Merge git://opensimulator.org/git/opensim
commit
60989521a6
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@ -51,27 +51,55 @@ namespace OpenSim.Data.Null
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//Console.WriteLine("[XXX] NullRegionData constructor");
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}
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private delegate bool Matcher(string value);
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public List<RegionData> Get(string regionName, UUID scopeID)
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{
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if (Instance != this)
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return Instance.Get(regionName, scopeID);
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string cleanName = regionName.ToLower();
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// Handle SQL wildcards
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const string wildcard = "%";
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bool wildcardPrefix = false;
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bool wildcardSuffix = false;
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if (cleanName.Equals(wildcard))
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{
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wildcardPrefix = wildcardSuffix = true;
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cleanName = string.Empty;
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}
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else
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{
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if (cleanName.StartsWith(wildcard))
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{
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wildcardPrefix = true;
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cleanName = cleanName.Substring(1);
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}
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if (regionName.EndsWith(wildcard))
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{
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wildcardSuffix = true;
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cleanName = cleanName.Remove(cleanName.Length - 1);
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}
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}
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Matcher queryMatch;
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if (wildcardPrefix && wildcardSuffix)
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queryMatch = delegate(string s) { return s.Contains(cleanName); };
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else if (wildcardSuffix)
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queryMatch = delegate(string s) { return s.StartsWith(cleanName); };
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else if (wildcardPrefix)
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queryMatch = delegate(string s) { return s.EndsWith(cleanName); };
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else
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queryMatch = delegate(string s) { return s.Equals(cleanName); };
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// Find region data
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List<RegionData> ret = new List<RegionData>();
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foreach (RegionData r in m_regionData.Values)
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{
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if (regionName.Contains("%"))
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{
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string cleanname = regionName.Replace("%", "");
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m_log.DebugFormat("[NULL REGION DATA]: comparing {0} to {1}", cleanname.ToLower(), r.RegionName.ToLower());
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if (r.RegionName.ToLower().Contains(cleanname.ToLower()))
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m_log.DebugFormat("[NULL REGION DATA]: comparing {0} to {1}", cleanName, r.RegionName.ToLower());
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if (queryMatch(r.RegionName.ToLower()))
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ret.Add(r);
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}
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else
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{
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if (r.RegionName.ToLower() == regionName.ToLower())
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ret.Add(r);
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}
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}
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if (ret.Count > 0)
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@ -181,7 +181,6 @@ namespace OpenSim.Framework.Capabilities
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RegisterRegionServiceHandlers(capsBase);
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RegisterInventoryServiceHandlers(capsBase);
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}
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public void RegisterRegionServiceHandlers(string capsBase)
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@ -459,10 +459,17 @@ namespace OpenSim.Framework
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/// <param name="oldy">Old region y-coord</param>
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/// <param name="newy">New region y-coord</param>
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/// <returns></returns>
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public static bool IsOutsideView(uint oldx, uint newx, uint oldy, uint newy)
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public static bool IsOutsideView(float drawdist, uint oldx, uint newx, uint oldy, uint newy)
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{
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// Eventually this will be a function of the draw distance / camera position too.
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return (((int)Math.Abs((int)(oldx - newx)) > 1) || ((int)Math.Abs((int)(oldy - newy)) > 1));
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int dd = (int)((drawdist + Constants.RegionSize - 1) / Constants.RegionSize);
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int startX = (int)oldx - dd;
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int startY = (int)oldy - dd;
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int endX = (int)oldx + dd;
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int endY = (int)oldy + dd;
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return (newx < startX || endX < newx || newy < startY || endY < newy);
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}
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public static string FieldToString(byte[] bytes)
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@ -845,7 +845,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private void HandleUseCircuitCode(object o)
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{
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DateTime startTime = DateTime.Now;
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// DateTime startTime = DateTime.Now;
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object[] array = (object[])o;
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UDPPacketBuffer buffer = (UDPPacketBuffer)array[0];
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UseCircuitCodePacket packet = (UseCircuitCodePacket)array[1];
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@ -92,9 +92,9 @@ namespace Flotsam.RegionModules.AssetCache
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// Expiration is expressed in hours.
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private const double m_DefaultMemoryExpiration = 1.0;
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private const double m_DefaultFileExpiration = 48;
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private TimeSpan m_MemoryExpiration = TimeSpan.Zero;
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private TimeSpan m_FileExpiration = TimeSpan.Zero;
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private TimeSpan m_FileExpirationCleanupTimer = TimeSpan.Zero;
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private TimeSpan m_MemoryExpiration = TimeSpan.FromHours(m_DefaultMemoryExpiration);
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private TimeSpan m_FileExpiration = TimeSpan.FromHours(m_DefaultFileExpiration);
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private TimeSpan m_FileExpirationCleanupTimer = TimeSpan.FromHours(m_DefaultFileExpiration);
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private static int m_CacheDirectoryTiers = 1;
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private static int m_CacheDirectoryTierLen = 3;
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@ -147,7 +147,7 @@ namespace Flotsam.RegionModules.AssetCache
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}
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m_CacheDirectory = assetConfig.GetString("CacheDirectory", m_DefaultCacheDirectory);
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m_log.InfoFormat("[FLOTSAM ASSET CACHE]: Cache Directory", m_DefaultCacheDirectory);
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m_log.InfoFormat("[FLOTSAM ASSET CACHE]: Cache Directory", m_CacheDirectory);
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m_MemoryCacheEnabled = assetConfig.GetBoolean("MemoryCacheEnabled", false);
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m_MemoryExpiration = TimeSpan.FromHours(assetConfig.GetDouble("MemoryCacheTimeout", m_DefaultMemoryExpiration));
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@ -245,16 +245,7 @@ namespace Flotsam.RegionModules.AssetCache
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private void UpdateMemoryCache(string key, AssetBase asset)
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{
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if (m_MemoryCacheEnabled)
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{
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if (m_MemoryExpiration > TimeSpan.Zero)
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{
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m_MemoryCache.AddOrUpdate(key, asset, m_MemoryExpiration);
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}
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else
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{
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m_MemoryCache.AddOrUpdate(key, asset, Double.MaxValue);
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}
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}
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m_MemoryCache.AddOrUpdate(key, asset, m_MemoryExpiration);
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}
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public void Cache(AssetBase asset)
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@ -450,7 +441,7 @@ namespace Flotsam.RegionModules.AssetCache
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private void CleanupExpiredFiles(object source, ElapsedEventArgs e)
