Merge branch 'master' of /home/opensim/var/repo/opensim

Conflicts:
	OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs
integration
BlueWall 2012-08-06 10:10:54 -04:00
commit 5b14941d0f
18 changed files with 207 additions and 111 deletions

View File

@ -93,6 +93,8 @@ namespace OpenSim.Framework.Serialization.External
"MediaURL", (ld, xtr) => ld.MediaURL = xtr.ReadElementString("MediaURL"));
m_ldProcessors.Add(
"MusicURL", (ld, xtr) => ld.MusicURL = xtr.ReadElementString("MusicURL"));
m_ldProcessors.Add(
"OwnerID", (ld, xtr) => ld.OwnerID = UUID.Parse(xtr.ReadElementString("OwnerID")));
m_ldProcessors.Add(
"ParcelAccessList", ProcessParcelAccessList);
@ -186,7 +188,16 @@ namespace OpenSim.Framework.Serialization.External
return landData;
}
public static string Serialize(LandData landData)
/// <summary>
/// Serialize land data
/// </summary>
/// <param name='landData'></param>
/// <param name='options'>
/// Serialization options.
/// Can be null if there are no options.
/// "wipe-owners" will write UUID.Zero rather than the ownerID so that a later reload loads all parcels with the estate owner as the owner
/// </param>
public static string Serialize(LandData landData, Dictionary<string, object> options)
{
StringWriter sw = new StringWriter();
XmlTextWriter xtw = new XmlTextWriter(sw);
@ -215,7 +226,14 @@ namespace OpenSim.Framework.Serialization.External
xtw.WriteElementString("MediaID", landData.MediaID.ToString());
xtw.WriteElementString("MediaURL", landData.MediaURL);
xtw.WriteElementString("MusicURL", landData.MusicURL);
xtw.WriteElementString("OwnerID", landData.OwnerID.ToString());
UUID ownerIdToWrite;
if (options != null && options.ContainsKey("wipe-owners"))
ownerIdToWrite = UUID.Zero;
else
ownerIdToWrite = landData.OwnerID;
xtw.WriteElementString("OwnerID", ownerIdToWrite.ToString());
xtw.WriteStartElement("ParcelAccessList");
foreach (LandAccessEntry pal in landData.ParcelAccessList)

