Merge branch 'master' into careminster
Conflicts: OpenSim/Framework/Monitoring/BaseStatsCollector.cs OpenSim/Region/Application/OpenSim.cs OpenSim/Region/Application/OpenSimBase.cs OpenSim/Region/Framework/Scenes/SceneManager.cs bin/OpenMetaverse.Rendering.Meshmerizer.dll bin/OpenMetaverse.StructuredData.dll bin/OpenMetaverse.dll bin/OpenMetaverseTypes.dll prebuild.xmlavinationmerge
commit
771d79e83e
|
@ -44,6 +44,8 @@ bin/Physics*
|
||||||
bin/Terrain*
|
bin/Terrain*
|
||||||
bin/Regions/*
|
bin/Regions/*
|
||||||
bin/UserAssets
|
bin/UserAssets
|
||||||
|
bin/assetcache
|
||||||
|
bin/maptiles
|
||||||
bin/estate_settings.xml
|
bin/estate_settings.xml
|
||||||
bin/config-include/CenomeCache.ini
|
bin/config-include/CenomeCache.ini
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||||||
bin/config-include/FlotsamCache.ini
|
bin/config-include/FlotsamCache.ini
|
||||||
|
|
|
@ -71,6 +71,14 @@ namespace OpenSim.Framework
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||||||
/// </summary>
|
/// </summary>
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||||||
bool LoginsEnabled { get; set; }
|
bool LoginsEnabled { get; set; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Is this region ready for use?
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||||||
|
/// </summary>
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||||||
|
/// <remarks>
|
||||||
|
/// This does not mean that logins are enabled, merely that they can be.
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||||||
|
/// </remarks>
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||||||
|
bool Ready { get; set; }
|
||||||
|
|
||||||
float TimeDilation { get; }
|
float TimeDilation { get; }
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||||||
|
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||||||
bool AllowScriptCrossings { get; }
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bool AllowScriptCrossings { get; }
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|
|
|
@ -28,7 +28,7 @@
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using System;
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using System;
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using System.Timers;
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using System.Timers;
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|
|
||||||
namespace OpenSim.Framework.Statistics
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namespace OpenSim.Framework.Monitoring
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{
|
{
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/// <summary>
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/// <summary>
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||||||
/// Asset service statistics collection
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/// Asset service statistics collection
|
|
@ -31,8 +31,7 @@ using System.Text;
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||||||
using OpenMetaverse;
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using OpenMetaverse;
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using OpenMetaverse.StructuredData;
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using OpenMetaverse.StructuredData;
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||||||
|
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|
namespace OpenSim.Framework.Monitoring
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namespace OpenSim.Framework.Statistics
|
|
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{
|
{
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/// <summary>
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/// <summary>
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/// Statistics which all collectors are interested in reporting
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/// Statistics which all collectors are interested in reporting
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@ -25,7 +25,7 @@
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||||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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||||||
*/
|
*/
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||||||
|
|
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namespace OpenSim.Framework.Statistics.Interfaces
|
namespace OpenSim.Framework.Monitoring.Interfaces
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||||||
{
|
{
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||||||
/// <summary>
|
/// <summary>
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||||||
/// Implemented by objects which allow statistical information to be pulled from them.
|
/// Implemented by objects which allow statistical information to be pulled from them.
|
|
@ -25,7 +25,7 @@
|
||||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*/
|
*/
|
||||||
|
|
||||||
namespace OpenSim.Framework.Statistics
|
namespace OpenSim.Framework.Monitoring
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{
|
{
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/// <summary>
|
/// <summary>
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||||||
/// Implemented by classes which collect up non-viewer statistical information
|
/// Implemented by classes which collect up non-viewer statistical information
|
|
@ -0,0 +1,129 @@
|
||||||
|
/*
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||||||
|
* Copyright (c) Contributors, http://opensimulator.org/
|
||||||
|
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||||
|
*
|
||||||
|
* Redistribution and use in source and binary forms, with or without
|
||||||
|
* modification, are permitted provided that the following conditions are met:
|
||||||
|
* * Redistributions of source code must retain the above copyright
|
||||||
|
* notice, this list of conditions and the following disclaimer.
|
||||||
|
* * Redistributions in binary form must reproduce the above copyright
|
||||||
|
* notice, this list of conditions and the following disclaimer in the
|
||||||
|
* documentation and/or other materials provided with the distribution.
|
||||||
|
* * Neither the name of the OpenSimulator Project nor the
|
||||||
|
* names of its contributors may be used to endorse or promote products
|
||||||
|
* derived from this software without specific prior written permission.
|
||||||
|
*
|
||||||
|
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||||
|
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||||
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||||
|
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||||
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||||
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||||
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||||
|
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||||
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||||
|
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
|
*/
|
||||||
|
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
using System.Reflection;
|
||||||
|
using System.Threading;
|
||||||
|
using log4net;
|
||||||
|
|
||||||
|
namespace OpenSim.Framework.Monitoring
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Experimental watchdog for memory usage.
|
||||||
|
/// </summary>
|
||||||
|
public static class MemoryWatchdog
|
||||||
|
{
|
||||||
|
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Is this watchdog active?
|
||||||
|
/// </summary>
|
||||||
|
public static bool Enabled
|
||||||
|
{
|
||||||
|
get { return m_enabled; }
|
||||||
|
set
|
||||||
|
{
|
||||||
|
// m_log.DebugFormat("[MEMORY WATCHDOG]: Setting MemoryWatchdog.Enabled to {0}", value);
|
||||||
|
|
||||||
|
if (value && !m_enabled)
|
||||||
|
UpdateLastRecord(GC.GetTotalMemory(false), Util.EnvironmentTickCount());
|
||||||
|
|
||||||
|
m_enabled = value;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private static bool m_enabled;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Average memory churn in bytes per millisecond.
|
||||||
|
/// </summary>
|
||||||
|
public static double AverageMemoryChurn
|
||||||
|
{
|
||||||
|
get { if (m_samples.Count > 0) return m_samples.Average(); else return 0; }
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Maximum number of statistical samples.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// At the moment this corresponds to 1 minute since the sampling rate is every 2.5 seconds as triggered from
|
||||||
|
/// the main Watchdog.
|
||||||
|
/// </remarks>
|
||||||
|
private static int m_maxSamples = 24;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Time when the watchdog was last updated.
|
||||||
|
/// </summary>
|
||||||
|
private static int m_lastUpdateTick;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Memory used at time of last watchdog update.
|
||||||
|
/// </summary>
|
||||||
|
private static long m_lastUpdateMemory;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Memory churn rate per millisecond.
|
||||||
|
/// </summary>
|
||||||
|
// private static double m_churnRatePerMillisecond;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Historical samples for calculating moving average.
|
||||||
|
/// </summary>
|
||||||
|
private static Queue<double> m_samples = new Queue<double>(m_maxSamples);
|
||||||
|
|
||||||
|
public static void Update()
|
||||||
|
{
|
||||||
|
int now = Util.EnvironmentTickCount();
|
||||||
|
long memoryNow = GC.GetTotalMemory(false);
|
||||||
|
long memoryDiff = memoryNow - m_lastUpdateMemory;
|
||||||
|
|
||||||
|
if (memoryDiff >= 0)
|
||||||
|
{
|
||||||
|
if (m_samples.Count >= m_maxSamples)
|
||||||
|
m_samples.Dequeue();
|
||||||
|
|
||||||
|
double elapsed = Util.EnvironmentTickCountSubtract(now, m_lastUpdateTick);
|
||||||
|
|
||||||
|
// This should never happen since it's not useful for updates to occur with no time elapsed, but
|
||||||
|
// protect ourselves from a divide-by-zero just in case.
|
||||||
|
if (elapsed == 0)
|
||||||
|
return;
|
||||||
|
|
||||||
|
m_samples.Enqueue(memoryDiff / (double)elapsed);
|
||||||
|
}
|
||||||
|
|
||||||
|
UpdateLastRecord(memoryNow, now);
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void UpdateLastRecord(long memoryNow, int timeNow)
|
||||||
|
{
|
||||||
|
m_lastUpdateMemory = memoryNow;
|
||||||
|
m_lastUpdateTick = timeNow;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -28,12 +28,11 @@
|
||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Text;
|
using System.Text;
|
||||||
|
|
||||||
using OpenMetaverse;
|
using OpenMetaverse;
|
||||||
using OpenSim.Framework.Statistics.Interfaces;
|
|
||||||
using OpenMetaverse.StructuredData;
|
using OpenMetaverse.StructuredData;
|
||||||
|
using OpenSim.Framework.Monitoring.Interfaces;
|
||||||
|
|
||||||
namespace OpenSim.Framework.Statistics
|
namespace OpenSim.Framework.Monitoring
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Collects sim statistics which aren't already being collected for the linden viewer's statistics pane
|
/// Collects sim statistics which aren't already being collected for the linden viewer's statistics pane
|
|
@ -25,7 +25,7 @@
|
||||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*/
|
*/
|
||||||
|
|
||||||
namespace OpenSim.Framework.Statistics
|
namespace OpenSim.Framework.Monitoring
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Singleton used to provide access to statistics reporters
|
/// Singleton used to provide access to statistics reporters
|
|
@ -27,7 +27,7 @@
|
||||||
|
|
||||||
using System.Timers;
|
using System.Timers;
|
||||||
|
|
||||||
namespace OpenSim.Framework.Statistics
|
namespace OpenSim.Framework.Monitoring
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Collects user service statistics
|
/// Collects user service statistics
|
|
@ -31,7 +31,7 @@ using System.Linq;
|
||||||
using System.Threading;
|
using System.Threading;
|
||||||
using log4net;
|
using log4net;
|
||||||
|
|
||||||
namespace OpenSim.Framework
|
namespace OpenSim.Framework.Monitoring
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Manages launching threads and keeping watch over them for timeouts
|
/// Manages launching threads and keeping watch over them for timeouts
|
||||||
|
@ -325,6 +325,9 @@ namespace OpenSim.Framework
|
||||||
callback(callbackInfo);
|
callback(callbackInfo);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (MemoryWatchdog.Enabled)
|
||||||
|
MemoryWatchdog.Update();
|
||||||
|
|
||||||
m_watchdogTimer.Start();
|
m_watchdogTimer.Start();
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -482,9 +482,16 @@ namespace OpenSim.Framework
|
||||||
MainConsole.Instance.Output("=====================================\n");
|
MainConsole.Instance.Output("=====================================\n");
|
||||||
|
|
||||||
if (name == String.Empty)
|
if (name == String.Empty)
|
||||||
|
{
|
||||||
|
while (name.Trim() == string.Empty)
|
||||||
|
{
|
||||||
name = MainConsole.Instance.CmdPrompt("New region name", name);
|
name = MainConsole.Instance.CmdPrompt("New region name", name);
|
||||||
if (name == String.Empty)
|
if (name.Trim() == string.Empty)
|
||||||
throw new Exception("Cannot interactively create region with no name");
|
{
|
||||||
|
MainConsole.Instance.Output("Cannot interactively create region with no name");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
source.AddConfig(name);
|
source.AddConfig(name);
|
||||||
|
|
||||||
|
@ -515,15 +522,20 @@ namespace OpenSim.Framework
|
||||||
//
|
//
|
||||||
allKeys.Remove("RegionUUID");
|
allKeys.Remove("RegionUUID");
|
||||||
string regionUUID = config.GetString("RegionUUID", string.Empty);
|
string regionUUID = config.GetString("RegionUUID", string.Empty);
|
||||||
if (regionUUID == String.Empty)
|
if (!UUID.TryParse(regionUUID.Trim(), out RegionID))
|
||||||
{
|
{
|
||||||
UUID newID = UUID.Random();
|
UUID newID = UUID.Random();
|
||||||
|
while (RegionID == UUID.Zero)
|
||||||
|
{
|
||||||
regionUUID = MainConsole.Instance.CmdPrompt("RegionUUID", newID.ToString());
|
regionUUID = MainConsole.Instance.CmdPrompt("RegionUUID", newID.ToString());
|
||||||
|
if (!UUID.TryParse(regionUUID.Trim(), out RegionID))
|
||||||
|
{
|
||||||
|
MainConsole.Instance.Output("RegionUUID must be a valid UUID");
|
||||||
|
}
|
||||||
|
}
|
||||||
config.Set("RegionUUID", regionUUID);
|
config.Set("RegionUUID", regionUUID);
|
||||||
}
|
}
|
||||||
|
|
||||||
RegionID = new UUID(regionUUID);
|
|
||||||
originRegionID = RegionID; // What IS this?! (Needed for RegionCombinerModule?)
|
originRegionID = RegionID; // What IS this?! (Needed for RegionCombinerModule?)
