMetaverse;
|
||||
|
@ -39,11 +39,13 @@ using OpenSim.Framework;
|
|||
using OpenSim.Framework.Communications;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.ClientStack.Linden;
|
||||
using OpenSim.Region.CoreModules.Framework.EntityTransfer;
|
||||
using OpenSim.Region.CoreModules.World.Serialiser;
|
||||
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
|
||||
using OpenSim.Tests.Common;
|
||||
using OpenSim.Tests.Common.Mock;
|
||||
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
|
||||
|
||||
namespace OpenSim.Region.Framework.Scenes.Tests
|
||||
{
|
||||
|
@ -103,21 +105,71 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
|
||||
|
||||
Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(sp.UUID), Is.Not.Null);
|
||||
Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
|
||||
|
||||
scene.IncomingCloseAgent(sp.UUID);
|
||||
|
||||
Assert.That(scene.GetScenePresence(sp.UUID), Is.Null);
|
||||
Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(sp.UUID), Is.Null);
|
||||
Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(0));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestCreateChildScenePresence()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// log4net.Config.XmlConfigurator.Configure();
|
||||
|
||||
LocalSimulationConnectorModule lsc = new LocalSimulationConnectorModule();
|
||||
|
||||
IConfigSource configSource = new IniConfigSource();
|
||||
IConfig config = configSource.AddConfig("Modules");
|
||||
config.Set("SimulationServices", "LocalSimulationConnectorModule");
|
||||
|
||||
TestScene scene = SceneHelpers.SetupScene();
|
||||
SceneHelpers.SetupSceneModules(scene, configSource, lsc);
|
||||
|
||||
UUID agentId = TestHelpers.ParseTail(0x01);
|
||||
AgentCircuitData acd = SceneHelpers.GenerateAgentData(agentId);
|
||||
acd.child = true;
|
||||
|
||||
GridRegion region = scene.GridService.GetRegionByName(UUID.Zero, scene.RegionInfo.RegionName);
|
||||
string reason;
|
||||
|
||||
// *** This is the first stage, when a neighbouring region is told that a viewer is about to try and
|
||||
// establish a child scene presence. We pass in the circuit code that the client has to connect with ***
|
||||
// XXX: ViaLogin may not be correct here.
|
||||
scene.SimulationService.CreateAgent(region, acd, (uint)TeleportFlags.ViaLogin, out reason);
|
||||
|
||||
Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(agentId), Is.Not.Null);
|
||||
Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
|
||||
|
||||
// There's no scene presence yet since only an agent circuit has been established.
|
||||
Assert.That(scene.GetScenePresence(agentId), Is.Null);
|
||||
|
||||
// *** This is the second stage, where the client established a child agent/scene presence using the
|
||||
// circuit code given to the scene in stage 1 ***
|
||||
TestClient client = new TestClient(acd, scene);
|
||||
scene.AddNewClient(client, PresenceType.User);
|
||||
|
||||
Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(agentId), Is.Not.Null);
|
||||
Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
|
||||
|
||||
ScenePresence sp = scene.GetScenePresence(agentId);
|
||||
Assert.That(sp, Is.Not.Null);
|
||||
Assert.That(sp.UUID, Is.EqualTo(agentId));
|
||||
Assert.That(sp.IsChildAgent, Is.True);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test that if a root agent logs into a region, a child agent is also established in the neighbouring region
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Please note that unlike the other tests here, this doesn't rely on structures
|
||||
/// Please note that unlike the other tests here, this doesn't rely on anything set up in the instance fields.