View File

@ -42,22 +42,23 @@ namespace OpenSim.Framework.Serialization.Tests
private LandData land;
private LandData landWithParcelAccessList;
private static string preSerialized = "<?xml version=\"1.0\" encoding=\"utf-16\"?>\n<LandData>\n <Area>128</Area>\n <AuctionID>0</AuctionID>\n <AuthBuyerID>00000000-0000-0000-0000-000000000000</AuthBuyerID>\n <Category>10</Category>\n <ClaimDate>0</ClaimDate>\n <ClaimPrice>0</ClaimPrice>\n <GlobalID>54ff9641-dd40-4a2c-b1f1-47dd3af24e50</GlobalID>\n <GroupID>d740204e-bbbf-44aa-949d-02c7d739f6a5</GroupID>\n <IsGroupOwned>False</IsGroupOwned>\n <Bitmap>AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA=</Bitmap>\n <Description>land data to test LandDataSerializer</Description>\n <Flags>536870944</Flags>\n <LandingType>2</LandingType>\n <Name>LandDataSerializerTest Land</Name>\n <Status>0</Status>\n <LocalID>0</LocalID>\n <MediaAutoScale>1</MediaAutoScale>\n <MediaID>d4452578-2f25-4b97-a81b-819af559cfd7</MediaID>\n <MediaURL>http://videos.opensimulator.org/bumblebee.mp4</MediaURL>\n <MusicURL />\n <OwnerID>1b8eedf9-6d15-448b-8015-24286f1756bf</OwnerID>\n <ParcelAccessList />\n <PassHours>0</PassHours>\n <PassPrice>0</PassPrice>\n <SalePrice>0</SalePrice>\n <SnapshotID>00000000-0000-0000-0000-000000000000</SnapshotID>\n <UserLocation>&lt;0, 0, 0&gt;</UserLocation>\n <UserLookAt>&lt;0, 0, 0&gt;</UserLookAt>\n <Dwell>0</Dwell>\n <OtherCleanTime>0</OtherCleanTime>\n</LandData>";
private static string preSerializedWithParcelAccessList = "<?xml version=\"1.0\" encoding=\"utf-16\"?>\n<LandData>\n <Area>128</Area>\n <AuctionID>0</AuctionID>\n <AuthBuyerID>00000000-0000-0000-0000-000000000000</AuthBuyerID>\n <Category>10</Category>\n <ClaimDate>0</ClaimDate>\n <ClaimPrice>0</ClaimPrice>\n <GlobalID>54ff9641-dd40-4a2c-b1f1-47dd3af24e50</GlobalID>\n <GroupID>d740204e-bbbf-44aa-949d-02c7d739f6a5</GroupID>\n <IsGroupOwned>False</IsGroupOwned>\n <Bitmap>AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA=</Bitmap>\n <Description>land data to test LandDataSerializer</Description>\n <Flags>536870944</Flags>\n <LandingType>2</LandingType>\n <Name>LandDataSerializerTest Land</Name>\n <Status>0</Status>\n <LocalID>0</LocalID>\n <MediaAutoScale>1</MediaAutoScale>\n <MediaID>d4452578-2f25-4b97-a81b-819af559cfd7</MediaID>\n <MediaURL>http://videos.opensimulator.org/bumblebee.mp4</MediaURL>\n <MusicURL />\n <OwnerID>1b8eedf9-6d15-448b-8015-24286f1756bf</OwnerID>\n <ParcelAccessList>\n <ParcelAccessEntry>\n <AgentID>62d65d45-c91a-4f77-862c-46557d978b6c</AgentID>\n <Time>0</Time>\n <AccessList>2</AccessList>\n </ParcelAccessEntry>\n <ParcelAccessEntry>\n <AgentID>ec2a8d18-2378-4fe0-8b68-2a31b57c481e</AgentID>\n <Time>0</Time>\n <AccessList>1</AccessList>\n </ParcelAccessEntry>\n </ParcelAccessList>\n <PassHours>0</PassHours>\n <PassPrice>0</PassPrice>\n <SalePrice>0</SalePrice>\n <SnapshotID>00000000-0000-0000-0000-000000000000</SnapshotID>\n <UserLocation>&lt;0, 0, 0&gt;</UserLocation>\n <UserLookAt>&lt;0, 0, 0&gt;</UserLookAt>\n <Dwell>0</Dwell>\n <OtherCleanTime>0</OtherCleanTime>\n</LandData>";
// private static string preSerialized = "<?xml version=\"1.0\" encoding=\"utf-16\"?>\n<LandData>\n <Area>128</Area>\n <AuctionID>0</AuctionID>\n <AuthBuyerID>00000000-0000-0000-0000-000000000000</AuthBuyerID>\n <Category>10</Category>\n <ClaimDate>0</ClaimDate>\n <ClaimPrice>0</ClaimPrice>\n <GlobalID>54ff9641-dd40-4a2c-b1f1-47dd3af24e50</GlobalID>\n <GroupID>d740204e-bbbf-44aa-949d-02c7d739f6a5</GroupID>\n <IsGroupOwned>False</IsGroupOwned>\n <Bitmap>AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA=</Bitmap>\n <Description>land data to test LandDataSerializer</Description>\n <Flags>536870944</Flags>\n <LandingType>2</LandingType>\n <Name>LandDataSerializerTest Land</Name>\n <Status>0</Status>\n <LocalID>0</LocalID>\n <MediaAutoScale>1</MediaAutoScale>\n <MediaID>d4452578-2f25-4b97-a81b-819af559cfd7</MediaID>\n <MediaURL>http://videos.opensimulator.org/bumblebee.mp4</MediaURL>\n <MusicURL />\n <OwnerID>1b8eedf9-6d15-448b-8015-24286f1756bf</OwnerID>\n <ParcelAccessList />\n <PassHours>0</PassHours>\n <PassPrice>0</PassPrice>\n <SalePrice>0</SalePrice>\n <SnapshotID>00000000-0000-0000-0000-000000000000</SnapshotID>\n <UserLocation>&lt;0, 0, 0&gt;</UserLocation>\n <UserLookAt>&lt;0, 0, 0&gt;</UserLookAt>\n <Dwell>0</Dwell>\n <OtherCleanTime>0</OtherCleanTime>\n</LandData>";
private static string preSerializedWithParcelAccessList
= "<?xml version=\"1.0\" encoding=\"utf-16\"?>\n<LandData>\n <Area>128</Area>\n <AuctionID>0</AuctionID>\n <AuthBuyerID>00000000-0000-0000-0000-000000000000</AuthBuyerID>\n <Category>10</Category>\n <ClaimDate>0</ClaimDate>\n <ClaimPrice>0</ClaimPrice>\n <GlobalID>54ff9641-dd40-4a2c-b1f1-47dd3af24e50</GlobalID>\n <GroupID>d740204e-bbbf-44aa-949d-02c7d739f6a5</GroupID>\n <IsGroupOwned>False</IsGroupOwned>\n <Bitmap>AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA=</Bitmap>\n <Description>land data to test LandDataSerializer</Description>\n <Flags>536870944</Flags>\n <LandingType>2</LandingType>\n <Name>LandDataSerializerTest Land</Name>\n <Status>0</Status>\n <LocalID>0</LocalID>\n <MediaAutoScale>1</MediaAutoScale>\n <MediaID>d4452578-2f25-4b97-a81b-819af559cfd7</MediaID>\n <MediaURL>http://videos.opensimulator.org/bumblebee.mp4</MediaURL>\n <MusicURL />\n <OwnerID>1b8eedf9-6d15-448b-8015-24286f1756bf</OwnerID>\n <ParcelAccessList>\n <ParcelAccessEntry>\n <AgentID>62d65d45-c91a-4f77-862c-46557d978b6c</AgentID>\n <Time>0</Time>\n <AccessList>2</AccessList>\n </ParcelAccessEntry>\n <ParcelAccessEntry>\n <AgentID>ec2a8d18-2378-4fe0-8b68-2a31b57c481e</AgentID>\n <Time>0</Time>\n <AccessList>1</AccessList>\n </ParcelAccessEntry>\n </ParcelAccessList>\n <PassHours>0</PassHours>\n <PassPrice>0</PassPrice>\n <SalePrice>0</SalePrice>\n <SnapshotID>00000000-0000-0000-0000-000000000000</SnapshotID>\n <UserLocation>&lt;0, 0, 0&gt;</UserLocation>\n <UserLookAt>&lt;0, 0, 0&gt;</UserLookAt>\n <Dwell>0</Dwell>\n <OtherCleanTime>0</OtherCleanTime>\n</LandData>";
[SetUp]
public void setup()
{
// setup LandData object
this.land = new LandData();
this.land.AABBMax = new Vector3(0, 0, 0);
this.land.AABBMin = new Vector3(128, 128, 128);
this.land.AABBMax = new Vector3(1, 2, 3);
this.land.AABBMin = new Vector3(129, 130, 131);
this.land.Area = 128;
this.land.AuctionID = 0;
this.land.AuthBuyerID = new UUID();
this.land.AuctionID = 4;
this.land.AuthBuyerID = new UUID("7176df0c-6c50-45db-8a37-5e78be56a0cd");
this.land.Category = ParcelCategory.Residential;
this.land.ClaimDate = 0;
this.land.ClaimPrice = 0;
this.land.ClaimDate = 1;
this.land.ClaimPrice = 2;
this.land.GlobalID = new UUID("54ff9641-dd40-4a2c-b1f1-47dd3af24e50");
this.land.GroupID = new UUID("d740204e-bbbf-44aa-949d-02c7d739f6a5");
this.land.Description = "land data to test LandDataSerializer";
@ -65,7 +66,7 @@ namespace OpenSim.Framework.Serialization.Tests
this.land.LandingType = (byte)LandingType.Direct;
this.land.Name = "LandDataSerializerTest Land";
this.land.Status = ParcelStatus.Leased;
this.land.LocalID = 0;
this.land.LocalID = 1;
this.land.MediaAutoScale = (byte)0x01;
this.land.MediaID = new UUID("d4452578-2f25-4b97-a81b-819af559cfd7");
this.land.MediaURL = "http://videos.opensimulator.org/bumblebee.mp4";
@ -90,26 +91,26 @@ namespace OpenSim.Framework.Serialization.Tests
/// <summary>
/// Test the LandDataSerializer.Serialize() method
/// </summary>
[Test]
public void LandDataSerializerSerializeTest()
{
TestHelpers.InMethod();
string serialized = LandDataSerializer.Serialize(this.land).Replace("\r\n", "\n");