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{
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if (m_LogLevel >= 2)
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m_log.DebugFormat("[FLOTSAM ASSET CACHE]: Checking for expired files older then {0}.", m_FileExpiration.ToString());
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m_log.DebugFormat("[FLOTSAM ASSET CACHE]: Checking for expired files older then {0}.", m_FileExpiration);
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// Purge all files last accessed prior to this point
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DateTime purgeLine = DateTime.Now - m_FileExpiration;
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@ -167,7 +167,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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}
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}
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m_log.InfoFormat("[AVFACTORY]: complete texture check for {0}", client.AgentId);
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m_log.DebugFormat("[AVFACTORY]: complete texture check for {0}", client.AgentId);
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// If we only found default textures, then the appearance is not cached
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return (defonly ? false : true);
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@ -318,7 +318,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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agentCircuit.Id0 = currentAgentCircuit.Id0;
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}
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if (NeedsNewAgent(oldRegionX, newRegionX, oldRegionY, newRegionY))
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if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
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{
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// brand new agent, let's create a new caps seed
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agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath();
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@ -336,7 +336,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// OK, it got this agent. Let's close some child agents
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sp.CloseChildAgents(newRegionX, newRegionY);
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IClientIPEndpoint ipepClient;
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if (NeedsNewAgent(oldRegionX, newRegionX, oldRegionY, newRegionY))
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if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
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{
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//sp.ControllingClient.SendTeleportProgress(teleportFlags, "Creating agent...");
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#region IP Translation for NAT
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@ -447,7 +447,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
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if (NeedsClosing(oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
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if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
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{
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Thread.Sleep(5000);
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sp.Close();
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@ -521,14 +521,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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return region;
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}
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protected virtual bool NeedsNewAgent(uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY)
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protected virtual bool NeedsNewAgent(float drawdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY)
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{
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return Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY);
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return Util.IsOutsideView(drawdist, oldRegionX, newRegionX, oldRegionY, newRegionY);
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}
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protected virtual bool NeedsClosing(uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, GridRegion reg)
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protected virtual bool NeedsClosing(float drawdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, GridRegion reg)
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{
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return Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY);
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return Util.IsOutsideView(drawdist, oldRegionX, newRegionX, oldRegionY, newRegionY);
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}
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protected virtual bool IsOutsideRegion(Scene s, Vector3 pos)
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@ -1045,7 +1045,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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if (m_regionInfo != null)
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{
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neighbours = RequestNeighbours(sp.Scene, m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
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neighbours = RequestNeighbours(sp, m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
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}
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else
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{
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@ -1272,8 +1272,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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/// <param name="pRegionLocX"></param>
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/// <param name="pRegionLocY"></param>
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/// <returns></returns>
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protected List<GridRegion> RequestNeighbours(Scene pScene, uint pRegionLocX, uint pRegionLocY)
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protected List<GridRegion> RequestNeighbours(ScenePresence avatar, uint pRegionLocX, uint pRegionLocY)
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{
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Scene pScene = avatar.Scene;
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RegionInfo m_regionInfo = pScene.RegionInfo;
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Border[] northBorders = pScene.NorthBorders.ToArray();
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@ -1281,10 +1282,24 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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Border[] eastBorders = pScene.EastBorders.ToArray();
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Border[] westBorders = pScene.WestBorders.ToArray();
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// Legacy one region. Provided for simplicity while testing the all inclusive method in the else statement.
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// Leaving this as a "megaregions" computation vs "non-megaregions" computation; it isn't
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// clear what should be done with a "far view" given that megaregions already extended the
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// view to include everything in the megaregion
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if (northBorders.Length <= 1 && southBorders.Length <= 1 && eastBorders.Length <= 1 && westBorders.Length <= 1)
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{
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return pScene.GridService.GetNeighbours(m_regionInfo.ScopeID, m_regionInfo.RegionID);
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int dd = avatar.DrawDistance < Constants.RegionSize ? (int)Constants.RegionSize : (int)avatar.DrawDistance;
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int startX = (int)pRegionLocX * (int)Constants.RegionSize - dd + (int)(Constants.RegionSize/2);
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int startY = (int)pRegionLocY * (int)Constants.RegionSize - dd + (int)(Constants.RegionSize/2);
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int endX = (int)pRegionLocX * (int)Constants.RegionSize + dd + (int)(Constants.RegionSize/2);
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int endY = (int)pRegionLocY * (int)Constants.RegionSize + dd + (int)(Constants.RegionSize/2);
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List<GridRegion> neighbours =
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avatar.Scene.GridService.GetRegionRange(m_regionInfo.ScopeID, startX, endX, startY, endY);
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neighbours.RemoveAll(delegate(GridRegion r) { return r.RegionID == m_regionInfo.RegionID; });
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return neighbours;
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}
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else
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{
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@ -130,9 +130,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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return region;
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}
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protected override bool NeedsClosing(uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, GridRegion reg)
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protected override bool NeedsClosing(float drawdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, GridRegion reg)
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{
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if (base.NeedsClosing(oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
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if (base.NeedsClosing(drawdist, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
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return true;
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int flags = m_aScene.GridService.GetRegionFlags(m_aScene.RegionInfo.ScopeID, reg.RegionID);
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@ -148,6 +148,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
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item = m_Scene.InventoryService.GetItem(item);
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if (item.Owner != remoteClient.AgentId)
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return UUID.Zero;
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if (item != null)
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{
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if ((InventoryType)item.InvType == InventoryType.Notecard)
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@ -524,6 +527,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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if (item != null)
