Merge branch 'master' into careminster
Conflicts: OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs OpenSim/Region/Framework/Scenes/Scene.csavinationmerge
commit
6137f37028
|
@ -301,7 +301,8 @@ namespace OpenSim.Capabilities.Handlers
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InventoryItemBase linkedItem
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= m_InventoryService.GetItem(new InventoryItemBase(link.AssetID));
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itemsToReturn.Insert(0, linkedItem);
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if (linkedItem != null)
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itemsToReturn.Insert(0, linkedItem);
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}
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}
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}
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@ -56,6 +56,11 @@ namespace OpenSim.Framework
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public interface IScene
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{
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/// <summary>
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/// The name of this scene.
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/// </summary>
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string Name { get; }
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RegionInfo RegionInfo { get; }
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RegionStatus RegionStatus { get; set; }
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@ -44,9 +44,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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}
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protected int m_objectNameCallsReceived;
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public MockScene()
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public MockScene() : base(new RegionInfo(1000, 1000, null, null))
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{
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m_regInfo = new RegionInfo(1000, 1000, null, null);
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m_regStatus = RegionStatus.Up;
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}
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@ -366,10 +366,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// At the moment we can only deal with a single attachment
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if (attachments.Count != 0)
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{
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UUID oldAttachmentItemID = attachments[0].FromItemID;
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if (oldAttachmentItemID != UUID.Zero)
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DetachSingleAttachmentToInvInternal(sp, oldAttachmentItemID);
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if (attachments[0].FromItemID != UUID.Zero)
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DetachSingleAttachmentToInvInternal(sp, attachments[0]);
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else
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m_log.WarnFormat(
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"[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!",
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@ -434,12 +432,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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return null;
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}
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SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, doc);
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if (att == null)
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DetachSingleAttachmentToInv(sp, itemID);
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return att;
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return RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, doc);
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}
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public void RezMultipleAttachmentsFromInventory(IScenePresence sp, List<KeyValuePair<UUID, uint>> rezlist)
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@ -516,18 +509,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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m_scene.EventManager.TriggerOnAttach(so.LocalId, so.UUID, UUID.Zero);
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}
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public void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID)
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public void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup so)
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{
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lock (sp.AttachmentsSyncLock)
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{
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// Save avatar attachment information
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// m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + sp.UUID + ", ItemID: " + itemID);
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bool changed = sp.Appearance.DetachAttachment(itemID);
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if (so.AttachedAvatar != sp.UUID)
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{
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m_log.WarnFormat(
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"[ATTACHMENTS MODULE]: Tried to detach object {0} from {1} {2} but attached avatar id was {3} in {4}",
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so.Name, sp.Name, sp.UUID, so.AttachedAvatar, m_scene.RegionInfo.RegionName);
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return;
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}
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bool changed = sp.Appearance.DetachAttachment(so.FromItemID);
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if (changed && m_scene.AvatarFactory != null)
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m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
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DetachSingleAttachmentToInvInternal(sp, itemID);
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DetachSingleAttachmentToInvInternal(sp, so);
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}
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}
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@ -794,46 +796,21 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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return item;
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}
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// What makes this method odd and unique is it tries to detach using an UUID.... Yay for standards.
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// To LocalId or UUID, *THAT* is the question. How now Brown UUID??
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private void DetachSingleAttachmentToInvInternal(IScenePresence sp, UUID itemID)
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private void DetachSingleAttachmentToInvInternal(IScenePresence sp, SceneObjectGroup so)
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{
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// m_log.DebugFormat("[ATTACHMENTS MODULE]: Detaching item {0} to inventory for {1}", itemID, sp.Name);
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if (itemID == UUID.Zero) // If this happened, someone made a mistake....