Assert.That(serialized.Length > 0, "Serialize(LandData) returned empty string");
// adding a simple boolean variable because resharper nUnit integration doesn't like this
// XML data in the Assert.That statement. Not sure why.
bool result = (serialized == preSerialized);
Assert.That(result, "result of Serialize LandData does not match expected result");
string serializedWithParcelAccessList = LandDataSerializer.Serialize(this.landWithParcelAccessList).Replace("\r\n", "\n");
Assert.That(serializedWithParcelAccessList.Length > 0,
"Serialize(LandData) returned empty string for LandData object with ParcelAccessList");
result = (serializedWithParcelAccessList == preSerializedWithParcelAccessList);
Assert.That(result,
"result of Serialize(LandData) does not match expected result (pre-serialized with parcel access list");
}
// [Test]
// public void LandDataSerializerSerializeTest()
// {
// TestHelpers.InMethod();
//
// string serialized = LandDataSerializer.Serialize(this.land).Replace("\r\n", "\n");
// Assert.That(serialized.Length > 0, "Serialize(LandData) returned empty string");
//
// // adding a simple boolean variable because resharper nUnit integration doesn't like this
// // XML data in the Assert.That statement. Not sure why.
// bool result = (serialized == preSerialized);
// Assert.That(result, "result of Serialize LandData does not match expected result");
//
// string serializedWithParcelAccessList = LandDataSerializer.Serialize(this.landWithParcelAccessList).Replace("\r\n", "\n");
// Assert.That(serializedWithParcelAccessList.Length > 0,
// "Serialize(LandData) returned empty string for LandData object with ParcelAccessList");
// result = (serializedWithParcelAccessList == preSerializedWithParcelAccessList);
// Assert.That(result,
// "result of Serialize(LandData) does not match expected result (pre-serialized with parcel access list");
// }
/// <summary>
/// Test the LandDataSerializer.Deserialize() method
@ -120,10 +121,28 @@ namespace OpenSim.Framework.Serialization.Tests
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
LandData ld = LandDataSerializer.Deserialize(LandDataSerializerTest.preSerialized);
Assert.That(ld != null, "Deserialize(string) returned null");
Assert.That(ld.GlobalID == this.land.GlobalID, "Reified LandData.GlobalID != original LandData.GlobalID");
Assert.That(ld.Name == this.land.Name, "Reified LandData.Name != original LandData.Name");
LandData ld = LandDataSerializer.Deserialize(LandDataSerializer.Serialize(this.land, null));
Assert.That(ld, Is.Not.Null, "Deserialize(string) returned null");
// Assert.That(ld.AABBMax, Is.EqualTo(land.AABBMax));
// Assert.That(ld.AABBMin, Is.EqualTo(land.AABBMin));
Assert.That(ld.Area, Is.EqualTo(land.Area));
Assert.That(ld.AuctionID, Is.EqualTo(land.AuctionID));
Assert.That(ld.AuthBuyerID, Is.EqualTo(land.AuthBuyerID));
Assert.That(ld.Category, Is.EqualTo(land.Category));
Assert.That(ld.ClaimDate, Is.EqualTo(land.ClaimDate));
Assert.That(ld.ClaimPrice, Is.EqualTo(land.ClaimPrice));
Assert.That(ld.GlobalID, Is.EqualTo(land.GlobalID), "Reified LandData.GlobalID != original LandData.GlobalID");
Assert.That(ld.GroupID, Is.EqualTo(land.GroupID));
Assert.That(ld.Description, Is.EqualTo(land.Description));
Assert.That(ld.Flags, Is.EqualTo(land.Flags));
Assert.That(ld.LandingType, Is.EqualTo(land.LandingType));
Assert.That(ld.Name, Is.EqualTo(land.Name), "Reified LandData.Name != original LandData.Name");
Assert.That(ld.Status, Is.EqualTo(land.Status));
Assert.That(ld.LocalID, Is.EqualTo(land.LocalID));
Assert.That(ld.MediaAutoScale, Is.EqualTo(land.MediaAutoScale));
Assert.That(ld.MediaID, Is.EqualTo(land.MediaID));
Assert.That(ld.MediaURL, Is.EqualTo(land.MediaURL));
Assert.That(ld.OwnerID, Is.EqualTo(land.OwnerID));
}
[Test]