|
||||||
|
|
||||||
// Location
|
// Location
|
||||||
|
|
|
@ -40,9 +40,9 @@ using log4net.Core;
|
||||||
using log4net.Repository;
|
using log4net.Repository;
|
||||||
using OpenSim.Framework;
|
using OpenSim.Framework;
|
||||||
using OpenSim.Framework.Console;
|
using OpenSim.Framework.Console;
|
||||||
|
using OpenSim.Framework.Monitoring;
|
||||||
using OpenSim.Framework.Servers;
|
using OpenSim.Framework.Servers;
|
||||||
using OpenSim.Framework.Servers.HttpServer;
|
using OpenSim.Framework.Servers.HttpServer;
|
||||||
using OpenSim.Framework.Statistics;
|
|
||||||
using Timer=System.Timers.Timer;
|
using Timer=System.Timers.Timer;
|
||||||
|
|
||||||
using OpenMetaverse;
|
using OpenMetaverse;
|
||||||
|
|
|
@ -45,6 +45,7 @@ using OpenMetaverse.StructuredData;
|
||||||
using CoolHTTPListener = HttpServer.HttpListener;
|
using CoolHTTPListener = HttpServer.HttpListener;
|
||||||
using HttpListener=System.Net.HttpListener;
|
using HttpListener=System.Net.HttpListener;
|
||||||
using LogPrio=HttpServer.LogPrio;
|
using LogPrio=HttpServer.LogPrio;
|
||||||
|
using OpenSim.Framework.Monitoring;
|
||||||
|
|
||||||
namespace OpenSim.Framework.Servers.HttpServer
|
namespace OpenSim.Framework.Servers.HttpServer
|
||||||
{
|
{
|
||||||
|
|
|
@ -32,6 +32,7 @@ using System.Reflection;
|
||||||
using log4net;
|
using log4net;
|
||||||
using HttpServer;
|
using HttpServer;
|
||||||
using OpenSim.Framework;
|
using OpenSim.Framework;
|
||||||
|
using OpenSim.Framework.Monitoring;
|
||||||
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
|
|
@ -36,6 +36,7 @@ using HttpServer;
|
||||||
using OpenMetaverse;
|
using OpenMetaverse;
|
||||||
using System.Reflection;
|
using System.Reflection;
|
||||||
using log4net;
|
using log4net;
|
||||||
|
using OpenSim.Framework.Monitoring;
|
||||||
|
|
||||||
namespace OpenSim.Framework.Servers.HttpServer
|
namespace OpenSim.Framework.Servers.HttpServer
|
||||||
{
|
{
|
||||||
|
|
|
@ -40,7 +40,7 @@ using OpenMetaverse;
|
||||||
using OpenSim.Framework;
|
using OpenSim.Framework;
|
||||||
using OpenSim.Framework.Console;
|
using OpenSim.Framework.Console;
|
||||||
using OpenSim.Framework.Servers;
|
using OpenSim.Framework.Servers;
|
||||||
using OpenSim.Framework.Statistics;
|
using OpenSim.Framework.Monitoring;
|
||||||
using OpenSim.Region.Framework.Interfaces;
|
using OpenSim.Region.Framework.Interfaces;
|
||||||
using OpenSim.Region.Framework.Scenes;
|
using OpenSim.Region.Framework.Scenes;
|
||||||
|
|
||||||
|
@ -200,9 +200,9 @@ namespace OpenSim
|
||||||
PrintFileToConsole("startuplogo.txt");
|
PrintFileToConsole("startuplogo.txt");
|
||||||
|
|
||||||
// For now, start at the 'root' level by default
|
// For now, start at the 'root' level by default
|
||||||
if (m_sceneManager.Scenes.Count == 1) // If there is only one region, select it
|
if (SceneManager.Scenes.Count == 1) // If there is only one region, select it
|
||||||
ChangeSelectedRegion("region",
|
ChangeSelectedRegion("region",
|
||||||
new string[] {"change", "region", m_sceneManager.Scenes[0].RegionInfo.RegionName});
|
new string[] {"change", "region", SceneManager.Scenes[0].RegionInfo.RegionName});
|
||||||
else
|
else
|
||||||
ChangeSelectedRegion("region", new string[] {"change", "region", "root"});
|
ChangeSelectedRegion("region", new string[] {"change", "region", "root"});
|
||||||
|
|
||||||
|
@ -461,7 +461,7 @@ namespace OpenSim
|
||||||
if (cmdparams.Length > 4)
|
if (cmdparams.Length > 4)
|
||||||
alert = String.Format("\n{0}\n", String.Join(" ", cmdparams, 4, cmdparams.Length - 4));
|
alert = String.Format("\n{0}\n", String.Join(" ", cmdparams, 4, cmdparams.Length - 4));
|
||||||
|
|
||||||
IList agents = m_sceneManager.GetCurrentSceneAvatars();
|
IList agents = SceneManager.GetCurrentSceneAvatars();
|
||||||
|
|
||||||
foreach (ScenePresence presence in agents)
|
foreach (ScenePresence presence in agents)
|
||||||
{
|
{
|
||||||
|
@ -542,7 +542,7 @@ namespace OpenSim
|
||||||
private void HandleForceUpdate(string module, string[] args)
|
private void HandleForceUpdate(string module, string[] args)
|
||||||
{
|
{
|
||||||
MainConsole.Instance.Output("Updating all clients");
|
MainConsole.Instance.Output("Updating all clients");
|
||||||
m_sceneManager.ForceCurrentSceneClientUpdate();
|
SceneManager.ForceCurrentSceneClientUpdate();
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -554,7 +554,7 @@ namespace OpenSim
|
||||||
{
|
{
|
||||||
if (args.Length == 6)
|
if (args.Length == 6)
|
||||||
{
|
{
|
||||||
m_sceneManager.HandleEditCommandOnCurrentScene(args);
|
SceneManager.HandleEditCommandOnCurrentScene(args);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -765,7 +765,7 @@ namespace OpenSim
|
||||||
case "load":
|
case "load":
|
||||||
if (cmdparams.Length > 1)
|
if (cmdparams.Length > 1)
|
||||||
{
|
{
|
||||||
foreach (Scene s in new ArrayList(m_sceneManager.Scenes))
|
foreach (Scene s in new ArrayList(SceneManager.Scenes))
|
||||||
{
|
{
|
||||||
MainConsole.Instance.Output(String.Format("Loading module: {0}", cmdparams[1]));
|
MainConsole.Instance.Output(String.Format("Loading module: {0}", cmdparams[1]));
|
||||||
m_moduleLoader.LoadRegionModules(cmdparams[1], s);
|
m_moduleLoader.LoadRegionModules(cmdparams[1], s);
|
||||||
|
@ -803,14 +803,14 @@ namespace OpenSim
|
||||||
|
|
||||||
case "backup":
|
case "backup":
|
||||||
MainConsole.Instance.Output("Triggering save of pending object updates to persistent store");
|
MainConsole.Instance.Output("Triggering save of pending object updates to persistent store");
|
||||||
m_sceneManager.BackupCurrentScene();
|
SceneManager.BackupCurrentScene();
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case "remove-region":
|
case "remove-region":
|
||||||
string regRemoveName = CombineParams(cmdparams, 0);
|
string regRemoveName = CombineParams(cmdparams, 0);
|
||||||
|
|
||||||
Scene removeScene;
|
Scene removeScene;
|
||||||
if (m_sceneManager.TryGetScene(regRemoveName, out removeScene))
|
if (SceneManager.TryGetScene(regRemoveName, out removeScene))
|
||||||
RemoveRegion(removeScene, false);
|
RemoveRegion(removeScene, false);
|
||||||
else
|
else
|
||||||
MainConsole.Instance.Output("No region with that name");
|
MainConsole.Instance.Output("No region with that name");
|
||||||
|
@ -820,14 +820,14 @@ namespace OpenSim
|
||||||
string regDeleteName = CombineParams(cmdparams, 0);
|
string regDeleteName = CombineParams(cmdparams, 0);
|
||||||
|
|
||||||
Scene killScene;
|
Scene killScene;
|
||||||
if (m_sceneManager.TryGetScene(regDeleteName, out killScene))
|
if (SceneManager.TryGetScene(regDeleteName, out killScene))
|
||||||
RemoveRegion(killScene, true);
|
RemoveRegion(killScene, true);
|
||||||
else
|
else
|
||||||
MainConsole.Instance.Output("no region with that name");
|
MainConsole.Instance.Output("no region with that name");
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case "restart":
|
case "restart":
|
||||||
m_sceneManager.RestartCurrentScene();
|
SceneManager.RestartCurrentScene();
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -842,7 +842,7 @@ namespace OpenSim
|
||||||
{
|
{
|
||||||
string newRegionName = CombineParams(cmdparams, 2);
|
string newRegionName = CombineParams(cmdparams, 2);
|
||||||
|
|
||||||
if (!m_sceneManager.TrySetCurrentScene(newRegionName))
|
if (!SceneManager.TrySetCurrentScene(newRegionName))
|
||||||
MainConsole.Instance.Output(String.Format("Couldn't select region {0}", newRegionName));
|
MainConsole.Instance.Output(String.Format("Couldn't select region {0}", newRegionName));
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
@ -850,7 +850,7 @@ namespace OpenSim
|
||||||
MainConsole.Instance.Output("Usage: change region <region name>");
|
MainConsole.Instance.Output("Usage: change region <region name>");
|
||||||
}
|
}
|
||||||
|
|
||||||
string regionName = (m_sceneManager.CurrentScene == null ? "root" : m_sceneManager.CurrentScene.RegionInfo.RegionName);
|
string regionName = (SceneManager.CurrentScene == null ? "root" : SceneManager.CurrentScene.RegionInfo.RegionName);
|
||||||
MainConsole.Instance.Output(String.Format("Currently selected region is {0}", regionName));
|
MainConsole.Instance.Output(String.Format("Currently selected region is {0}", regionName));
|
||||||
|
|
||||||
// m_log.DebugFormat("Original prompt is {0}", m_consolePrompt);
|
// m_log.DebugFormat("Original prompt is {0}", m_consolePrompt);
|
||||||
|
@ -868,7 +868,7 @@ namespace OpenSim
|
||||||
});
|
});
|
||||||
|
|
||||||
m_console.DefaultPrompt = prompt;
|
m_console.DefaultPrompt = prompt;
|
||||||
m_console.ConsoleScene = m_sceneManager.CurrentScene;
|
m_console.ConsoleScene = SceneManager.CurrentScene;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -892,7 +892,7 @@ namespace OpenSim
|
||||||
int newDebug;
|
int newDebug;
|
||||||
if (int.TryParse(args[2], out newDebug))
|
if (int.TryParse(args[2], out newDebug))
|
||||||
{
|
{
|
||||||
m_sceneManager.SetDebugPacketLevelOnCurrentScene(newDebug, name);
|
SceneManager.SetDebugPacketLevelOnCurrentScene(newDebug, name);
|
||||||
// We provide user information elsewhere if any clients had their debug level set.
|
// We provide user information elsewhere if any clients had their debug level set.