|
||||
/// INCOMPLETE
|
||||
/// </remarks>
|
||||
[Test]
|
||||
public void TestChildAgentEstablished()
|
||||
public void TestChildAgentEstablishedInNeighbour()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// log4net.Config.XmlConfigurator.Configure();
|
||||
|
@ -125,18 +177,25 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
UUID agent1Id = UUID.Parse("00000000-0000-0000-0000-000000000001");
|
||||
|
||||
TestScene myScene1 = SceneHelpers.SetupScene("Neighbour y", UUID.Random(), 1000, 1000);
|
||||
// TestScene myScene2 = SceneHelpers.SetupScene("Neighbour y + 1", UUID.Random(), 1001, 1000);
|
||||
TestScene myScene2 = SceneHelpers.SetupScene("Neighbour y + 1", UUID.Random(), 1001, 1000);
|
||||
|
||||
IConfigSource configSource = new IniConfigSource();
|
||||
configSource.AddConfig("Modules").Set("EntityTransferModule", "BasicEntityTransferModule");
|
||||
IConfig config = configSource.AddConfig("Startup");
|
||||
config.Set("serverside_object_permissions", true);
|
||||
config.Set("EventQueue", true);
|
||||
|
||||
EntityTransferModule etm = new EntityTransferModule();
|
||||
|
||||
SceneHelpers.SetupSceneModules(myScene1, configSource, etm);
|
||||
EventQueueGetModule eqgm1 = new EventQueueGetModule();
|
||||
SceneHelpers.SetupSceneModules(myScene1, configSource, etm, eqgm1);
|
||||
|
||||
SceneHelpers.AddScenePresence(myScene1, agent1Id);
|
||||
EventQueueGetModule eqgm2 = new EventQueueGetModule();
|
||||
SceneHelpers.SetupSceneModules(myScene2, configSource, etm, eqgm2);
|
||||
|
||||
// SceneHelpers.AddScenePresence(myScene1, agent1Id);
|
||||
// ScenePresence childPresence = myScene2.GetScenePresence(agent1);
|
||||
|
||||
// TODO: Need to do a fair amount of work to allow synchronous establishment of child agents
|
||||
//
|
||||
// // TODO: Need to do a fair amount of work to allow synchronous establishment of child agents
|
||||
// Assert.That(childPresence, Is.Not.Null);
|
||||
// Assert.That(childPresence.IsChildAgent, Is.True);
|
||||
}
|
||||
|
@ -194,48 +253,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
// Assert.That(presence, Is.Null, "presence is not null");
|
||||
// }
|
||||
|
||||
[Test]
|
||||
public void T012_TestAddNeighbourRegion()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
|
||||
string reason;
|
||||
|
||||
if (acd1 == null)
|
||||
fixNullPresence();
|
||||
|
||||
scene.NewUserConnection(acd1, 0, out reason);
|
||||
if (testclient == null)
|
||||
testclient = new TestClient(acd1, scene);
|
||||
scene.AddNewClient(testclient, PresenceType.User);
|
||||
|
||||
ScenePresence presence = scene.GetScenePresence(agent1);
|
||||
presence.MakeRootAgent(new Vector3(90,90,90),false);
|
||||
|
||||
string cap = presence.ControllingClient.RequestClientInfo().CapsPath;
|
||||
|
||||
presence.AddNeighbourRegion(region2, cap);
|
||||
presence.AddNeighbourRegion(region3, cap);
|
||||
|
||||
Assert.That(presence.KnownRegionCount, Is.EqualTo(2));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void T013_TestRemoveNeighbourRegion()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
|
||||
ScenePresence presence = scene.GetScenePresence(agent1);
|
||||
presence.RemoveNeighbourRegion(region3);
|
||||
|
||||
Assert.That(presence.KnownRegionCount,Is.EqualTo(1));
|
||||
/*
|
||||
presence.MakeChildAgent;
|
||||
presence.MakeRootAgent;
|
||||
CompleteAvatarMovement
|
||||
*/
|
||||
}
|
||||
|
||||
// I'm commenting this test because it does not represent
|
||||
// crossings. The Thread.Sleep's in here are not meaningful mocks,
|
||||
// and they sometimes fail in panda.