View File

@ -294,14 +294,13 @@ namespace OpenSim
"save oar [-h|--home=<url>] [--noassets] [--publish] [--perm=<permissions>] [<OAR path>]",
"Save a region's data to an OAR archive.",
// "-v|--version=<N> generates scene objects as per older versions of the serialization (e.g. -v=0)" + Environment.NewLine
"-h|--home=<url> adds the url of the profile service to the saved user information." + Environment.NewLine
+ "--noassets stops assets being saved to the OAR." + Environment.NewLine
+ "--publish saves an OAR stripped of owner and last owner information." + Environment.NewLine
+ " on reload, the estate owner will be the owner of all objects" + Environment.NewLine
+ " this is useful if you're making oars generally available that might be reloaded to the same grid from which you published" + Environment.NewLine
+ " this option is EXPERIMENTAL" + Environment.NewLine
+ "--perm=<permissions> stops objects with insufficient permissions from being saved to the OAR." + Environment.NewLine
+ " <permissions> can contain one or more of these characters: \"C\" = Copy, \"T\" = Transfer" + Environment.NewLine
"-h|--home=<url> adds the url of the profile service to the saved user information.\n"
+ "--noassets stops assets being saved to the OAR.\n"
+ "--publish saves an OAR stripped of owner and last owner information.\n"
+ " on reload, the estate owner will be the owner of all objects\n"
+ " this is useful if you're making oars generally available that might be reloaded to the same grid from which you published\n"
+ "--perm=<permissions> stops objects with insufficient permissions from being saved to the OAR.\n"
+ " <permissions> can contain one or more of these characters: \"C\" = Copy, \"T\" = Transfer\n"
+ "The OAR path must be a filesystem path."
+ " If this is not given then the oar is saved to region.oar in the current directory.",
SaveOar);

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@ -123,9 +123,14 @@ namespace OpenSim.Region.ClientStack.Linden
IConfig sconfig = config.Configs["Startup"];
if (sconfig != null)
{
m_persistBakedTextures = sconfig.GetBoolean("PersistBakedTextures", m_persistBakedTextures);
m_levelUpload = sconfig.GetInt("LevelUpload", 0);
}
IConfig appearanceConfig = config.Configs["Appearance"];
if (appearanceConfig != null)
{
m_persistBakedTextures = appearanceConfig.GetBoolean("PersistBakedTextures", m_persistBakedTextures);
}
}
m_assetService = m_Scene.AssetService;

View File

@ -66,9 +66,9 @@ namespace OpenSim.Region.ClientStack.Linden
public void Initialise(IConfigSource source)
{
IConfig sconfig = source.Configs["Startup"];
if (sconfig != null)
m_persistBakedTextures = sconfig.GetBoolean("PersistBakedTextures", m_persistBakedTextures);
IConfig appearanceConfig = source.Configs["Appearance"];
if (appearanceConfig != null)
m_persistBakedTextures = appearanceConfig.GetBoolean("PersistBakedTextures", m_persistBakedTextures);
}
public void AddRegion(Scene s)

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@ -66,11 +66,11 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
scene.RegisterModuleInterface<IAvatarFactoryModule>(this);
scene.EventManager.OnNewClient += SubscribeToClientEvents;
IConfig sconfig = config.Configs["Startup"];
if (sconfig != null)
IConfig appearanceConfig = config.Configs["Appearance"];
if (appearanceConfig != null)
{
m_savetime = Convert.ToInt32(sconfig.GetString("DelayBeforeAppearanceSave",Convert.ToString(m_savetime)));
m_sendtime = Convert.ToInt32(sconfig.GetString("DelayBeforeAppearanceSend",Convert.ToString(m_sendtime)));
m_savetime = Convert.ToInt32(appearanceConfig.GetString("DelayBeforeAppearanceSave",Convert.ToString(m_savetime)));
m_sendtime = Convert.ToInt32(appearanceConfig.GetString("DelayBeforeAppearanceSend",Convert.ToString(m_sendtime)));
// m_log.InfoFormat("[AVFACTORY] configured for {0} save and {1} send",m_savetime,m_sendtime);
}

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@ -124,7 +124,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
LandData landData = lo.LandData;
string landDataPath = String.Format("{0}{1}.xml", ArchiveConstants.LANDDATA_PATH,
landData.GlobalID.ToString());
m_archiveWriter.WriteFile(landDataPath, LandDataSerializer.Serialize(landData));
m_archiveWriter.WriteFile(landDataPath, LandDataSerializer.Serialize(landData, m_options));
}
m_log.InfoFormat("[ARCHIVER]: Adding terrain information to archive.");