|
||||||
// MainConsole.Instance.OutputFormat("Debug packet level set to {0}", newDebug);
|
// MainConsole.Instance.OutputFormat("Debug packet level set to {0}", newDebug);
|
||||||
}
|
}
|
||||||
|
@ -907,7 +907,7 @@ namespace OpenSim
|
||||||
case "scene":
|
case "scene":
|
||||||
if (args.Length == 4)
|
if (args.Length == 4)
|
||||||
{
|
{
|
||||||
if (m_sceneManager.CurrentScene == null)
|
if (SceneManager.CurrentScene == null)
|
||||||
{
|
{
|
||||||
MainConsole.Instance.Output("Please use 'change region <regioname>' first");
|
MainConsole.Instance.Output("Please use 'change region <regioname>' first");
|
||||||
}
|
}
|
||||||
|
@ -915,7 +915,7 @@ namespace OpenSim
|
||||||
{
|
{
|
||||||
string key = args[2];
|
string key = args[2];
|
||||||
string value = args[3];
|
string value = args[3];
|
||||||
m_sceneManager.CurrentScene.SetSceneCoreDebug(
|
SceneManager.CurrentScene.SetSceneCoreDebug(
|
||||||
new Dictionary<string, string>() { { key, value } });
|
new Dictionary<string, string>() { { key, value } });
|
||||||
|
|
||||||
MainConsole.Instance.OutputFormat("Set debug scene {0} = {1}", key, value);
|
MainConsole.Instance.OutputFormat("Set debug scene {0} = {1}", key, value);
|
||||||
|
@ -954,10 +954,10 @@ namespace OpenSim
|
||||||
IList agents;
|
IList agents;
|
||||||
if (showParams.Length > 1 && showParams[1] == "full")
|
if (showParams.Length > 1 && showParams[1] == "full")
|
||||||
{
|
{
|
||||||
agents = m_sceneManager.GetCurrentScenePresences();
|
agents = SceneManager.GetCurrentScenePresences();
|
||||||
} else
|
} else
|
||||||
{
|
{
|
||||||
agents = m_sceneManager.GetCurrentSceneAvatars();
|
agents = SceneManager.GetCurrentSceneAvatars();
|
||||||
}
|
}
|
||||||
|
|
||||||
MainConsole.Instance.Output(String.Format("\nAgents connected: {0}\n", agents.Count));
|
MainConsole.Instance.Output(String.Format("\nAgents connected: {0}\n", agents.Count));
|
||||||
|
@ -1037,7 +1037,7 @@ namespace OpenSim
|
||||||
MainConsole.Instance.Output("Shared Module: " + module.Name);
|
MainConsole.Instance.Output("Shared Module: " + module.Name);
|
||||||
}
|
}
|
||||||
|
|
||||||
m_sceneManager.ForEachScene(
|
SceneManager.ForEachScene(
|
||||||
delegate(Scene scene) {
|
delegate(Scene scene) {
|
||||||
m_log.Error("The currently loaded modules in " + scene.RegionInfo.RegionName + " are:");
|
m_log.Error("The currently loaded modules in " + scene.RegionInfo.RegionName + " are:");
|
||||||
foreach (IRegionModule module in scene.Modules.Values)
|
foreach (IRegionModule module in scene.Modules.Values)
|
||||||
|
@ -1050,7 +1050,7 @@ namespace OpenSim
|
||||||
}
|
}
|
||||||
);
|
);
|
||||||
|
|
||||||
m_sceneManager.ForEachScene(
|
SceneManager.ForEachScene(
|
||||||
delegate(Scene scene) {
|
delegate(Scene scene) {
|
||||||
MainConsole.Instance.Output("Loaded new region modules in" + scene.RegionInfo.RegionName + " are:");
|
MainConsole.Instance.Output("Loaded new region modules in" + scene.RegionInfo.RegionName + " are:");
|
||||||
foreach (IRegionModuleBase module in scene.RegionModules.Values)
|
foreach (IRegionModuleBase module in scene.RegionModules.Values)
|
||||||
|
@ -1066,7 +1066,7 @@ namespace OpenSim
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case "regions":
|
case "regions":
|
||||||
m_sceneManager.ForEachScene(
|
SceneManager.ForEachScene(
|
||||||
delegate(Scene scene)
|
delegate(Scene scene)
|
||||||
{
|
{
|
||||||
MainConsole.Instance.Output(String.Format(
|
MainConsole.Instance.Output(String.Format(
|
||||||
|
@ -1080,7 +1080,7 @@ namespace OpenSim
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case "ratings":
|
case "ratings":
|
||||||
m_sceneManager.ForEachScene(
|
SceneManager.ForEachScene(
|
||||||
delegate(Scene scene)
|
delegate(Scene scene)
|
||||||
{
|
{
|
||||||
string rating = "";
|
string rating = "";
|
||||||
|
@ -1115,7 +1115,7 @@ namespace OpenSim
|
||||||
cdt.AddColumn("IP", 16);
|
cdt.AddColumn("IP", 16);
|
||||||
cdt.AddColumn("Viewer Name", 24);
|
cdt.AddColumn("Viewer Name", 24);
|
||||||
|
|
||||||
m_sceneManager.ForEachScene(
|
SceneManager.ForEachScene(
|
||||||
s =>
|
s =>
|
||||||
{
|
{
|
||||||
foreach (AgentCircuitData aCircuit in s.AuthenticateHandler.GetAgentCircuits().Values)
|
foreach (AgentCircuitData aCircuit in s.AuthenticateHandler.GetAgentCircuits().Values)
|
||||||
|
@ -1140,7 +1140,7 @@ namespace OpenSim
|
||||||
cdt.AddColumn("Endpoint", 23);
|
cdt.AddColumn("Endpoint", 23);
|
||||||
cdt.AddColumn("Active?", 7);
|
cdt.AddColumn("Active?", 7);
|
||||||
|
|
||||||
m_sceneManager.ForEachScene(
|
SceneManager.ForEachScene(
|
||||||
s => s.ForEachClient(
|
s => s.ForEachClient(
|
||||||
c => cdt.AddRow(
|
c => cdt.AddRow(
|
||||||
s.Name,
|
s.Name,
|
||||||
|
@ -1161,11 +1161,11 @@ namespace OpenSim
|
||||||
{
|
{
|
||||||
if (cmdparams.Length > 5)
|
if (cmdparams.Length > 5)
|
||||||
{
|
{
|
||||||
m_sceneManager.SaveNamedPrimsToXml2(cmdparams[3], cmdparams[4]);
|
SceneManager.SaveNamedPrimsToXml2(cmdparams[3], cmdparams[4]);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
m_sceneManager.SaveNamedPrimsToXml2("Primitive", DEFAULT_PRIM_BACKUP_FILENAME);
|
SceneManager.SaveNamedPrimsToXml2("Primitive", DEFAULT_PRIM_BACKUP_FILENAME);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1180,11 +1180,11 @@ namespace OpenSim
|
||||||
|
|
||||||
if (cmdparams.Length > 0)
|
if (cmdparams.Length > 0)
|
||||||
{
|
{
|
||||||
m_sceneManager.SaveCurrentSceneToXml(cmdparams[2]);
|
SceneManager.SaveCurrentSceneToXml(cmdparams[2]);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
m_sceneManager.SaveCurrentSceneToXml(DEFAULT_PRIM_BACKUP_FILENAME);
|
SceneManager.SaveCurrentSceneToXml(DEFAULT_PRIM_BACKUP_FILENAME);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1221,13 +1221,13 @@ namespace OpenSim
|
||||||
MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z));
|
MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
m_sceneManager.LoadCurrentSceneFromXml(cmdparams[0], generateNewIDS, loadOffset);
|
SceneManager.LoadCurrentSceneFromXml(cmdparams[2], generateNewIDS, loadOffset);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
m_sceneManager.LoadCurrentSceneFromXml(DEFAULT_PRIM_BACKUP_FILENAME, false, loadOffset);
|
SceneManager.LoadCurrentSceneFromXml(DEFAULT_PRIM_BACKUP_FILENAME, false, loadOffset);
|
||||||
}
|
}
|
||||||
catch (FileNotFoundException)
|
catch (FileNotFoundException)
|
||||||
{
|
{
|
||||||
|
@ -1244,11 +1244,11 @@ namespace OpenSim
|
||||||
{
|
{
|
||||||
if (cmdparams.Length > 2)
|
if (cmdparams.Length > 2)
|
||||||
{
|
{
|
||||||
m_sceneManager.SaveCurrentSceneToXml2(cmdparams[2]);
|
SceneManager.SaveCurrentSceneToXml2(cmdparams[2]);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
m_sceneManager.SaveCurrentSceneToXml2(DEFAULT_PRIM_BACKUP_FILENAME);
|
SceneManager.SaveCurrentSceneToXml2(DEFAULT_PRIM_BACKUP_FILENAME);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1263,7 +1263,7 @@ namespace OpenSim
|
||||||
{
|
{
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
m_sceneManager.LoadCurrentSceneFromXml2(cmdparams[2]);
|
SceneManager.LoadCurrentSceneFromXml2(cmdparams[2]);
|
||||||
}
|
}
|
||||||
catch (FileNotFoundException)
|
catch (FileNotFoundException)
|
||||||
{
|
{
|
||||||
|
@ -1274,7 +1274,7 @@ namespace OpenSim
|
||||||
{
|
{
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
m_sceneManager.LoadCurrentSceneFromXml2(DEFAULT_PRIM_BACKUP_FILENAME);
|
SceneManager.LoadCurrentSceneFromXml2(DEFAULT_PRIM_BACKUP_FILENAME);
|
||||||
}
|
}
|
||||||
catch (FileNotFoundException)
|
catch (FileNotFoundException)
|
||||||
{
|
{
|
||||||
|
@ -1291,7 +1291,7 @@ namespace OpenSim
|
||||||
{
|
{
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
m_sceneManager.LoadArchiveToCurrentScene(cmdparams);
|
SceneManager.LoadArchiveToCurrentScene(cmdparams);
|
||||||
}
|
}
|
||||||
catch (Exception e)
|
catch (Exception e)
|
||||||
{
|
{
|
||||||
|
@ -1305,7 +1305,7 @@ namespace OpenSim
|
||||||
/// <param name="cmdparams"></param>
|
/// <param name="cmdparams"></param>
|
||||||
protected void SaveOar(string module, string[] cmdparams)
|
protected void SaveOar(string module, string[] cmdparams)
|
||||||
{
|
{
|
||||||
m_sceneManager.SaveCurrentSceneToArchive(cmdparams);
|
SceneManager.SaveCurrentSceneToArchive(cmdparams);
|
||||||
}
|
}
|
||||||
|
|
||||||
private static string CombineParams(string[] commandParams, int pos)
|
private static string CombineParams(string[] commandParams, int pos)
|
||||||
|
|
|
@ -40,7 +40,7 @@ using OpenSim.Framework.Communications;
|
||||||
using OpenSim.Framework.Console;
|
using OpenSim.Framework.Console;
|
||||||
using OpenSim.Framework.Servers;
|
using OpenSim.Framework.Servers;
|
||||||
using OpenSim.Framework.Servers.HttpServer;
|
using OpenSim.Framework.Servers.HttpServer;
|
||||||
using OpenSim.Framework.Statistics;
|
using OpenSim.Framework.Monitoring;
|
||||||
using OpenSim.Region.ClientStack;
|
using OpenSim.Region.ClientStack;
|
||||||
using OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts;
|
using OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts;
|
||||||
using OpenSim.Region.Framework;
|
using OpenSim.Region.Framework;
|
||||||
|
@ -300,7 +300,7 @@ namespace OpenSim
|
||||||
|
|
||||||
private void HandleCommanderCommand(string module, string[] cmd)
|
private void HandleCommanderCommand(string module, string[] cmd)
|
||||||
{
|
{
|
||||||
m_sceneManager.SendCommandToPluginModules(cmd);
|
SceneManager.SendCommandToPluginModules(cmd);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void HandleCommanderHelp(string module, string[] cmd)
|
private void HandleCommanderHelp(string module, string[] cmd)
|
||||||
|
@ -318,7 +318,10 @@ namespace OpenSim
|
||||||
// Called from base.StartUp()
|
// Called from base.StartUp()
|
||||||
|
|
||||||
m_httpServerPort = m_networkServersInfo.HttpListenerPort;
|
m_httpServerPort = m_networkServersInfo.HttpListenerPort;
|
||||||
m_sceneManager.OnRestartSim += handleRestartRegion;
|
SceneManager.OnRestartSim += handleRestartRegion;
|
||||||
|
|
||||||
|
// Only start the memory watchdog once all regions are ready
|
||||||
|
SceneManager.OnRegionsReadyStatusChange += sm => MemoryWatchdog.Enabled = sm.AllRegionsReady;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -480,7 +483,7 @@ namespace OpenSim
|
||||||
scene.SnmpService.BootInfo("ScriptEngine started", scene);
|
scene.SnmpService.BootInfo("ScriptEngine started", scene);
|
||||||
}
|
}
|
||||||
|
|
||||||
m_sceneManager.Add(scene);
|
SceneManager.Add(scene);
|
||||||
|
|
||||||
if (m_autoCreateClientStack)
|
if (m_autoCreateClientStack)
|
||||||
{
|
{
|
||||||
|
@ -510,7 +513,6 @@ namespace OpenSim
|
||||||
}
|
}
|
||||||
|
|
||||||
scene.Start();
|
scene.Start();
|
||||||
|
|
||||||
scene.StartScripts();
|
scene.StartScripts();
|
||||||
|
|
||||||
return clientServer;
|
return clientServer;
|
||||||
|
@ -644,14 +646,14 @@ namespace OpenSim
|
||||||
{
|
{
|
||||||
// only need to check this if we are not at the
|
// only need to check this if we are not at the
|
||||||
// root level
|
// root level
|
||||||
if ((m_sceneManager.CurrentScene != null) &&
|
if ((SceneManager.CurrentScene != null) &&
|
||||||
(m_sceneManager.CurrentScene.RegionInfo.RegionID == scene.RegionInfo.RegionID))
|
(SceneManager.CurrentScene.RegionInfo.RegionID == scene.RegionInfo.RegionID))
|
||||||
{
|
{
|
||||||
m_sceneManager.TrySetCurrentScene("..");
|
SceneManager.TrySetCurrentScene("..");
|
||||||
}
|
}
|
||||||
|
|
||||||
scene.DeleteAllSceneObjects();
|
scene.DeleteAllSceneObjects();
|
||||||
m_sceneManager.CloseScene(scene);
|
SceneManager.CloseScene(scene);
|
||||||
ShutdownClientServer(scene.RegionInfo);
|