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{
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item.Owner = remoteClient.AgentId;
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AssetBase rezAsset = m_Scene.AssetService.Get(item.AssetID.ToString());
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if (rezAsset != null)
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|
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@ -321,6 +321,8 @@ namespace OpenSim.Region.Framework.Scenes
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// Passing something to another avatar or a an object will already
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InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
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item = InventoryService.GetItem(item);
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if (item.Owner != remoteClient.AgentId)
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return;
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if (item != null)
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{
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|
|
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@ -83,6 +83,13 @@ namespace OpenSim.Region.Framework.Scenes
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public bool m_useFlySlow;
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public bool m_usePreJump;
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public bool m_seeIntoRegionFromNeighbor;
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protected float m_defaultDrawDistance = 255.0f;
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public float DefaultDrawDistance
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{
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get { return m_defaultDrawDistance; }
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}
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// TODO: need to figure out how allow client agents but deny
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// root agents when ACL denies access to root agent
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public bool m_strictAccessControl = true;
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|
@ -129,7 +136,16 @@ namespace OpenSim.Region.Framework.Scenes
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protected ICapabilitiesModule m_capsModule;
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// Central Update Loop
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protected int m_fps = 10;
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protected uint m_frame;
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/// <summary>
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/// Current scene frame number
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/// </summary>
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public uint Frame
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{
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get;
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protected set;
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}
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protected float m_timespan = 0.089f;
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protected DateTime m_lastupdate = DateTime.UtcNow;
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|
@ -618,6 +634,8 @@ namespace OpenSim.Region.Framework.Scenes
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//
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IConfig startupConfig = m_config.Configs["Startup"];
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m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
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//Animation states
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m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
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// TODO: Change default to true once the feature is supported
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|
@ -1183,7 +1201,8 @@ namespace OpenSim.Region.Framework.Scenes
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try
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{
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Update();
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while (!shuttingdown)
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Update();
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m_lastUpdate = Util.EnvironmentTickCount();
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m_firstHeartbeat = false;
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|
@ -1200,187 +1219,176 @@ namespace OpenSim.Region.Framework.Scenes
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Watchdog.RemoveThread();
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}
|
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|
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/// <summary>
|
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/// Performs per-frame updates on the scene, this should be the central scene loop
|
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/// </summary>
|
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public override void Update()
|
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{
|
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float physicsFPS;
|
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int maintc;
|
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{
|
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TimeSpan SinceLastFrame = DateTime.UtcNow - m_lastupdate;
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float physicsFPS = 0f;
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|
||||
while (!shuttingdown)
|
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int maintc = Util.EnvironmentTickCount();
|
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int tmpFrameMS = maintc;
|
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tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
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// Increment the frame counter
|
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++Frame;
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try
|
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{
|
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TimeSpan SinceLastFrame = DateTime.UtcNow - m_lastupdate;
|
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physicsFPS = 0f;
|
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// Check if any objects have reached their targets
|
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CheckAtTargets();
|
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|
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maintc = Util.EnvironmentTickCount();
|
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int tmpFrameMS = maintc;
|
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tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
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// Update SceneObjectGroups that have scheduled themselves for updates
|
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// Objects queue their updates onto all scene presences
|
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if (Frame % m_update_objects == 0)
|
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m_sceneGraph.UpdateObjectGroups();
|
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|
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// Increment the frame counter
|
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++m_frame;
|
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// Run through all ScenePresences looking for updates
|
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// Presence updates and queued object updates for each presence are sent to clients
|
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if (Frame % m_update_presences == 0)
|
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m_sceneGraph.UpdatePresences();
|
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|
||||
try
|
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// Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client)
|
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if (Frame % m_update_coarse_locations == 0)
|
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{
|
||||
// Check if any objects have reached their targets
|
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CheckAtTargets();
|
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|
||||
// Update SceneObjectGroups that have scheduled themselves for updates
|
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// Objects queue their updates onto all scene presences
|
||||
if (m_frame % m_update_objects == 0)
|
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m_sceneGraph.UpdateObjectGroups();
|
||||
|
||||
// Run through all ScenePresences looking for updates
|
||||
// Presence updates and queued object updates for each presence are sent to clients
|
||||
if (m_frame % m_update_presences == 0)
|
||||
m_sceneGraph.UpdatePresences();
|
||||
|
||||
// Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client)
|
||||
if (m_frame % m_update_coarse_locations == 0)
|
||||
List<Vector3> coarseLocations;
|
||||
List<UUID> avatarUUIDs;
|
||||
SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60);
|
||||
// Send coarse locations to clients
|
||||
ForEachScenePresence(delegate(ScenePresence presence)
|
||||
{
|
||||
List<Vector3> coarseLocations;
|
||||
List<UUID> avatarUUIDs;
|
||||
SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60);
|
||||
// Send coarse locations to clients
|
||||
ForEachScenePresence(delegate(ScenePresence presence)
|
||||
{
|
||||
presence.SendCoarseLocations(coarseLocations, avatarUUIDs);
|
||||
});
|
||||
presence.SendCoarseLocations(coarseLocations, avatarUUIDs);
|
||||
});
|
||||
}
|
||||
|
||||
int tmpPhysicsMS2 = Util.EnvironmentTickCount();
|
||||
if ((Frame % m_update_physics == 0) && m_physics_enabled)
|
||||
m_sceneGraph.UpdatePreparePhysics();
|
||||
physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
|
||||
|
||||
// Apply any pending avatar force input to the avatar's velocity
|
||||
if (Frame % m_update_entitymovement == 0)
|
||||
m_sceneGraph.UpdateScenePresenceMovement();
|
||||
|
||||
// Perform the main physics update. This will do the actual work of moving objects and avatars according to their
|
||||
// velocity
|
||||
int tmpPhysicsMS = Util.EnvironmentTickCount();
|
||||
if (Frame % m_update_physics == 0)
|
||||
{
|
||||
if (m_physics_enabled)
|
||||
physicsFPS = m_sceneGraph.UpdatePhysics(Math.Max(SinceLastFrame.TotalSeconds, m_timespan));
|
||||
if (SynchronizeScene != null)
|
||||
SynchronizeScene(this);
|
||||
}
|
||||
physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
|
||||
|
||||
// Delete temp-on-rez stuff
|
||||
if (Frame % 1000 == 0 && !m_cleaningTemps)
|
||||
{
|
||||
int tmpTempOnRezMS = Util.EnvironmentTickCount();
|
||||
m_cleaningTemps = true;
|
||||
Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; });
|
||||
tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS);
|
||||
}
|
||||
|
||||
if (RegionStatus != RegionStatus.SlaveScene)
|
||||
{
|
||||
if (Frame % m_update_events == 0)
|
||||
{
|
||||
int evMS = Util.EnvironmentTickCount();
|
||||
UpdateEvents();
|
||||
eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
|
||||
}
|
||||
|
||||
int tmpPhysicsMS2 = Util.EnvironmentTickCount();
