Merge branch 'master' into careminster

Conflicts:
	OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
	OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
avinationmerge
Melanie 2013-06-04 21:09:25 +01:00
commit 648e258b8e
34 changed files with 4571 additions and 268 deletions

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@ -0,0 +1,56 @@
/*
* 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 OpenMetaverse;
using OpenMetaverse.StructuredData;
using OpenSim.Framework;
namespace OpenSim.Data
{
public interface IProfilesData
{
OSDArray GetClassifiedRecords(UUID creatorId);
bool UpdateClassifiedRecord(UserClassifiedAdd ad, ref string result);
bool DeleteClassifiedRecord(UUID recordId);
OSDArray GetAvatarPicks(UUID avatarId);
UserProfilePick GetPickInfo(UUID avatarId, UUID pickId);
bool UpdatePicksRecord(UserProfilePick pick);
bool DeletePicksRecord(UUID pickId);
bool GetAvatarNotes(ref UserProfileNotes note);
bool UpdateAvatarNotes(ref UserProfileNotes note, ref string result);
bool GetAvatarProperties(ref UserProfileProperties props, ref string result);
bool UpdateAvatarProperties(ref UserProfileProperties props, ref string result);
bool UpdateAvatarInterests(UserProfileProperties up, ref string result);
bool GetClassifiedInfo(ref UserClassifiedAdd ad, ref string result);
bool GetUserAppData(ref UserAppData props, ref string result);
bool SetUserAppData(UserAppData props, ref string result);
OSDArray GetUserImageAssets(UUID avatarId);
}
}

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@ -0,0 +1,83 @@
:VERSION 1 # -------------------------------
begin;
CREATE TABLE IF NOT EXISTS `classifieds` (
`classifieduuid` char(36) NOT NULL,
`creatoruuid` char(36) NOT NULL,
`creationdate` int(20) NOT NULL,
`expirationdate` int(20) NOT NULL,
`category` varchar(20) NOT NULL,
`name` varchar(255) NOT NULL,
`description` text NOT NULL,
`parceluuid` char(36) NOT NULL,
`parentestate` int(11) NOT NULL,
`snapshotuuid` char(36) NOT NULL,
`simname` varchar(255) NOT NULL,
`posglobal` varchar(255) NOT NULL,
`parcelname` varchar(255) NOT NULL,
`classifiedflags` int(8) NOT NULL,
`priceforlisting` int(5) NOT NULL,
PRIMARY KEY (`classifieduuid`)
) ENGINE=InnoDB DEFAULT CHARSET=latin1;
CREATE TABLE IF NOT EXISTS `usernotes` (
`useruuid` varchar(36) NOT NULL,
`targetuuid` varchar(36) NOT NULL,
`notes` text NOT NULL,
UNIQUE KEY `useruuid` (`useruuid`,`targetuuid`)
) ENGINE=MyISAM DEFAULT CHARSET=latin1;
CREATE TABLE IF NOT EXISTS `userpicks` (
`pickuuid` varchar(36) NOT NULL,
`creatoruuid` varchar(36) NOT NULL,
`toppick` enum('true','false') NOT NULL,
`parceluuid` varchar(36) NOT NULL,
`name` varchar(255) NOT NULL,
`description` text NOT NULL,
`snapshotuuid` varchar(36) NOT NULL,
`user` varchar(255) NOT NULL,
`originalname` varchar(255) NOT NULL,
`simname` varchar(255) NOT NULL,
`posglobal` varchar(255) NOT NULL,
`sortorder` int(2) NOT NULL,
`enabled` enum('true','false') NOT NULL,
PRIMARY KEY (`pickuuid`)
) ENGINE=MyISAM DEFAULT CHARSET=latin1;
CREATE TABLE IF NOT EXISTS `userprofile` (
`useruuid` varchar(36) NOT NULL,
`profilePartner` varchar(36) NOT NULL,
`profileAllowPublish` binary(1) NOT NULL,
`profileMaturePublish` binary(1) NOT NULL,
`profileURL` varchar(255) NOT NULL,
`profileWantToMask` int(3) NOT NULL,
`profileWantToText` text NOT NULL,
`profileSkillsMask` int(3) NOT NULL,
`profileSkillsText` text NOT NULL,
`profileLanguages` text NOT NULL,
`profileImage` varchar(36) NOT NULL,
`profileAboutText` text NOT NULL,
`profileFirstImage` varchar(36) NOT NULL,
`profileFirstText` text NOT NULL,
PRIMARY KEY (`useruuid`)
) ENGINE=MyISAM DEFAULT CHARSET=latin1;
commit;
:VERSION 2 # -------------------------------
begin;
CREATE TABLE IF NOT EXISTS `userdata` (
`UserId` char(36) NOT NULL,
`TagId` varchar(64) NOT NULL,
`DataKey` varchar(255),
`DataVal` varchar(255),
PRIMARY KEY (`UserId`,`TagId`)
) ENGINE=MyISAM DEFAULT CHARSET=latin1;
commit;

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@ -120,5 +120,25 @@ namespace OpenSim.Framework
sequenceNum = args["seq_num"].AsInteger(); sequenceNum = args["seq_num"].AsInteger();
} }
public override bool Equals(object obj)
{
Animation other = obj as Animation;
if (other != null)
{
return (other.AnimID == this.AnimID
&& other.SequenceNum == this.SequenceNum
&& other.ObjectID == this.ObjectID);
}
return base.Equals(obj);
}
public override string ToString()
{
return "AnimID=" + AnimID.ToString()
+ "/seq=" + SequenceNum.ToString()
+ "/objID=" + ObjectID.ToString();
}
} }
} }

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@ -0,0 +1,117 @@
/*
* 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 OpenMetaverse;
namespace OpenSim.Framework
{
public class UserClassifiedAdd
{
public UUID ClassifiedId = UUID.Zero;
public UUID CreatorId = UUID.Zero;
public int CreationDate = 0;
public int ExpirationDate = 0;
public int Category = 0;
public string Name = string.Empty;
public string Description = string.Empty;
public UUID ParcelId = UUID.Zero;
public int ParentEstate = 0;
public UUID SnapshotId = UUID.Zero;
public string SimName = string.Empty;
public string GlobalPos = "<0,0,0>";
public string ParcelName = string.Empty;
public byte Flags = 0;
public int Price = 0;
}
public class UserProfileProperties
{
public UUID UserId = UUID.Zero;
public UUID PartnerId = UUID.Zero;
public bool PublishProfile = false;
public bool PublishMature = false;
public string WebUrl = string.Empty;
public int WantToMask = 0;
public string WantToText = string.Empty;
public int SkillsMask = 0;
public string SkillsText = string.Empty;
public string Language = string.Empty;
public UUID ImageId = UUID.Zero;
public string AboutText = string.Empty;
public UUID FirstLifeImageId = UUID.Zero;
public string FirstLifeText = string.Empty;
}
public class UserProfilePick
{
public UUID PickId = UUID.Zero;
public UUID CreatorId = UUID.Zero;
public bool TopPick = false;
public string Name = string.Empty;
public string OriginalName = string.Empty;
public string Desc = string.Empty;
public UUID ParcelId = UUID.Zero;
public UUID SnapshotId = UUID.Zero;
public string User = string.Empty;
public string SimName = string.Empty;
public string GlobalPos = "<0,0,0>";
public int SortOrder = 0;
public bool Enabled = false;
}
public class UserProfileNotes
{
public UUID UserId;
public UUID TargetId;
public string Notes;
}
public class UserAccountProperties
{
public string EmailAddress = string.Empty;
public string Firstname = string.Empty;
public string LastName = string.Empty;
public string Password = string.Empty;
public string UserId = string.Empty;
}
public class UserAccountAuth
{
public string UserId = UUID.Zero.ToString();
public string Password = string.Empty;
}
public class UserAppData
{
public string TagId = string.Empty;
public string DataKey = string.Empty;
public string UserId = UUID.Zero.ToString();
public string DataVal = string.Empty;
}
}

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@ -26,27 +26,25 @@
*/ */
using System; using System;
using System.Collections.Generic;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Interfaces;
using System;
using System.Reflection;
using System.Collections; using System.Collections;
using System.Collections.Generic;
using System.Collections.Specialized; using System.Collections.Specialized;
using System.Reflection;
using System.IO; using System.IO;
using System.Reflection;
using System.Web; using System.Web;
using System.Xml; using System.Xml;
using log4net; using log4net;
using Mono.Addins; using Mono.Addins;
using Nini.Config;
using OpenMetaverse;
using OpenMetaverse.Messages.Linden; using OpenMetaverse.Messages.Linden;
using OpenMetaverse.StructuredData; using OpenMetaverse.StructuredData;
using OpenSim.Framework;
using OpenSim.Framework.Capabilities; using OpenSim.Framework.Capabilities;
using OpenSim.Framework.Servers; using OpenSim.Framework.Servers;
using OpenSim.Framework.Servers.HttpServer; using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Interfaces;
using Caps = OpenSim.Framework.Capabilities.Caps; using Caps = OpenSim.Framework.Capabilities.Caps;
using OSDArray = OpenMetaverse.StructuredData.OSDArray; using OSDArray = OpenMetaverse.StructuredData.OSDArray;
using OSDMap = OpenMetaverse.StructuredData.OSDMap; using OSDMap = OpenMetaverse.StructuredData.OSDMap;