|
||||
|
@ -338,33 +355,5 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
Assert.That(presence2.IsChildAgent, Is.True, "Did not return from region as expected.");
|
||||
Assert.That(presence.IsChildAgent, Is.False, "Presence was not made root in old region again.");
|
||||
}
|
||||
|
||||
public void fixNullPresence()
|
||||
{
|
||||
string firstName = "testfirstname";
|
||||
|
||||
AgentCircuitData agent = new AgentCircuitData();
|
||||
agent.AgentID = agent1;
|
||||
agent.firstname = firstName;
|
||||
agent.lastname = "testlastname";
|
||||
agent.SessionID = UUID.Zero;
|
||||
agent.SecureSessionID = UUID.Zero;
|
||||
agent.circuitcode = 123;
|
||||
agent.BaseFolder = UUID.Zero;
|
||||
agent.InventoryFolder = UUID.Zero;
|
||||
agent.startpos = Vector3.Zero;
|
||||
agent.CapsPath = GetRandomCapsObjectPath();
|
||||
agent.Appearance = new AvatarAppearance();
|
||||
|
||||
acd1 = agent;
|
||||
}
|
||||
|
||||
public static string GetRandomCapsObjectPath()
|
||||
{
|
||||
UUID caps = UUID.Random();
|
||||
string capsPath = caps.ToString();
|
||||
capsPath = capsPath.Remove(capsPath.Length - 4, 4);
|
||||
return capsPath;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,70 @@
|
|||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using System.Text;
|
||||
using System.Threading;
|
||||
using System.Timers;
|
||||
using Nini.Config;
|
||||
using NUnit.Framework;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Communications;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.CoreModules.Framework.EntityTransfer;
|
||||
using OpenSim.Region.CoreModules.World.Serialiser;
|
||||
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
using OpenSim.Tests.Common;
|
||||
using OpenSim.Tests.Common.Mock;
|
||||
|
||||
namespace OpenSim.Region.Framework.Scenes.Tests
|
||||
{
|
||||
/// <summary>
|
||||
/// Scene presence animation tests
|
||||
/// </summary>
|
||||
[TestFixture]
|
||||
public class ScenePresenceAnimationTests
|
||||
{
|
||||
[Test]
|
||||
public void TestFlyingAnimation()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// log4net.Config.XmlConfigurator.Configure();
|
||||
|
||||
TestScene scene = SceneHelpers.SetupScene();
|
||||
ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
|
||||
sp.PhysicsActor.Flying = true;
|
||||
sp.PhysicsCollisionUpdate(new CollisionEventUpdate());
|
||||
|
||||
Assert.That(sp.Animator.CurrentMovementAnimation, Is.EqualTo("HOVER"));
|
||||
}
|
||||
}
|
||||
}
|
|
@ -5975,7 +5975,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
flags |= ScriptBaseClass.AGENT_TYPING;
|
||||
}
|
||||
|
||||
string agentMovementAnimation = agent.Animator.GetMovementAnimation();
|
||||
string agentMovementAnimation = agent.Animator.CurrentMovementAnimation;
|
||||
|
||||
if (agentMovementAnimation == "CROUCH")
|
||||
{
|
||||
|
|
|
@ -45,9 +45,11 @@ namespace OpenSim.Server.Handlers.Hypergrid
|
|||
base(config, server, configName)
|
||||
{
|
||||
server.AddStreamHandler(new HeloServerGetHandler("opensim-robust"));
|
||||
server.AddStreamHandler(new HeloServerHeadHandler("opensim-robust"));
|
||||
}
|
||||
}
|
||||
|
||||
[Obsolete]
|
||||
public class HeloServerGetHandler : BaseStreamHandler
|
||||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
@ -68,7 +70,7 @@ namespace OpenSim.Server.Handlers.Hypergrid
|
|||
|
||||
private byte[] OKResponse(OSHttpResponse httpResponse)
|
||||
{
|
||||
m_log.Debug("[HELO]: hi, I was called");
|
||||
m_log.Debug("[HELO]: hi, GET was called");
|
||||
httpResponse.AddHeader("X-Handlers-Provided", m_HandlersType);
|
||||
httpResponse.StatusCode = (int)HttpStatusCode.OK;
|
||||
httpResponse.StatusDescription = "OK";
|
||||
|
@ -76,4 +78,34 @@ namespace OpenSim.Server.Handlers.Hypergrid
|
|||
}
|
||||
|
||||
}
|
||||
|
||||
public class HeloServerHeadHandler : BaseStreamHandler
|