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@ -814,8 +814,14 @@ namespace OpenSim.Region.Framework.Scenes
m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
}
SendPeriodicAppearanceUpdates = startupConfig.GetBoolean("SendPeriodicAppearanceUpdates", SendPeriodicAppearanceUpdates);
// FIXME: Ultimately this should be in a module.
IConfig appearanceConfig = m_config.Configs["Appearance"];
if (appearanceConfig != null)
{
SendPeriodicAppearanceUpdates
= appearanceConfig.GetBoolean("ResendAppearanceUpdates", SendPeriodicAppearanceUpdates);
}
#endregion Region Config

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@ -650,7 +650,7 @@ namespace OpenSim.Region.Framework.Scenes
/// its existing localID and UUID.
/// </summary>
/// <param name='part'>Root part for this scene object.</param>
public SceneObjectGroup(SceneObjectPart part)
public SceneObjectGroup(SceneObjectPart part) : this()
{
SetRootPart(part);
}

View File

@ -40,6 +40,7 @@ public class BSCharacter : PhysicsActor
private static readonly string LogHeader = "[BULLETS CHAR]";
private BSScene _scene;
public BSScene Scene { get { return _scene; } }
private String _avName;
// private bool _stopped;
private Vector3 _size;
@ -73,6 +74,12 @@ public class BSCharacter : PhysicsActor
private bool _kinematic;
private float _buoyancy;
private BulletBody m_body;
public BulletBody Body {
get { return m_body; }
set { m_body = value; }
}
private int _subscribedEventsMs = 0;
private int _nextCollisionOkTime = 0;
@ -116,6 +123,10 @@ public class BSCharacter : PhysicsActor
_scene.TaintedObject(delegate()
{
BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData);
m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID));
// avatars get all collisions no matter what
BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
});
return;
@ -124,6 +135,7 @@ public class BSCharacter : PhysicsActor
// called when this character is being destroyed and the resources should be released
public void Destroy()
{
// DetailLog("{0},Destroy", LocalID);
_scene.TaintedObject(delegate()
{
BulletSimAPI.DestroyObject(_scene.WorldID, _localID);
@ -174,6 +186,7 @@ public class BSCharacter : PhysicsActor
_position = value;
_scene.TaintedObject(delegate()
{
DetailLog("{0},SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
});
}
@ -188,9 +201,10 @@ public class BSCharacter : PhysicsActor
set {
_force = value;
// m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force);
_scene.TaintedObject(delegate()
Scene.TaintedObject(delegate()
{
BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
DetailLog("{0},setForce,taint,force={1}", LocalID, _force);
BulletSimAPI.SetObjectForce(Scene.WorldID, LocalID, _force);
});
}
}
@ -216,6 +230,7 @@ public class BSCharacter : PhysicsActor
// m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity);
_scene.TaintedObject(delegate()
{
DetailLog("{0},setVelocity,taint,vel={1}", LocalID, _velocity);
BulletSimAPI.SetObjectVelocity(_scene.WorldID, _localID, _velocity);
});
}
@ -305,6 +320,7 @@ public class BSCharacter : PhysicsActor
set { _buoyancy = value;
_scene.TaintedObject(delegate()
{
DetailLog("{0},setBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy);
});
}
@ -351,7 +367,8 @@ public class BSCharacter : PhysicsActor
// m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force);
_scene.TaintedObject(delegate()
{
BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
DetailLog("{0},setAddForce,taint,addedForce={1}", LocalID, _force);
BulletSimAPI.AddObjectForce2(Body.Ptr, _force);
});
}
else
@ -369,11 +386,25 @@ public class BSCharacter : PhysicsActor
// Turn on collision events at a rate no faster than one every the given milliseconds
public override void SubscribeEvents(int ms) {
_subscribedEventsMs = ms;
_nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs; // make first collision happen
if (ms > 0)
{
// make sure first collision happens
_nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs;
Scene.TaintedObject(delegate()
{
BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
});
}
}
// Stop collision events
public override void UnSubscribeEvents() {
_subscribedEventsMs = 0;
// Avatars get all their collision events
// Scene.TaintedObject(delegate()
// {
// BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
// });
}
// Return 'true' if someone has subscribed to events
public override bool SubscribedEvents() {
@ -480,5 +511,10 @@ public class BSCharacter : PhysicsActor
// End kludge
}
// Invoke the detailed logger and output something if it's enabled.
private void DetailLog(string msg, params Object[] args)
{
Scene.PhysicsLogging.Write(msg, args);
}
}
}