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@ -0,0 +1,226 @@
/*
* 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 log4net;
using Mono.Addins;
using Nini.Config;
using System;
using System.Collections.Generic;
using System.Reflection;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Server.Base;
using OpenSim.Server.Handlers;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Framework.Servers;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
using OpenMetaverse;
namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Profile
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "LocalUserProfilesServicesConnector")]
public class LocalUserProfilesServicesConnector : ISharedRegionModule
{
private static readonly ILog m_log =
LogManager.GetLogger(
MethodBase.GetCurrentMethod().DeclaringType);
private Dictionary<UUID, Scene> regions = new Dictionary<UUID, Scene>();
public IUserProfilesService ServiceModule
{
get; private set;
}
public bool Enabled
{
get; private set;
}
public string Name
{
get
{
return "LocalUserProfilesServicesConnector";
}
}
public string ConfigName
{
get; private set;
}
public Type ReplaceableInterface
{
get { return null; }
}
public LocalUserProfilesServicesConnector()
{
m_log.Debug("[LOCAL USERPROFILES SERVICE CONNECTOR]: LocalUserProfileServicesConnector no params");
}
public LocalUserProfilesServicesConnector(IConfigSource source)
{
m_log.Debug("[LOCAL USERPROFILES SERVICE CONNECTOR]: LocalUserProfileServicesConnector instantiated directly.");
InitialiseService(source);
}
public void InitialiseService(IConfigSource source)
{
ConfigName = "UserProfilesService";
// Instantiate the request handler
IHttpServer Server = MainServer.Instance;
IConfig config = source.Configs[ConfigName];
if (config == null)
{
m_log.Error("[LOCAL USERPROFILES SERVICE CONNECTOR]: UserProfilesService missing from OpenSim.ini");
return;
}
if(!config.GetBoolean("Enabled",false))
{
Enabled = false;
return;
}
Enabled = true;
string serviceDll = config.GetString("LocalServiceModule",
String.Empty);
if (serviceDll == String.Empty)
{
m_log.Error("[LOCAL USERPROFILES SERVICE CONNECTOR]: No LocalServiceModule named in section UserProfilesService");
return;
}
Object[] args = new Object[] { source, ConfigName };
ServiceModule =
ServerUtils.LoadPlugin<IUserProfilesService>(serviceDll,
args);
if (ServiceModule == null)
{
m_log.Error("[LOCAL USERPROFILES SERVICE CONNECTOR]: Can't load user profiles service");
return;
}
Enabled = true;
JsonRpcProfileHandlers handler = new JsonRpcProfileHandlers(ServiceModule);
Server.AddJsonRPCHandler("avatarclassifiedsrequest", handler.AvatarClassifiedsRequest);
Server.AddJsonRPCHandler("classified_update", handler.ClassifiedUpdate);
Server.AddJsonRPCHandler("classifieds_info_query", handler.ClassifiedInfoRequest);
Server.AddJsonRPCHandler("classified_delete", handler.ClassifiedDelete);
Server.AddJsonRPCHandler("avatarpicksrequest", handler.AvatarPicksRequest);
Server.AddJsonRPCHandler("pickinforequest", handler.PickInfoRequest);
Server.AddJsonRPCHandler("picks_update", handler.PicksUpdate);
Server.AddJsonRPCHandler("picks_delete", handler.PicksDelete);
Server.AddJsonRPCHandler("avatarnotesrequest", handler.AvatarNotesRequest);
Server.AddJsonRPCHandler("avatar_notes_update", handler.NotesUpdate);
Server.AddJsonRPCHandler("avatar_properties_request", handler.AvatarPropertiesRequest);
Server.AddJsonRPCHandler("avatar_properties_update", handler.AvatarPropertiesUpdate);
Server.AddJsonRPCHandler("avatar_interests_update", handler.AvatarInterestsUpdate);
Server.AddJsonRPCHandler("image_assets_request", handler.AvatarImageAssetsRequest);
Server.AddJsonRPCHandler("user_data_request", handler.RequestUserAppData);
Server.AddJsonRPCHandler("user_data_update", handler.UpdateUserAppData);
}
#region ISharedRegionModule implementation
void ISharedRegionModule.PostInitialise()
{
if(!Enabled)
return;
}
#endregion
#region IRegionModuleBase implementation
void IRegionModuleBase.Initialise(IConfigSource source)
{
IConfig moduleConfig = source.Configs["Modules"];
if (moduleConfig != null)
{
string name = moduleConfig.GetString("UserProfilesServices", "");
if (name == Name)
{
InitialiseService(source);
m_log.Info("[LOCAL USERPROFILES SERVICE CONNECTOR]: Local user profiles connector enabled");
}
}
}
void IRegionModuleBase.Close()
{
return;
}
void IRegionModuleBase.AddRegion(Scene scene)
{
if (!Enabled)
return;
lock (regions)
{
if (regions.ContainsKey(scene.RegionInfo.RegionID))
m_log.ErrorFormat("[LOCAL USERPROFILES SERVICE CONNECTOR]: simulator seems to have more than one region with the same UUID. Please correct this!");
else
regions.Add(scene.RegionInfo.RegionID, scene);
}
}
void IRegionModuleBase.RemoveRegion(Scene scene)
{
if (!Enabled)
return;
lock (regions)
{
if (regions.ContainsKey(scene.RegionInfo.RegionID))
regions.Remove(scene.RegionInfo.RegionID);
}
}
void IRegionModuleBase.RegionLoaded(Scene scene)
{
if (!Enabled)
return;
}
#endregion
}
}

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@ -56,6 +56,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid
public LocalGridServicesConnector() public LocalGridServicesConnector()
{ {
m_log.Debug("[LOCAL GRID SERVICE CONNECTOR]: LocalGridServicesConnector no parms.");
} }
public LocalGridServicesConnector(IConfigSource source) public LocalGridServicesConnector(IConfigSource source)

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@ -28,8 +28,11 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Reflection; using System.Reflection;
using System.Text;
using log4net; using log4net;
using OpenMetaverse; using OpenMetaverse;
using OpenMetaverse.StructuredData;
using OpenSim.Framework; using OpenSim.Framework;
using Animation = OpenSim.Framework.Animation; using Animation = OpenSim.Framework.Animation;
@ -60,6 +63,12 @@ namespace OpenSim.Region.Framework.Scenes.Animation
ResetDefaultAnimation(); ResetDefaultAnimation();
} }
public AnimationSet(OSDArray pArray)
{
ResetDefaultAnimation();
FromOSDArray(pArray);
}
public bool HasAnimation(UUID animID) public bool HasAnimation(UUID animID)
{ {
if (m_defaultAnimation.AnimID == animID) if (m_defaultAnimation.AnimID == animID)
@ -218,5 +227,106 @@ namespace OpenSim.Region.Framework.Scenes.Animation
foreach (OpenSim.Framework.Animation anim in theArray) foreach (OpenSim.Framework.Animation anim in theArray)
m_animations.Add(anim); m_animations.Add(anim);
} }
// Create representation of this AnimationSet as an OSDArray.
// First two entries in the array are the default and implicitDefault animations
// followed by the other animations.
public OSDArray ToOSDArray()
{
OSDArray ret = new OSDArray();
ret.Add(DefaultAnimation.PackUpdateMessage());
ret.Add(ImplicitDefaultAnimation.PackUpdateMessage());
foreach (OpenSim.Framework.Animation anim in m_animations)
ret.Add(anim.PackUpdateMessage());
return ret;
}
public void FromOSDArray(OSDArray pArray)
{
this.Clear();
if (pArray.Count >= 1)
{
m_defaultAnimation = new OpenSim.Framework.Animation((OSDMap)pArray[0]);
}
if (pArray.Count >= 2)
{
m_implicitDefaultAnimation = new OpenSim.Framework.Animation((OSDMap)pArray[1]);
}
for (int ii = 2; ii < pArray.Count; ii++)
{
m_animations.Add(new OpenSim.Framework.Animation((OSDMap)pArray[ii]));
}
}
// Compare two AnimationSets and return 'true' if the default animations are the same
// and all of the animations in the list are equal.
public override bool Equals(object obj)
{
AnimationSet other = obj as AnimationSet;
if (other != null)
{
if (this.DefaultAnimation.Equals(other.DefaultAnimation)
&& this.ImplicitDefaultAnimation.Equals(other.ImplicitDefaultAnimation))
{
// The defaults are the same. Is the list of animations the same?
OpenSim.Framework.Animation[] thisAnims = this.ToArray();
OpenSim.Framework.Animation[] otherAnims = other.ToArray();
if (thisAnims.Length == 0 && otherAnims.Length == 0)
return true; // the common case
if (thisAnims.Length == otherAnims.Length)
{
// Do this the hard way but since the list is usually short this won't take long.
foreach (OpenSim.Framework.Animation thisAnim in thisAnims)
{
bool found = false;
foreach (OpenSim.Framework.Animation otherAnim in otherAnims)
{
if (thisAnim.Equals(otherAnim))
{
found = true;
break;
}
}
if (!found)
{
// If anything is not in the other list, these are not equal
return false;
}
}
// Found everything in the other list. Since lists are equal length, they must be equal.
return true;
}
}
return false;
}
// Don't know what was passed, but the base system will figure it out for me.
return base.Equals(obj);
}
public override string ToString()
{
StringBuilder buff = new StringBuilder();
buff.Append("dflt=");
buff.Append(DefaultAnimation.ToString());
buff.Append(",iDflt=");
if (DefaultAnimation == ImplicitDefaultAnimation)
buff.Append("same");
else
buff.Append(ImplicitDefaultAnimation.ToString());
if (m_animations.Count > 0)
{
buff.Append(",anims=");
foreach (OpenSim.Framework.Animation anim in m_animations)
{
buff.Append("<");
buff.Append(anim.ToString());
buff.Append(">,");
}
}
return buff.ToString();
}
} }
} }

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@ -104,5 +104,31 @@ namespace OpenSim.Region.Framework.Scenes.Animation
return UUID.Zero; return UUID.Zero;
} }
/// <summary>
/// Get the name of the animation given a UUID. If there is no matching animation
/// return the UUID as a string.
/// </summary>
public static string GetDefaultAnimationName(UUID uuid)
{
string ret = "unknown";
if (AnimsUUID.ContainsValue(uuid))
{
foreach (KeyValuePair<string, UUID> kvp in AnimsUUID)
{
if (kvp.Value == uuid)
{
ret = kvp.Key;
break;
}
}
}
else
{
ret = uuid.ToString();
}
return ret;
}
} }
} }

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@ -93,8 +93,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
GetAnimName(animID), animID, m_scenePresence.Name); GetAnimName(animID), animID, m_scenePresence.Name);
if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID)) if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID))
{
SendAnimPack(); SendAnimPack();
} }
}
// Called from scripts // Called from scripts
public void AddAnimation(string name, UUID objectID) public void AddAnimation(string name, UUID objectID)
@ -132,8 +134,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
GetAnimName(animID), animID, m_scenePresence.Name); GetAnimName(animID), animID, m_scenePresence.Name);
if (m_animations.Remove(animID, allowNoDefault)) if (m_animations.Remove(animID, allowNoDefault))
{
SendAnimPack(); SendAnimPack();
} }
}
public void avnChangeAnim(UUID animID, bool addRemove, bool sendPack) public void avnChangeAnim(UUID animID, bool addRemove, bool sendPack)
{ {
@ -180,8 +184,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
/// The movement animation is reserved for "main" animations /// The movement animation is reserved for "main" animations
/// that are mutually exclusive, e.g. flying and sitting. /// that are mutually exclusive, e.g. flying and sitting.
/// </summary> /// </summary>
public void TrySetMovementAnimation(string anim) /// <returns>'true' if the animation was updated</returns>
public bool TrySetMovementAnimation(string anim)
{ {
bool ret = false;
if (!m_scenePresence.IsChildAgent) if (!m_scenePresence.IsChildAgent)
{ {
// m_log.DebugFormat( // m_log.DebugFormat(
@ -198,6 +204,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
// 16384 is CHANGED_ANIMATION // 16384 is CHANGED_ANIMATION
m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { (int)Changed.ANIMATION}); m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { (int)Changed.ANIMATION});
SendAnimPack(); SendAnimPack();
ret = true;
} }
} }
else else
@ -206,6 +213,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
"[SCENE PRESENCE ANIMATOR]: Tried to set movement animation {0} on child presence {1}", "[SCENE PRESENCE ANIMATOR]: Tried to set movement animation {0} on child presence {1}",
anim, m_scenePresence.Name); anim, m_scenePresence.Name);
} }
return ret;
} }
/// <summary> /// <summary>
@ -439,8 +447,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
/// <summary> /// <summary>
/// Update the movement animation of this avatar according to its current state /// Update the movement animation of this avatar according to its current state
/// </summary> /// </summary>
public void UpdateMovementAnimations() /// <returns>'true' if the animation was changed</returns>
public bool UpdateMovementAnimations()
{ {
bool ret = false;
lock (m_animations) lock (m_animations)
{ {
string newMovementAnimation = DetermineMovementAnimation(); string newMovementAnimation = DetermineMovementAnimation();
@ -454,9 +464,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
// Only set it if it's actually changed, give a script // Only set it if it's actually changed, give a script
// a chance to stop a default animation // a chance to stop a default animation
TrySetMovementAnimation(CurrentMovementAnimation); ret = TrySetMovementAnimation(CurrentMovementAnimation);
} }
} }
return ret;
} }
public UUID[] GetAnimationArray() public UUID[] GetAnimationArray()

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@ -974,6 +974,8 @@ namespace OpenSim.Region.Framework.Scenes
public delegate void RegionStarted(Scene scene); public delegate void RegionStarted(Scene scene);
public event RegionStarted OnRegionStarted; public event RegionStarted OnRegionStarted;
public delegate void RegionHeartbeatStart(Scene scene);
public event RegionHeartbeatStart OnRegionHeartbeatStart;
public delegate void RegionHeartbeatEnd(Scene scene); public delegate void RegionHeartbeatEnd(Scene scene);
public event RegionHeartbeatEnd OnRegionHeartbeatEnd; public event RegionHeartbeatEnd OnRegionHeartbeatEnd;
@ -3096,6 +3098,27 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
public void TriggerRegionHeartbeatStart(Scene scene)
{
RegionHeartbeatStart handler = OnRegionHeartbeatStart;
if (handler != null)
{
foreach (RegionHeartbeatStart d in handler.GetInvocationList())
{
try
{
d(scene);
}
catch (Exception e)
{
m_log.ErrorFormat("[EVENT MANAGER]: Delegate for OnRegionHeartbeatStart failed - continuing {0} - {1}",
e.Message, e.StackTrace);
}
}
}
}
public void TriggerRegionHeartbeatEnd(Scene scene) public void TriggerRegionHeartbeatEnd(Scene scene)
{ {
RegionHeartbeatEnd handler = OnRegionHeartbeatEnd; RegionHeartbeatEnd handler = OnRegionHeartbeatEnd;