||||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
private string m_HandlersType;
|
||||
|
||||
public HeloServerHeadHandler(string handlersType) :
|
||||
base("HEAD", "/helo")
|
||||
{
|
||||
m_HandlersType = handlersType;
|
||||
}
|
||||
|
||||
public override byte[] Handle(string path, Stream requestData,
|
||||
OSHttpRequest httpRequest, OSHttpResponse httpResponse)
|
||||
{
|
||||
return OKResponse(httpResponse);
|
||||
}
|
||||
|
||||
private byte[] OKResponse(OSHttpResponse httpResponse)
|
||||
{
|
||||
m_log.Debug("[HELO]: hi, HEAD was called");
|
||||
httpResponse.AddHeader("X-Handlers-Provided", m_HandlersType);
|
||||
httpResponse.StatusCode = (int)HttpStatusCode.OK;
|
||||
httpResponse.StatusDescription = "OK";
|
||||
return new byte[0];
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -143,7 +143,7 @@ namespace OpenSim.Server.Handlers.Hypergrid
|
|||
UUID.TryParse(sessionID_str, out sessionID);
|
||||
string gridName = (string)requestData["externalName"];
|
||||
|
||||
bool success = m_HomeUsersService.AgentIsComingHome(sessionID, gridName);
|
||||
bool success = m_HomeUsersService.IsAgentComingHome(sessionID, gridName);
|
||||
|
||||
Hashtable hash = new Hashtable();
|
||||
hash["result"] = success.ToString();
|
||||
|
|
|
@ -54,6 +54,8 @@ namespace OpenSim.Services.Connectors
|
|||
public virtual string Helo()
|
||||
{
|
||||
HttpWebRequest req = (HttpWebRequest)HttpWebRequest.Create(m_ServerURI + "/helo");
|
||||
// Eventually we need to switch to HEAD
|
||||
/* req.Method = "HEAD"; */
|
||||
|
||||
try
|
||||
{
|
||||
|
|
|
@ -356,7 +356,7 @@ namespace OpenSim.Services.Connectors.Hypergrid
|
|||
return null;
|
||||
}
|
||||
|
||||
public bool AgentIsComingHome(UUID sessionID, string thisGridExternalName)
|
||||
public bool IsAgentComingHome(UUID sessionID, string thisGridExternalName)
|
||||
{
|
||||
Hashtable hash = new Hashtable();
|
||||
hash["sessionID"] = sessionID.ToString();
|
||||
|
|
|
@ -243,7 +243,7 @@ namespace OpenSim.Services.HypergridService
|
|||
// Make sure this is the user coming home, and not a foreign user with same UUID as a local user
|
||||
if (m_UserAgentService != null)
|
||||
{
|
||||
if (!m_UserAgentService.AgentIsComingHome(aCircuit.SessionID, m_ExternalName))
|
||||
if (!m_UserAgentService.IsAgentComingHome(aCircuit.SessionID, m_ExternalName))
|
||||
{
|
||||
// Can't do, sorry
|
||||
reason = "Unauthorized";
|
||||
|
|
|
@ -281,7 +281,7 @@ namespace OpenSim.Services.HypergridService
|
|||
}
|
||||
|
||||
// We need to prevent foreign users with the same UUID as a local user
|
||||
public bool AgentIsComingHome(UUID sessionID, string thisGridExternalName)
|
||||
public bool IsAgentComingHome(UUID sessionID, string thisGridExternalName)
|
||||
{
|
||||
if (!m_TravelingAgents.ContainsKey(sessionID))
|
||||
return false;
|
||||
|
|
|
@ -65,7 +65,7 @@ namespace OpenSim.Services.Interfaces
|
|||
List<UUID> StatusNotification(List<string> friends, UUID userID, bool online);
|
||||
//List<UUID> GetOnlineFriends(UUID userID, List<string> friends);
|
||||
|
||||
bool AgentIsComingHome(UUID sessionID, string thisGridExternalName);
|
||||
bool IsAgentComingHome(UUID sessionID, string thisGridExternalName);
|
||||
bool VerifyAgent(UUID sessionID, string token);
|
||||
bool VerifyClient(UUID sessionID, string reportedIP);
|
||||
}
|
||||
|
|
|
@ -49,6 +49,7 @@ using OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts;
|
|||
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Presence;
|
||||
using OpenSim.Services.Interfaces;
|
||||
using OpenSim.Tests.Common.Mock;
|
||||
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
|
||||
|
||||
namespace OpenSim.Tests.Common
|
||||
{
|
||||
|
@ -139,6 +140,7 @@ namespace OpenSim.Tests.Common
|
|||
|
||||
testScene.RegionInfo.EstateSettings = new EstateSettings();
|
||||