ShutdownClientServer(scene.RegionInfo);
|
||||||
|
|
||||||
if (!cleanup)
|
if (!cleanup)
|
||||||
|
@ -693,7 +695,7 @@ namespace OpenSim
|
||||||
public void RemoveRegion(string name, bool cleanUp)
|
public void RemoveRegion(string name, bool cleanUp)
|
||||||
{
|
{
|
||||||
Scene target;
|
Scene target;
|
||||||
if (m_sceneManager.TryGetScene(name, out target))
|
if (SceneManager.TryGetScene(name, out target))
|
||||||
RemoveRegion(target, cleanUp);
|
RemoveRegion(target, cleanUp);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -706,13 +708,13 @@ namespace OpenSim
|
||||||
{
|
{
|
||||||
// only need to check this if we are not at the
|
// only need to check this if we are not at the
|
||||||
// root level
|
// root level
|
||||||
if ((m_sceneManager.CurrentScene != null) &&
|
if ((SceneManager.CurrentScene != null) &&
|
||||||
(m_sceneManager.CurrentScene.RegionInfo.RegionID == scene.RegionInfo.RegionID))
|
(SceneManager.CurrentScene.RegionInfo.RegionID == scene.RegionInfo.RegionID))
|
||||||
{
|
{
|
||||||
m_sceneManager.TrySetCurrentScene("..");
|
SceneManager.TrySetCurrentScene("..");
|
||||||
}
|
}
|
||||||
|
|
||||||
m_sceneManager.CloseScene(scene);
|
SceneManager.CloseScene(scene);
|
||||||
ShutdownClientServer(scene.RegionInfo);
|
ShutdownClientServer(scene.RegionInfo);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -724,7 +726,7 @@ namespace OpenSim
|
||||||
public void CloseRegion(string name)
|
public void CloseRegion(string name)
|
||||||
{
|
{
|
||||||
Scene target;
|
Scene target;
|
||||||
if (m_sceneManager.TryGetScene(name, out target))
|
if (SceneManager.TryGetScene(name, out target))
|
||||||
CloseRegion(target);
|
CloseRegion(target);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -980,7 +982,7 @@ namespace OpenSim
|
||||||
|
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
m_sceneManager.Close();
|
SceneManager.Close();
|
||||||
}
|
}
|
||||||
catch (Exception e)
|
catch (Exception e)
|
||||||
{
|
{
|
||||||
|
@ -1005,7 +1007,7 @@ namespace OpenSim
|
||||||
/// <param name="usernum">The first out parameter describing the number of all the avatars in the Region server</param>
|
/// <param name="usernum">The first out parameter describing the number of all the avatars in the Region server</param>
|
||||||
public void GetAvatarNumber(out int usernum)
|
public void GetAvatarNumber(out int usernum)
|
||||||
{
|
{
|
||||||
usernum = m_sceneManager.GetCurrentSceneAvatars().Count;
|
usernum = SceneManager.GetCurrentSceneAvatars().Count;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -1014,7 +1016,7 @@ namespace OpenSim
|
||||||
/// <param name="regionnum">The first out parameter describing the number of regions</param>
|
/// <param name="regionnum">The first out parameter describing the number of regions</param>
|
||||||
public void GetRegionNumber(out int regionnum)
|
public void GetRegionNumber(out int regionnum)
|
||||||
{
|
{
|
||||||
regionnum = m_sceneManager.Scenes.Count;
|
regionnum = SceneManager.Scenes.Count;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|
|
@ -41,7 +41,7 @@ using OpenMetaverse.Messages.Linden;
|
||||||
using OpenMetaverse.StructuredData;
|
using OpenMetaverse.StructuredData;
|
||||||
using OpenSim.Framework;
|
using OpenSim.Framework;
|
||||||
using OpenSim.Framework.Client;
|
using OpenSim.Framework.Client;
|
||||||
using OpenSim.Framework.Statistics;
|
using OpenSim.Framework.Monitoring;
|
||||||
using OpenSim.Region.Framework.Interfaces;
|
using OpenSim.Region.Framework.Interfaces;
|
||||||
using OpenSim.Region.Framework.Scenes;
|
using OpenSim.Region.Framework.Scenes;
|
||||||
using OpenSim.Services.Interfaces;
|
using OpenSim.Services.Interfaces;
|
||||||
|
|
|
@ -37,7 +37,7 @@ using log4net;
|
||||||
using Nini.Config;
|
using Nini.Config;
|
||||||
using OpenMetaverse.Packets;
|
using OpenMetaverse.Packets;
|
||||||
using OpenSim.Framework;
|
using OpenSim.Framework;
|
||||||
using OpenSim.Framework.Statistics;
|
using OpenSim.Framework.Monitoring;
|
||||||
using OpenSim.Region.Framework.Scenes;
|
using OpenSim.Region.Framework.Scenes;
|
||||||
using OpenMetaverse;
|
using OpenMetaverse;
|
||||||
|
|
||||||
|
|
|
@ -53,9 +53,8 @@ namespace OpenSim.Region.ClientStack
|
||||||
protected ISimulationDataService m_simulationDataService;
|
protected ISimulationDataService m_simulationDataService;
|
||||||
protected IEstateDataService m_estateDataService;
|
protected IEstateDataService m_estateDataService;
|
||||||
protected ClientStackManager m_clientStackManager;
|
protected ClientStackManager m_clientStackManager;
|
||||||
protected SceneManager m_sceneManager = new SceneManager();
|
|
||||||
|
|
||||||
public SceneManager SceneManager { get { return m_sceneManager; } }
|
public SceneManager SceneManager { get; protected set; }
|
||||||
public NetworkServersInfo NetServersInfo { get { return m_networkServersInfo; } }
|
public NetworkServersInfo NetServersInfo { get { return m_networkServersInfo; } }
|
||||||
public ISimulationDataService SimulationDataService { get { return m_simulationDataService; } }
|
public ISimulationDataService SimulationDataService { get { return m_simulationDataService; } }
|
||||||
public IEstateDataService EstateDataService { get { return m_estateDataService; } }
|
public IEstateDataService EstateDataService { get { return m_estateDataService; } }
|
||||||
|
@ -77,6 +76,7 @@ namespace OpenSim.Region.ClientStack
|
||||||
|
|
||||||
protected override void StartupSpecific()
|
protected override void StartupSpecific()
|
||||||
{
|
{
|
||||||
|
SceneManager = new SceneManager();
|
||||||
m_clientStackManager = CreateClientStackManager();
|
m_clientStackManager = CreateClientStackManager();
|
||||||
|
|
||||||
Initialize();
|
Initialize();
|
||||||
|
|
|
@ -37,7 +37,7 @@ using Nini.Config;
|
||||||
using OpenMetaverse;
|
using OpenMetaverse;
|
||||||
using OpenSim.Framework;
|
using OpenSim.Framework;
|
||||||
using OpenSim.Framework.Console;
|
using OpenSim.Framework.Console;
|
||||||
using OpenSim.Framework.Statistics;
|
using OpenSim.Framework.Monitoring;
|
||||||
using OpenSim.Region.Framework.Interfaces;
|
using OpenSim.Region.Framework.Interfaces;
|
||||||
using OpenSim.Region.Framework.Scenes;
|
using OpenSim.Region.Framework.Scenes;
|
||||||
|
|
||||||
|
|
|
@ -204,8 +204,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
||||||
|
|
||||||
AssetBase asset = m_Scene.CreateAsset(name, description, assetType, data, remoteClient.AgentId);
|
AssetBase asset = m_Scene.CreateAsset(name, description, assetType, data, remoteClient.AgentId);
|
||||||
m_Scene.AssetService.Store(asset);
|
m_Scene.AssetService.Store(asset);
|
||||||
|
m_Scene.CreateNewInventoryItem(
|
||||||
m_Scene.CreateNewInventoryItem(remoteClient, remoteClient.AgentId.ToString(), string.Empty, folderID, asset.Name, 0, callbackID, asset, invType, nextOwnerMask, creationDate);
|
remoteClient, remoteClient.AgentId.ToString(), string.Empty, folderID,
|
||||||
|
name, description, 0, callbackID, asset, invType, nextOwnerMask, creationDate);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
|
|
@ -40,6 +40,7 @@ using OpenMetaverse;
|
||||||
using OpenMetaverse.StructuredData;
|
using OpenMetaverse.StructuredData;
|
||||||
using OpenSim.Framework;
|
using OpenSim.Framework;
|
||||||
using OpenSim.Framework.Capabilities;
|
using OpenSim.Framework.Capabilities;
|
||||||
|
using OpenSim.Framework.Monitoring;
|
||||||
using OpenSim.Framework.Servers;
|
using OpenSim.Framework.Servers;
|
||||||
using OpenSim.Region.Framework.Interfaces;
|
using OpenSim.Region.Framework.Interfaces;
|
||||||
using OpenSim.Region.Framework.Scenes;
|
using OpenSim.Region.Framework.Scenes;
|
||||||
|
|
|
@ -31,7 +31,7 @@ using System.Collections.Generic;
|
||||||
using System.Reflection;
|
using System.Reflection;
|
||||||
using Nini.Config;
|
using Nini.Config;
|
||||||
using OpenSim.Framework;
|
using OpenSim.Framework;
|
||||||
using OpenSim.Framework.Statistics;
|
using OpenSim.Framework.Monitoring;
|
||||||
using OpenSim.Services.Connectors;
|
using OpenSim.Services.Connectors;
|
||||||
using OpenSim.Region.Framework.Interfaces;
|
using OpenSim.Region.Framework.Interfaces;
|
||||||
using OpenSim.Region.Framework.Scenes;
|
using OpenSim.Region.Framework.Scenes;
|
||||||
|
|
|
@ -131,11 +131,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
|
||||||
m_enabled = true;
|
m_enabled = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
///<summary>
|
|
||||||
///
|
|
||||||
///</summary>
|
|
||||||
|
|
||||||
|
|
||||||
///<summary>
|
///<summary>
|
||||||
///
|
///
|
||||||
///</summary>
|
///</summary>
|
||||||
|
@ -149,7 +144,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
|
||||||
lock (m_scenes)
|
lock (m_scenes)
|
||||||
m_scenes[scene.RegionInfo.RegionID] = scene;
|
m_scenes[scene.RegionInfo.RegionID] = scene;
|
||||||
|
|
||||||
scene.EventManager.OnRegionReady += s => UploadMapTile(s);
|
scene.EventManager.OnRegionReadyStatusChange += s => { if (s.Ready) UploadMapTile(s); };
|
||||||
}
|
}
|
||||||
|
|
||||||
///<summary>
|
///<summary>
|
||||||
|
|
|
@ -37,7 +37,7 @@ using Nini.Config;
|
||||||
using OpenMetaverse;
|
using OpenMetaverse;
|
||||||
using OpenSim.Framework;
|
using OpenSim.Framework;
|
||||||
using OpenSim.Framework.Console;
|
using OpenSim.Framework.Console;
|
||||||
using OpenSim.Framework.Statistics;
|
using OpenSim.Framework.Monitoring;
|
||||||
using OpenSim.Region.Framework.Interfaces;
|
using OpenSim.Region.Framework.Interfaces;
|
||||||
using OpenSim.Region.Framework.Scenes;
|
using OpenSim.Region.Framework.Scenes;
|
||||||
|
|
||||||
|
|
|
@ -37,7 +37,7 @@ using Nini.Config;
|
||||||
using OpenMetaverse;
|
using OpenMetaverse;
|
||||||
using OpenSim.Framework;
|
using OpenSim.Framework;
|
||||||
using OpenSim.Framework.Console;
|
using OpenSim.Framework.Console;
|
||||||
using OpenSim.Framework.Statistics;
|
using OpenSim.Framework.Monitoring;
|
||||||
using OpenSim.Region.Framework.Interfaces;
|
using OpenSim.Region.Framework.Interfaces;
|
||||||
using OpenSim.Region.Framework.Scenes;
|
using OpenSim.Region.Framework.Scenes;
|
||||||
|
|
||||||
|
|
|
@ -42,6 +42,7 @@ using OpenMetaverse.Imaging;
|
||||||
using OpenMetaverse.StructuredData;
|
using OpenMetaverse.StructuredData;
|
||||||
using OpenSim.Framework;
|
using OpenSim.Framework;
|
||||||
using OpenSim.Framework.Capabilities;
|
using OpenSim.Framework.Capabilities;
|
||||||
|
using OpenSim.Framework.Monitoring;
|
||||||
using OpenSim.Framework.Servers;
|
using OpenSim.Framework.Servers;
|
||||||
using OpenSim.Framework.Servers.HttpServer;
|
using OpenSim.Framework.Servers.HttpServer;
|
||||||
using OpenSim.Region.Framework.Interfaces;
|
using OpenSim.Region.Framework.Interfaces;
|
||||||
|
|
|
@ -40,8 +40,6 @@ namespace OpenSim.Region.Framework.Interfaces
|
||||||
/// </remarks>
|
/// </remarks>
|
||||||
public interface IScenePresence : ISceneAgent
|
public interface IScenePresence : ISceneAgent
|
||||||
{
|
{
|
||||||
PresenceType PresenceType { get; }
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Copy of the script states while the agent is in transit. This state may
|
/// Copy of the script states while the agent is in transit. This state may
|
||||||
/// need to be placed back in case of transfer fail.
|
/// need to be placed back in case of transfer fail.
|
||||||
|
|
|
@ -517,8 +517,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
/// A region is considered ready when startup operations such as loading of scripts already on the region
|
/// A region is considered ready when startup operations such as loading of scripts already on the region
|
||||||
/// have been completed.
|
/// have been completed.