View File

@ -187,7 +187,7 @@ public sealed class BSPrim : PhysicsActor
{
_mass = CalculateMass(); // changing size changes the mass
BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical);
DetailLog("{0}: setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical);
// DetailLog("{0}: setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical);
RecreateGeomAndObject();
});
}
@ -318,7 +318,7 @@ public sealed class BSPrim : PhysicsActor
_force = value;
_scene.TaintedObject(delegate()
{
DetailLog("{0},SetForce,taint,force={1}", LocalID, _force);
DetailLog("{0},setForce,taint,force={1}", LocalID, _force);
// BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
BulletSimAPI.SetObjectForce2(Body.Ptr, _force);
});
@ -443,7 +443,7 @@ public sealed class BSPrim : PhysicsActor
_scene.TaintedObject(delegate()
{
// _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
DetailLog("{0},SetOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation);
DetailLog("{0},setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation);
BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
});
}
@ -487,10 +487,8 @@ public sealed class BSPrim : PhysicsActor
// Maybe a VerifyCorrectPhysicalShape() routine?
// RecreateGeomAndObject();
float mass = _mass;
// Bullet wants static objects have a mass of zero
if (IsStatic)
mass = 0f;
// Bullet wants static objects to have a mass of zero
float mass = IsStatic ? 0f : _mass;
DetailLog("{0},SetObjectDynamic,taint,static={1},solid={2},mass={3}", LocalID, IsStatic, IsSolid, mass);
BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass);
@ -607,6 +605,7 @@ public sealed class BSPrim : PhysicsActor
private List<OMV.Vector3> m_accumulatedForces = new List<OMV.Vector3>();
public override void AddForce(OMV.Vector3 force, bool pushforce) {
// for an object, doesn't matter if force is a pushforce or not
if (force.IsFinite())
{
// _force += force;
@ -620,21 +619,17 @@ public sealed class BSPrim : PhysicsActor
}
_scene.TaintedObject(delegate()
{
OMV.Vector3 fSum = OMV.Vector3.Zero;
lock (m_accumulatedForces)
{
if (m_accumulatedForces.Count > 0)
foreach (OMV.Vector3 v in m_accumulatedForces)
{
OMV.Vector3 fSum = OMV.Vector3.Zero;
foreach (OMV.Vector3 v in m_accumulatedForces)
{
fSum += v;
}
m_accumulatedForces.Clear();
DetailLog("{0},SetObjectForce,taint,force={1}", LocalID, fSum);
BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, fSum);
fSum += v;
}
m_accumulatedForces.Clear();
}
DetailLog("{0},AddObjectForce,taint,force={1}", LocalID, _force);
BulletSimAPI.AddObjectForce2(Body.Ptr, fSum);
});
}
@ -647,11 +642,23 @@ public sealed class BSPrim : PhysicsActor
}
public override void SubscribeEvents(int ms) {
_subscribedEventsMs = ms;
// make sure first collision happens
_nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs;
if (ms > 0)
{
// make sure first collision happens
_nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs;
Scene.TaintedObject(delegate()
{
BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
});
}
}
public override void UnSubscribeEvents() {
_subscribedEventsMs = 0;
Scene.TaintedObject(delegate()
{
BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
});
}
public override bool SubscribedEvents() {
return (_subscribedEventsMs > 0);