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@ -1569,6 +1569,8 @@ namespace OpenSim.Region.Framework.Scenes
try try
{ {
EventManager.TriggerRegionHeartbeatStart(this);
// Apply taints in terrain module to terrain in physics scene // Apply taints in terrain module to terrain in physics scene
if (Frame % m_update_terrain == 0) if (Frame % m_update_terrain == 0)
{ {

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@ -2310,6 +2310,7 @@ namespace OpenSim.Region.Framework.Scenes
AddToPhysicalScene(false); AddToPhysicalScene(false);
Animator.TrySetMovementAnimation("STAND"); Animator.TrySetMovementAnimation("STAND");
TriggerScenePresenceUpdated();
} }
private SceneObjectPart FindNextAvailableSitTarget(UUID targetID) private SceneObjectPart FindNextAvailableSitTarget(UUID targetID)
@ -2408,7 +2409,7 @@ namespace OpenSim.Region.Framework.Scenes
ControllingClient.SendSitResponse( ControllingClient.SendSitResponse(
part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
m_requestedSitTargetUUID = targetID; m_requestedSitTargetUUID = part.UUID;
HandleAgentSit(ControllingClient, UUID); HandleAgentSit(ControllingClient, UUID);
@ -2436,7 +2437,7 @@ namespace OpenSim.Region.Framework.Scenes
if (part != null) if (part != null)
{ {
m_requestedSitTargetID = part.LocalId; m_requestedSitTargetID = part.LocalId;
m_requestedSitTargetUUID = targetID; m_requestedSitTargetUUID = part.UUID;
} }
else else
@ -2635,6 +2636,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
Animator.TrySetMovementAnimation(sitAnimation); Animator.TrySetMovementAnimation(sitAnimation);
SendAvatarDataToAllAgents(); SendAvatarDataToAllAgents();
TriggerScenePresenceUpdated();
} }
} }
@ -2643,6 +2645,7 @@ namespace OpenSim.Region.Framework.Scenes
// m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.. // m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick..
m_AngularVelocity = Vector3.Zero; m_AngularVelocity = Vector3.Zero;
Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
TriggerScenePresenceUpdated();
SitGround = true; SitGround = true;
RemoveFromPhysicalScene(); RemoveFromPhysicalScene();
} }
@ -2659,11 +2662,13 @@ namespace OpenSim.Region.Framework.Scenes
public void HandleStartAnim(IClientAPI remoteClient, UUID animID) public void HandleStartAnim(IClientAPI remoteClient, UUID animID)
{ {
Animator.AddAnimation(animID, UUID.Zero); Animator.AddAnimation(animID, UUID.Zero);
TriggerScenePresenceUpdated();
} }
public void HandleStopAnim(IClientAPI remoteClient, UUID animID) public void HandleStopAnim(IClientAPI remoteClient, UUID animID)
{ {
Animator.RemoveAnimation(animID, false); Animator.RemoveAnimation(animID, false);
TriggerScenePresenceUpdated();
} }
public void avnHandleChangeAnim(UUID animID, bool addRemove,bool sendPack) public void avnHandleChangeAnim(UUID animID, bool addRemove,bool sendPack)
@ -3693,7 +3698,8 @@ namespace OpenSim.Region.Framework.Scenes
// if (m_updateCount > 0) // if (m_updateCount > 0)
// { // {
Animator.UpdateMovementAnimations(); if (Animator.UpdateMovementAnimations())
TriggerScenePresenceUpdated();
// m_updateCount--; // m_updateCount--;
// } // }

View File

@ -841,7 +841,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
requrl = String.Format("{0}&chan_roll_off={1}", requrl, m_vivoxChannelRollOff); requrl = String.Format("{0}&chan_roll_off={1}", requrl, m_vivoxChannelRollOff);
requrl = String.Format("{0}&chan_dist_model={1}", requrl, m_vivoxChannelDistanceModel); requrl = String.Format("{0}&chan_dist_model={1}", requrl, m_vivoxChannelDistanceModel);
requrl = String.Format("{0}&chan_max_range={1}", requrl, m_vivoxChannelMaximumRange); requrl = String.Format("{0}&chan_max_range={1}", requrl, m_vivoxChannelMaximumRange);
requrl = String.Format("{0}&chan_ckamping_distance={1}", requrl, m_vivoxChannelClampingDistance); requrl = String.Format("{0}&chan_clamping_distance={1}", requrl, m_vivoxChannelClampingDistance);
XmlElement resp = VivoxCall(requrl, true); XmlElement resp = VivoxCall(requrl, true);
if (XmlFind(resp, "response.level0.body.chan_uri", out channelUri)) if (XmlFind(resp, "response.level0.body.chan_uri", out channelUri))

View File

@ -54,6 +54,9 @@ public static class BSParam
// =================== // ===================
// From: // From:
public static bool UseSeparatePhysicsThread { get; private set; }
public static float PhysicsTimeStep { get; private set; }
// Level of Detail values kept as float because that's what the Meshmerizer wants // Level of Detail values kept as float because that's what the Meshmerizer wants
public static float MeshLOD { get; private set; } public static float MeshLOD { get; private set; }
public static float MeshCircularLOD { get; private set; } public static float MeshCircularLOD { get; private set; }
@ -354,6 +357,11 @@ public static class BSParam
// v = value (appropriate type) // v = value (appropriate type)
private static ParameterDefnBase[] ParameterDefinitions = private static ParameterDefnBase[] ParameterDefinitions =
{ {
new ParameterDefn<bool>("UseSeparatePhysicsThread", "If 'true', the physics engine runs independent from the simulator heartbeat",
false ),
new ParameterDefn<float>("PhysicsTimeStep", "If separate thread, seconds to simulate each interval",
0.1f ),
new ParameterDefn<bool>("MeshSculptedPrim", "Whether to create meshes for sculpties", new ParameterDefn<bool>("MeshSculptedPrim", "Whether to create meshes for sculpties",
true, true,
(s) => { return ShouldMeshSculptedPrim; }, (s) => { return ShouldMeshSculptedPrim; },

View File

@ -1513,7 +1513,8 @@ public class BSPrim : BSPhysObject
CurrentEntityProperties = entprop; CurrentEntityProperties = entprop;
// Note that BSPrim can be overloaded by BSPrimLinkable which controls updates from root and children prims. // Note that BSPrim can be overloaded by BSPrimLinkable which controls updates from root and children prims.
base.RequestPhysicsterseUpdate();
PhysScene.PostUpdate(this);
} }
} }
} }