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return;
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m_scene.EventManager.TriggerOnAttach(so.LocalId, so.FromItemID, UUID.Zero);
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sp.RemoveAttachment(so);
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m_scene.DeleteSceneObject(so, false);
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// We can NOT use the dictionries here, as we are looking
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// for an entity by the fromAssetID, which is NOT the prim UUID
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EntityBase[] detachEntities = m_scene.GetEntities();
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SceneObjectGroup group;
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// Prepare sog for storage
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so.AttachedAvatar = UUID.Zero;
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so.RootPart.SetParentLocalId(0);
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so.IsAttachment = false;
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so.AbsolutePosition = so.RootPart.AttachedPos;
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lock (sp.AttachmentsSyncLock)
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{
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foreach (EntityBase entity in detachEntities)
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{
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if (entity is SceneObjectGroup)
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{
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group = (SceneObjectGroup)entity;
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if (group.FromItemID == itemID)
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{
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m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero);
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sp.RemoveAttachment(group);
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m_scene.DeleteSceneObject(group, false);
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// Prepare sog for storage
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group.AttachedAvatar = UUID.Zero;
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group.RootPart.SetParentLocalId(0);
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group.IsAttachment = false;
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group.AbsolutePosition = group.RootPart.AttachedPos;
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UpdateKnownItem(sp, group, true);
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return;
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}
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}
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}
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}
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UpdateKnownItem(sp, so, true);
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}
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protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
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@ -1047,8 +1024,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
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SceneObjectGroup group = m_scene.GetGroupByPrim(objectLocalID);
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if (sp != null && group != null)
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DetachSingleAttachmentToInv(sp, group.FromItemID);
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DetachSingleAttachmentToInv(sp, group);
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}
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private void Client_OnDetachAttachmentIntoInv(UUID itemID, IClientAPI remoteClient)
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@ -1058,7 +1036,21 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
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if (sp != null)
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DetachSingleAttachmentToInv(sp, itemID);
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{
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lock (sp.AttachmentsSyncLock)
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{
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List<SceneObjectGroup> attachments = sp.GetAttachments();
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foreach (SceneObjectGroup group in attachments)
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{
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if (group.FromItemID == itemID)
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{
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DetachSingleAttachmentToInv(sp, group);
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return;
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}
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}
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}
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}
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}
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private void Client_OnObjectDrop(uint soLocalId, IClientAPI remoteClient)
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@ -227,9 +227,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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InventoryItemBase attItem = CreateAttachmentItem(scene, ua1.PrincipalID, "att", 0x10, 0x20);
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scene.AttachmentsModule.RezSingleAttachmentFromInventory(
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sp, attItem.ID, (uint)AttachmentPoint.Chest);
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scene.AttachmentsModule.DetachSingleAttachmentToInv(sp, attItem.ID);
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SceneObjectGroup so
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= (SceneObjectGroup)scene.AttachmentsModule.RezSingleAttachmentFromInventory(
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sp, attItem.ID, (uint)AttachmentPoint.Chest);
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scene.AttachmentsModule.DetachSingleAttachmentToInv(sp, so);
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// Check status on scene presence
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Assert.That(sp.HasAttachments(), Is.False);
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@ -114,11 +114,11 @@ namespace OpenSim.Region.Framework.Interfaces
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void DetachSingleAttachmentToGround(IScenePresence sp, uint objectLocalID);
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/// <summary>
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/// Detach the given item so that it remains in the user's inventory.
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/// Detach the given attachment so that it remains in the user's inventory.
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/// </summary>
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/// <param name="sp">/param>
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/// <param name="itemID"></param>
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void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID);
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/// <param name="grp">The attachment to detach.</param>
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void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup grp);
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/// Update the position of an attachment.
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/// </summary>
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@ -72,6 +72,10 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <returns></returns>
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List<SceneObjectGroup> GetAttachments(uint attachmentPoint);
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/// <summary>
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/// Does this avatar have any attachments?
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/// </summary>
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/// <returns></returns>
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bool HasAttachments();
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// Don't use these methods directly. Instead, use the AttachmentsModule
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@ -637,7 +637,6 @@ namespace OpenSim.Region.Framework.Scenes
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m_SimulationDataService = simDataService;
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m_EstateDataService = estateDataService;
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m_regionHandle = m_regInfo.RegionHandle;
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m_regionName = m_regInfo.RegionName;
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m_lastIncoming = 0;
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m_lastOutgoing = 0;
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@ -654,7 +653,7 @@ namespace OpenSim.Region.Framework.Scenes
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// resave.