|
||||||
/// </remarks>
|
/// </remarks>
|
||||||
public event RegionReady OnRegionReady;
|
public event Action<IScene> OnRegionReadyStatusChange;
|
||||||
public delegate void RegionReady(IScene scene);
|
|
||||||
|
|
||||||
public delegate void PrimsLoaded(Scene s);
|
public delegate void PrimsLoaded(Scene s);
|
||||||
public event PrimsLoaded OnPrimsLoaded;
|
public event PrimsLoaded OnPrimsLoaded;
|
||||||
|
@ -2533,13 +2532,13 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void TriggerRegionReady(IScene scene)
|
public void TriggerRegionReadyStatusChange(IScene scene)
|
||||||
{
|
{
|
||||||
RegionReady handler = OnRegionReady;
|
Action<IScene> handler = OnRegionReadyStatusChange;
|
||||||
|
|
||||||
if (handler != null)
|
if (handler != null)
|
||||||
{
|
{
|
||||||
foreach (RegionReady d in handler.GetInvocationList())
|
foreach (Action<IScene> d in handler.GetInvocationList())
|
||||||
{
|
{
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
|
@ -2547,7 +2546,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
}
|
}
|
||||||
catch (Exception e)
|
catch (Exception e)
|
||||||
{
|
{
|
||||||
m_log.ErrorFormat("[EVENT MANAGER]: Delegate for OnRegionReady failed - continuing {0} - {1}",
|
m_log.ErrorFormat("[EVENT MANAGER]: Delegate for OnRegionReadyStatusChange failed - continuing {0} - {1}",
|
||||||
e.Message, e.StackTrace);
|
e.Message, e.StackTrace);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -39,7 +39,7 @@ using OpenSim.Framework.Communications;
|
||||||
using OpenSim.Framework.Console;
|
using OpenSim.Framework.Console;
|
||||||
using OpenSim.Framework.Servers;
|
using OpenSim.Framework.Servers;
|
||||||
using OpenSim.Framework.Servers.HttpServer;
|
using OpenSim.Framework.Servers.HttpServer;
|
||||||
using OpenSim.Framework.Statistics;
|
using OpenSim.Framework.Monitoring;
|
||||||
using OpenSim.Region.Framework;
|
using OpenSim.Region.Framework;
|
||||||
using OpenSim.Region.Framework.Interfaces;
|
using OpenSim.Region.Framework.Interfaces;
|
||||||
using OpenSim.Region.Framework.Scenes;
|
using OpenSim.Region.Framework.Scenes;
|
||||||
|
|
|
@ -811,16 +811,20 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
&& oldAgentID == LibraryService.LibraryRootFolder.Owner))
|
&& oldAgentID == LibraryService.LibraryRootFolder.Owner))
|
||||||
{
|
{
|
||||||
CreateNewInventoryItem(
|
CreateNewInventoryItem(
|
||||||
remoteClient, item.CreatorId, item.CreatorData, newFolderID, newName, item.Flags, callbackID, asset, (sbyte)item.InvType,
|
remoteClient, item.CreatorId, item.CreatorData, newFolderID,
|
||||||
item.BasePermissions, item.CurrentPermissions, item.EveryOnePermissions, item.NextPermissions, item.GroupPermissions, Util.UnixTimeSinceEpoch());
|
newName, item.Description, item.Flags, callbackID, asset, (sbyte)item.InvType,
|
||||||
|
item.BasePermissions, item.CurrentPermissions, item.EveryOnePermissions,
|
||||||
|
item.NextPermissions, item.GroupPermissions, Util.UnixTimeSinceEpoch());
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// If item is transfer or permissions are off or calling agent is allowed to copy item owner's inventory item.
|
// If item is transfer or permissions are off or calling agent is allowed to copy item owner's inventory item.
|
||||||
if (((item.CurrentPermissions & (uint)PermissionMask.Transfer) != 0) && (m_permissions.BypassPermissions() || m_permissions.CanCopyUserInventory(remoteClient.AgentId, oldItemID)))
|
if (((item.CurrentPermissions & (uint)PermissionMask.Transfer) != 0)
|
||||||
|
&& (m_permissions.BypassPermissions()
|
||||||
|
|| m_permissions.CanCopyUserInventory(remoteClient.AgentId, oldItemID)))
|
||||||
{
|
{
|
||||||
CreateNewInventoryItem(
|
CreateNewInventoryItem(
|
||||||
remoteClient, item.CreatorId, item.CreatorData, newFolderID, newName, item.Flags, callbackID,
|
remoteClient, item.CreatorId, item.CreatorData, newFolderID, newName, item.Description, item.Flags, callbackID,
|
||||||
asset, (sbyte) item.InvType,
|
asset, (sbyte) item.InvType,
|
||||||
item.NextPermissions, item.NextPermissions, item.EveryOnePermissions & item.NextPermissions,
|
item.NextPermissions, item.NextPermissions, item.EveryOnePermissions & item.NextPermissions,
|
||||||
item.NextPermissions, item.GroupPermissions, Util.UnixTimeSinceEpoch());
|
item.NextPermissions, item.GroupPermissions, Util.UnixTimeSinceEpoch());
|
||||||
|
@ -885,32 +889,50 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Create a new inventory item.
|
/// Create a new inventory item.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="remoteClient"></param>
|
/// <param name="remoteClient">Client creating this inventory item.</param>
|
||||||
/// <param name="folderID"></param>
|
/// <param name="creatorID"></param>
|
||||||
/// <param name="callbackID"></param>
|
/// <param name="creatorData"></param>
|
||||||
/// <param name="asset"></param>
|
/// <param name="folderID">UUID of folder in which this item should be placed.</param>
|
||||||
/// <param name="invType"></param>
|
/// <param name="name">Item name.</para>
|
||||||
/// <param name="nextOwnerMask"></param>
|
/// <param name="description">Item description.</param>
|
||||||
public void CreateNewInventoryItem(IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, string name, uint flags, uint callbackID,
|
/// <param name="flags">Item flags</param>
|
||||||
|
/// <param name="callbackID">Generated by the client.</para>
|
||||||
|
/// <param name="asset">Asset to which this item refers.</param>
|
||||||
|
/// <param name="invType">Type of inventory item.</param>
|
||||||
|
/// <param name="nextOwnerMask">Next owner pemrissions mask.</param>
|
||||||
|
/// <param name="creationDate">Unix timestamp at which this item was created.</param>
|
||||||
|
public void CreateNewInventoryItem(
|
||||||
|
IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
|
||||||
|
string name, string description, uint flags, uint callbackID,
|
||||||
AssetBase asset, sbyte invType, uint nextOwnerMask, int creationDate)
|
AssetBase asset, sbyte invType, uint nextOwnerMask, int creationDate)
|
||||||
{
|
{
|
||||||
CreateNewInventoryItem(
|
CreateNewInventoryItem(
|
||||||
remoteClient, creatorID, creatorData, folderID, name, flags, callbackID, asset, invType,
|
remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, asset, invType,
|
||||||
(uint)PermissionMask.All, (uint)PermissionMask.All, 0, nextOwnerMask, 0, creationDate);
|
(uint)PermissionMask.All, (uint)PermissionMask.All, 0, nextOwnerMask, 0, creationDate);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Create a new Inventory Item
|
/// Create a new Inventory Item
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="remoteClient"></param>
|
/// <param name="remoteClient">Client creating this inventory item.</param>
|
||||||
/// <param name="folderID"></param>
|
/// <param name="creatorID"></param>
|
||||||
/// <param name="callbackID"></param>
|
/// <param name="creatorData"></param>
|
||||||
/// <param name="asset"></param>
|
/// <param name="folderID">UUID of folder in which this item should be placed.</param>
|
||||||
/// <param name="invType"></param>
|
/// <param name="name">Item name.</para>
|
||||||
/// <param name="nextOwnerMask"></param>
|
/// <param name="description">Item description.</param>
|
||||||
/// <param name="creationDate"></param>
|
/// <param name="flags">Item flags</param>
|
||||||
|
/// <param name="callbackID">Generated by the client.</para>
|
||||||
|
/// <param name="asset">Asset to which this item refers.</param>
|
||||||
|
/// <param name="invType">Type of inventory item.</param>
|
||||||
|
/// <param name="baseMask">Base permissions mask.</param>
|
||||||
|
/// <param name="currentMask">Current permissions mask.</param>
|
||||||
|
/// <param name="everyoneMask">Everyone permissions mask.</param>
|
||||||
|
/// <param name="nextOwnerMask">Next owner pemrissions mask.</param>
|
||||||
|
/// <param name="groupMask">Group permissions mask.</param>
|
||||||
|
/// <param name="creationDate">Unix timestamp at which this item was created.</param>
|
||||||
private void CreateNewInventoryItem(
|
private void CreateNewInventoryItem(
|
||||||
IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, string name, uint flags, uint callbackID, AssetBase asset, sbyte invType,
|
IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
|
||||||
|
string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType,
|
||||||
uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate)
|
uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate)
|
||||||
{
|
{
|
||||||
InventoryItemBase item = new InventoryItemBase();
|
InventoryItemBase item = new InventoryItemBase();
|
||||||
|
@ -919,8 +941,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
item.CreatorData = creatorData;
|
item.CreatorData = creatorData;
|
||||||
item.ID = UUID.Random();
|
item.ID = UUID.Random();
|
||||||
item.AssetID = asset.FullID;
|
item.AssetID = asset.FullID;
|
||||||
item.Description = asset.Description;
|
|
||||||
item.Name = name;
|
item.Name = name;
|
||||||
|
item.Description = description;
|
||||||
item.Flags = flags;
|
item.Flags = flags;
|
||||||
item.AssetType = asset.Type;
|
item.AssetType = asset.Type;
|
||||||
item.InvType = invType;
|
item.InvType = invType;
|
||||||
|
@ -1002,7 +1024,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
asset.Description = description;
|
asset.Description = description;
|
||||||
|
|
||||||
CreateNewInventoryItem(
|
CreateNewInventoryItem(
|
||||||
remoteClient, remoteClient.AgentId.ToString(), string.Empty, folderID, name, 0, callbackID, asset, invType,
|
remoteClient, remoteClient.AgentId.ToString(), string.Empty, folderID,
|
||||||
|
name, description, 0, callbackID, asset, invType,
|
||||||
(uint)PermissionMask.All, (uint)PermissionMask.All, (uint)PermissionMask.All,
|
(uint)PermissionMask.All, (uint)PermissionMask.All, (uint)PermissionMask.All,
|
||||||
(uint)PermissionMask.All, (uint)PermissionMask.All, Util.UnixTimeSinceEpoch());
|
(uint)PermissionMask.All, (uint)PermissionMask.All, Util.UnixTimeSinceEpoch());
|
||||||
}
|
}
|
||||||
|
|
|
@ -40,6 +40,7 @@ using OpenMetaverse;
|
||||||
using OpenMetaverse.Packets;
|
using OpenMetaverse.Packets;
|
||||||
using OpenMetaverse.Imaging;
|
using OpenMetaverse.Imaging;
|
||||||
using OpenSim.Framework;
|
using OpenSim.Framework;
|
||||||
|
using OpenSim.Framework.Monitoring;
|
||||||
using OpenSim.Services.Interfaces;
|
using OpenSim.Services.Interfaces;
|
||||||
using OpenSim.Framework.Communications;
|
using OpenSim.Framework.Communications;
|
||||||
using OpenSim.Framework.Console;
|
using OpenSim.Framework.Console;
|
||||||
|
@ -1232,15 +1233,17 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
avatar.ControllingClient.SendShutdownConnectionNotice();
|
avatar.ControllingClient.SendShutdownConnectionNotice();
|
||||||
});
|
});
|
||||||
|
|
||||||
|
// Stop updating the scene objects and agents.
|
||||||
|
m_shuttingDown = true;
|
||||||
|
|
||||||
// Wait here, or the kick messages won't actually get to the agents before the scene terminates.
|
// Wait here, or the kick messages won't actually get to the agents before the scene terminates.
|
||||||
|
// We also need to wait to avoid a race condition with the scene update loop which might not yet
|
||||||
|
// have checked ShuttingDown.
|
||||||
Thread.Sleep(500);
|
Thread.Sleep(500);
|
||||||
|
|
||||||
// Stop all client threads.
|
// Stop all client threads.
|
||||||
ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); });
|
ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); });
|
||||||
|
|
||||||
// Stop updating the scene objects and agents.
|
|
||||||
m_shuttingDown = true;
|
|
||||||
|
|
||||||
m_log.Debug("[SCENE]: Persisting changed objects");
|
m_log.Debug("[SCENE]: Persisting changed objects");
|
||||||
EventManager.TriggerSceneShuttingDown(this);
|
EventManager.TriggerSceneShuttingDown(this);
|
||||||
|
|
||||||
|
@ -1255,6 +1258,15 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
m_sceneGraph.Close();
|
m_sceneGraph.Close();
|
||||||
|
|
||||||
|
if (PhysicsScene != null)
|
||||||
|
{
|
||||||
|
PhysicsScene phys = PhysicsScene;
|
||||||
|
// remove the physics engine from both Scene and SceneGraph
|
||||||
|
PhysicsScene = null;
|
||||||
|
phys.Dispose();
|
||||||
|
phys = null;
|
||||||
|
}
|
||||||
|
|
||||||
if (!GridService.DeregisterRegion(RegionInfo.RegionID))
|
if (!GridService.DeregisterRegion(RegionInfo.RegionID))
|
||||||
m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", Name);
|
m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", Name);
|
||||||
|
|
||||||
|
@ -1553,8 +1565,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
m_sceneGridService.InformNeighborsThatRegionisUp(
|
m_sceneGridService.InformNeighborsThatRegionisUp(
|
||||||
RequestModuleInterface<INeighbourService>(), RegionInfo);
|
RequestModuleInterface<INeighbourService>(), RegionInfo);
|
||||||
|
|
||||||
// Region ready should always be triggered whether logins are immediately enabled or not.
