Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
757d9163fa
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@ -126,6 +126,7 @@ namespace OpenSim.Framework
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private int m_physPrimMax = 0;
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private bool m_clampPrimSize = false;
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private int m_objectCapacity = 0;
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private int m_linksetCapacity = 0;
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private int m_agentCapacity = 0;
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private string m_regionType = String.Empty;
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private RegionLightShareData m_windlight = new RegionLightShareData();
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@ -317,6 +318,11 @@ namespace OpenSim.Framework
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get { return m_objectCapacity; }
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}
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public int LinksetCapacity
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{
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get { return m_linksetCapacity; }
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}
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public int AgentCapacity
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{
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get { return m_agentCapacity; }
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@ -654,6 +660,9 @@ namespace OpenSim.Framework
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m_objectCapacity = config.GetInt("MaxPrims", 15000);
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allKeys.Remove("MaxPrims");
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m_linksetCapacity = config.GetInt("LinksetPrims", 0);
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allKeys.Remove("LinksetPrims");
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#endregion
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@ -709,6 +718,9 @@ namespace OpenSim.Framework
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if (m_objectCapacity != 0)
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config.Set("MaxPrims", m_objectCapacity);
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if (m_linksetCapacity != 0)
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config.Set("LinksetPrims", m_linksetCapacity);
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if (m_agentCapacity != 0)
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config.Set("MaxAgents", m_agentCapacity);
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@ -804,6 +816,9 @@ namespace OpenSim.Framework
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configMember.addConfigurationOption("object_capacity", ConfigurationOption.ConfigurationTypes.TYPE_INT32,
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"Max objects this sim will hold", m_objectCapacity.ToString(), true);
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configMember.addConfigurationOption("linkset_capacity", ConfigurationOption.ConfigurationTypes.TYPE_INT32,
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"Max prims an object will hold", m_linksetCapacity.ToString(), true);
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configMember.addConfigurationOption("agent_capacity", ConfigurationOption.ConfigurationTypes.TYPE_INT32,
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"Max avatars this sim will hold", m_agentCapacity.ToString(), true);
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@ -922,6 +937,9 @@ namespace OpenSim.Framework
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case "object_capacity":
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m_objectCapacity = (int)configuration_result;
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break;
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case "linkset_capacity":
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m_linksetCapacity = (int)configuration_result;
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break;
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case "agent_capacity":
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m_agentCapacity = (int)configuration_result;
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break;
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@ -1052,4 +1070,4 @@ namespace OpenSim.Framework
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return kvp;
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}
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}
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}
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}
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@ -49,8 +49,12 @@ using OpenSim.Region.Framework.Scenes;
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using OpenSim.Services.Interfaces;
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[assembly: Addin("FlotsamAssetCache", "1.1")]
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[assembly: AddinDependency("OpenSim", "0.5")]
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namespace OpenSim.Region.CoreModules.Asset
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{
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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")]
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public class FlotsamAssetCache : ISharedRegionModule, IImprovedAssetCache, IAssetService
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{
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private static readonly ILog m_log =
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@ -35,7 +35,6 @@ using Nini.Config;
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using NUnit.Framework;
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using OpenMetaverse;
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using OpenMetaverse.Assets;
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using OpenSim.Region.CoreModules.Asset;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Framework.Scenes.Serialization;
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@ -34,7 +34,6 @@
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<RegionModule id="LureModule" type="OpenSim.Region.CoreModules.Avatar.Lure.LureModule" />
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<RegionModule id="InventoryTransferModule" type="OpenSim.Region.CoreModules.Avatar.Inventory.Transfer.InventoryTransferModule" />
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<RegionModule id="CoreAssetCache" type="OpenSim.Region.CoreModules.Asset.CoreAssetCache" />
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<RegionModule id="FlotsamAssetCache" type="OpenSim.Region.CoreModules.Asset.FlotsamAssetCache" />
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<RegionModule id="GlynnTuckerAssetCache" type="OpenSim.Region.CoreModules.Asset.GlynnTuckerAssetCache" />
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<RegionModule id="CenomeMemoryAssetCache" type="OpenSim.Region.CoreModules.Asset.CenomeMemoryAssetCache"/>
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<RegionModule id="LibraryModule" type="OpenSim.Region.CoreModules.Framework.Library.LibraryModule"/>
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@ -47,26 +47,71 @@ namespace OpenSim.Region.Framework.Scenes
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public delegate void OnFrameDelegate();
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/// <summary>
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/// Triggered on each sim frame.