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// FIXME: It shouldn't be up to the database plugins to create this data - we should do it when a new
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// region is set up and avoid these gyrations.
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RegionSettings rs = simDataService.LoadRegionSettings(m_regInfo.RegionID);
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RegionSettings rs = simDataService.LoadRegionSettings(RegionInfo.RegionID);
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bool updatedTerrainTextures = false;
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if (rs.TerrainTexture1 == UUID.Zero)
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{
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@ -683,10 +682,10 @@ namespace OpenSim.Region.Framework.Scenes
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if (updatedTerrainTextures)
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rs.Save();
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m_regInfo.RegionSettings = rs;
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RegionInfo.RegionSettings = rs;
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if (estateDataService != null)
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m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false);
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RegionInfo.EstateSettings = estateDataService.LoadEstateSettings(RegionInfo.RegionID, false);
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#endregion Region Settings
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@ -861,7 +860,7 @@ namespace OpenSim.Region.Framework.Scenes
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StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
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}
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public Scene(RegionInfo regInfo)
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public Scene(RegionInfo regInfo) : base(regInfo)
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{
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PhysicalPrims = true;
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CollidablePrims = true;
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@ -888,7 +887,6 @@ namespace OpenSim.Region.Framework.Scenes
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WestBorders.Add(westBorder);
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BordersLocked = false;
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m_regInfo = regInfo;
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m_eventManager = new EventManager();
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m_permissions = new ScenePermissions(this);
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@ -1232,8 +1230,8 @@ namespace OpenSim.Region.Framework.Scenes
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m_sceneGraph.Close();
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if (!GridService.DeregisterRegion(m_regInfo.RegionID))
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m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", m_regInfo.RegionName);
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if (!GridService.DeregisterRegion(RegionInfo.RegionID))
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m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", Name);
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// call the base class Close method.
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base.Close();
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@ -1770,14 +1768,14 @@ namespace OpenSim.Region.Framework.Scenes
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public void StoreWindlightProfile(RegionLightShareData wl)
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{
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m_regInfo.WindlightSettings = wl;
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RegionInfo.WindlightSettings = wl;
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SimulationDataService.StoreRegionWindlightSettings(wl);
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m_eventManager.TriggerOnSaveNewWindlightProfile();
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}
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public void LoadWindlightProfile()
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{
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m_regInfo.WindlightSettings = SimulationDataService.LoadRegionWindlightSettings(RegionInfo.RegionID);
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RegionInfo.WindlightSettings = SimulationDataService.LoadRegionWindlightSettings(RegionInfo.RegionID);
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m_eventManager.TriggerOnSaveNewWindlightProfile();
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}
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|
@ -2318,7 +2316,7 @@ namespace OpenSim.Region.Framework.Scenes
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ForceSceneObjectBackup(so);
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so.DetachFromBackup();
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SimulationDataService.RemoveObject(so.UUID, m_regInfo.RegionID);
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SimulationDataService.RemoveObject(so.UUID, RegionInfo.RegionID);
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}
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// We need to keep track of this state in case this group is still queued for further backup.
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|
@ -2662,7 +2660,7 @@ namespace OpenSim.Region.Framework.Scenes
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// enter. Period.