|
// Region ready should always be set
|
||||||
EventManager.TriggerRegionReady(this);
|
Ready = true;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
|
|
@ -124,6 +124,24 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
}
|
}
|
||||||
private bool m_loginsEnabled;
|
private bool m_loginsEnabled;
|
||||||
|
|
||||||
|
public bool Ready
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return m_ready;
|
||||||
|
}
|
||||||
|
|
||||||
|
set
|
||||||
|
{
|
||||||
|
if (m_ready != value)
|
||||||
|
{
|
||||||
|
m_ready = value;
|
||||||
|
EventManager.TriggerRegionReadyStatusChange(this);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private bool m_ready;
|
||||||
|
|
||||||
public float TimeDilation
|
public float TimeDilation
|
||||||
{
|
{
|
||||||
get { return 1.0f; }
|
get { return 1.0f; }
|
||||||
|
|
|
@ -47,6 +47,48 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
public event RestartSim OnRestartSim;
|
public event RestartSim OnRestartSim;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Fired when either all regions are ready for use or at least one region has become unready for use where
|
||||||
|
/// previously all regions were ready.
|
||||||
|
/// </summary>
|
||||||
|
public event Action<SceneManager> OnRegionsReadyStatusChange;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Are all regions ready for use?
|
||||||
|
/// </summary>
|
||||||
|
public bool AllRegionsReady
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return m_allRegionsReady;
|
||||||
|
}
|
||||||
|
|
||||||
|
private set
|
||||||
|
{
|
||||||
|
if (m_allRegionsReady != value)
|
||||||
|
{
|
||||||
|
m_allRegionsReady = value;
|
||||||
|
Action<SceneManager> handler = OnRegionsReadyStatusChange;
|
||||||
|
if (handler != null)
|
||||||
|
{
|
||||||
|
foreach (Action<SceneManager> d in handler.GetInvocationList())
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
d(this);
|
||||||
|
}
|
||||||
|
catch (Exception e)
|
||||||
|
{
|
||||||
|
m_log.ErrorFormat("[SCENE MANAGER]: Delegate for OnRegionsReadyStatusChange failed - continuing {0} - {1}",
|
||||||
|
e.Message, e.StackTrace);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private bool m_allRegionsReady;
|
||||||
|
|
||||||
private static SceneManager m_instance = null;
|
private static SceneManager m_instance = null;
|
||||||
public static SceneManager Instance
|
public static SceneManager Instance
|
||||||
{
|
{
|
||||||
|
@ -128,9 +170,11 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
public void Add(Scene scene)
|
public void Add(Scene scene)
|
||||||
{
|
{
|
||||||
scene.OnRestart += HandleRestart;
|
lock (m_localScenes)
|
||||||
|
|
||||||
m_localScenes.Add(scene.RegionInfo.RegionID, scene.RegionInfo.RegionName, scene);
|
m_localScenes.Add(scene.RegionInfo.RegionID, scene.RegionInfo.RegionName, scene);
|
||||||
|
|
||||||
|
scene.OnRestart += HandleRestart;
|
||||||
|
scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void HandleRestart(RegionInfo rdata)
|
public void HandleRestart(RegionInfo rdata)
|
||||||
|
@ -138,12 +182,19 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
m_log.Error("[SCENEMANAGER]: Got Restart message for region:" + rdata.RegionName + " Sending up to main");
|
m_log.Error("[SCENEMANAGER]: Got Restart message for region:" + rdata.RegionName + " Sending up to main");
|
||||||
int RegionSceneElement = -1;
|
int RegionSceneElement = -1;
|
||||||
|
|
||||||
|
lock (m_localScenes)
|
||||||
m_localScenes.Remove(rdata.RegionID);
|
m_localScenes.Remove(rdata.RegionID);
|
||||||
|
|
||||||
// Send signal to main that we're restarting this sim.
|
// Send signal to main that we're restarting this sim.
|
||||||
OnRestartSim(rdata);
|
OnRestartSim(rdata);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void HandleRegionReadyStatusChange(IScene scene)
|
||||||
|
{
|
||||||
|
lock (m_localScenes)
|
||||||
|
AllRegionsReady = m_localScenes.TrueForAll(s => s.Ready);
|
||||||
|
}
|
||||||
|
|
||||||
public void SendSimOnlineNotification(ulong regionHandle)
|
public void SendSimOnlineNotification(ulong regionHandle)
|
||||||
{
|
{
|
||||||
RegionInfo Result = null;
|
RegionInfo Result = null;
|
||||||
|
@ -483,6 +534,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
public void CloseScene(Scene scene)
|
public void CloseScene(Scene scene)
|
||||||
{
|
{
|
||||||
|
lock (m_localScenes)
|
||||||
m_localScenes.Remove(scene.RegionInfo.RegionID);
|
m_localScenes.Remove(scene.RegionInfo.RegionID);
|
||||||
|
|
||||||
scene.Close();
|
scene.Close();
|
||||||
|
|
|
@ -30,7 +30,7 @@ using System.Collections.Generic;
|
||||||
using System.Timers;
|
using System.Timers;
|
||||||
using OpenMetaverse.Packets;
|
using OpenMetaverse.Packets;
|
||||||
using OpenSim.Framework;
|
using OpenSim.Framework;
|
||||||
using OpenSim.Framework.Statistics;
|
using OpenSim.Framework.Monitoring;
|
||||||
using OpenSim.Region.Framework.Interfaces;
|
using OpenSim.Region.Framework.Interfaces;
|
||||||
|
|
||||||
namespace OpenSim.Region.Framework.Scenes
|
namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
|
@ -38,6 +38,7 @@ using OpenMetaverse;
|
||||||
using OpenMetaverse.Packets;
|
using OpenMetaverse.Packets;
|
||||||
using OpenSim.Framework;
|
using OpenSim.Framework;
|
||||||
using OpenSim.Framework.Client;
|
using OpenSim.Framework.Client;
|
||||||
|
using OpenSim.Framework.Monitoring;
|
||||||
using OpenSim.Region.Framework.Scenes;
|
using OpenSim.Region.Framework.Scenes;
|
||||||
|
|
||||||
namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
|
namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
|
||||||
|
|
|
@ -34,6 +34,7 @@ using System.Text;
|
||||||
using System.Threading;
|
using System.Threading;
|
||||||
using log4net;
|
using log4net;
|
||||||
using OpenSim.Framework;
|
using OpenSim.Framework;
|
||||||
|
using OpenSim.Framework.Monitoring;
|
||||||
using OpenSim.Region.Framework.Scenes;
|
using OpenSim.Region.Framework.Scenes;
|
||||||
|
|
||||||
namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
|
namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
|
||||||
|
|
|
@ -35,7 +35,7 @@ using Nini.Config;
|
||||||
using OpenMetaverse;
|
using OpenMetaverse;
|
||||||
using OpenSim.Framework;
|
using OpenSim.Framework;
|
||||||
using OpenSim.Framework.Console;
|
using OpenSim.Framework.Console;
|
||||||
using OpenSim.Framework.Statistics;
|
using OpenSim.Framework.Monitoring;
|
||||||
using OpenSim.Region.ClientStack.LindenUDP;
|
using OpenSim.Region.ClientStack.LindenUDP;
|
||||||
using OpenSim.Region.Framework.Interfaces;
|
using OpenSim.Region.Framework.Interfaces;
|
||||||
using OpenSim.Region.Framework.Scenes;
|
using OpenSim.Region.Framework.Scenes;
|
||||||
|
|
|
@ -36,7 +36,7 @@ using Nini.Config;
|
||||||
using OpenMetaverse;
|
using OpenMetaverse;
|
||||||
using OpenSim.Framework;
|
using OpenSim.Framework;
|
||||||
using OpenSim.Framework.Console;
|
using OpenSim.Framework.Console;
|
||||||
using OpenSim.Framework.Statistics;
|
using OpenSim.Framework.Monitoring;
|
||||||
using OpenSim.Region.ClientStack.LindenUDP;
|
using OpenSim.Region.ClientStack.LindenUDP;
|
||||||
using OpenSim.Region.Framework.Interfaces;
|
using OpenSim.Region.Framework.Interfaces;
|
||||||
using OpenSim.Region.Framework.Scenes;
|
using OpenSim.Region.Framework.Scenes;
|
||||||
|
|
|
@ -36,7 +36,7 @@ using Nini.Config;
|
||||||
using OpenMetaverse;
|
using OpenMetaverse;
|
||||||
using OpenSim.Framework;
|
using OpenSim.Framework;
|
||||||
using OpenSim.Framework.Console;
|
using OpenSim.Framework.Console;
|
||||||
using OpenSim.Framework.Statistics;
|
using OpenSim.Framework.Monitoring;
|
||||||
using OpenSim.Region.ClientStack.LindenUDP;
|
using OpenSim.Region.ClientStack.LindenUDP;
|
||||||
using OpenSim.Region.Framework.Interfaces;
|
using OpenSim.Region.Framework.Interfaces;
|
||||||
using OpenSim.Region.Framework.Scenes;
|
using OpenSim.Region.Framework.Scenes;
|
||||||
|
|
|
@ -37,6 +37,7 @@ using OpenMetaverse;
|
||||||
using log4net;
|
using log4net;
|
||||||
using Nini.Config;
|
using Nini.Config;
|
||||||
using OpenSim.Framework;
|
using OpenSim.Framework;
|
||||||
|
using OpenSim.Framework.Monitoring;
|
||||||
using OpenSim.Region.Framework.Interfaces;
|
using OpenSim.Region.Framework.Interfaces;
|
||||||
using OpenSim.Region.Framework.Scenes;
|
using OpenSim.Region.Framework.Scenes;
|
||||||
|
|
||||||
|
|
|
@ -37,7 +37,7 @@ using Nini.Config;
|
||||||
using OpenMetaverse;
|
using OpenMetaverse;
|
||||||
using OpenSim.Framework;
|
using OpenSim.Framework;
|
||||||
using OpenSim.Framework.Console;
|
using OpenSim.Framework.Console;
|
||||||
using OpenSim.Framework.Statistics;
|
using OpenSim.Framework.Monitoring;
|
||||||
using OpenSim.Region.ClientStack.LindenUDP;
|
using OpenSim.Region.ClientStack.LindenUDP;
|
||||||
using OpenSim.Region.CoreModules.Avatar.Friends;
|
using OpenSim.Region.CoreModules.Avatar.Friends;
|
||||||
using OpenSim.Region.Framework.Interfaces;
|
using OpenSim.Region.Framework.Interfaces;
|
||||||
|
|
|
@ -225,7 +225,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
|
||||||
RRAlert("enabled");
|
RRAlert("enabled");
|
||||||
}
|
}
|
||||||
|
|
||||||
m_scene.EventManager.TriggerRegionReady(m_scene);
|
m_scene.Ready = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OarLoadingAlert(string msg)
|
public void OarLoadingAlert(string msg)
|
||||||
|
|
|
@ -0,0 +1,115 @@
|
||||||
|
/*
|
||||||
|
* 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 copyrightD
|
||||||
|
* notice, this list of conditions and the following disclaimer in the
|
||||||
|
* documentation and/or other materials provided with the distribution.
|
||||||
|
* * Neither the name of the OpenSimulator Project nor the
|
||||||
|
* names of its contributors may be used to endorse or promote products
|
||||||
|
* derived from this software without specific prior written permission.
|
||||||
|
*
|
||||||
|
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||||
|
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||||
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||||
|
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||||
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||||
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||||
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||||
|
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||||
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||||
|
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
|
*/
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Text;
|
||||||
|
using OpenMetaverse;
|
||||||
|
|
||||||
|
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||||
|
{
|
||||||
|
|
||||||
|
public class BSConstraint : IDisposable
|
||||||
|
{
|
||||||
|
private BulletSim m_world;
|
||||||
|
private BulletBody m_body1;
|
||||||
|
private BulletBody m_body2;
|
||||||
|
private BulletConstraint m_constraint;
|
||||||
|
private bool m_enabled = false;
|
||||||
|
|
||||||
|
public BSConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
|
||||||
|
Vector3 frame1, Quaternion frame1rot,
|
||||||
|
Vector3 frame2, Quaternion frame2rot
|
||||||
|
)
|
||||||
|
{
|
||||||
|
m_world = world;
|
||||||
|
m_body1 = obj1;
|
||||||
|
m_body2 = obj2;
|
||||||
|
m_constraint = new BulletConstraint(BulletSimAPI.CreateConstraint2(m_world.Ptr, m_body1.Ptr, m_body2.Ptr,
|
||||||
|
frame1, frame1rot,
|
||||||
|
frame2, frame2rot));
|
||||||
|
m_enabled = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Dispose()
|
||||||
|
{
|
||||||
|
if (m_enabled)
|
||||||
|
{
|
||||||
|
// BulletSimAPI.RemoveConstraint(m_world.ID, m_body1.ID, m_body2.ID);
|
||||||
|
BulletSimAPI.DestroyConstraint2(m_world.Ptr, m_constraint.Ptr);
|
||||||
|
m_enabled = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public BulletBody Body1 { get { return m_body1; } }
|
||||||
|
public BulletBody Body2 { get { return m_body2; } }
|
||||||
|
|
||||||
|
public bool SetLinearLimits(Vector3 low, Vector3 high)
|
||||||
|
{
|
||||||
|
bool ret = false;
|
||||||
|
if (m_enabled)
|
||||||
|
ret = BulletSimAPI.SetLinearLimits2(m_constraint.Ptr, low, high);
|
||||||
|
return ret;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool SetAngularLimits(Vector3 low, Vector3 high)
|
||||||
|
{
|
||||||
|
bool ret = false;
|
||||||
|
if (m_enabled)
|
||||||
|
ret = BulletSimAPI.SetAngularLimits2(m_constraint.Ptr, low, high);
|
||||||
|
return ret;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool UseFrameOffset(bool useOffset)
|
||||||
|
{
|
||||||
|
bool ret = false;
|
||||||
|
float onOff = useOffset ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse;
|
||||||
|
if (m_enabled)
|
||||||
|
ret = BulletSimAPI.UseFrameOffset2(m_constraint.Ptr, onOff);
|
||||||
|
return ret;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool TranslationalLimitMotor(bool enable, float targetVelocity, float maxMotorForce)
|
||||||
|
{
|
||||||
|
bool ret = false;
|
||||||
|
float onOff = enable ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse;
|
||||||
|
if (m_enabled)
|
||||||
|
ret = BulletSimAPI.TranslationalLimitMotor2(m_constraint.Ptr, onOff, targetVelocity, maxMotorForce);
|
||||||
|
return ret;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool CalculateTransforms()
|
||||||
|
{
|
||||||
|
bool ret = false;
|
||||||
|
if (m_enabled)
|
||||||
|
{
|
||||||
|
BulletSimAPI.CalculateTransforms2(m_constraint.Ptr);
|
||||||
|
ret = true;
|
||||||
|
}
|
||||||
|
return ret;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,178 @@
|
||||||
|
/*
|
||||||
|
* 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 copyrightD
|
||||||
|
* notice, this list of conditions and the following disclaimer in the
|
||||||
|
* documentation and/or other materials provided with the distribution.