|
||||
if ((m_frame % m_update_physics == 0) && m_physics_enabled)
|
||||
m_sceneGraph.UpdatePreparePhysics();
|
||||
physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
|
||||
|
||||
// Apply any pending avatar force input to the avatar's velocity
|
||||
if (m_frame % m_update_entitymovement == 0)
|
||||
m_sceneGraph.UpdateScenePresenceMovement();
|
||||
|
||||
// Perform the main physics update. This will do the actual work of moving objects and avatars according to their
|
||||
// velocity
|
||||
int tmpPhysicsMS = Util.EnvironmentTickCount();
|
||||
if (m_frame % m_update_physics == 0)
|
||||
if (Frame % m_update_backup == 0)
|
||||
{
|
||||
if (m_physics_enabled)
|
||||
physicsFPS = m_sceneGraph.UpdatePhysics(Math.Max(SinceLastFrame.TotalSeconds, m_timespan));
|
||||
if (SynchronizeScene != null)
|
||||
SynchronizeScene(this);
|
||||
}
|
||||
physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
|
||||
|
||||
// Delete temp-on-rez stuff
|
||||
if (m_frame % 1000 == 0 && !m_cleaningTemps)
|
||||
{
|
||||
int tmpTempOnRezMS = Util.EnvironmentTickCount();
|
||||
m_cleaningTemps = true;
|
||||
Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; });
|
||||
tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS);
|
||||
int backMS = Util.EnvironmentTickCount();
|
||||
UpdateStorageBackup();
|
||||
backupMS = Util.EnvironmentTickCountSubtract(backMS);
|
||||
}
|
||||
|
||||
if (RegionStatus != RegionStatus.SlaveScene)
|
||||
if (Frame % m_update_terrain == 0)
|
||||
{
|
||||
if (m_frame % m_update_events == 0)
|
||||
{
|
||||
int evMS = Util.EnvironmentTickCount();
|
||||
UpdateEvents();
|
||||
eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
|
||||
}
|
||||
|
||||
if (m_frame % m_update_backup == 0)
|
||||
{
|
||||
int backMS = Util.EnvironmentTickCount();
|
||||
UpdateStorageBackup();
|
||||
backupMS = Util.EnvironmentTickCountSubtract(backMS);
|
||||
}
|
||||
|
||||
if (m_frame % m_update_terrain == 0)
|
||||
{
|
||||
int terMS = Util.EnvironmentTickCount();
|
||||
UpdateTerrain();
|
||||
terrainMS = Util.EnvironmentTickCountSubtract(terMS);
|
||||
}
|
||||
|
||||
//if (m_frame % m_update_land == 0)
|
||||
//{
|
||||
// int ldMS = Util.EnvironmentTickCount();
|
||||
// UpdateLand();
|
||||
// landMS = Util.EnvironmentTickCountSubtract(ldMS);
|
||||
//}
|
||||
|
||||
frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS);
|
||||
otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
|
||||
lastCompletedFrame = Util.EnvironmentTickCount();
|
||||
|
||||
// if (m_frame%m_update_avatars == 0)
|
||||
// UpdateInWorldTime();
|
||||
StatsReporter.AddPhysicsFPS(physicsFPS);
|
||||
StatsReporter.AddTimeDilation(TimeDilation);
|
||||
StatsReporter.AddFPS(1);
|
||||
StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount());
|
||||
StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount());
|
||||
StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount());
|
||||
StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount());
|
||||
StatsReporter.addFrameMS(frameMS);
|
||||
StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
|
||||
StatsReporter.addOtherMS(otherMS);
|
||||
StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount());
|
||||
StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
|
||||
int terMS = Util.EnvironmentTickCount();
|
||||
UpdateTerrain();
|
||||
terrainMS = Util.EnvironmentTickCountSubtract(terMS);
|
||||
}
|
||||
|
||||
if (LoginsDisabled && m_frame == 20)
|
||||
{
|
||||
// In 99.9% of cases it is a bad idea to manually force garbage collection. However,
|
||||
// this is a rare case where we know we have just went through a long cycle of heap
|
||||
// allocations, and there is no more work to be done until someone logs in
|
||||
GC.Collect();
|
||||
//if (Frame % m_update_land == 0)
|
||||
//{
|
||||
// int ldMS = Util.EnvironmentTickCount();
|
||||
// UpdateLand();
|
||||
// landMS = Util.EnvironmentTickCountSubtract(ldMS);
|
||||
//}
|
||||
|
||||
IConfig startupConfig = m_config.Configs["Startup"];
|
||||
if (startupConfig == null || !startupConfig.GetBoolean("StartDisabled", false))
|
||||
{
|
||||
m_log.DebugFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName);
|
||||
LoginsDisabled = false;
|
||||
m_sceneGridService.InformNeighborsThatRegionisUp(RequestModuleInterface<INeighbourService>(), RegionInfo);
|
||||
}
|
||||
frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS);
|
||||
otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
|
||||
lastCompletedFrame = Util.EnvironmentTickCount();
|
||||
|
||||
// if (Frame%m_update_avatars == 0)
|
||||
// UpdateInWorldTime();
|
||||
StatsReporter.AddPhysicsFPS(physicsFPS);
|
||||
StatsReporter.AddTimeDilation(TimeDilation);
|
||||
StatsReporter.AddFPS(1);
|
||||
StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount());
|
||||
StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount());
|
||||
StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount());
|
||||
StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount());
|
||||
StatsReporter.addFrameMS(frameMS);
|
||||
StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
|
||||
StatsReporter.addOtherMS(otherMS);
|
||||
StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount());
|
||||
StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
|
||||
}
|
||||
|
||||
if (LoginsDisabled && Frame == 20)
|
||||
{
|
||||
// In 99.9% of cases it is a bad idea to manually force garbage collection. However,
|
||||
// this is a rare case where we know we have just went through a long cycle of heap
|
||||
// allocations, and there is no more work to be done until someone logs in
|
||||
GC.Collect();
|
||||
|
||||
IConfig startupConfig = m_config.Configs["Startup"];
|
||||
if (startupConfig == null || !startupConfig.GetBoolean("StartDisabled", false))
|
||||
{
|
||||
m_log.DebugFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName);
|
||||
LoginsDisabled = false;
|
||||
m_sceneGridService.InformNeighborsThatRegionisUp(RequestModuleInterface<INeighbourService>(), RegionInfo);
|
||||
}
|
||||
}
|
||||
catch (NotImplementedException)
|
||||
{
|
||||
throw;
|
||||
}
|
||||
catch (AccessViolationException e)
|
||||
{
|
||||
m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
|
||||
}
|
||||
//catch (NullReferenceException e)
|
||||
//{
|
||||
// m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
|
||||
//}
|
||||
catch (InvalidOperationException e)
|
||||
{
|
||||
m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
|
||||
}
|
||||
finally
|
||||
{
|
||||
m_lastupdate = DateTime.UtcNow;
|
||||
}
|
||||
|
||||
maintc = Util.EnvironmentTickCountSubtract(maintc);
|
||||
maintc = (int)(m_timespan * 1000) - maintc;
|
||||
|
||||
if (maintc > 0)
|
||||
Thread.Sleep(maintc);
|
||||
|
||||
// Tell the watchdog that this thread is still alive
|
||||
Watchdog.UpdateThread();
|
||||
}
|
||||
}
|
||||
catch (NotImplementedException)
|
||||
{
|
||||
throw;
|
||||
}
|
||||
catch (AccessViolationException e)
|
||||
{
|
||||
m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
|
||||
}
|
||||
//catch (NullReferenceException e)
|
||||
//{
|
||||
// m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
|
||||
//}
|
||||
catch (InvalidOperationException e)
|
||||
{
|
||||
m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
|
||||
}
|
||||
finally
|
||||
{
|
||||
m_lastupdate = DateTime.UtcNow;
|
||||
}
|
||||
|
||||
|
||||
maintc = Util.EnvironmentTickCountSubtract(maintc);
|
||||
maintc = (int)(m_timespan * 1000) - maintc;
|
||||
|
||||
if (maintc > 0)
|
||||
Thread.Sleep(maintc);
|
||||
|
||||
// Tell the watchdog that this thread is still alive
|
||||
Watchdog.UpdateThread();
|
||||
}
|
||||
|
||||
public void AddGroupTarget(SceneObjectGroup grp)
|
||||
{
|
||||
|
@ -3011,7 +3019,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
(childagentYN ? "child" : "root"), agentID, RegionInfo.RegionName);
|
||||
|
||||
m_sceneGraph.removeUserCount(!childagentYN);
|
||||
CapsModule.RemoveCapsHandler(agentID);
|
||||
|
||||
if (CapsModule != null)
|
||||
CapsModule.RemoveCapsHandler(agentID);
|
||||
|
||||
// REFACTORING PROBLEM -- well not really a problem, but just to point out that whatever
|
||||
// this method is doing is HORRIBLE!!!
|
||||
|
@ -3200,7 +3210,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// TeleportFlags.ViaLandmark | TeleportFlags.ViaLocation | TeleportFlags.ViaLandmark | TeleportFlags.Default - Regular Teleport
|
||||
|
||||
// Don't disable this log message - it's too helpful
|
||||
m_log.InfoFormat(
|
||||
m_log.DebugFormat(
|
||||
"[CONNECTION BEGIN]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, teleportflags {6})",
|
||||
RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
|
||||
agent.AgentID, agent.circuitcode, teleportFlags);
|
||||
|
@ -3266,8 +3276,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
|
||||
agent.AgentID, agent.circuitcode);
|
||||
|
||||
CapsModule.NewUserConnection(agent);
|
||||
CapsModule.AddCapsHandler(agent.AgentID);
|
||||
if (CapsModule != null)
|
||||
{
|
||||
CapsModule.NewUserConnection(agent);
|
||||
CapsModule.AddCapsHandler(agent.AgentID);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -3282,7 +3295,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
agent.AgentID, RegionInfo.RegionName);
|
||||
|
||||
sp.AdjustKnownSeeds();
|
||||
CapsModule.NewUserConnection(agent);
|
||||
|
||||
if (CapsModule != null)
|
||||
CapsModule.NewUserConnection(agent);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -204,9 +204,10 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
for (int i = 0; i < Math.Min(presences.Count, maxLocations); ++i)
|
||||
{
|
||||
ScenePresence sp = presences[i];
|
||||
|
||||
// If this presence is a child agent, we don't want its coarse locations
|
||||
if (sp.IsChildAgent)
|
||||
return;
|
||||
continue;
|
||||
|
||||
if (sp.ParentID != 0)
|
||||
{
|
||||
|
|
|
@ -626,7 +626,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
Utils.LongToUInts(handle, out x, out y);
|
||||
x = x / Constants.RegionSize;
|
||||
y = y / Constants.RegionSize;
|
||||
if (Util.IsOutsideView(x, Scene.RegionInfo.RegionLocX, y, Scene.RegionInfo.RegionLocY))
|
||||
if (Util.IsOutsideView(DrawDistance, x, Scene.RegionInfo.RegionLocX, y, Scene.RegionInfo.RegionLocY))
|
||||
{
|
||||
old.Add(handle);
|
||||
}
|
||||
|
@ -700,6 +700,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
|
||||
{
|
||||
m_DrawDistance = world.DefaultDrawDistance;
|
||||
m_rootRegionHandle = reginfo.RegionHandle;
|
||||
m_controllingClient = client;
|
||||
m_firstname = m_controllingClient.FirstName;
|
||||
|
@ -1161,7 +1162,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (m_agentTransfer != null)
|
||||
m_agentTransfer.EnableChildAgents(this);
|
||||
else
|
||||
m_log.DebugFormat("[SCENE PRESENCE]: Unable to create child agents in neighbours, because AgentTransferModule is not active");
|
||||
m_log.DebugFormat(
|
||||
"[SCENE PRESENCE]: Unable to create child agents in neighbours, because AgentTransferModule is not active for region {0}",
|
||||
m_scene.RegionInfo.RegionName);
|
||||
|
||||
IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
|
||||
if (friendsModule != null)
|
||||
|
@ -1277,7 +1280,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_CameraUpAxis = agentData.CameraUpAxis;
|
||||
|
||||
// The Agent's Draw distance setting
|
||||
m_DrawDistance = agentData.Far;
|
||||
// When we get to the point of re-computing neighbors everytime this
|
||||
// changes, then start using the agent's drawdistance rather than the
|
||||
// region's draw distance.