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//
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int flags = GetUserFlags(sceneObject.OwnerID);
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if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
|
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if (RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
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{
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m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
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|
@ -3908,9 +3906,9 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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if (m_regInfo.EstateSettings != null)
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if (RegionInfo.EstateSettings != null)
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{
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if (m_regInfo.EstateSettings.IsBanned(agent.AgentID,0))
|
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if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, 0))
|
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{
|
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m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
|
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agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
|
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|
@ -3942,7 +3940,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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bool groupAccess = false;
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UUID[] estateGroups = m_regInfo.EstateSettings.EstateGroups;
|
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UUID[] estateGroups = RegionInfo.EstateSettings.EstateGroups;
|
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|
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if (estateGroups != null)
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{
|
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|
@ -3960,8 +3958,8 @@ namespace OpenSim.Region.Framework.Scenes
|
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m_log.ErrorFormat("[CONNECTION BEGIN]: EstateGroups is null!");
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}
|
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|
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if (!m_regInfo.EstateSettings.PublicAccess &&
|
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!m_regInfo.EstateSettings.HasAccess(agent.AgentID) &&
|
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if (!RegionInfo.EstateSettings.PublicAccess &&
|
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!RegionInfo.EstateSettings.HasAccess(agent.AgentID) &&
|
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!groupAccess)
|
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{
|
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m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the estate",
|
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|
@ -4034,7 +4032,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// if (loggingOffUser != null)
|
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// {
|
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// UUID localRegionSecret = UUID.Zero;
|
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// bool parsedsecret = UUID.TryParse(m_regInfo.regionSecret, out localRegionSecret);
|
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// bool parsedsecret = UUID.TryParse(RegionInfo.regionSecret, out localRegionSecret);
|
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//
|
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// // Region Secret is used here in case a new sessionid overwrites an old one on the user server.
|
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// // Will update the user server in a few revisions to use it.
|
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|
@ -4272,13 +4270,13 @@ namespace OpenSim.Region.Framework.Scenes
|
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ScenePresence sp = GetScenePresence(remoteClient.AgentId);
|
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if (sp != null)
|
||||
{
|
||||
uint regionX = m_regInfo.RegionLocX;
|
||||
uint regionY = m_regInfo.RegionLocY;
|
||||
uint regionX = RegionInfo.RegionLocX;
|
||||
uint regionY = RegionInfo.RegionLocY;
|
||||
|
||||
Utils.LongToUInts(regionHandle, out regionX, out regionY);
|
||||
|
||||
int shiftx = (int) regionX - (int) m_regInfo.RegionLocX * (int)Constants.RegionSize;
|
||||
int shifty = (int) regionY - (int) m_regInfo.RegionLocY * (int)Constants.RegionSize;
|
||||
int shiftx = (int) regionX - (int) RegionInfo.RegionLocX * (int)Constants.RegionSize;
|
||||
int shifty = (int) regionY - (int) RegionInfo.RegionLocY * (int)Constants.RegionSize;
|
||||
|
||||
position.X += shiftx;
|
||||
position.Y += shifty;
|
||||
|
@ -4301,7 +4299,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
if (!result)
|
||||
{
|
||||
regionHandle = m_regInfo.RegionHandle;
|
||||
regionHandle = RegionInfo.RegionHandle;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -4807,7 +4805,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public void DeleteFromStorage(UUID uuid)
|
||||
{
|
||||
SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
|
||||
SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID);
|
||||
}
|
||||
|
||||
public int GetHealth(out int flags, out string message)
|
||||
|
@ -5288,7 +5286,7 @@ Environment.Exit(1);
|
|||
IEstateDataService estateDataService = EstateDataService;
|
||||
if (estateDataService != null)
|
||||
{
|
||||
m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false);
|
||||
RegionInfo.EstateSettings = estateDataService.LoadEstateSettings(RegionInfo.RegionID, false);
|
||||
TriggerEstateSunUpdate();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -51,6 +51,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
#endregion
|
||||
|
||||
#region Fields
|
||||
|
||||
public string Name { get { return RegionInfo.RegionName; } }
|
||||
|
||||
public IConfigSource Config
|
||||
{
|
||||
|
@ -148,6 +150,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
#endregion
|
||||
|
||||
public SceneBase(RegionInfo regInfo)
|
||||
{
|
||||
RegionInfo = regInfo;
|
||||
}
|
||||
|
||||
#region Update Methods
|
||||
|
||||
/// <summary>
|
||||
|
@ -211,10 +218,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
///
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public virtual RegionInfo RegionInfo
|
||||
{
|
||||
get { return m_regInfo; }
|
||||
}
|
||||
public virtual RegionInfo RegionInfo { get; private set; }
|
||||
|
||||
#region admin stuff
|
||||
|
||||
|
|
|
@ -1270,7 +1270,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
public override void UnSubscribeEvents()
|
||||
{
|
||||
CollisionEventsThisFrame.Clear();
|
||||
_parent_scene.RemoveCollisionEventReporting(this);
|
||||
|
||||
// Don't clear collision event reporting here. This is called directly from scene code and so can lead
|
||||
// to a race condition with the simulate loop
|
||||
|
|
|
@ -387,12 +387,12 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
/// <summary>
|
||||
/// A dictionary of actors that should receive collision events.