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/// </summary>
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/// <remarks>
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/// This gets triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.Update"/>
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/// Core uses it for things like Sun, Wind & Clouds
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/// The MRM module also uses it.
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/// </remarks>
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public event OnFrameDelegate OnFrame;
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public delegate void ClientMovement(ScenePresence client);
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/// <summary>
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/// Trigerred when an agent moves.
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/// </summary>
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/// <remarks>
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/// This gets triggered in <see cref="OpenSim.Region.Framework.Scenes.ScenePresence.HandleAgentUpdate"/>
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/// prior to <see cref="OpenSim.Region.Framework.Scenes.ScenePresence.TriggerScenePresenceUpdated"/>
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/// </remarks>
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public event ClientMovement OnClientMovement;
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public delegate void OnTerrainTaintedDelegate();
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/// <summary>
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/// Triggered if the terrain has been edited
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/// </summary>
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/// <remarks>
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/// This gets triggered in <see cref="OpenSim.Region.CoreModules.World.Terrain.CheckForTerrainUpdates"/>
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/// after it determines that an update has been made.
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/// </remarks>
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public event OnTerrainTaintedDelegate OnTerrainTainted;
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public delegate void OnTerrainTickDelegate();
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/// <summary>
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/// Triggered if the terrain has been edited
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/// </summary>
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/// <remarks>
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/// This gets triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.UpdateTerrain"/>
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/// but is used by core solely to update the physics engine.
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/// </remarks>
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public event OnTerrainTickDelegate OnTerrainTick;
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public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
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/// <summary>
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/// Triggered when a region is backed up/persisted to storage
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/// </summary>
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/// <remarks>
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/// This gets triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.Backup"/>
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/// and is fired before the persistence occurs.
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/// </remarks>
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public event OnBackupDelegate OnBackup;
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public delegate void OnClientConnectCoreDelegate(IClientCore client);
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/// <summary>
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/// Triggered when a new client connects to the scene.
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/// </summary>
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/// <remarks>
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/// This gets triggered in <see cref="TriggerOnNewClient"/>,
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/// which checks if an instance of <see cref="OpenSim.Framework.IClientAPI"/>
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/// also implements <see cref="OpenSim.Framework.Client.IClientCore"/> and as such,
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/// is not triggered by <see cref="OpenSim.Region.OptionalModules.World.NPC">NPCs</see>.
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/// </remarks>
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public event OnClientConnectCoreDelegate OnClientConnect;
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public delegate void OnNewClientDelegate(IClientAPI client);
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@ -87,10 +132,24 @@ namespace OpenSim.Region.Framework.Scenes
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public delegate void OnNewPresenceDelegate(ScenePresence presence);
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/// <summary>
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/// Triggered when a new presence is added to the scene
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/// </summary>
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/// <remarks>
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/// Triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.AddNewClient"/> which is used by both
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/// <see cref="OpenSim.Framework.PresenceType.User">users</see> and <see cref="OpenSim.Framework.PresenceType.Npc">NPCs</see>
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/// </remarks>
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public event OnNewPresenceDelegate OnNewPresence;
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public delegate void OnRemovePresenceDelegate(UUID agentId);
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/// <summary>
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/// Triggered when a presence is removed from the scene
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/// </summary>
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/// <remarks>
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/// Triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.AddNewClient"/> which is used by both
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/// <see cref="OpenSim.Framework.PresenceType.User">users</see> and <see cref="OpenSim.Framework.PresenceType.Npc">NPCs</see>
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/// </remarks>
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public event OnRemovePresenceDelegate OnRemovePresence;
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public delegate void OnParcelPrimCountUpdateDelegate();
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@ -481,6 +540,9 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="copy"></param>
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/// <param name="original"></param>
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/// <param name="userExposed">True if the duplicate will immediately be in the scene, false otherwise</param>
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/// <remarks>
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/// Triggered in <see cref="OpenSim.Region.Framework.Scenes.SceneObjectPart.Copy"/>
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/// </remarks>
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public event SceneObjectPartCopyDelegate OnSceneObjectPartCopy;
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public delegate void SceneObjectPartCopyDelegate(SceneObjectPart copy, SceneObjectPart original, bool userExposed);
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@ -123,6 +123,11 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public float m_maxPhys = 10;
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/// <summary>
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/// Max prims an object will hold
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/// </summary>
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public int m_linksetCapacity = 0;
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public bool m_clampPrimSize;
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public bool m_trustBinaries;
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public bool m_allowScriptCrossings;
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@ -772,6 +777,12 @@ namespace OpenSim.Region.Framework.Scenes
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m_clampPrimSize = true;
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}
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m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity);
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if (RegionInfo.LinksetCapacity > 0)
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{
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m_linksetCapacity = RegionInfo.LinksetCapacity;
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}
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m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete);
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m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
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m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
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@ -2014,6 +2014,24 @@ namespace OpenSim.Region.Framework.Scenes
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if (objectGroup == this)
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return;
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// If the configured linkset capacity is greater than zero,
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// and the new linkset would have a prim count higher than this
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// value, do not link it.