View File

@ -56,12 +56,23 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
public string BulletEngineName { get; private set; } public string BulletEngineName { get; private set; }
public BSAPITemplate PE; public BSAPITemplate PE;
// If the physics engine is running on a separate thread
public Thread m_physicsThread;
public Dictionary<uint, BSPhysObject> PhysObjects; public Dictionary<uint, BSPhysObject> PhysObjects;
public BSShapeCollection Shapes; public BSShapeCollection Shapes;
// Keeping track of the objects with collisions so we can report begin and end of a collision // Keeping track of the objects with collisions so we can report begin and end of a collision
public HashSet<BSPhysObject> ObjectsWithCollisions = new HashSet<BSPhysObject>(); public HashSet<BSPhysObject> ObjectsWithCollisions = new HashSet<BSPhysObject>();
public HashSet<BSPhysObject> ObjectsWithNoMoreCollisions = new HashSet<BSPhysObject>(); public HashSet<BSPhysObject> ObjectsWithNoMoreCollisions = new HashSet<BSPhysObject>();
// All the collision processing is protected with this lock object
public Object CollisionLock = new Object();
// Properties are updated here
public Object UpdateLock = new Object();
public HashSet<BSPhysObject> ObjectsWithUpdates = new HashSet<BSPhysObject>();
// Keep track of all the avatars so we can send them a collision event // Keep track of all the avatars so we can send them a collision event
// every tick so OpenSim will update its animation. // every tick so OpenSim will update its animation.
private HashSet<BSPhysObject> m_avatars = new HashSet<BSPhysObject>(); private HashSet<BSPhysObject> m_avatars = new HashSet<BSPhysObject>();
@ -77,12 +88,19 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
public BSConstraintCollection Constraints { get; private set; } public BSConstraintCollection Constraints { get; private set; }
// Simulation parameters // Simulation parameters
internal float m_physicsStepTime; // if running independently, the interval simulated by default
internal int m_maxSubSteps; internal int m_maxSubSteps;
internal float m_fixedTimeStep; internal float m_fixedTimeStep;
internal long m_simulationStep = 0;
internal float NominalFrameRate { get; set; } internal float m_simulatedTime; // the time simulated previously. Used for physics framerate calc.
internal long m_simulationStep = 0; // The current simulation step.
public long SimulationStep { get { return m_simulationStep; } } public long SimulationStep { get { return m_simulationStep; } }
internal float LastTimeStep { get; private set; }
internal float LastTimeStep { get; private set; } // The simulation time from the last invocation of Simulate()
internal float NominalFrameRate { get; set; } // Parameterized ideal frame rate that simulation is scaled to
// Physical objects can register for prestep or poststep events // Physical objects can register for prestep or poststep events
public delegate void PreStepAction(float timeStep); public delegate void PreStepAction(float timeStep);
@ -90,7 +108,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
public event PreStepAction BeforeStep; public event PreStepAction BeforeStep;
public event PostStepAction AfterStep; public event PostStepAction AfterStep;
// A value of the time now so all the collision and update routines do not have to get their own // A value of the time 'now' so all the collision and update routines do not have to get their own
// Set to 'now' just before all the prims and actors are called for collisions and updates // Set to 'now' just before all the prims and actors are called for collisions and updates
public int SimulationNowTime { get; private set; } public int SimulationNowTime { get; private set; }
@ -188,6 +206,9 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
PhysObjects = new Dictionary<uint, BSPhysObject>(); PhysObjects = new Dictionary<uint, BSPhysObject>();
Shapes = new BSShapeCollection(this); Shapes = new BSShapeCollection(this);
m_simulatedTime = 0f;
LastTimeStep = 0.1f;
// Allocate pinned memory to pass parameters. // Allocate pinned memory to pass parameters.
UnmanagedParams = new ConfigurationParameters[1]; UnmanagedParams = new ConfigurationParameters[1];
@ -227,10 +248,20 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
TerrainManager = new BSTerrainManager(this); TerrainManager = new BSTerrainManager(this);
TerrainManager.CreateInitialGroundPlaneAndTerrain(); TerrainManager.CreateInitialGroundPlaneAndTerrain();
// Put some informational messages into the log file.
m_log.WarnFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation); m_log.WarnFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation);
InTaintTime = false; InTaintTime = false;
m_initialized = true; m_initialized = true;
// If the physics engine runs on its own thread, start same.
if (BSParam.UseSeparatePhysicsThread)
{
// The physics simulation should happen independently of the heartbeat loop
m_physicsThread = new Thread(BulletSPluginPhysicsThread);
m_physicsThread.Name = BulletEngineName;
m_physicsThread.Start();
}
} }
// All default parameter values are set here. There should be no values set in the // All default parameter values are set here. There should be no values set in the
@ -270,6 +301,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
} }
else else
{ {
// Nothing in the configuration INI file so assume unmanaged and other defaults.
BulletEngineName = "BulletUnmanaged"; BulletEngineName = "BulletUnmanaged";
m_physicsLoggingEnabled = false; m_physicsLoggingEnabled = false;
VehicleLoggingEnabled = false; VehicleLoggingEnabled = false;
@ -317,6 +349,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
switch (selectionName) switch (selectionName)
{ {
case "bullet":
case "bulletunmanaged": case "bulletunmanaged":
ret = new BSAPIUnman(engineName, this); ret = new BSAPIUnman(engineName, this);
break; break;
@ -494,25 +527,41 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
#endregion // Prim and Avatar addition and removal #endregion // Prim and Avatar addition and removal
#region Simulation #region Simulation
// Simulate one timestep
// Call from the simulator to send physics information to the simulator objects.
// This pushes all the collision and property update events into the objects in
// the simulator and, since it is on the heartbeat thread, there is an implicit
// locking of those data structures from other heartbeat events.
// If the physics engine is running on a separate thread, the update information
// will be in the ObjectsWithCollions and ObjectsWithUpdates structures.
public override float Simulate(float timeStep) public override float Simulate(float timeStep)
{
if (!BSParam.UseSeparatePhysicsThread)
{
DoPhysicsStep(timeStep);
}
return SendUpdatesToSimulator(timeStep);
}
// Call the physics engine to do one 'timeStep' and collect collisions and updates
// into ObjectsWithCollisions and ObjectsWithUpdates data structures.
private void DoPhysicsStep(float timeStep)
{ {
// prevent simulation until we've been initialized // prevent simulation until we've been initialized
if (!m_initialized) return 5.0f; if (!m_initialized) return;
LastTimeStep = timeStep; LastTimeStep = timeStep;
int updatedEntityCount = 0; int updatedEntityCount = 0;
int collidersCount = 0; int collidersCount = 0;
int beforeTime = 0; int beforeTime = Util.EnvironmentTickCount();
int simTime = 0; int simTime = 0;
// update the prim states while we know the physics engine is not busy
int numTaints = _taintOperations.Count; int numTaints = _taintOperations.Count;
InTaintTime = true; // Only used for debugging so locking is not necessary. InTaintTime = true; // Only used for debugging so locking is not necessary.
// update the prim states while we know the physics engine is not busy
ProcessTaints(); ProcessTaints();
// Some of the physical objects requre individual, pre-step calls // Some of the physical objects requre individual, pre-step calls
@ -535,18 +584,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
int numSubSteps = 0; int numSubSteps = 0;
try try
{ {
if (PhysicsLogging.Enabled)
beforeTime = Util.EnvironmentTickCount();
numSubSteps = PE.PhysicsStep(World, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out collidersCount); numSubSteps = PE.PhysicsStep(World, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out collidersCount);
if (PhysicsLogging.Enabled)
{
simTime = Util.EnvironmentTickCountSubtract(beforeTime);
DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}, objWColl={7}",
DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps,
updatedEntityCount, collidersCount, ObjectsWithCollisions.Count);
}
} }
catch (Exception e) catch (Exception e)
{ {
@ -558,14 +597,18 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
collidersCount = 0; collidersCount = 0;
} }
// Make the physics engine dump useful statistics periodically
if (PhysicsMetricDumpFrames != 0 && ((m_simulationStep % PhysicsMetricDumpFrames) == 0)) if (PhysicsMetricDumpFrames != 0 && ((m_simulationStep % PhysicsMetricDumpFrames) == 0))
PE.DumpPhysicsStatistics(World); PE.DumpPhysicsStatistics(World);
// Get a value for 'now' so all the collision and update routines don't have to get their own. // Get a value for 'now' so all the collision and update routines don't have to get their own.
SimulationNowTime = Util.EnvironmentTickCount(); SimulationNowTime = Util.EnvironmentTickCount();
// If there were collisions, process them by sending the event to the prim. // Send collision information to the colliding objects. The objects decide if the collision
// Collisions must be processed before updates. // is 'real' (like linksets don't collide with themselves) and the individual objects
// know if the simulator has subscribed to collisions.
lock (CollisionLock)
{
if (collidersCount > 0) if (collidersCount > 0)
{ {
for (int ii = 0; ii < collidersCount; ii++) for (int ii = 0; ii < collidersCount; ii++)
@ -579,9 +622,68 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
SendCollision(cB, cA, point, -normal, penetration); SendCollision(cB, cA, point, -normal, penetration);
} }
} }
}
// The above SendCollision's batch up the collisions on the objects. // If any of the objects had updated properties, tell the managed objects about the update
// Now push the collisions into the simulator. // and remember that there was a change so it will be passed to the simulator.
lock (UpdateLock)
{
if (updatedEntityCount > 0)
{
for (int ii = 0; ii < updatedEntityCount; ii++)
{
EntityProperties entprop = m_updateArray[ii];
BSPhysObject pobj;
if (PhysObjects.TryGetValue(entprop.ID, out pobj))
{
pobj.UpdateProperties(entprop);
}
}
}
}
// Some actors want to know when the simulation step is complete.
TriggerPostStepEvent(timeStep);
simTime = Util.EnvironmentTickCountSubtract(beforeTime);
if (PhysicsLogging.Enabled)
{
DetailLog("{0},DoPhysicsStep,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}, objWColl={7}",
DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps,
updatedEntityCount, collidersCount, ObjectsWithCollisions.Count);
}
// The following causes the unmanaged code to output ALL the values found in ALL the objects in the world.
// Only enable this in a limited test world with few objects.
if (m_physicsPhysicalDumpEnabled)
PE.DumpAllInfo(World);
// The physics engine returns the number of milliseconds it simulated this call.
// These are summed and normalized to one second and divided by 1000 to give the reported physics FPS.
// Multiply by a fixed nominal frame rate to give a rate similar to the simulator (usually 55).
m_simulatedTime += (float)numSubSteps * m_fixedTimeStep * 1000f * NominalFrameRate;
}
// Called by a BSPhysObject to note that it has changed properties and this information
// should be passed up to the simulator at the proper time.
// Note: this is called by the BSPhysObject from invocation via DoPhysicsStep() above so
// this is is under UpdateLock.
public void PostUpdate(BSPhysObject updatee)
{
ObjectsWithUpdates.Add(updatee);
}
// The simulator thinks it is physics time so return all the collisions and position
// updates that were collected in actual physics simulation.
private float SendUpdatesToSimulator(float timeStep)
{
if (!m_initialized) return 5.0f;
DetailLog("{0},SendUpdatesToSimulator,collisions={1},updates={2},simedTime={3}",
BSScene.DetailLogZero, ObjectsWithCollisions.Count, ObjectsWithUpdates.Count, m_simulatedTime);
// Push the collisions into the simulator.
lock (CollisionLock)
{
if (ObjectsWithCollisions.Count > 0) if (ObjectsWithCollisions.Count > 0)
{ {
foreach (BSPhysObject bsp in ObjectsWithCollisions) foreach (BSPhysObject bsp in ObjectsWithCollisions)
@ -603,7 +705,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
// Objects that are done colliding are removed from the ObjectsWithCollisions list. // Objects that are done colliding are removed from the ObjectsWithCollisions list.
// Not done above because it is inside an iteration of ObjectWithCollisions. // Not done above because it is inside an iteration of ObjectWithCollisions.
// This complex collision processing is required to create an empty collision // This complex collision processing is required to create an empty collision
// event call after all real collisions have happened on an object. This enables // event call after all real collisions have happened on an object. This allows
// the simulator to generate the 'collision end' event. // the simulator to generate the 'collision end' event.
if (ObjectsWithNoMoreCollisions.Count > 0) if (ObjectsWithNoMoreCollisions.Count > 0)
{ {
@ -611,33 +713,32 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
ObjectsWithCollisions.Remove(po); ObjectsWithCollisions.Remove(po);
ObjectsWithNoMoreCollisions.Clear(); ObjectsWithNoMoreCollisions.Clear();
} }
// Done with collisions.
// If any of the objects had updated properties, tell the object it has been changed by the physics engine
if (updatedEntityCount > 0)
{
for (int ii = 0; ii < updatedEntityCount; ii++)
{
EntityProperties entprop = m_updateArray[ii];
BSPhysObject pobj;
if (PhysObjects.TryGetValue(entprop.ID, out pobj))
{
pobj.UpdateProperties(entprop);
}
}
} }
TriggerPostStepEvent(timeStep); // Call the simulator for each object that has physics property updates.
HashSet<BSPhysObject> updatedObjects = null;
lock (UpdateLock)
{
if (ObjectsWithUpdates.Count > 0)
{
updatedObjects = ObjectsWithUpdates;
ObjectsWithUpdates = new HashSet<BSPhysObject>();
}
}
if (updatedObjects != null)
{
foreach (BSPhysObject obj in updatedObjects)
{
obj.RequestPhysicsterseUpdate();
}
updatedObjects.Clear();
}
// The following causes the unmanaged code to output ALL the values found in ALL the objects in the world. // Return the framerate simulated to give the above returned results.
// Only enable this in a limited test world with few objects. // (Race condition here but this is just bookkeeping so rare mistakes do not merit a lock).
if (m_physicsPhysicalDumpEnabled) float simTime = m_simulatedTime;
PE.DumpAllInfo(World); m_simulatedTime = 0f;
return simTime;
// The physics engine returns the number of milliseconds it simulated this call.
// These are summed and normalized to one second and divided by 1000 to give the reported physics FPS.
// Multiply by a fixed nominal frame rate to give a rate similar to the simulator (usually 55).
return (float)numSubSteps * m_fixedTimeStep * 1000f * NominalFrameRate;
} }
// Something has collided // Something has collided
@ -656,7 +757,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
return; return;
} }
// The terrain is not in the physical object list so 'collidee' can be null when Collide() is called. // Note: the terrain is not in the physical object list so 'collidee' can be null when Collide() is called.
BSPhysObject collidee = null; BSPhysObject collidee = null;
PhysObjects.TryGetValue(collidingWith, out collidee); PhysObjects.TryGetValue(collidingWith, out collidee);
@ -664,13 +765,39 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration)) if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration))
{ {
// If a collision was posted, remember to send it to the simulator // If a collision was 'good', remember to send it to the simulator
ObjectsWithCollisions.Add(collider); ObjectsWithCollisions.Add(collider);
} }
return; return;
} }
public void BulletSPluginPhysicsThread()
{
while (m_initialized)
{
int beginSimulationRealtimeMS = Util.EnvironmentTickCount();
DoPhysicsStep(BSParam.PhysicsTimeStep);
int simulationRealtimeMS = Util.EnvironmentTickCountSubtract(beginSimulationRealtimeMS);
int simulationTimeVsRealtimeDifferenceMS = ((int)(BSParam.PhysicsTimeStep*1000f)) - simulationRealtimeMS;
if (simulationTimeVsRealtimeDifferenceMS > 0)
{
// The simulation of the time interval took less than realtime.
// Do a sleep for the rest of realtime.
DetailLog("{0},BulletSPluginPhysicsThread,sleeping={1}", BSScene.DetailLogZero, simulationTimeVsRealtimeDifferenceMS);
Thread.Sleep(simulationTimeVsRealtimeDifferenceMS);
}
else
{
// The simulation took longer than realtime.
// Do some scaling of simulation time.
// TODO.
DetailLog("{0},BulletSPluginPhysicsThread,longerThanRealtime={1}", BSScene.DetailLogZero, simulationTimeVsRealtimeDifferenceMS);
}
}
}
#endregion // Simulation #endregion // Simulation
public override void GetResults() { } public override void GetResults() { }