|
||||
// m_DrawDistance = agentData.Far;
|
||||
m_DrawDistance = Scene.DefaultDrawDistance;
|
||||
|
||||
// Check if Client has camera in 'follow cam' or 'build' mode.
|
||||
Vector3 camdif = (Vector3.One * m_bodyRot - Vector3.One * CameraRotation);
|
||||
|
@ -2435,7 +2442,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// If we are using the the cached appearance then send it out to everyone
|
||||
if (cachedappearance)
|
||||
{
|
||||
m_log.InfoFormat("[SCENEPRESENCE]: baked textures are in the cache for {0}", Name);
|
||||
m_log.DebugFormat("[SCENEPRESENCE]: baked textures are in the cache for {0}", Name);
|
||||
|
||||
// If the avatars baked textures are all in the cache, then we have a
|
||||
// complete appearance... send it out, if not, then we'll send it when
|
||||
|
@ -2652,8 +2659,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
#region Border Crossing Methods
|
||||
|
||||
/// <summary>
|
||||
/// Checks to see if the avatar is in range of a border and calls CrossToNewRegion
|
||||
/// Starts the process of moving an avatar into another region if they are crossing the border.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Also removes the avatar from the physical scene if transit has started.
|
||||
/// </remarks>
|
||||
protected void CheckForBorderCrossing()
|
||||
{
|
||||
if (IsChildAgent)
|
||||
|
@ -2721,7 +2731,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
neighbor = HaveNeighbor(Cardinals.N, ref fix);
|
||||
}
|
||||
|
||||
|
||||
// Makes sure avatar does not end up outside region
|
||||
if (neighbor <= 0)
|
||||
{
|
||||
|
@ -2776,6 +2785,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
else
|
||||
{
|
||||
// We must remove the agent from the physical scene if it has been placed in transit. If we don't,
|
||||
// then this method continues to be called from ScenePresence.Update() until the handover of the client between
|
||||
// regions is completed. Since this handover can take more than 1000ms (due to the 1000ms
|
||||
// event queue polling response from the server), this results in the avatar pausing on the border
|
||||
// for the handover period.
|
||||
RemoveFromPhysicalScene();
|
||||
|
||||
// This constant has been inferred from experimentation
|
||||
// I'm not sure what this value should be, so I tried a few values.
|
||||
timeStep = 0.04f;
|
||||
|
@ -2787,6 +2803,15 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks whether this region has a neighbour in the given direction.
|
||||
/// </summary>
|
||||
/// <param name="car"></param>
|
||||
/// <param name="fix"></param>
|
||||
/// <returns>
|
||||
/// An integer which represents a compass point. N == 1, going clockwise until we reach NW == 8.
|
||||
/// Returns a positive integer if there is a region in that direction, a negative integer if not.
|
||||
/// </returns>
|
||||
protected int HaveNeighbor(Cardinals car, ref int[] fix)
|
||||
{
|
||||
uint neighbourx = m_regionInfo.RegionLocX;
|
||||
|
@ -2893,7 +2918,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
//m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX)));
|
||||
//m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY)));
|
||||
if (Util.IsOutsideView(x, newRegionX, y, newRegionY))
|
||||
if (Util.IsOutsideView(DrawDistance, x, newRegionX, y, newRegionY))
|
||||
{
|
||||
byebyeRegions.Add(handle);
|
||||
}
|
||||
|
@ -2969,7 +2994,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
Vector3 offset = new Vector3(shiftx, shifty, 0f);
|
||||
|
||||
m_DrawDistance = cAgentData.Far;
|
||||
// When we get to the point of re-computing neighbors everytime this
|
||||
// changes, then start using the agent's drawdistance rather than the
|
||||
// region's draw distance.
|
||||
// m_DrawDistance = cAgentData.Far;
|
||||
m_DrawDistance = Scene.DefaultDrawDistance;
|
||||
|
||||
if (cAgentData.Position != new Vector3(-1f, -1f, -1f)) // UGH!!
|
||||
m_pos = cAgentData.Position + offset;
|
||||
|
||||
|
@ -3119,7 +3149,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_CameraLeftAxis = cAgent.LeftAxis;
|
||||
m_CameraUpAxis = cAgent.UpAxis;
|
||||
|
||||
m_DrawDistance = cAgent.Far;
|
||||
// When we get to the point of re-computing neighbors everytime this
|
||||
// changes, then start using the agent's drawdistance rather than the
|
||||
// region's draw distance.