|
||||
/// </summary>
|
||||
private readonly Dictionary<uint, PhysicsActor> _collisionEventPrim = new Dictionary<uint, PhysicsActor>();
|
||||
private readonly Dictionary<uint, PhysicsActor> m_collisionEventActors = new Dictionary<uint, PhysicsActor>();
|
||||
|
||||
/// <summary>
|
||||
/// A dictionary of collision event changes that are waiting to be processed.
|
||||
/// </summary>
|
||||
private readonly Dictionary<uint, PhysicsActor> _collisionEventPrimChanges = new Dictionary<uint, PhysicsActor>();
|
||||
private readonly Dictionary<uint, PhysicsActor> m_collisionEventActorsChanges = new Dictionary<uint, PhysicsActor>();
|
||||
|
||||
/// <summary>
|
||||
/// Maps a unique geometry id (a memory location) to a physics actor name.
|
||||
|
@ -1908,8 +1908,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
// m_log.DebugFormat("[PHYSICS]: Adding {0} {1} to collision event reporting", obj.SOPName, obj.LocalID);
|
||||
|
||||
lock (_collisionEventPrimChanges)
|
||||
_collisionEventPrimChanges[obj.LocalID] = obj;
|
||||
lock (m_collisionEventActorsChanges)
|
||||
m_collisionEventActorsChanges[obj.LocalID] = obj;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -1920,8 +1920,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
// m_log.DebugFormat("[PHYSICS]: Removing {0} {1} from collision event reporting", obj.SOPName, obj.LocalID);
|
||||
|
||||
lock (_collisionEventPrimChanges)
|
||||
_collisionEventPrimChanges[obj.LocalID] = null;
|
||||
lock (m_collisionEventActorsChanges)
|
||||
m_collisionEventActorsChanges[obj.LocalID] = null;
|
||||
}
|
||||
|
||||
#region Add/Remove Entities
|
||||
|
@ -2930,17 +2930,17 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
// We change _collisionEventPrimChanges to avoid locking _collisionEventPrim itself and causing potential
|
||||
// deadlock if the collision event tries to lock something else later on which is already locked by a
|
||||
// caller that is adding or removing the collision event.
|
||||
lock (_collisionEventPrimChanges)
|
||||
lock (m_collisionEventActorsChanges)
|
||||
{
|
||||
foreach (KeyValuePair<uint, PhysicsActor> kvp in _collisionEventPrimChanges)
|
||||
foreach (KeyValuePair<uint, PhysicsActor> kvp in m_collisionEventActorsChanges)
|
||||
{
|
||||
if (kvp.Value == null)
|
||||
_collisionEventPrim.Remove(kvp.Key);
|
||||
m_collisionEventActors.Remove(kvp.Key);
|
||||
else
|
||||
_collisionEventPrim[kvp.Key] = kvp.Value;
|
||||
m_collisionEventActors[kvp.Key] = kvp.Value;
|
||||
}
|
||||
|
||||
_collisionEventPrimChanges.Clear();
|
||||
m_collisionEventActorsChanges.Clear();
|
||||
}
|
||||
|
||||
if (SupportsNINJAJoints)
|
||||
|
@ -3092,7 +3092,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
tempTick = tempTick2;
|
||||
}
|
||||
|
||||
foreach (PhysicsActor obj in _collisionEventPrim.Values)
|
||||
foreach (PhysicsActor obj in m_collisionEventActors.Values)
|
||||
{
|
||||
// m_log.DebugFormat("[PHYSICS]: Assessing {0} {1} for collision events", obj.SOPName, obj.LocalID);
|
||||
|
||||
|
@ -3227,10 +3227,10 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
|
||||
tickCountFrameRun = Util.EnvironmentTickCount();
|
||||
}
|
||||
|
||||
if (CollectStats)
|
||||
m_stats[ODETotalFrameMsStatName] += Util.EnvironmentTickCountSubtract(startFrameTick);
|
||||
if (CollectStats)
|
||||