View File

@ -37,6 +37,8 @@ using OpenSim.Region.ScriptEngine.Interfaces;
using OpenSim.Region.ScriptEngine.Shared; using OpenSim.Region.ScriptEngine.Shared;
using OpenSim.Region.ScriptEngine.Shared.Api.Plugins; using OpenSim.Region.ScriptEngine.Shared.Api.Plugins;
using Timer=OpenSim.Region.ScriptEngine.Shared.Api.Plugins.Timer; using Timer=OpenSim.Region.ScriptEngine.Shared.Api.Plugins.Timer;
using System.Reflection;
using log4net;
namespace OpenSim.Region.ScriptEngine.Shared.Api namespace OpenSim.Region.ScriptEngine.Shared.Api
{ {
@ -45,15 +47,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
/// </summary> /// </summary>
public class AsyncCommandManager public class AsyncCommandManager
{ {
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static Thread cmdHandlerThread; private static Thread cmdHandlerThread;
private static int cmdHandlerThreadCycleSleepms; private static int cmdHandlerThreadCycleSleepms;
private static List<IScene> m_Scenes = new List<IScene>(); /// <summary>
/// Lock for reading/writing static components of AsyncCommandManager.
/// </summary>
/// <remarks>
/// This lock exists so that multiple threads from different engines and/or different copies of the same engine
/// are prevented from running non-thread safe code (e.g. read/write of lists) concurrently.
/// </remarks>
private static object staticLock = new object();
private static List<IScriptEngine> m_ScriptEngines = private static List<IScriptEngine> m_ScriptEngines =
new List<IScriptEngine>(); new List<IScriptEngine>();
public IScriptEngine m_ScriptEngine; public IScriptEngine m_ScriptEngine;
private IScene m_Scene;
private static Dictionary<IScriptEngine, Dataserver> m_Dataserver = private static Dictionary<IScriptEngine, Dataserver> m_Dataserver =
new Dictionary<IScriptEngine, Dataserver>(); new Dictionary<IScriptEngine, Dataserver>();
@ -70,49 +81,80 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
public Dataserver DataserverPlugin public Dataserver DataserverPlugin
{ {
get { return m_Dataserver[m_ScriptEngine]; } get
{
lock (staticLock)
return m_Dataserver[m_ScriptEngine];
}
} }
public Timer TimerPlugin public Timer TimerPlugin
{ {
get { return m_Timer[m_ScriptEngine]; } get
{
lock (staticLock)
return m_Timer[m_ScriptEngine];
}
} }
public HttpRequest HttpRequestPlugin public HttpRequest HttpRequestPlugin
{ {
get { return m_HttpRequest[m_ScriptEngine]; } get
{
lock (staticLock)
return m_HttpRequest[m_ScriptEngine];
}
} }
public Listener ListenerPlugin public Listener ListenerPlugin
{ {
get { return m_Listener[m_ScriptEngine]; } get
{
lock (staticLock)
return m_Listener[m_ScriptEngine];
}
} }
public SensorRepeat SensorRepeatPlugin public SensorRepeat SensorRepeatPlugin
{ {
get { return m_SensorRepeat[m_ScriptEngine]; } get
{
lock (staticLock)
return m_SensorRepeat[m_ScriptEngine];
}
} }
public XmlRequest XmlRequestPlugin public XmlRequest XmlRequestPlugin
{ {
get { return m_XmlRequest[m_ScriptEngine]; } get
{
lock (staticLock)
return m_XmlRequest[m_ScriptEngine];
}
} }
public IScriptEngine[] ScriptEngines public IScriptEngine[] ScriptEngines
{ {
get { return m_ScriptEngines.ToArray(); } get
{
lock (staticLock)
return m_ScriptEngines.ToArray();
}
} }
public AsyncCommandManager(IScriptEngine _ScriptEngine) public AsyncCommandManager(IScriptEngine _ScriptEngine)
{ {
m_ScriptEngine = _ScriptEngine; m_ScriptEngine = _ScriptEngine;
m_Scene = m_ScriptEngine.World;
if (m_Scenes.Count == 0) // If there is more than one scene in the simulator or multiple script engines are used on the same region
// then more than one thread could arrive at this block of code simultaneously. However, it cannot be
// executed concurrently both because concurrent list operations are not thread-safe and because of other
// race conditions such as the later check of cmdHandlerThread == null.
lock (staticLock)
{
if (m_ScriptEngines.Count == 0)
ReadConfig(); ReadConfig();
if (!m_Scenes.Contains(m_Scene))
m_Scenes.Add(m_Scene);
if (!m_ScriptEngines.Contains(m_ScriptEngine)) if (!m_ScriptEngines.Contains(m_ScriptEngine))
m_ScriptEngines.Add(m_ScriptEngine); m_ScriptEngines.Add(m_ScriptEngine);
@ -132,6 +174,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
StartThread(); StartThread();
} }
}
private static void StartThread() private static void StartThread()
{ {
@ -178,8 +221,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
while (true) while (true)
{ {
try try
{
while (true)
{ {
Thread.Sleep(cmdHandlerThreadCycleSleepms); Thread.Sleep(cmdHandlerThreadCycleSleepms);
@ -187,14 +228,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
Watchdog.UpdateThread(); Watchdog.UpdateThread();
} }
} catch (Exception e)
catch
{ {
m_log.Error("[ASYNC COMMAND MANAGER]: Exception in command handler pass: ", e);
} }
} }
} }
private static void DoOneCmdHandlerPass() private static void DoOneCmdHandlerPass()
{
lock (staticLock)
{ {
// Check HttpRequests // Check HttpRequests
m_HttpRequest[m_ScriptEngines[0]].CheckHttpRequests(); m_HttpRequest[m_ScriptEngines[0]].CheckHttpRequests();
@ -217,6 +260,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
m_Dataserver[s].ExpireRequests(); m_Dataserver[s].ExpireRequests();
} }
} }
}
/// <summary> /// <summary>
/// Remove a specific script (and all its pending commands) /// Remove a specific script (and all its pending commands)
@ -226,7 +270,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
public static void RemoveScript(IScriptEngine engine, uint localID, UUID itemID) public static void RemoveScript(IScriptEngine engine, uint localID, UUID itemID)
{ {
// Remove a specific script // Remove a specific script
// m_log.DebugFormat("[ASYNC COMMAND MANAGER]: Removing facilities for script {0}", itemID);
lock (staticLock)
{
// Remove dataserver events // Remove dataserver events
m_Dataserver[engine].RemoveEvents(localID, itemID); m_Dataserver[engine].RemoveEvents(localID, itemID);
@ -252,6 +299,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
// Remove Sensors // Remove Sensors
m_SensorRepeat[engine].UnSetSenseRepeaterEvents(localID, itemID); m_SensorRepeat[engine].UnSetSenseRepeaterEvents(localID, itemID);
} }
}
/// <summary> /// <summary>
/// Get the sensor repeat plugin for this script engine. /// Get the sensor repeat plugin for this script engine.
@ -259,12 +307,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
/// <param name="engine"></param> /// <param name="engine"></param>
/// <returns></returns> /// <returns></returns>
public static SensorRepeat GetSensorRepeatPlugin(IScriptEngine engine) public static SensorRepeat GetSensorRepeatPlugin(IScriptEngine engine)
{
lock (staticLock)
{ {
if (m_SensorRepeat.ContainsKey(engine)) if (m_SensorRepeat.ContainsKey(engine))
return m_SensorRepeat[engine]; return m_SensorRepeat[engine];
else else
return null; return null;
} }
}
/// <summary> /// <summary>
/// Get the dataserver plugin for this script engine. /// Get the dataserver plugin for this script engine.
@ -272,12 +323,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
/// <param name="engine"></param> /// <param name="engine"></param>
/// <returns></returns> /// <returns></returns>
public static Dataserver GetDataserverPlugin(IScriptEngine engine) public static Dataserver GetDataserverPlugin(IScriptEngine engine)
{
lock (staticLock)
{ {
if (m_Dataserver.ContainsKey(engine)) if (m_Dataserver.ContainsKey(engine))
return m_Dataserver[engine]; return m_Dataserver[engine];
else else
return null; return null;
} }
}
/// <summary> /// <summary>
/// Get the timer plugin for this script engine. /// Get the timer plugin for this script engine.
@ -285,12 +339,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
/// <param name="engine"></param> /// <param name="engine"></param>
/// <returns></returns> /// <returns></returns>
public static Timer GetTimerPlugin(IScriptEngine engine) public static Timer GetTimerPlugin(IScriptEngine engine)
{
lock (staticLock)
{ {
if (m_Timer.ContainsKey(engine)) if (m_Timer.ContainsKey(engine))
return m_Timer[engine]; return m_Timer[engine];
else else
return null; return null;
} }
}
/// <summary> /// <summary>
/// Get the listener plugin for this script engine. /// Get the listener plugin for this script engine.
@ -298,12 +355,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
/// <param name="engine"></param> /// <param name="engine"></param>
/// <returns></returns> /// <returns></returns>
public static Listener GetListenerPlugin(IScriptEngine engine) public static Listener GetListenerPlugin(IScriptEngine engine)
{
lock (staticLock)
{ {
if (m_Listener.ContainsKey(engine)) if (m_Listener.ContainsKey(engine))
return m_Listener[engine]; return m_Listener[engine];
else else
return null; return null;
} }
}
public static void StateChange(IScriptEngine engine, uint localID, UUID itemID) public static void StateChange(IScriptEngine engine, uint localID, UUID itemID)
{ {
@ -332,6 +392,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{ {
List<Object> data = new List<Object>(); List<Object> data = new List<Object>();
lock (staticLock)
{
Object[] listeners = m_Listener[engine].GetSerializationData(itemID); Object[] listeners = m_Listener[engine].GetSerializationData(itemID);
if (listeners.Length > 0) if (listeners.Length > 0)
{ {
@ -355,6 +417,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
data.Add(sensors.Length); data.Add(sensors.Length);
data.AddRange(sensors); data.AddRange(sensors);
} }
}
return data.ToArray(); return data.ToArray();
} }
@ -378,6 +441,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
idx+=len; idx+=len;
lock (staticLock)
{
switch (type) switch (type)
{ {
case "listener": case "listener":
@ -396,23 +461,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
} }
} }
} }
#region Check llRemoteData channels
#endregion
#region Check llListeners
#endregion
/// <summary>
/// If set to true then threads and stuff should try to make a graceful exit
/// </summary>
public bool PleaseShutdown
{
get { return _PleaseShutdown; }
set { _PleaseShutdown = value; }
} }
private bool _PleaseShutdown = false;
} }
} }

View File

@ -0,0 +1,119 @@
/*
* 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.Reflection;
using Nini.Config;
using OpenSim.Server.Base;
using OpenSim.Services.Interfaces;
using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Framework;
using OpenSim.Server.Handlers.Base;
using log4net;
namespace OpenSim.Server.Handlers.Profiles
{
public class UserProfilesConnector: ServiceConnector
{
static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
// Our Local Module
public IUserProfilesService ServiceModule
{
get; private set;
}
// The HTTP server.
public IHttpServer Server
{
get; private set;
}
public string ConfigName
{
get; private set;
}
public bool Enabled
{
get; private set;
}
public UserProfilesConnector(IConfigSource config, IHttpServer server, string configName) :
base(config, server, configName)
{
ConfigName = "UserProfilesService";
if(!string.IsNullOrEmpty(configName))
ConfigName = configName;
IConfig serverConfig = config.Configs[ConfigName];
if (serverConfig == null)
throw new Exception(String.Format("No section {0} in config file", ConfigName));
if(!serverConfig.GetBoolean("Enabled",false))
{
Enabled = false;
return;
}
Enabled = true;
Server = server;
string service = serverConfig.GetString("LocalServiceModule", String.Empty);
Object[] args = new Object[] { config, ConfigName };
ServiceModule = ServerUtils.LoadPlugin<IUserProfilesService>(service, args);
JsonRpcProfileHandlers handler = new JsonRpcProfileHandlers(ServiceModule);
Server.AddJsonRPCHandler("avatarclassifiedsrequest", handler.AvatarClassifiedsRequest);
Server.AddJsonRPCHandler("classified_update", handler.ClassifiedUpdate);
Server.AddJsonRPCHandler("classifieds_info_query", handler.ClassifiedInfoRequest);
Server.AddJsonRPCHandler("classified_delete", handler.ClassifiedDelete);
Server.AddJsonRPCHandler("avatarpicksrequest", handler.AvatarPicksRequest);
Server.AddJsonRPCHandler("pickinforequest", handler.PickInfoRequest);
Server.AddJsonRPCHandler("picks_update", handler.PicksUpdate);
Server.AddJsonRPCHandler("picks_delete", handler.PicksDelete);
Server.AddJsonRPCHandler("avatarnotesrequest", handler.AvatarNotesRequest);
Server.AddJsonRPCHandler("avatar_notes_update", handler.NotesUpdate);
Server.AddJsonRPCHandler("avatar_properties_request", handler.AvatarPropertiesRequest);
Server.AddJsonRPCHandler("avatar_properties_update", handler.AvatarPropertiesUpdate);
Server.AddJsonRPCHandler("avatar_interests_update", handler.AvatarInterestsUpdate);
Server.AddJsonRPCHandler("image_assets_request", handler.AvatarImageAssetsRequest);
// Server.AddJsonRPCHandler("user_preferences_request", handler.UserPreferencesRequest);
// Server.AddJsonRPCHandler("user_preferences_update", handler.UserPreferencesUpdate);
// Server.AddJsonRPCHandler("user_account_create", handler.UserAccountCreate);
// Server.AddJsonRPCHandler("user_account_auth", handler.UserAccountAuth);
// Server.AddJsonRPCHandler("user_account_test", handler.UserAccountTest);
Server.AddJsonRPCHandler("user_data_request", handler.RequestUserAppData);
Server.AddJsonRPCHandler("user_data_update", handler.UpdateUserAppData);
}
}
}