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if (m_scene.m_linksetCapacity > 0 &&
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(PrimCount + objectGroup.PrimCount) >
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m_scene.m_linksetCapacity)
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{
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m_log.DebugFormat(
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"[SCENE OBJECT GROUP]: Cannot link group with root" +
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" part {0}, {1} ({2} prims) to group with root part" +
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" {3}, {4} ({5} prims) because the new linkset" +
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" would exceed the configured maximum of {6}",
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objectGroup.RootPart.Name, objectGroup.RootPart.UUID,
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objectGroup.PrimCount, RootPart.Name, RootPart.UUID,
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PrimCount, m_scene.m_linksetCapacity);
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return;
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}
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// 'linkPart' == the root of the group being linked into this group
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SceneObjectPart linkPart = objectGroup.m_rootPart;
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@ -254,7 +254,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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object[] convertedParms = new object[parms.Length];
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for (int i = 0; i < parms.Length; i++)
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convertedParms[i] = ConvertFromLSL(parms[i],signature[i]);
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convertedParms[i] = ConvertFromLSL(parms[i],signature[i], fname);
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// now call the function, the contract with the function is that it will always return
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// non-null but don't trust it completely
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@ -294,7 +294,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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/// <summary>
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/// </summary>
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protected object ConvertFromLSL(object lslparm, Type type)
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protected object ConvertFromLSL(object lslparm, Type type, string fname)
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{
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// ---------- String ----------
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if (lslparm is LSL_String)
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@ -374,14 +374,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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(LSL_Vector)plist[i]);
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}
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else
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MODError("unknown LSL list element type");
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MODError(String.Format("{0}: unknown LSL list element type", fname));
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}
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return result;
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}
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}
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MODError(String.Format("parameter type mismatch; expecting {0}",type.Name));
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MODError(String.Format("{1}: parameter type mismatch; expecting {0}",type.Name, fname));
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return null;
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}
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@ -107,6 +107,11 @@
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;; If a viewer attempts to rez a prim larger than the non-physical or physical prim max, clamp the dimensions to the appropriate maximum
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;; This can be overriden in the region config file.
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; ClampPrimSize = false
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;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
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;; Maximum number of prims allowable in a linkset. Affects creating new linksets. Ignored if less than or equal to zero.
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;; This can be overriden in the region config file.
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; LinksetPrims = 0
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;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
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;; Allow scripts to keep running when they cross region boundaries, rather than being restarted. State is reloaded on the destination region.
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@ -94,6 +94,10 @@
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; If a viewer attempts to rez a prim larger than the non-physical or physical prim max, clamp the dimensions to the appropriate maximum
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; This can be overriden in the region config file.
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ClampPrimSize = false
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; Maximum number of prims allowable in a linkset. Affects creating new linksets. Ignored if less than or equal to zero.
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; This can be overriden in the region config file.
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LinksetPrims = 0
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; Allow scripts to keep running when they cross region boundaries, rather than being restarted. State is reloaded on the destination region.
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; This only applies when crossing to a region running in a different simulator.
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