m_stats[ODETotalFrameMsStatName] += Util.EnvironmentTickCountSubtract(startFrameTick);
|
||||
}
|
||||
|
||||
return fps;
|
||||
}
|
||||
|
|
|
@ -3267,15 +3267,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
|
||||
private void DetachWrapper(object o)
|
||||
{
|
||||
SceneObjectPart host = (SceneObjectPart)o;
|
||||
|
||||
SceneObjectGroup grp = host.ParentGroup;
|
||||
UUID itemID = grp.FromItemID;
|
||||
ScenePresence presence = World.GetScenePresence(host.OwnerID);
|
||||
|
||||
IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule;
|
||||
if (attachmentsModule != null)
|
||||
attachmentsModule.DetachSingleAttachmentToInv(presence, itemID);
|
||||
if (World.AttachmentsModule != null)
|
||||
{
|
||||
SceneObjectPart host = (SceneObjectPart)o;
|
||||
ScenePresence presence = World.GetScenePresence(host.OwnerID);
|
||||
World.AttachmentsModule.DetachSingleAttachmentToInv(presence, host.ParentGroup);
|
||||
}
|
||||
}
|
||||
|
||||
public void llAttachToAvatar(int attachmentPoint)
|
||||
|
|
|
@ -847,27 +847,34 @@ namespace OpenSim.Region.ScriptEngine.XEngine
|
|||
if (engine == ScriptEngineName)
|
||||
{
|
||||
// If we are falling back on XEngine as the default engine, then only complain to the user
|
||||
// if a script language has been explicitly set and it's one that we recognize. If it's
|
||||
// if a script language has been explicitly set and it's one that we recognize or there are
|
||||
// no non-whitespace characters after the colon.
|
||||
//
|
||||
// If the script is
|
||||
// explicitly not allowed or the script is not in LSL then the user will be informed by a later compiler message.
|
||||
//
|
||||
// If the colon ends the line then we'll risk the false positive as this is more likely
|
||||
// to signal a real scriptengine line where the user wants to use the default compile language.
|
||||
//
|
||||
// This avoids the overwhelming number of false positives where we're in this code because
|
||||
// there's a colon in a comment in the first line of a script for entirely
|
||||
// unrelated reasons (e.g. vim settings).
|
||||
//
|
||||
// TODO: A better fix would be to deprecate simple : detection and look for some less likely
|
||||
// string to begin the comment (like #! in unix shell scripts).
|
||||
bool scriptExplicitlyInXEngineLanguage = false;
|
||||
string restOfScript = script.Substring(colon + 1);
|
||||
bool warnRunningInXEngine = false;
|
||||
string restOfFirstLine = firstline.Substring(colon + 1);
|
||||
|
||||
// FIXME: These are hardcoded because they are currently hardcoded in Compiler.cs
|
||||
if (restOfScript.StartsWith("c#")
|
||||
|| restOfScript.StartsWith("vb")
|
||||
|| restOfScript.StartsWith("lsl")
|
||||
|| restOfScript.StartsWith("js")
|
||||
|| restOfScript.StartsWith("yp"))
|
||||
scriptExplicitlyInXEngineLanguage = true;
|
||||
if (restOfFirstLine.StartsWith("c#")
|
||||
|| restOfFirstLine.StartsWith("vb")
|
||||
|| restOfFirstLine.StartsWith("lsl")
|
||||
|| restOfFirstLine.StartsWith("js")
|
||||
|| restOfFirstLine.StartsWith("yp")
|
||||
|| restOfFirstLine.Length == 0)
|
||||
warnRunningInXEngine = true;
|
||||
|
||||
if (scriptExplicitlyInXEngineLanguage)
|
||||
if (warnRunningInXEngine)
|
||||
{
|
||||
SceneObjectPart part =
|
||||
m_Scene.GetSceneObjectPart(
|
||||
|
|
Loading…
Reference in New Issue