View File

@ -0,0 +1,461 @@
/*
* 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.Reflection;
using OpenMetaverse;
using OpenMetaverse.StructuredData;
using log4net;
using OpenSim.Services.Interfaces;
using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Framework;
namespace OpenSim.Server.Handlers
{
public class UserProfilesHandlers
{
public UserProfilesHandlers ()
{
}
}
public class JsonRpcProfileHandlers
{
static readonly ILog m_log =
LogManager.GetLogger(
MethodBase.GetCurrentMethod().DeclaringType);
public IUserProfilesService Service
{
get; private set;
}
public JsonRpcProfileHandlers(IUserProfilesService service)
{
Service = service;
}
#region Classifieds
/// <summary>
/// Request avatar's classified ads.
/// </summary>
/// <returns>
/// An array containing all the calassified uuid and it's name created by the creator id
/// </returns>
/// <param name='json'>
/// Our parameters are in the OSDMap json["params"]
/// </param>
/// <param name='response'>
/// If set to <c>true</c> response.
/// </param>
public bool AvatarClassifiedsRequest(OSDMap json, ref JsonRpcResponse response)
{
if(!json.ContainsKey("params"))
{
response.Error.Code = ErrorCode.ParseError;
m_log.DebugFormat ("Classified Request");
return false;
}
OSDMap request = (OSDMap)json["params"];
UUID creatorId = new UUID(request["creatorId"].AsString());
OSDArray data = (OSDArray) Service.AvatarClassifiedsRequest(creatorId);
response.Result = data;
return true;
}
public bool ClassifiedUpdate(OSDMap json, ref JsonRpcResponse response)
{
if(!json.ContainsKey("params"))
{
response.Error.Code = ErrorCode.ParseError;
response.Error.Message = "Error parsing classified update request";
m_log.DebugFormat ("Classified Update Request");
return false;
}
string result = string.Empty;
UserClassifiedAdd ad = new UserClassifiedAdd();
object Ad = (object)ad;
OSD.DeserializeMembers(ref Ad, (OSDMap)json["params"]);
if(Service.ClassifiedUpdate(ad, ref result))
{
response.Result = OSD.SerializeMembers(ad);
return true;
}
response.Error.Code = ErrorCode.InternalError;
response.Error.Message = string.Format("{0}", result);
return false;
}
public bool ClassifiedDelete(OSDMap json, ref JsonRpcResponse response)
{
if(!json.ContainsKey("params"))
{
response.Error.Code = ErrorCode.ParseError;
m_log.DebugFormat ("Classified Delete Request");
return false;
}
OSDMap request = (OSDMap)json["params"];
UUID classifiedId = new UUID(request["classifiedID"].AsString());
OSDMap res = new OSDMap();
res["result"] = OSD.FromString("success");
response.Result = res;
return true;
}
public bool ClassifiedInfoRequest(OSDMap json, ref JsonRpcResponse response)
{
if(!json.ContainsKey("params"))
{
response.Error.Code = ErrorCode.ParseError;
response.Error.Message = "no parameters supplied";
m_log.DebugFormat ("Classified Info Request");
return false;
}
string result = string.Empty;
UserClassifiedAdd ad = new UserClassifiedAdd();
object Ad = (object)ad;
OSD.DeserializeMembers(ref Ad, (OSDMap)json["params"]);
if(Service.ClassifiedInfoRequest(ref ad, ref result))
{
response.Result = OSD.SerializeMembers(ad);
return true;
}
response.Error.Code = ErrorCode.InternalError;
response.Error.Message = string.Format("{0}", result);
return false;
}
#endregion Classifieds
#region Picks
public bool AvatarPicksRequest(OSDMap json, ref JsonRpcResponse response)
{
if(!json.ContainsKey("params"))
{
response.Error.Code = ErrorCode.ParseError;
m_log.DebugFormat ("Avatar Picks Request");
return false;
}
OSDMap request = (OSDMap)json["params"];
UUID creatorId = new UUID(request["creatorId"].AsString());
OSDArray data = (OSDArray) Service.AvatarPicksRequest(creatorId);
response.Result = data;
return true;
}
public bool PickInfoRequest(OSDMap json, ref JsonRpcResponse response)
{
if(!json.ContainsKey("params"))
{
response.Error.Code = ErrorCode.ParseError;
response.Error.Message = "no parameters supplied";
m_log.DebugFormat ("Avatar Picks Info Request");
return false;
}
string result = string.Empty;
UserProfilePick pick = new UserProfilePick();
object Pick = (object)pick;
OSD.DeserializeMembers(ref Pick, (OSDMap)json["params"]);
if(Service.PickInfoRequest(ref pick, ref result))
{
response.Result = OSD.SerializeMembers(pick);
return true;
}
response.Error.Code = ErrorCode.InternalError;
response.Error.Message = string.Format("{0}", result);
return false;
}
public bool PicksUpdate(OSDMap json, ref JsonRpcResponse response)
{
if(!json.ContainsKey("params"))
{
response.Error.Code = ErrorCode.ParseError;
response.Error.Message = "no parameters supplied";
m_log.DebugFormat ("Avatar Picks Update Request");
return false;
}
string result = string.Empty;
UserProfilePick pick = new UserProfilePick();
object Pick = (object)pick;
OSD.DeserializeMembers(ref Pick, (OSDMap)json["params"]);
if(Service.PicksUpdate(ref pick, ref result))
{
response.Result = OSD.SerializeMembers(pick);
return true;
}
response.Error.Code = ErrorCode.InternalError;
response.Error.Message = "unable to update pick";
return false;
}
public bool PicksDelete(OSDMap json, ref JsonRpcResponse response)
{
if(!json.ContainsKey("params"))
{
response.Error.Code = ErrorCode.ParseError;
m_log.DebugFormat ("Avatar Picks Delete Request");
return false;
}
OSDMap request = (OSDMap)json["params"];
UUID pickId = new UUID(request["pickId"].AsString());
if(Service.PicksDelete(pickId))
return true;
response.Error.Code = ErrorCode.InternalError;
response.Error.Message = "data error removing record";
return false;
}
#endregion Picks
#region Notes
public bool AvatarNotesRequest(OSDMap json, ref JsonRpcResponse response)
{
if(!json.ContainsKey("params"))
{
response.Error.Code = ErrorCode.ParseError;
response.Error.Message = "Params missing";
m_log.DebugFormat ("Avatar Notes Request");
return false;
}
string result = string.Empty;
UserProfileNotes note = new UserProfileNotes();
object Note = (object)note;
OSD.DeserializeMembers(ref Note, (OSDMap)json["params"]);
if(Service.AvatarNotesRequest(ref note))
{
response.Result = OSD.SerializeMembers(note);
return true;
}
object Notes = (object) note;
OSD.DeserializeMembers(ref Notes, (OSDMap)json["params"]);
return true;
}
public bool NotesUpdate(OSDMap json, ref JsonRpcResponse response)
{
if(!json.ContainsKey("params"))
{
response.Error.Code = ErrorCode.ParseError;
response.Error.Message = "No parameters";
m_log.DebugFormat ("Avatar Notes Update Request");
return false;
}
string result = string.Empty;
UserProfileNotes note = new UserProfileNotes();
object Notes = (object) note;
OSD.DeserializeMembers(ref Notes, (OSDMap)json["params"]);
if(Service.NotesUpdate(ref note, ref result))
{
response.Result = OSD.SerializeMembers(note);
return true;
}
return true;
}
#endregion Notes
#region Profile Properties
public bool AvatarPropertiesRequest(OSDMap json, ref JsonRpcResponse response)
{
if(!json.ContainsKey("params"))
{
response.Error.Code = ErrorCode.ParseError;
response.Error.Message = "no parameters supplied";
m_log.DebugFormat ("Avatar Properties Request");
return false;
}
string result = string.Empty;
UserProfileProperties props = new UserProfileProperties();
object Props = (object)props;
OSD.DeserializeMembers(ref Props, (OSDMap)json["params"]);
if(Service.AvatarPropertiesRequest(ref props, ref result))
{
response.Result = OSD.SerializeMembers(props);
return true;
}
response.Error.Code = ErrorCode.InternalError;
response.Error.Message = string.Format("{0}", result);
return false;
}
public bool AvatarPropertiesUpdate(OSDMap json, ref JsonRpcResponse response)
{
if(!json.ContainsKey("params"))
{
response.Error.Code = ErrorCode.ParseError;
response.Error.Message = "no parameters supplied";
m_log.DebugFormat ("Avatar Properties Update Request");
return false;
}
string result = string.Empty;
UserProfileProperties props = new UserProfileProperties();
object Props = (object)props;
OSD.DeserializeMembers(ref Props, (OSDMap)json["params"]);
if(Service.AvatarPropertiesUpdate(ref props, ref result))
{
response.Result = OSD.SerializeMembers(props);
return true;
}
response.Error.Code = ErrorCode.InternalError;
response.Error.Message = string.Format("{0}", result);
return false;
}
#endregion Profile Properties
#region Interests
public bool AvatarInterestsUpdate(OSDMap json, ref JsonRpcResponse response)
{
if(!json.ContainsKey("params"))
{
response.Error.Code = ErrorCode.ParseError;
response.Error.Message = "no parameters supplied";
m_log.DebugFormat ("Avatar Interests Update Request");
return false;
}
string result = string.Empty;
UserProfileProperties props = new UserProfileProperties();
object Props = (object)props;
OSD.DeserializeMembers(ref Props, (OSDMap)json["params"]);
if(Service.AvatarInterestsUpdate(props, ref result))
{
response.Result = OSD.SerializeMembers(props);
return true;
}
response.Error.Code = ErrorCode.InternalError;
response.Error.Message = string.Format("{0}", result);
return false;
}
#endregion Interests
#region Utility
public bool AvatarImageAssetsRequest(OSDMap json, ref JsonRpcResponse response)
{
if(!json.ContainsKey("params"))
{
response.Error.Code = ErrorCode.ParseError;
m_log.DebugFormat ("Avatar Image Assets Request");
return false;
}
OSDMap request = (OSDMap)json["params"];
UUID avatarId = new UUID(request["avatarId"].AsString());
OSDArray data = (OSDArray) Service.AvatarImageAssetsRequest(avatarId);
response.Result = data;
return true;
}
#endregion Utiltiy
#region UserData
public bool RequestUserAppData(OSDMap json, ref JsonRpcResponse response)
{
if(!json.ContainsKey("params"))
{
response.Error.Code = ErrorCode.ParseError;
response.Error.Message = "no parameters supplied";
m_log.DebugFormat ("User Application Service URL Request: No Parameters!");
return false;
}
string result = string.Empty;
UserAppData props = new UserAppData();
object Props = (object)props;
OSD.DeserializeMembers(ref Props, (OSDMap)json["params"]);
if(Service.RequestUserAppData(ref props, ref result))
{
OSDMap res = new OSDMap();
res["result"] = OSD.FromString("success");
res["token"] = OSD.FromString (result);
response.Result = res;
return true;
}
response.Error.Code = ErrorCode.InternalError;
response.Error.Message = string.Format("{0}", result);
return false;
}
public bool UpdateUserAppData(OSDMap json, ref JsonRpcResponse response)
{
if(!json.ContainsKey("params"))
{
response.Error.Code = ErrorCode.ParseError;
response.Error.Message = "no parameters supplied";
m_log.DebugFormat ("User App Data Update Request");
return false;
}
string result = string.Empty;
UserAppData props = new UserAppData();
object Props = (object)props;
OSD.DeserializeMembers(ref Props, (OSDMap)json["params"]);
if(Service.SetUserAppData(props, ref result))
{
response.Result = OSD.SerializeMembers(props);
return true;
}
response.Error.Code = ErrorCode.InternalError;
response.Error.Message = string.Format("{0}", result);
return false;
}
#endregion UserData
}
}