|
||||||
|
* * Neither the name of the OpenSimulator Project nor the
|
||||||
|
* names of its contributors may be used to endorse or promote products
|
||||||
|
* derived from this software without specific prior written permission.
|
||||||
|
*
|
||||||
|
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||||
|
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||||
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||||
|
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||||
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||||
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||||
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||||
|
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||||
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||||
|
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
|
*/
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Text;
|
||||||
|
using log4net;
|
||||||
|
using OpenMetaverse;
|
||||||
|
|
||||||
|
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||||
|
{
|
||||||
|
|
||||||
|
public class BSConstraintCollection : IDisposable
|
||||||
|
{
|
||||||
|
// private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
|
||||||
|
// private static readonly string LogHeader = "[CONSTRAINT COLLECTION]";
|
||||||
|
|
||||||
|
delegate bool ConstraintAction(BSConstraint constrain);
|
||||||
|
|
||||||
|
private List<BSConstraint> m_constraints;
|
||||||
|
private BulletSim m_world;
|
||||||
|
|
||||||
|
public BSConstraintCollection(BulletSim world)
|
||||||
|
{
|
||||||
|
m_world = world;
|
||||||
|
m_constraints = new List<BSConstraint>();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Dispose()
|
||||||
|
{
|
||||||
|
this.Clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Clear()
|
||||||
|
{
|
||||||
|
foreach (BSConstraint cons in m_constraints)
|
||||||
|
{
|
||||||
|
cons.Dispose();
|
||||||
|
}
|
||||||
|
m_constraints.Clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
public BSConstraint CreateConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
|
||||||
|
Vector3 frame1, Quaternion frame1rot,
|
||||||
|
Vector3 frame2, Quaternion frame2rot)
|
||||||
|
{
|
||||||
|
BSConstraint constrain = new BSConstraint(world, obj1, obj2, frame1, frame1rot, frame2, frame2rot);
|
||||||
|
|
||||||
|
this.AddConstraint(constrain);
|
||||||
|
return constrain;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool AddConstraint(BSConstraint cons)
|
||||||
|
{
|
||||||
|
// There is only one constraint between any bodies. Remove any old just to make sure.
|
||||||
|
RemoveAndDestroyConstraint(cons.Body1, cons.Body2);
|
||||||
|
|
||||||
|
m_constraints.Add(cons);
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Get the constraint between two bodies. There can be only one the way we're using them.
|
||||||
|
public bool TryGetConstraint(BulletBody body1, BulletBody body2, out BSConstraint returnConstraint)
|
||||||
|
{
|
||||||
|
bool found = false;
|
||||||
|
BSConstraint foundConstraint = null;
|
||||||
|
|
||||||
|
uint lookingID1 = body1.ID;
|
||||||
|
uint lookingID2 = body2.ID;
|
||||||
|
ForEachConstraint(delegate(BSConstraint constrain)
|
||||||
|
{
|
||||||
|
if ((constrain.Body1.ID == lookingID1 && constrain.Body2.ID == lookingID2)
|
||||||
|
|| (constrain.Body1.ID == lookingID2 && constrain.Body2.ID == lookingID1))
|
||||||
|
{
|
||||||
|
foundConstraint = constrain;
|
||||||
|
found = true;
|
||||||
|
}
|
||||||
|
return found;
|
||||||
|
});
|
||||||
|
returnConstraint = foundConstraint;
|
||||||
|
return found;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool RemoveAndDestroyConstraint(BulletBody body1, BulletBody body2)
|
||||||
|
{
|
||||||
|
// return BulletSimAPI.RemoveConstraint(m_world.ID, obj1.ID, obj2.ID);
|
||||||
|
|
||||||
|
bool ret = false;
|
||||||
|
BSConstraint constrain;
|
||||||
|
|
||||||
|
if (this.TryGetConstraint(body1, body2, out constrain))
|
||||||
|
{
|
||||||
|
// remove the constraint from our collection
|
||||||
|
m_constraints.Remove(constrain);
|
||||||
|
// tell the engine that all its structures need to be freed
|
||||||
|
constrain.Dispose();
|
||||||
|
// we destroyed something
|
||||||
|
ret = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
return ret;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool RemoveAndDestroyConstraint(BulletBody body1)
|
||||||
|
{
|
||||||
|
// return BulletSimAPI.RemoveConstraintByID(m_world.ID, obj.ID);
|
||||||
|
|
||||||
|
List<BSConstraint> toRemove = new List<BSConstraint>();
|
||||||
|
uint lookingID = body1.ID;
|
||||||
|
ForEachConstraint(delegate(BSConstraint constrain)
|
||||||
|
{
|
||||||
|
if (constrain.Body1.ID == lookingID || constrain.Body2.ID == lookingID)
|
||||||
|
{
|
||||||
|
toRemove.Add(constrain);
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
});
|
||||||
|
lock (m_constraints)
|
||||||
|
{
|
||||||
|
foreach (BSConstraint constrain in toRemove)
|
||||||
|
{
|
||||||
|
m_constraints.Remove(constrain);
|
||||||
|
constrain.Dispose();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return (toRemove.Count > 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool RecalculateAllConstraints()
|
||||||
|
{
|
||||||
|
foreach (BSConstraint constrain in m_constraints)
|
||||||
|
{
|
||||||
|
constrain.CalculateTransforms();
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Lock the constraint list and loop through it.
|
||||||
|
// The constraint action returns 'true' if it wants the loop aborted.
|
||||||
|
private void ForEachConstraint(ConstraintAction action)
|
||||||
|
{
|
||||||
|
lock (m_constraints)
|
||||||
|
{
|
||||||
|
foreach (BSConstraint constrain in m_constraints)
|
||||||
|
{
|
||||||
|
if (action(constrain))
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,308 @@
|
||||||
|
/*
|
||||||
|
* 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 copyrightD
|
||||||
|
* notice, this list of conditions and the following disclaimer in the
|
||||||
|
* documentation and/or other materials provided with the distribution.
|
||||||
|
* * Neither the name of the OpenSimulator Project nor the
|
||||||
|
* names of its contributors may be used to endorse or promote products
|
||||||
|
* derived from this software without specific prior written permission.
|
||||||
|
*
|
||||||
|
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||||
|
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||||
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||||
|
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||||
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||||
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||||
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||||
|
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||||
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||||
|
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
|
*/
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Text;
|
||||||
|
|
||||||
|
using OMV = OpenMetaverse;
|
||||||
|
|
||||||
|
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||||
|
{
|
||||||
|
public class BSLinkset
|
||||||
|
{
|
||||||
|
private static string LogHeader = "[BULLETSIM LINKSET]";
|
||||||
|
|
||||||
|
private BSPrim m_linksetRoot;
|
||||||
|
public BSPrim Root { get { return m_linksetRoot; } }
|
||||||
|
|
||||||
|
private BSScene m_scene;
|
||||||
|
|
||||||
|
private List<BSPrim> m_children;
|
||||||
|
|
||||||
|
// We lock the diddling of linkset classes to prevent any badness.
|
||||||
|
// This locks the modification of the instances of this class. Changes
|
||||||
|
// to the physical representation is done via the tainting mechenism.
|
||||||
|
private object m_linksetActivityLock = new Object();
|
||||||
|
|
||||||
|
// We keep the prim's mass in the linkset structure since it could be dependent on other prims
|
||||||
|
private float m_mass;
|
||||||
|
public float LinksetMass
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
m_mass = ComputeLinksetMass();
|
||||||
|
return m_mass;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public OMV.Vector3 CenterOfMass
|
||||||
|
{
|
||||||
|
get { return ComputeLinksetCenterOfMass(); }
|
||||||
|
}
|
||||||
|
|
||||||
|
public OMV.Vector3 GeometricCenter
|
||||||
|
{
|
||||||
|
get { return ComputeLinksetGeometricCenter(); }
|
||||||
|
}
|
||||||
|
|
||||||
|
public BSLinkset(BSScene scene, BSPrim parent)
|
||||||
|
{
|
||||||
|
// A simple linkset of one (no children)
|
||||||
|
m_scene = scene;
|
||||||
|
m_linksetRoot = parent;
|
||||||
|
m_children = new List<BSPrim>();
|
||||||
|
m_mass = parent.MassRaw;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Link to a linkset where the child knows the parent.
|
||||||
|
// Parent changing should not happen so do some sanity checking.
|
||||||
|
// We return the parent's linkset so the child can track it's membership.
|
||||||
|
public BSLinkset AddMeToLinkset(BSPrim child, BSPrim parent)
|
||||||
|
{
|
||||||
|
lock (m_linksetActivityLock)
|
||||||
|
{
|
||||||
|
parent.Linkset.AddChildToLinkset(child);
|
||||||
|
}
|
||||||
|
return parent.Linkset;
|
||||||
|
}
|
||||||
|
|
||||||
|
public BSLinkset RemoveMeFromLinkset(BSPrim child)
|
||||||
|
{
|
||||||
|
lock (m_linksetActivityLock)
|
||||||
|
{
|
||||||
|
if (IsRoot(child))
|
||||||
|
{
|
||||||
|
// if root of linkset, take the linkset apart
|
||||||
|
while (m_children.Count > 0)
|
||||||
|
{
|
||||||
|
// Note that we don't do a foreach because the remove routine
|
||||||
|
// takes it out of the list.
|
||||||
|
RemoveChildFromLinkset(m_children[0]);
|
||||||
|
}
|
||||||
|
m_children.Clear(); // just to make sure
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Just removing a child from an existing linkset
|
||||||
|
RemoveChildFromLinkset(child);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// The child is down to a linkset of just itself
|
||||||
|
return new BSLinkset(m_scene, child);
|
||||||
|
}
|
||||||
|
|
||||||
|
// An existing linkset had one of its members rebuilt or something.
|
||||||
|
// Undo all the physical linking and rebuild the physical linkset.