|
||||
// m_DrawDistance = cAgent.Far;
|
||||
m_DrawDistance = Scene.DefaultDrawDistance;
|
||||
|
||||
if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0)
|
||||
ControllingClient.SetChildAgentThrottle(cAgent.Throttles);
|
||||
|
|
|
@ -0,0 +1,174 @@
|
|||
/*
|
||||
* 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 Timer=System.Timers.Timer;
|
||||
using Nini.Config;
|
||||
using NUnit.Framework;
|
||||
using NUnit.Framework.SyntaxHelpers;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Communications;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.CoreModules.World.Serialiser;
|
||||
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
|
||||
using OpenSim.Tests.Common;
|
||||
using OpenSim.Tests.Common.Mock;
|
||||
using OpenSim.Tests.Common.Setup;
|
||||
|
||||
namespace OpenSim.Region.Framework.Scenes.Tests
|
||||
{
|
||||
/// <summary>
|
||||
/// Attachment tests
|
||||
/// </summary>
|
||||
[TestFixture]
|
||||
public class AttachmentTests
|
||||
{
|
||||
public Scene scene, scene2;
|
||||
public UUID agent1;
|
||||
public static Random random;
|
||||
public ulong region1, region2;
|
||||
public AgentCircuitData acd1;
|
||||
public SceneObjectGroup sog1, sog2, sog3;
|
||||
|
||||
[TestFixtureSetUp]
|
||||
public void Init()
|
||||
{
|
||||
TestHelper.InMethod();
|
||||
|
||||
scene = SceneSetupHelpers.SetupScene("Neighbour x", UUID.Random(), 1000, 1000);
|
||||
scene2 = SceneSetupHelpers.SetupScene("Neighbour x+1", UUID.Random(), 1001, 1000);
|
||||
|
||||
ISharedRegionModule interregionComms = new LocalSimulationConnectorModule();
|
||||
interregionComms.Initialise(new IniConfigSource());
|
||||
interregionComms.PostInitialise();
|
||||
SceneSetupHelpers.SetupSceneModules(scene, new IniConfigSource(), interregionComms);
|
||||
SceneSetupHelpers.SetupSceneModules(scene2, new IniConfigSource(), interregionComms);
|
||||
|
||||
agent1 = UUID.Random();
|
||||
random = new Random();
|
||||
sog1 = NewSOG(UUID.Random(), scene, agent1);
|
||||
sog2 = NewSOG(UUID.Random(), scene, agent1);
|
||||
sog3 = NewSOG(UUID.Random(), scene, agent1);
|
||||
|
||||
//ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
|
||||
region1 = scene.RegionInfo.RegionHandle;
|
||||
region2 = scene2.RegionInfo.RegionHandle;
|
||||
|
||||
SceneSetupHelpers.AddRootAgent(scene, agent1);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void T030_TestAddAttachments()
|
||||
{
|
||||
TestHelper.InMethod();
|
||||
|
||||
ScenePresence presence = scene.GetScenePresence(agent1);
|
||||
|
||||
presence.AddAttachment(sog1);
|
||||
presence.AddAttachment(sog2);
|
||||
presence.AddAttachment(sog3);
|
||||
|
||||
Assert.That(presence.HasAttachments(), Is.True);
|
||||
Assert.That(presence.ValidateAttachments(), Is.True);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void T031_RemoveAttachments()
|
||||
{
|
||||
TestHelper.InMethod();
|
||||
|
||||
ScenePresence presence = scene.GetScenePresence(agent1);
|
||||
presence.RemoveAttachment(sog1);
|
||||
presence.RemoveAttachment(sog2);
|
||||
presence.RemoveAttachment(sog3);
|
||||
Assert.That(presence.HasAttachments(), Is.False);
|
||||
}
|
||||
|
||||
// I'm commenting this test because scene setup NEEDS InventoryService to
|
||||
// be non-null
|
||||
//[Test]
|
||||
public void T032_CrossAttachments()
|
||||
{
|
||||
TestHelper.InMethod();
|
||||
|
||||
ScenePresence presence = scene.GetScenePresence(agent1);
|
||||
ScenePresence presence2 = scene2.GetScenePresence(agent1);
|
||||
presence2.AddAttachment(sog1);
|
||||
presence2.AddAttachment(sog2);
|
||||
|
||||
ISharedRegionModule serialiser = new SerialiserModule();
|
||||
SceneSetupHelpers.SetupSceneModules(scene, new IniConfigSource(), serialiser);
|
||||
SceneSetupHelpers.SetupSceneModules(scene2, new IniConfigSource(), serialiser);
|
||||
|
||||
Assert.That(presence.HasAttachments(), Is.False, "Presence has attachments before cross");
|
||||
|
||||
//Assert.That(presence2.CrossAttachmentsIntoNewRegion(region1, true), Is.True, "Cross was not successful");
|
||||
Assert.That(presence2.HasAttachments(), Is.False, "Presence2 objects were not deleted");
|
||||
Assert.That(presence.HasAttachments(), Is.True, "Presence has not received new objects");
|
||||
}
|
||||
|
||||
private SceneObjectGroup NewSOG(UUID uuid, Scene scene, UUID agent)
|
||||
{
|
||||
SceneObjectPart sop = new SceneObjectPart();
|
||||
sop.Name = RandomName();
|
||||
sop.Description = RandomName();
|
||||
sop.Text = RandomName();
|
||||
sop.SitName = RandomName();
|
||||
sop.TouchName = RandomName();
|
||||
sop.UUID = uuid;
|
||||
sop.Shape = PrimitiveBaseShape.Default;
|
||||
sop.Shape.State = 1;
|
||||
sop.OwnerID = agent;
|
||||
|
||||
SceneObjectGroup sog = new SceneObjectGroup(sop);
|
||||
sog.SetScene(scene);
|
||||
|
||||
return sog;
|
||||
}
|
||||
|
||||
private static string RandomName()
|
||||
{
|
||||
StringBuilder name = new StringBuilder();
|
||||
int size = random.Next(5,12);
|
||||
char ch;
|
||||
for (int i = 0; i < size; i++)
|
||||
{
|
||||
ch = Convert.ToChar(Convert.ToInt32(Math.Floor(26 * random.NextDouble() + 65))) ;
|
||||
name.Append(ch);
|
||||
}
|
||||
|
||||
return name.ToString();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -40,6 +40,7 @@ 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.Tests.Common;
|
||||
|
@ -116,9 +117,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
agent.ChildrenCapSeeds = new Dictionary<ulong, string>();
|
||||
agent.child = true;
|
||||
|
||||
if (scene.PresenceService == null)
|
||||
Console.WriteLine("Presence Service is null");
|
||||
|
||||
scene.PresenceService.LoginAgent(agent.AgentID.ToString(), agent.SessionID, agent.SecureSessionID);
|
||||
|
||||
string reason;
|
||||
|
@ -175,25 +173,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
|
||||
Assert.That(neighbours.Count, Is.EqualTo(2));
|
||||
}
|
||||
|
||||
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();
|
||||
|
||||
acd1 = agent;
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void T013_TestRemoveNeighbourRegion()
|
||||
|
@ -211,24 +190,36 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
CompleteAvatarMovement
|
||||
*/
|
||||
}
|
||||
|
||||
// I'm commenting this test, because this is not supposed to happen here
|
||||
//[Test]
|
||||
public void T020_TestMakeRootAgent()
|
||||
|
||||
/// <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
|
||||
/// </remarks>
|
||||
[Test]
|
||||
public void TestChildAgentEstablished()
|
||||
{
|
||||
TestHelper.InMethod();
|
||||
|
||||
ScenePresence presence = scene.GetScenePresence(agent1);
|
||||
Assert.That(presence.IsChildAgent, Is.False, "Starts out as a root agent");
|
||||
|
||||
presence.MakeChildAgent();
|
||||
Assert.That(presence.IsChildAgent, Is.True, "Did not change to child agent after MakeChildAgent");
|
||||
|
||||
// Accepts 0 but rejects Constants.RegionSize
|
||||
Vector3 pos = new Vector3(0,unchecked(Constants.RegionSize-1),0);
|
||||
presence.MakeRootAgent(pos,true);
|
||||
Assert.That(presence.IsChildAgent, Is.False, "Did not go back to root agent");
|
||||
Assert.That(presence.AbsolutePosition, Is.EqualTo(pos), "Position is not the same one entered");
|
||||
// log4net.Config.XmlConfigurator.Configure();
|
||||
|
||||
UUID agent1Id = UUID.Parse("00000000-0000-0000-0000-000000000001");