View File

@ -0,0 +1,75 @@
/*
* 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 OpenSim.Framework;
using OpenMetaverse;
using OpenMetaverse.StructuredData;
namespace OpenSim.Services.Interfaces
{
public interface IUserProfilesService
{
#region Classifieds
OSD AvatarClassifiedsRequest(UUID creatorId);
bool ClassifiedUpdate(UserClassifiedAdd ad, ref string result);
bool ClassifiedInfoRequest(ref UserClassifiedAdd ad, ref string result);
bool ClassifiedDelete(UUID recordId);
#endregion Classifieds
#region Picks
OSD AvatarPicksRequest(UUID creatorId);
bool PickInfoRequest(ref UserProfilePick pick, ref string result);
bool PicksUpdate(ref UserProfilePick pick, ref string result);
bool PicksDelete(UUID pickId);
#endregion Picks
#region Notes
bool AvatarNotesRequest(ref UserProfileNotes note);
bool NotesUpdate(ref UserProfileNotes note, ref string result);
#endregion Notes
#region Profile Properties
bool AvatarPropertiesRequest(ref UserProfileProperties prop, ref string result);
bool AvatarPropertiesUpdate(ref UserProfileProperties prop, ref string result);
#endregion Profile Properties
#region Interests
bool AvatarInterestsUpdate(UserProfileProperties prop, ref string result);
#endregion Interests
#region Utility
OSD AvatarImageAssetsRequest(UUID avatarId);
#endregion Utility
#region UserData
bool RequestUserAppData(ref UserAppData prop, ref string result);
bool SetUserAppData(UserAppData prop, ref string result);
#endregion UserData
}
}

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@ -0,0 +1,187 @@
/*
* 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.Reflection;
using System.Text;
using Nini.Config;
using log4net;
using OpenSim.Server.Base;
using OpenSim.Services.Interfaces;
using OpenSim.Services.UserAccountService;
using OpenSim.Data;
using OpenMetaverse;
using OpenMetaverse.StructuredData;
using OpenSim.Framework;
namespace OpenSim.Services.ProfilesService
{
public class UserProfilesService: UserProfilesServiceBase, IUserProfilesService
{
static readonly ILog m_log =
LogManager.GetLogger(
MethodBase.GetCurrentMethod().DeclaringType);
IUserAccountService userAccounts;
IAuthenticationService authService;
public UserProfilesService(IConfigSource config, string configName):
base(config, configName)
{
IConfig Config = config.Configs[configName];
if (Config == null)
{
m_log.Warn("[PROFILES]: No configuration found!");
return;
}
Object[] args = null;
args = new Object[] { config };
string accountService = Config.GetString("UserAccountService", String.Empty);
if (accountService != string.Empty)
userAccounts = ServerUtils.LoadPlugin<IUserAccountService>(accountService, args);
args = new Object[] { config };
string authServiceConfig = Config.GetString("AuthenticationServiceModule", String.Empty);
if (accountService != string.Empty)
authService = ServerUtils.LoadPlugin<IAuthenticationService>(authServiceConfig, args);
}
#region Classifieds
public OSD AvatarClassifiedsRequest(UUID creatorId)
{
OSDArray records = ProfilesData.GetClassifiedRecords(creatorId);
return records;
}
public bool ClassifiedUpdate(UserClassifiedAdd ad, ref string result)
{
if(!ProfilesData.UpdateClassifiedRecord(ad, ref result))
{
return false;
}
result = "success";
return true;
}
public bool ClassifiedDelete(UUID recordId)
{
if(ProfilesData.DeleteClassifiedRecord(recordId))
return true;
return false;
}
public bool ClassifiedInfoRequest(ref UserClassifiedAdd ad, ref string result)
{
if(ProfilesData.GetClassifiedInfo(ref ad, ref result))
return true;
return false;
}
#endregion Classifieds
#region Picks
public OSD AvatarPicksRequest(UUID creatorId)
{
OSDArray records = ProfilesData.GetAvatarPicks(creatorId);
return records;
}
public bool PickInfoRequest(ref UserProfilePick pick, ref string result)
{
pick = ProfilesData.GetPickInfo(pick.CreatorId, pick.PickId);
result = "OK";
return true;
}
public bool PicksUpdate(ref UserProfilePick pick, ref string result)
{
return ProfilesData.UpdatePicksRecord(pick);
}
public bool PicksDelete(UUID pickId)
{
return ProfilesData.DeletePicksRecord(pickId);
}
#endregion Picks
#region Notes
public bool AvatarNotesRequest(ref UserProfileNotes note)
{
return ProfilesData.GetAvatarNotes(ref note);
}
public bool NotesUpdate(ref UserProfileNotes note, ref string result)
{
return ProfilesData.UpdateAvatarNotes(ref note, ref result);
}
#endregion Notes
#region Profile Properties
public bool AvatarPropertiesRequest(ref UserProfileProperties prop, ref string result)
{
return ProfilesData.GetAvatarProperties(ref prop, ref result);
}
public bool AvatarPropertiesUpdate(ref UserProfileProperties prop, ref string result)
{
return ProfilesData.UpdateAvatarProperties(ref prop, ref result);
}
#endregion Profile Properties
#region Interests
public bool AvatarInterestsUpdate(UserProfileProperties prop, ref string result)
{
return ProfilesData.UpdateAvatarInterests(prop, ref result);
}
#endregion Interests
#region Utility
public OSD AvatarImageAssetsRequest(UUID avatarId)
{
OSDArray records = ProfilesData.GetUserImageAssets(avatarId);
return records;
}
#endregion Utility
#region UserData
public bool RequestUserAppData(ref UserAppData prop, ref string result)
{
return ProfilesData.GetUserAppData(ref prop, ref result);
}
public bool SetUserAppData(UserAppData prop, ref string result)
{
return true;
}
#endregion UserData
}
}

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@ -0,0 +1,86 @@
/*
* 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.Reflection;
using Nini.Config;
using log4net;
using OpenSim.Services.Base;
using OpenSim.Data;
namespace OpenSim.Services.ProfilesService
{
public class UserProfilesServiceBase: ServiceBase
{
static readonly ILog m_log =
LogManager.GetLogger(
MethodBase.GetCurrentMethod().DeclaringType);
public IProfilesData ProfilesData;
public string ConfigName
{
get; private set;
}
public UserProfilesServiceBase(IConfigSource config, string configName):
base(config)
{
if(string.IsNullOrEmpty(configName))
{
m_log.WarnFormat("[PROFILES]: Configuration section not given!");
return;
}
string dllName = String.Empty;
string connString = null;
string realm = String.Empty;
IConfig dbConfig = config.Configs["DatabaseService"];
if (dbConfig != null)
{
if (dllName == String.Empty)
dllName = dbConfig.GetString("StorageProvider", String.Empty);
if (string.IsNullOrEmpty(connString))
connString = dbConfig.GetString("ConnectionString", String.Empty);
}
IConfig ProfilesConfig = config.Configs[configName];
if (ProfilesConfig != null)
{
connString = ProfilesConfig.GetString("ConnectionString", connString);
realm = ProfilesConfig.GetString("Realm", realm);
}
ProfilesData = LoadPlugin<IProfilesData>(dllName, new Object[] { connString });
if (ProfilesData == null)
throw new Exception("Could not find a storage interface in the given module");
}
}
}

View File

@ -111,3 +111,4 @@ project can always be found at http://opensimulator.org.
Thanks for trying OpenSim, we hope it is a pleasant experience. Thanks for trying OpenSim, we hope it is a pleasant experience.

Binary file not shown.

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@ -1028,6 +1028,12 @@
;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island ;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island
; InitialTerrain = "pinhead-island" ; InitialTerrain = "pinhead-island"
[UserProfiles]
;# {ProfileURL} {} {Set url to UserProfilesService} {}
;; Set the value of the url to your UserProfilesService
;; If un-set / "" the module is disabled
;; ProfileServiceURL = http://127.0.0.1:8002
[Architecture] [Architecture]
;# {Include-Architecture} {} {Choose one of the following architectures} {config-include/Standalone.ini config-include/StandaloneHypergrid.ini config-include/Grid.ini config-include/GridHypergrid.ini config-include/SimianGrid.ini config-include/HyperSimianGrid.ini} config-include/Standalone.ini ;# {Include-Architecture} {} {Choose one of the following architectures} {config-include/Standalone.ini config-include/StandaloneHypergrid.ini config-include/Grid.ini config-include/GridHypergrid.ini config-include/SimianGrid.ini config-include/HyperSimianGrid.ini} config-include/Standalone.ini
;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim, ;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim,