testScene.LoginsDisabled = false;
|
||||
testScene.RegisterRegionWithGrid();
|
||||
|
||||
return testScene;
|
||||
}
|
||||
|
@ -222,6 +224,7 @@ namespace OpenSim.Tests.Common
|
|||
config.Configs["Modules"].Set("GridServices", "LocalGridServicesConnector");
|
||||
config.Configs["GridService"].Set("StorageProvider", "OpenSim.Data.Null.dll:NullRegionData");
|
||||
config.Configs["GridService"].Set("LocalServiceModule", "OpenSim.Services.GridService.dll:GridService");
|
||||
config.Configs["GridService"].Set("ConnectionString", "!static");
|
||||
|
||||
LocalGridServicesConnector gridService = new LocalGridServicesConnector();
|
||||
gridService.Initialise(config);
|
||||
|
@ -393,27 +396,42 @@ namespace OpenSim.Tests.Common
|
|||
/// <returns></returns>
|
||||
public static ScenePresence AddScenePresence(Scene scene, AgentCircuitData agentData)
|
||||
{
|
||||
string reason;
|
||||
|
||||
// We emulate the proper login sequence here by doing things in four stages
|
||||
|
||||
// Stage 0: log the presence
|
||||
// Stage 0: login
|
||||
scene.PresenceService.LoginAgent(agentData.AgentID.ToString(), agentData.SessionID, agentData.SecureSessionID);
|
||||
|
||||
// Stage 1: simulate login by telling the scene to expect a new user connection
|
||||
if (!scene.NewUserConnection(agentData, (uint)TeleportFlags.ViaLogin, out reason))
|
||||
// Stages 1 & 2
|
||||
ScenePresence sp = IntroduceClientToScene(scene, agentData, TeleportFlags.ViaLogin);
|
||||
|
||||
// Stage 3: Complete the entrance into the region. This converts the child agent into a root agent.
|
||||
sp.CompleteMovement(sp.ControllingClient, true);
|
||||
|
||||
return sp;
|
||||
}
|
||||
|
||||
private static ScenePresence IntroduceClientToScene(Scene scene, AgentCircuitData agentData, TeleportFlags tf)
|
||||
{
|
||||
string reason;
|
||||
|
||||
// Stage 1: tell the scene to expect a new user connection
|
||||
if (!scene.NewUserConnection(agentData, (uint)tf, out reason))
|
||||
Console.WriteLine("NewUserConnection failed: " + reason);
|
||||
|
||||
// Stage 2: add the new client as a child agent to the scene
|
||||
TestClient client = new TestClient(agentData, scene);
|
||||
scene.AddNewClient(client, PresenceType.User);
|
||||
|
||||
// Stage 3: Complete the entrance into the region. This converts the child agent into a root agent.
|
||||
ScenePresence scp = scene.GetScenePresence(agentData.AgentID);
|
||||
scp.CompleteMovement(client, true);
|
||||
//scp.MakeRootAgent(new Vector3(90, 90, 90), true);
|
||||
return scene.GetScenePresence(agentData.AgentID);
|
||||
}
|
||||
|
||||
return scp;
|
||||
public static ScenePresence AddChildScenePresence(Scene scene, UUID agentId)
|
||||
{
|
||||
AgentCircuitData acd = GenerateAgentData(agentId);
|
||||
acd.child = true;
|
||||
|
||||
// XXX: ViaLogin may not be correct for child agents
|
||||
return IntroduceClientToScene(scene, acd, TeleportFlags.ViaLogin);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -260,7 +260,7 @@ ServiceConnectors = "8003/OpenSim.Server.Handlers.dll:AssetServiceConnector,8003
|
|||
; See http://opensimulator.org/wiki/GridInfo
|
||||
|
||||
; login uri: for grid this is the login server URI
|
||||
login = http://127.0.0.1:9000/
|
||||
login = http://127.0.0.1:8002/
|
||||
|
||||
; long grid name: the long name of your grid
|
||||
gridname = "the lost continent of hippo"
|
||||
|
|
|
@ -3048,6 +3048,7 @@
|
|||
<Reference name="OpenSim.Framework.Servers"/>
|
||||
<Reference name="OpenSim.Framework.Statistics"/>
|
||||
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
||||
<Reference name="OpenSim.Region.ClientStack.LindenCaps"/>
|
||||
<Reference name="OpenSim.Region.Framework"/>
|
||||
<Reference name="OpenSim.Region.CoreModules"/>
|
||||
<Reference name="OpenSim.Region.OptionalModules"/>
|
||||
|
|
Loading…
Reference in New Issue