|
||||
|
||||
TestScene myScene1 = SceneSetupHelpers.SetupScene("Neighbour y", UUID.Random(), 1000, 1000);
|
||||
TestScene myScene2 = SceneSetupHelpers.SetupScene("Neighbour y + 1", UUID.Random(), 1001, 1000);
|
||||
|
||||
IConfigSource configSource = new IniConfigSource();
|
||||
configSource.AddConfig("Modules").Set("EntityTransferModule", "BasicEntityTransferModule");
|
||||
EntityTransferModule etm = new EntityTransferModule();
|
||||
|
||||
SceneSetupHelpers.SetupSceneModules(myScene1, configSource, etm);
|
||||
|
||||
SceneSetupHelpers.AddRootAgent(myScene1, agent1Id);
|
||||
ScenePresence childPresence = myScene2.GetScenePresence(agent1);
|
||||
|
||||
// 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);
|
||||
}
|
||||
|
||||
// I'm commenting this test because it does not represent
|
||||
|
@ -333,63 +324,26 @@ 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.");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void T030_TestAddAttachments()
|
||||
|
||||
public void fixNullPresence()
|
||||
{
|
||||
TestHelper.InMethod();
|
||||
string firstName = "testfirstname";
|
||||
|
||||
ScenePresence presence = scene.GetScenePresence(agent1);
|
||||
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();
|
||||
|
||||
presence.AddAttachment(sog1);
|
||||
presence.AddAttachment(sog2);
|
||||
presence.AddAttachment(sog3);
|
||||
|
||||
Assert.That(presence.HasAttachments(), Is.True);
|
||||
Assert.That(presence.ValidateAttachments(), Is.True);
|
||||
acd1 = agent;
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void T031_RemoveAttachments()
|
||||
{
|
||||
TestHelper.InMethod();
|
||||
|
||||
ScenePresence presence = scene.GetScenePresence(agent1);
|
||||
presence.RemoveAttachment(sog1);
|
||||
presence.RemoveAttachment(sog2);
|
||||
presence.RemoveAttachment(sog3);
|
||||
Assert.That(presence.HasAttachments(), Is.False);
|
||||
}
|
||||
|
||||
// I'm commenting this test because scene setup NEEDS InventoryService to
|
||||
// be non-null
|
||||
//[Test]
|
||||
public void T032_CrossAttachments()
|
||||
{
|
||||
TestHelper.InMethod();
|
||||
|
||||
ScenePresence presence = scene.GetScenePresence(agent1);
|
||||
ScenePresence presence2 = scene2.GetScenePresence(agent1);
|
||||
presence2.AddAttachment(sog1);
|
||||
presence2.AddAttachment(sog2);
|
||||
|
||||
ISharedRegionModule serialiser = new SerialiserModule();
|
||||
SceneSetupHelpers.SetupSceneModules(scene, new IniConfigSource(), serialiser);
|
||||
SceneSetupHelpers.SetupSceneModules(scene2, new IniConfigSource(), serialiser);
|
||||
|
||||
Assert.That(presence.HasAttachments(), Is.False, "Presence has attachments before cross");
|
||||
|
||||
//Assert.That(presence2.CrossAttachmentsIntoNewRegion(region1, true), Is.True, "Cross was not successful");
|
||||
Assert.That(presence2.HasAttachments(), Is.False, "Presence2 objects were not deleted");
|
||||
Assert.That(presence.HasAttachments(), Is.True, "Presence has not received new objects");
|
||||
}
|
||||
|
||||
[TearDown]
|
||||
public void TearDown()
|
||||
{
|
||||
if (MainServer.Instance != null) MainServer.Instance.Stop();
|
||||
}
|
||||
|
||||
|
||||
public static string GetRandomCapsObjectPath()
|
||||
{
|
||||
UUID caps = UUID.Random();
|
||||
|
|
|
@ -0,0 +1,71 @@
|
|||
/*
|
||||
* 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 Timer=System.Timers.Timer;
|
||||
using Nini.Config;
|
||||
using NUnit.Framework;
|
||||
using NUnit.Framework.SyntaxHelpers;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Communications;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.CoreModules.World.Serialiser;
|
||||
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
|
||||
using OpenSim.Tests.Common;
|
||||
using OpenSim.Tests.Common.Mock;
|
||||
using OpenSim.Tests.Common.Setup;
|
||||
|
||||
namespace OpenSim.Region.Framework.Scenes.Tests
|
||||
{
|
||||
/// <summary>
|
||||
/// Scene presence tests
|
||||
/// </summary>
|
||||
[TestFixture]
|
||||
public class SceneTests
|
||||
{
|
||||
/// <summary>
|
||||
/// Very basic scene update test. Should become more elaborate with time.
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestUpdateScene()
|
||||
{
|
||||
TestHelper.InMethod();
|
||||
|
||||
Scene scene = SceneSetupHelpers.SetupScene();
|
||||
scene.Update();
|
||||
|
||||
Assert.That(scene.Frame, Is.EqualTo(1));
|
||||
}
|
||||
}
|
||||
}
|
|
@ -115,15 +115,15 @@ namespace OpenSim.Server.Handlers.Grid
|
|||
case "get_region_flags":
|
||||
return GetRegionFlags(request);
|
||||
}
|
||||
|
||||
m_log.DebugFormat("[GRID HANDLER]: unknown method {0} request {1}", method.Length, method);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.DebugFormat("[GRID HANDLER]: Exception {0}", e);
|
||||
m_log.ErrorFormat("[GRID HANDLER]: Exception {0} {1}", e.Message, e.StackTrace);
|
||||
}
|
||||
|
||||
return FailureResult();
|
||||
|
||||
}
|
||||
|
||||
#region Method-specific handlers
|
||||
|
|
|
@ -185,7 +185,7 @@ namespace OpenSim.Services.Connectors.Simulation
|
|||
}
|
||||
|
||||
// unreachable
|
||||
return true;
|
||||
// return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -271,6 +271,7 @@ namespace OpenSim.Services.GridService
|
|||
{
|
||||
List<GridRegion> rinfos = new List<GridRegion>();
|
||||
RegionData region = m_Database.Get(regionID, scopeID);
|
||||
|
||||
if (region != null)
|
||||
{
|
||||
// Not really? Maybe?
|
||||
|
@ -278,15 +279,24 @@ namespace OpenSim.Services.GridService
|
|||
region.posX + (int)Constants.RegionSize + 1, region.posY + (int)Constants.RegionSize + 1, scopeID);
|
||||
|
||||
foreach (RegionData rdata in rdatas)
|
||||
{
|
||||
if (rdata.RegionID != regionID)
|
||||
{
|
||||
int flags = Convert.ToInt32(rdata.Data["flags"]);
|
||||
if ((flags & (int)Data.RegionFlags.Hyperlink) == 0) // no hyperlinks as neighbours
|
||||
rinfos.Add(RegionData2RegionInfo(rdata));
|
||||
}
|
||||
}
|
||||
|
||||
m_log.DebugFormat("[GRID SERVICE]: region {0} has {1} neighbours", region.RegionName, rinfos.Count);
|
||||
}
|
||||
m_log.DebugFormat("[GRID SERVICE]: region {0} has {1} neighbours", region.RegionName, rinfos.Count);
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat(
|
||||
"[GRID SERVICE]: GetNeighbours() called for scope {0}, region {1} but no such region found",
|
||||
scopeID, regionID);
|
||||
}
|
||||
|
||||
return rinfos;
|
||||
}
|
||||
|
||||
|
|
|
@ -560,8 +560,11 @@ namespace OpenSim.Tests.Common.Mock
|
|||
agentData.lastname = m_lastName;
|
||||
|
||||
ICapabilitiesModule capsModule = m_scene.RequestModuleInterface<ICapabilitiesModule>();
|
||||
agentData.CapsPath = capsModule.GetCapsPath(m_agentId);
|
||||
agentData.ChildrenCapSeeds = new Dictionary<ulong, string>(capsModule.GetChildrenSeeds(m_agentId));
|
||||
if (capsModule != null)
|
||||
{
|
||||
agentData.CapsPath = capsModule.GetCapsPath(m_agentId);
|
||||
agentData.ChildrenCapSeeds = new Dictionary<ulong, string>(capsModule.GetChildrenSeeds(m_agentId));
|
||||
}
|
||||
|
||||
return agentData;
|
||||
}
|
||||
|
|
|
@ -132,24 +132,11 @@ namespace OpenSim.Tests.Common.Setup
|
|||
public static TestScene SetupScene(
|
||||
string name, UUID id, uint x, uint y, String realServices)
|
||||
{
|
||||
bool newScene = false;
|
||||
|
||||
Console.WriteLine("Setting up test scene {0}", name);
|
||||
|
||||
// REFACTORING PROBLEM!