View File

@ -373,6 +373,19 @@
AllowRegionRestartFromClient = true AllowRegionRestartFromClient = true
[UserProfiles]
;# {ProfileURL} {} {Set url to UserProfilesService} {}
;; Set the value of the url to your UserProfilesService
;; If un-set / "" the module is disabled
;; If the ProfileURL is not set, then very BASIC
;; profile support will be configured. If the ProfileURL is set to a
;; valid URL, then full profile support will be configured. The URL
;; points to your grid's Robust user profiles service
;;
; ProfileURL = http://127.0.0.1:9000
[SMTP] [SMTP]
enabled = false enabled = false
@ -917,56 +930,49 @@
;force_simple_prim_meshing = true ;force_simple_prim_meshing = true
[BulletSim] [BulletSim]
; World parameters ; All the BulletSim parameters can be displayed with the console command "physics get all"
; and all are defined in the source file OpenSim/Regions/Physics/BulletSPlugin/BSParam.cs.
; There are two bullet physics libraries, bulletunmanaged is the default and is a native c++ dll ; There are two bullet physics libraries, bulletunmanaged is the default and is a native c++ dll
; bulletxna is a managed C# dll. They have comparible functionality.. the c++ is much faster. ; bulletxna is a managed C# dll. They have comparible functionality but the c++ one is much faster.
BulletEngine = "bulletunmanaged" BulletEngine = "bulletunmanaged"
; BulletEngine = "bulletxna" ; BulletEngine = "bulletxna"
; Terrain Implementation {1|0} 0 for HeightField, 1 for Mesh terrain. If you're using the bulletxna engine, ; Terrain Implementation
; you will want to switch to the heightfield option TerrainImplementation = 1 ; 0=Heightfield, 1=mesh
TerrainImplementation = 1 ; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield resolution). '2'
; TerrainImplementation = 0 ; gives 512x512. Etc. Cannot be larger than '4'. Higher magnification uses lots of memory.
TerrainMeshMagnification = 2
Gravity = -9.80665 ; Avatar physics height adjustments. http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height
AvatarHeightLowFudge = -0.2 ; Adjustment at low end of height range
AvatarHeightMidFudge = 0.1 ; Adjustment at mid point of avatar height range
AvatarHeightHighFudge = 0.1 ; Adjustment at high end of height range
TerrainFriction = 0.30 ; Default linkset implmentation
TerrainHitFraction = 0.8 ; 'Constraint' uses physics constraints to hold linkset together. 'Compound' builds a compound
TerrainRestitution = 0 ; shape from the children shapes to create a single physical shape. 'Compound' uses a lot less CPU time.
TerrainCollisionMargin = 0.04
AvatarFriction = 0.2
AvatarStandingFriction = 0.95
AvatarRestitution = 0.0
AvatarDensity = 3.5
AvatarCapsuleWidth = 0.6
AvatarCapsuleDepth = 0.45
AvatarCapsuleHeight = 1.5
AvatarContactProcessingThreshold = 0.1
MaxObjectMass = 10000.01
CollisionMargin = 0.04
; Linkset implmentation
LinkImplementation = 1 ; 0=constraint, 1=compound LinkImplementation = 1 ; 0=constraint, 1=compound
; Whether to mesh sculpties ; If 'true', turn scuplties into meshes
MeshSculptedPrim = true MeshSculptedPrim = true
; If 'true', force simple prims (box and sphere) to be meshed ; If 'true', force simple prims (box and sphere) to be meshed
; If 'false', the Bullet native special case shape is used for square rectangles and even dimensioned spheres
ForceSimplePrimMeshing = false ForceSimplePrimMeshing = false
; Bullet step parameters ; If 'true', when creating meshes, remove all triangles that have two equal vertexes.
MaxSubSteps = 10 ; Happens often in sculpties. If turned off, there will be some doorways that cannot be walked through.
FixedTimeStep = .01667 ShouldRemoveZeroWidthTriangles = true
; If 'true', use convex hull definition in mesh asset if present.
ShouldUseAssetHulls = true
; If there are thousands of physical objects, these maximums should be increased.
MaxCollisionsPerFrame = 2048 MaxCollisionsPerFrame = 2048
MaxUpdatesPerFrame = 8192 MaxUpdatesPerFrame = 8192
; Detailed physics debug logging ; Detailed physics debug logging. Very verbose.
PhysicsLoggingEnabled = False PhysicsLoggingEnabled = False
PhysicsLoggingDir = "." PhysicsLoggingDir = "."
VehicleLoggingEnabled = False VehicleLoggingEnabled = False

View File

@ -71,10 +71,12 @@ HGInventoryServiceConnector = "HGInventoryService@8002/OpenSim.Server.Handlers.d
HGAssetServiceConnector = "HGAssetService@8002/OpenSim.Server.Handlers.dll:AssetServiceConnector" HGAssetServiceConnector = "HGAssetService@8002/OpenSim.Server.Handlers.dll:AssetServiceConnector"
;; Uncomment this if you want Groups V2, HG to work ;; Uncomment this if you want Groups V2, HG to work
; HGGroupsServiceConnector = "8002/OpenSim.Addons.Groups.dll:HGGroupsServiceRobustConnector" ; HGGroupsServiceConnector = "8002/OpenSim.Addons.Groups.dll:HGGroupsServiceRobustConnector"
;; Additions for other add-on modules. For example: ;; Additions for other add-on modules. For example:
;; WifiServerConnector = "8002/Diva.Wifi.dll:WifiServerConnector" ;; WifiServerConnector = "8002/Diva.Wifi.dll:WifiServerConnector"
;; Uncomment for UserProfiles see [UserProfilesService] to configure...
; UserProfilesServiceConnector = "8002/OpenSim.Server.Handlers.dll:UserProfilesConnector"
; * This is common for all services, it's the network setup for the entire ; * This is common for all services, it's the network setup for the entire
; * server instance, if none is specified above ; * server instance, if none is specified above
; * ; *
@ -595,4 +597,12 @@ HGAssetServiceConnector = "HGAssetService@8002/OpenSim.Server.Handlers.dll:Asset
;; Can overwrite the default in [Hypergrid], but probably shouldn't ;; Can overwrite the default in [Hypergrid], but probably shouldn't
; HomeURI = "http://127.0.0.1:8002" ; HomeURI = "http://127.0.0.1:8002"
[UserProfilesService]
LocalServiceModule = "OpenSim.Services.UserProfilesService.dll:UserProfilesService"
Enabled = false
;; Configure this for separate profiles database
;; ConnectionString = "Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;Old Guids=true;"
;; Realm = UserProfiles
UserAccountService = OpenSim.Services.UserAccountService.dll:UserAccountService
AuthenticationServiceModule = "OpenSim.Services.AuthenticationService.dll:PasswordAuthenticationService"

View File

@ -51,6 +51,8 @@ MapGetServiceConnector = "8002/OpenSim.Server.Handlers.dll:MapGetServiceConnecto
;; Uncomment this if you want Groups V2 to work ;; Uncomment this if you want Groups V2 to work
;GroupsServiceConnector = "8003/OpenSim.Addons.Groups.dll:GroupsServiceRobustConnector" ;GroupsServiceConnector = "8003/OpenSim.Addons.Groups.dll:GroupsServiceRobustConnector"
;; Uncomment for UserProfiles see [UserProfilesService] to configure...
; UserProfilesServiceConnector = "8002/OpenSim.Server.Handlers.dll:UserProfilesConnector"
; * This is common for all services, it's the network setup for the entire ; * This is common for all services, it's the network setup for the entire
; * server instance, if none is specified above ; * server instance, if none is specified above
@ -391,4 +393,13 @@ MapGetServiceConnector = "8002/OpenSim.Server.Handlers.dll:MapGetServiceConnecto
; password help: optional: page providing password assistance for users of your grid ; password help: optional: page providing password assistance for users of your grid
;password = http://127.0.0.1/password ;password = http://127.0.0.1/password
[UserProfilesService]
LocalServiceModule = "OpenSim.Services.UserProfilesService.dll:UserProfilesService"
Enabled = false
;; Configure this for separate profiles database
;; ConnectionString = "Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;Old Guids=true;"
;; Realm = UserProfiles
UserAccountService = OpenSim.Services.UserAccountService.dll:UserAccountService
AuthenticationServiceModule = "OpenSim.Services.AuthenticationService.dll:PasswordAuthenticationService"

View File

@ -352,3 +352,19 @@
;; If appearance is restricted, which accounts' appearances are allowed to be exported? ;; If appearance is restricted, which accounts' appearances are allowed to be exported?
;; Comma-separated list of account names ;; Comma-separated list of account names
AccountForAppearance = "Test User, Astronaut Smith" AccountForAppearance = "Test User, Astronaut Smith"
;; UserProfiles Service
;;
;; To use, set Enabled to true then configure for your site...
[UserProfilesService]
LocalServiceModule = "OpenSim.Services.UserProfilesService.dll:UserProfilesService"
Enabled = false
;; Configure this for separate databse
; ConnectionString = "Data Source=localhost;Database=opensim;User ID=opensim;Password=***;Old Guids=true;"
; Realm = UserProfiles
UserAccountService = OpenSim.Services.UserAccountService.dll:UserAccountService
AuthenticationServiceModule = "OpenSim.Services.AuthenticationService.dll:PasswordAuthenticationService"

View File

@ -19,6 +19,7 @@
GridUserServices = "LocalGridUserServicesConnector" GridUserServices = "LocalGridUserServicesConnector"
SimulationServices = "RemoteSimulationConnectorModule" SimulationServices = "RemoteSimulationConnectorModule"
AvatarServices = "LocalAvatarServicesConnector" AvatarServices = "LocalAvatarServicesConnector"
UserProfilesServices = "LocalUserProfilesServicesConnector"
MapImageService = "MapImageServiceModule" MapImageService = "MapImageServiceModule"
EntityTransferModule = "HGEntityTransferModule" EntityTransferModule = "HGEntityTransferModule"
InventoryAccessModule = "HGInventoryAccessModule" InventoryAccessModule = "HGInventoryAccessModule"
@ -184,7 +185,6 @@
UserAgentService = "OpenSim.Services.HypergridService.dll:UserAgentService" UserAgentService = "OpenSim.Services.HypergridService.dll:UserAgentService"
InGatekeeper = True InGatekeeper = True
;; This should always be the very last thing on this file ;; This should always be the very last thing on this file
[Includes] [Includes]
Include-Common = "config-include/StandaloneCommon.ini" Include-Common = "config-include/StandaloneCommon.ini"

View File

@ -282,6 +282,7 @@
<Reference name="System.Data"/> <Reference name="System.Data"/>
<Reference name="XMLRPC" path="../../bin/"/> <Reference name="XMLRPC" path="../../bin/"/>
<Reference name="OpenMetaverse" path="../../bin/"/> <Reference name="OpenMetaverse" path="../../bin/"/>
<Reference name="OpenMetaverse.StructuredData" path="../../bin/"/>
<Reference name="OpenMetaverseTypes" path="../../bin/"/> <Reference name="OpenMetaverseTypes" path="../../bin/"/>
<Reference name="OpenSim.Framework"/> <Reference name="OpenSim.Framework"/>
<Reference name="log4net" path="../../bin/"/> <Reference name="log4net" path="../../bin/"/>
@ -1360,6 +1361,42 @@
</Files> </Files>
</Project> </Project>
<Project frameworkVersion="v3_5" name="OpenSim.Services.UserProfilesService" path="OpenSim/Services/UserProfilesService" type="Library">
<Configuration name="Debug">
<Options>
<OutputPath>../../../bin/</OutputPath>
</Options>
</Configuration>
<Configuration name="Release">
<Options>
<OutputPath>../../../bin/</OutputPath>
</Options>
</Configuration>
<ReferencePath>../../../bin/</ReferencePath>
<Reference name="System"/>
<Reference name="System.Core"/>
<Reference name="OpenSim.Framework"/>
<Reference name="OpenSim.Framework.Console"/>
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
<Reference name="OpenSim.Services.UserAccountService"/>
<Reference name="OpenSim.Services.Interfaces"/>
<Reference name="OpenSim.Services.Connectors"/>
<Reference name="OpenSim.Services.Base"/>
<Reference name="OpenSim.Server.Base"/>
<Reference name="OpenSim.Data"/>
<Reference name="OpenMetaverseTypes" path="../../../bin/"/>
<Reference name="OpenMetaverse" path="../../../bin/"/>
<Reference name="OpenMetaverse.StructuredData" path="../../../bin/"/>
<Reference name="Nini" path="../../../bin/"/>
<Reference name="log4net" path="../../../bin/"/>
<Files>
<Match pattern="*.cs" recurse="true"/>
</Files>
</Project>
<Project frameworkVersion="v3_5" name="OpenSim.Server.Handlers" path="OpenSim/Server/Handlers" type="Library"> <Project frameworkVersion="v3_5" name="OpenSim.Server.Handlers" path="OpenSim/Server/Handlers" type="Library">
<Configuration name="Debug"> <Configuration name="Debug">
<Options> <Options>
@ -2102,6 +2139,7 @@
<Reference name="OpenSim.Data"/> <Reference name="OpenSim.Data"/>
<Reference name="OpenMetaverseTypes" path="../../../bin/"/> <Reference name="OpenMetaverseTypes" path="../../../bin/"/>
<Reference name="OpenMetaverse" path="../../../bin/"/> <Reference name="OpenMetaverse" path="../../../bin/"/>
<Reference name="OpenMetaverse.StructuredData" path="../../../bin/"/>
<Reference name="MySql.Data" path="../../../bin/"/> <Reference name="MySql.Data" path="../../../bin/"/>
<Reference name="OpenSim.Framework.Console"/> <Reference name="OpenSim.Framework.Console"/>
<Reference name="OpenSim.Region.Framework"/> <Reference name="OpenSim.Region.Framework"/>