View File

@ -179,17 +179,18 @@ public struct ConfigurationParameters
// Values used by Bullet and BulletSim to control collisions
public enum CollisionFlags : uint
{
STATIC_OBJECT = 1 << 0,
KINEMATIC_OBJECT = 1 << 1,
NO_CONTACT_RESPONSE = 1 << 2,
CUSTOM_MATERIAL_CALLBACK = 1 << 3,
CHARACTER_OBJECT = 1 << 4,
DISABLE_VISUALIZE_OBJECT = 1 << 5,
DISABLE_SPU_COLLISION_PROCESS = 1 << 6,
CF_STATIC_OBJECT = 1 << 0,
CF_KINEMATIC_OBJECT = 1 << 1,
CF_NO_CONTACT_RESPONSE = 1 << 2,
CF_CUSTOM_MATERIAL_CALLBACK = 1 << 3,
CF_CHARACTER_OBJECT = 1 << 4,
CF_DISABLE_VISUALIZE_OBJECT = 1 << 5,
CF_DISABLE_SPU_COLLISION_PROCESS = 1 << 6,
// Following used by BulletSim to control collisions
VOLUME_DETECT_OBJECT = 1 << 10,
PHANTOM_OBJECT = 1 << 11,
PHYSICAL_OBJECT = 1 << 12,
BS_SUBSCRIBE_COLLISION_EVENTS = 1 << 10,
BS_VOLUME_DETECT_OBJECT = 1 << 11,
BS_PHANTOM_OBJECT = 1 << 12,
BS_PHYSICAL_OBJECT = 1 << 13,
};
// CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0
@ -447,6 +448,9 @@ public static extern bool SetAngularVelocity2(IntPtr obj, Vector3 angularVelocit
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetObjectForce2(IntPtr obj, Vector3 force);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool AddObjectForce2(IntPtr obj, Vector3 force);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetCcdMotionThreshold2(IntPtr obj, float val);
@ -478,13 +482,13 @@ public static extern bool SetLinearVelocity2(IntPtr obj, Vector3 val);
public static extern bool SetInterpolation2(IntPtr obj, Vector3 lin, Vector3 ang);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr SetCollisionFlags2(IntPtr obj, uint flags);
public static extern IntPtr SetCollisionFlags2(IntPtr obj, CollisionFlags flags);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr AddToCollisionFlags2(IntPtr obj, uint flags);
public static extern IntPtr AddToCollisionFlags2(IntPtr obj, CollisionFlags flags);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr RemoveFromCollisionFlags2(IntPtr obj, uint flags);
public static extern IntPtr RemoveFromCollisionFlags2(IntPtr obj, CollisionFlags flags);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetMassProps2(IntPtr obj, float mass, Vector3 inertia);

View File

@ -181,11 +181,6 @@
; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago
MaximumTimeBeforePersistenceConsidered = 600
; Experimental setting to resend appearance updates every 60 seconds.
; These packets are small and this can help with grey avatar syndrome.
; Default is false
SendPeriodicAppearanceUpdates = false
; ##
; ## PHYSICS
; ##
@ -341,27 +336,12 @@
; OpenJPEG if false
; UseCSJ2K = true
; Use "Trash" folder for items deleted from the scene
; When set to True (the default) items deleted from the scene will be
; stored in the user's trash or lost and found folder. When set to
; False items will be removed from the scene permanently
UseTrashOnDelete = True
; Persist avatar baked textures
; Persisting baked textures can speed up login and region border
; crossings especially with large numbers of users, though it
; will store potentially large numbers of textures in your asset
; database
PersistBakedTextures = false
; Control the delay before appearance is sent to other avatars and
; saved in the avatar service. Attempts to limit the impact caused
; by the very chatty dialog that sets appearance when an avatar
; logs in or teleports into a region; values are in seconds
DelayBeforeAppearanceSave = 5
DelayBeforeAppearanceSend = 2
[RegionReady]
; Enable this module to get notified once all items and scripts in the region have been completely loaded and compiled
@ -671,6 +651,28 @@
CoalesceMultipleObjectsToInventory = true
[Appearance]
; Persist avatar baked textures
; Persisting baked textures can speed up login and region border
; crossings especially with large numbers of users, though it
; will store potentially large numbers of textures in your asset
; database
PersistBakedTextures = false
; Control the delay before appearance is sent to other avatars and
; saved in the avatar service. Attempts to limit the impact caused
; by the very chatty dialog that sets appearance when an avatar
; logs in or teleports into a region; values are in seconds
DelayBeforeAppearanceSave = 5
DelayBeforeAppearanceSend = 2
; If true, avatar appearance information is resent to other avatars in the simulator every 60 seconds.
; This may help with some situations where avatars are persistently grey, though it will not help
; in other situations (e.g. appearance baking failures where the avatar only appears as a cloud to others).
; This setting is experimental.
ResendAppearanceUpdates = false
[Attachments]
; Controls whether avatar attachments are enabled.
; Defaults to true - only set to false for debugging purposes

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