|
||||
//// If cm is the same as our last commsManager used, this means the tester wants to link
|
||||
//// regions. In this case, don't use the sameshared region modules and dont initialize them again.
|
||||
//// Also, no need to start another MainServer and MainConsole instance.
|
||||
//if (cm == null || cm != commsManager)
|
||||
//{
|
||||
// System.Console.WriteLine("Starting a brand new scene");
|
||||
// newScene = true;
|
||||
MainConsole.Instance = new MockConsole("TEST PROMPT");
|
||||
// MainServer.Instance = new BaseHttpServer(980);
|
||||
// commsManager = cm;
|
||||
//}
|
||||
|
||||
// We must set up a console otherwise setup of some modules may fail
|
||||
MainConsole.Instance = new MockConsole("TEST PROMPT");
|
||||
|
||||
RegionInfo regInfo = new RegionInfo(x, y, new IPEndPoint(IPAddress.Loopback, 9000), "127.0.0.1");
|
||||
regInfo.RegionName = name;
|
||||
regInfo.RegionID = id;
|
||||
|
@ -164,50 +151,27 @@ namespace OpenSim.Tests.Common.Setup
|
|||
TestScene testScene = new TestScene(
|
||||
regInfo, acm, scs, simDataService, estateDataService, null, false, false, false, configSource, null);
|
||||
|
||||
INonSharedRegionModule capsModule = new CapabilitiesModule();
|
||||
capsModule.Initialise(new IniConfigSource());
|
||||
testScene.AddRegionModule(capsModule.Name, capsModule);
|
||||
capsModule.AddRegion(testScene);
|
||||
|
||||
IRegionModule godsModule = new GodsModule();
|
||||
godsModule.Initialise(testScene, new IniConfigSource());
|
||||
testScene.AddModule(godsModule.Name, godsModule);
|
||||
realServices = realServices.ToLower();
|
||||
// IConfigSource config = new IniConfigSource();
|
||||
|
||||
// If we have a brand new scene, need to initialize shared region modules
|
||||
if ((m_assetService == null && m_inventoryService == null) || newScene)
|
||||
{
|
||||
if (realServices.Contains("asset"))
|
||||
StartAssetService(testScene, true);
|
||||
else
|
||||
StartAssetService(testScene, false);
|
||||
|
||||
// For now, always started a 'real' authentication service
|
||||
StartAuthenticationService(testScene, true);
|
||||
|
||||
if (realServices.Contains("inventory"))
|
||||
StartInventoryService(testScene, true);
|
||||
else
|
||||
StartInventoryService(testScene, false);
|
||||
|
||||
StartGridService(testScene, true);
|
||||
StartUserAccountService(testScene);
|
||||
StartPresenceService(testScene);
|
||||
}
|
||||
// If not, make sure the shared module gets references to this new scene
|
||||
if (realServices.Contains("asset"))
|
||||
StartAssetService(testScene, true);
|
||||
else
|
||||
{
|
||||
m_assetService.AddRegion(testScene);
|
||||
m_assetService.RegionLoaded(testScene);
|
||||
m_inventoryService.AddRegion(testScene);
|
||||
m_inventoryService.RegionLoaded(testScene);
|
||||
m_userAccountService.AddRegion(testScene);
|
||||
m_userAccountService.RegionLoaded(testScene);
|
||||
m_presenceService.AddRegion(testScene);
|
||||
m_presenceService.RegionLoaded(testScene);
|
||||
StartAssetService(testScene, false);
|
||||
|
||||
}
|
||||
// For now, always started a 'real' authentication service
|
||||
StartAuthenticationService(testScene, true);
|
||||
|
||||
if (realServices.Contains("inventory"))
|
||||
StartInventoryService(testScene, true);
|
||||
else
|
||||
StartInventoryService(testScene, false);
|
||||
|
||||
StartGridService(testScene, true);
|
||||
StartUserAccountService(testScene);
|
||||
StartPresenceService(testScene);
|
||||
|
||||
m_inventoryService.PostInitialise();
|
||||
m_assetService.PostInitialise();
|
||||
|
@ -504,12 +468,10 @@ namespace OpenSim.Tests.Common.Setup
|
|||
TestClient client = new TestClient(agentData, scene);
|
||||
scene.AddNewClient(client);
|
||||
|
||||
// Stage 3: Invoke agent crossing, which converts the child agent into a root agent (with appearance,
|
||||
// inventory, etc.)
|
||||
//scene.AgentCrossing(agentData.AgentID, new Vector3(90, 90, 90), false); OBSOLETE
|
||||
|
||||
// Stage 3: Complete the entrance into the region. This converts the child agent into a root agent.
|
||||
ScenePresence scp = scene.GetScenePresence(agentData.AgentID);
|
||||
scp.MakeRootAgent(new Vector3(90, 90, 90), true);
|
||||
scp.CompleteMovement(client);
|
||||
//scp.MakeRootAgent(new Vector3(90, 90, 90), true);
|
||||
|
||||
return client;
|
||||
}
|
||||
|
@ -543,24 +505,5 @@ namespace OpenSim.Tests.Common.Setup
|
|||
|
||||
return part;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Delete a scene object asynchronously
|
||||
/// </summary>
|
||||
/// <param name="scene"></param>
|
||||
/// <param name="part"></param>
|
||||
/// <param name="action"></param>
|
||||
/// <param name="destinationId"></param>
|
||||
/// <param name="client"></param>
|
||||
public static void DeleteSceneObjectAsync(
|
||||
TestScene scene, SceneObjectPart part, DeRezAction action, UUID destinationId, IClientAPI client)
|
||||
{
|
||||
// Turn off the timer on the async sog deleter - we'll crank it by hand within a unit test
|
||||
AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
|
||||
sogd.Enabled = false;
|
||||
|
||||
scene.DeRezObjects(client, new List<uint>() { part.LocalId }, UUID.Zero, action, destinationId);
|
||||
sogd.InventoryDeQueueAndDelete();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -94,6 +94,13 @@
|
|||
; Warning! Don't use this with regions that have existing content!, This will likely break them
|
||||
CombineContiguousRegions = false
|
||||
|
||||
; Extend the region's draw distance; 255m is the default which includes
|
||||
; one neighbor on each side of the current region, 767m would go three
|
||||
; neighbors on each side for a total of 49 regions in view. Warning, unless
|
||||
; all the regions have the same drawdistance, you will end up with strange
|
||||
; effects because the agents that get closed may be inconsistent.
|
||||
; DefaultDrawDistance = 255.0
|
||||
|
||||
; If you have only one region in an instance, or to avoid the many bugs
|
||||
; that you can trigger in modules by restarting a region, set this to
|
||||
; true to make the entire instance exit instead of restarting the region.
|
||||
|
|
Loading…
Reference in New Issue