|
||||||
|
public bool RefreshLinkset(BSPrim requestor)
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Return 'true' if the passed object is the root object of this linkset
|
||||||
|
public bool IsRoot(BSPrim requestor)
|
||||||
|
{
|
||||||
|
return (requestor.LocalID == m_linksetRoot.LocalID);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Return 'true' if this linkset has any children (more than the root member)
|
||||||
|
public bool HasAnyChildren { get { return (m_children.Count > 0); } }
|
||||||
|
|
||||||
|
// Return 'true' if this child is in this linkset
|
||||||
|
public bool HasChild(BSPrim child)
|
||||||
|
{
|
||||||
|
bool ret = false;
|
||||||
|
foreach (BSPrim bp in m_children)
|
||||||
|
{
|
||||||
|
if (child.LocalID == bp.LocalID)
|
||||||
|
{
|
||||||
|
ret = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return ret;
|
||||||
|
}
|
||||||
|
|
||||||
|
private float ComputeLinksetMass()
|
||||||
|
{
|
||||||
|
float mass = m_linksetRoot.MassRaw;
|
||||||
|
foreach (BSPrim bp in m_children)
|
||||||
|
{
|
||||||
|
mass += bp.MassRaw;
|
||||||
|
}
|
||||||
|
return mass;
|
||||||
|
}
|
||||||
|
|
||||||
|
private OMV.Vector3 ComputeLinksetCenterOfMass()
|
||||||
|
{
|
||||||
|
OMV.Vector3 com = m_linksetRoot.Position * m_linksetRoot.MassRaw;
|
||||||
|
float totalMass = m_linksetRoot.MassRaw;
|
||||||
|
|
||||||
|
foreach (BSPrim bp in m_children)
|
||||||
|
{
|
||||||
|
com += bp.Position * bp.MassRaw;
|
||||||
|
totalMass += bp.MassRaw;
|
||||||
|
}
|
||||||
|
com /= totalMass;
|
||||||
|
|
||||||
|
return com;
|
||||||
|
}
|
||||||
|
|
||||||
|
private OMV.Vector3 ComputeLinksetGeometricCenter()
|
||||||
|
{
|
||||||
|
OMV.Vector3 com = m_linksetRoot.Position;
|
||||||
|
|
||||||
|
foreach (BSPrim bp in m_children)
|
||||||
|
{
|
||||||
|
com += bp.Position * bp.MassRaw;
|
||||||
|
}
|
||||||
|
com /= m_children.Count + 1;
|
||||||
|
|
||||||
|
return com;
|
||||||
|
}
|
||||||
|
|
||||||
|
// I am the root of a linkset and a new child is being added
|
||||||
|
public void AddChildToLinkset(BSPrim pchild)
|
||||||
|
{
|
||||||
|
BSPrim child = pchild;
|
||||||
|
if (!HasChild(child))
|
||||||
|
{
|
||||||
|
m_children.Add(child);
|
||||||
|
|
||||||
|
m_scene.TaintedObject(delegate()
|
||||||
|
{
|
||||||
|
DebugLog("{0}: AddChildToLinkset: adding child {1} to {2}", LogHeader, child.LocalID, m_linksetRoot.LocalID);
|
||||||
|
DetailLog("{0},AddChildToLinkset,child={1}", m_linksetRoot.LocalID, pchild.LocalID);
|
||||||
|
PhysicallyLinkAChildToRoot(pchild); // build the physical binding between me and the child
|
||||||
|
});
|
||||||
|
}
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// I am the root of a linkset and one of my children is being removed.
|
||||||
|
// Safe to call even if the child is not really in my linkset.
|
||||||
|
public void RemoveChildFromLinkset(BSPrim pchild)
|
||||||
|
{
|
||||||
|
BSPrim child = pchild;
|
||||||
|
|
||||||
|
if (m_children.Remove(child))
|
||||||
|
{
|
||||||
|
m_scene.TaintedObject(delegate()
|
||||||
|
{
|
||||||
|
DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID);
|
||||||
|
DetailLog("{0},RemoveChildFromLinkset,child={1}", m_linksetRoot.LocalID, pchild.LocalID);
|
||||||
|
|
||||||
|
if (m_children.Count == 0)
|
||||||
|
{
|
||||||
|
// if the linkset is empty, make sure all linkages have been removed
|
||||||
|
PhysicallyUnlinkAllChildrenFromRoot();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
PhysicallyUnlinkAChildFromRoot(pchild);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// This will happen if we remove the root of the linkset first. Non-fatal occurance.
|
||||||
|
// m_scene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader);
|
||||||
|
}
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create a constraint between me (root of linkset) and the passed prim (the child).
|
||||||
|
// Called at taint time!
|
||||||
|
private void PhysicallyLinkAChildToRoot(BSPrim childPrim)
|
||||||
|
{
|
||||||
|
// Zero motion for children so they don't interpolate
|
||||||
|
childPrim.ZeroMotion();
|
||||||
|
|
||||||
|
// relative position normalized to the root prim
|
||||||
|
OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(m_linksetRoot.Orientation);
|
||||||
|
OMV.Vector3 childRelativePosition = (childPrim.Position - m_linksetRoot.Position) * invThisOrientation;
|
||||||
|
|
||||||
|
// relative rotation of the child to the parent
|
||||||
|
OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation;
|
||||||
|
|
||||||
|
// create a constraint that allows no freedom of movement between the two objects
|
||||||
|
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
|
||||||
|
// DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID);
|
||||||
|
DetailLog("{0},LinkAChildToMe,taint,root={1},child={2}", m_linksetRoot.LocalID, m_linksetRoot.LocalID, childPrim.LocalID);
|
||||||
|
BSConstraint constrain = m_scene.Constraints.CreateConstraint(
|
||||||
|
m_scene.World, m_linksetRoot.Body, childPrim.Body,
|
||||||
|
childRelativePosition,
|
||||||
|
childRelativeRotation,
|
||||||
|
OMV.Vector3.Zero,
|
||||||
|
OMV.Quaternion.Identity);
|
||||||
|
constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
|
||||||
|
constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
|
||||||
|
|
||||||
|
// tweek the constraint to increase stability
|
||||||
|
constrain.UseFrameOffset(m_scene.BoolNumeric(m_scene.Params.linkConstraintUseFrameOffset));
|
||||||
|
constrain.TranslationalLimitMotor(m_scene.BoolNumeric(m_scene.Params.linkConstraintEnableTransMotor),
|
||||||
|
m_scene.Params.linkConstraintTransMotorMaxVel,
|
||||||
|
m_scene.Params.linkConstraintTransMotorMaxForce);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Remove linkage between myself and a particular child
|
||||||
|
// Called at taint time!
|
||||||
|
private void PhysicallyUnlinkAChildFromRoot(BSPrim childPrim)
|
||||||
|
{
|
||||||
|
DebugLog("{0}: PhysicallyUnlinkAChildFromRoot: RemoveConstraint between root prim {1} and child prim {2}",
|
||||||
|
LogHeader, m_linksetRoot.LocalID, childPrim.LocalID);
|
||||||
|
DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", m_linksetRoot.LocalID, m_linksetRoot.LocalID, childPrim.LocalID);
|
||||||
|
// BulletSimAPI.RemoveConstraint(_scene.WorldID, LocalID, childPrim.LocalID);
|
||||||
|
m_scene.Constraints.RemoveAndDestroyConstraint(m_linksetRoot.Body, childPrim.Body);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Remove linkage between myself and any possible children I might have
|
||||||
|
// Called at taint time!
|
||||||
|
private void PhysicallyUnlinkAllChildrenFromRoot()
|
||||||
|
{
|
||||||
|
// DebugLog("{0}: PhysicallyUnlinkAllChildren:", LogHeader);
|
||||||
|
DetailLog("{0},PhysicallyUnlinkAllChildren,taint", m_linksetRoot.LocalID);
|
||||||
|
m_scene.Constraints.RemoveAndDestroyConstraint(m_linksetRoot.Body);
|
||||||
|
// BulletSimAPI.RemoveConstraintByID(_scene.WorldID, LocalID);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Invoke the detailed logger and output something if it's enabled.
|
||||||
|
private void DebugLog(string msg, params Object[] args)
|
||||||
|
{
|
||||||
|
m_scene.Logger.DebugFormat(msg, args);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Invoke the detailed logger and output something if it's enabled.
|
||||||
|
private void DetailLog(string msg, params Object[] args)
|
||||||
|
{
|
||||||
|
m_scene.PhysicsLogging.Write(msg, args);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
|
@ -66,7 +66,7 @@ public sealed class BSPrim : PhysicsActor
|
||||||
private bool _isSelected;
|
private bool _isSelected;
|
||||||
private bool _isVolumeDetect;
|
private bool _isVolumeDetect;
|
||||||
private OMV.Vector3 _position;
|
private OMV.Vector3 _position;
|
||||||
private float _mass;
|
private float _mass; // the mass of this object
|
||||||
private float _density;
|
private float _density;
|
||||||
private OMV.Vector3 _force;
|
private OMV.Vector3 _force;
|
||||||
private OMV.Vector3 _velocity;
|
private OMV.Vector3 _velocity;
|
||||||
|
@ -89,14 +89,22 @@ public sealed class BSPrim : PhysicsActor
|
||||||
private bool _kinematic;
|
private bool _kinematic;
|
||||||
private float _buoyancy;
|
private float _buoyancy;
|
||||||
|
|
||||||
private BSPrim _parentPrim;
|
// Membership in a linkset is controlled by this class.
|
||||||
private List<BSPrim> _childrenPrims;
|
private BSLinkset _linkset;
|
||||||
|
public BSLinkset Linkset
|
||||||
|
{
|
||||||
|
get { return _linkset; }
|
||||||
|
set { _linkset = value; }
|
||||||
|
}
|
||||||
|
|
||||||
private int _subscribedEventsMs = 0;
|
private int _subscribedEventsMs = 0;
|
||||||
private int _nextCollisionOkTime = 0;
|
private int _nextCollisionOkTime = 0;
|
||||||
long _collidingStep;
|
long _collidingStep;
|
||||||
long _collidingGroundStep;
|
long _collidingGroundStep;
|
||||||
|
|
||||||
|
private BulletBody m_body;
|
||||||
|
public BulletBody Body { get { return m_body; } }
|
||||||
|
|
||||||
private BSDynamics _vehicle;
|
private BSDynamics _vehicle;
|
||||||
|
|
||||||
private OMV.Vector3 _PIDTarget;
|
private OMV.Vector3 _PIDTarget;
|
||||||
|
@ -130,14 +138,18 @@ public sealed class BSPrim : PhysicsActor
|
||||||
_friction = _scene.Params.defaultFriction; // TODO: compute based on object material
|
_friction = _scene.Params.defaultFriction; // TODO: compute based on object material
|
||||||
_density = _scene.Params.defaultDensity; // TODO: compute based on object material
|
_density = _scene.Params.defaultDensity; // TODO: compute based on object material
|
||||||
_restitution = _scene.Params.defaultRestitution;
|
_restitution = _scene.Params.defaultRestitution;
|
||||||
_parentPrim = null; // not a child or a parent
|
_linkset = new BSLinkset(_scene, this); // a linkset of one
|
||||||
_vehicle = new BSDynamics(this); // add vehicleness
|
_vehicle = new BSDynamics(this); // add vehicleness
|
||||||
_childrenPrims = new List<BSPrim>();
|
|
||||||
_mass = CalculateMass();
|
_mass = CalculateMass();
|
||||||
// do the actual object creation at taint time
|
// do the actual object creation at taint time
|
||||||
_scene.TaintedObject(delegate()
|
_scene.TaintedObject(delegate()
|
||||||
{
|
{
|
||||||
RecreateGeomAndObject();
|
RecreateGeomAndObject();
|
||||||
|
|
||||||
|
// Get the pointer to the physical body for this object.
|
||||||
|
// At the moment, we're still letting BulletSim manage the creation and destruction
|
||||||
|
// of the object. Someday we'll move that into the C# code.
|
||||||
|
m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID));
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -153,16 +165,8 @@ public sealed class BSPrim : PhysicsActor
|
||||||
|
|
||||||
_scene.TaintedObject(delegate()
|
_scene.TaintedObject(delegate()
|
||||||
{
|
{
|
||||||
// undo any dependance with/on other objects
|
// Undo any links between me and any other object
|
||||||
if (_parentPrim != null)
|
_linkset = _linkset.RemoveMeFromLinkset(this);
|
||||||
{
|
|
||||||
// If I'm someone's child, tell them to forget about me.
|
|
||||||
_parentPrim.RemoveChildFromLinkset(this);
|
|
||||||
_parentPrim = null;
|
|
||||||
}
|
|
||||||
|
|
||||||
// make sure there are no possible children depending on me
|
|
||||||
UnlinkAllChildren();
|
|
||||||
|
|
||||||
// everything in the C# world will get garbage collected. Tell the C++ world to free stuff.
|
// everything in the C# world will get garbage collected. Tell the C++ world to free stuff.
|
||||||
BulletSimAPI.DestroyObject(_scene.WorldID, LocalID);
|
BulletSimAPI.DestroyObject(_scene.WorldID, LocalID);
|
||||||
|
@ -179,7 +183,7 @@ public sealed class BSPrim : PhysicsActor
|
||||||
_scene.TaintedObject(delegate()
|
_scene.TaintedObject(delegate()
|
||||||
{
|
{
|
||||||
_mass = CalculateMass(); // changing size changes the mass
|
_mass = CalculateMass(); // changing size changes the mass
|
||||||
BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, Mass, IsPhysical);
|
BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical);
|
||||||
RecreateGeomAndObject();
|
RecreateGeomAndObject();
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
@ -218,32 +222,8 @@ public sealed class BSPrim : PhysicsActor
|
||||||
BSPrim parent = obj as BSPrim;
|
BSPrim parent = obj as BSPrim;
|
||||||
DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, obj.LocalID);
|
DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, obj.LocalID);
|
||||||
DetailLog("{0},link,parent={1}", LocalID, obj.LocalID);
|
DetailLog("{0},link,parent={1}", LocalID, obj.LocalID);
|
||||||
// TODO: decide if this parent checking needs to happen at taint time
|
|
||||||
if (_parentPrim == null)
|
_linkset = _linkset.AddMeToLinkset(this, parent);
|
||||||
{
|
|
||||||
if (parent != null)
|
|
||||||
{
|
|
||||||
// I don't have a parent so I am joining a linkset
|
|
||||||
parent.AddChildToLinkset(this);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// I already have a parent, is parenting changing?
|
|
||||||
if (parent != _parentPrim)
|
|
||||||
{
|
|
||||||
if (parent == null)
|
|
||||||
{
|
|
||||||
// we are being removed from a linkset
|
|
||||||
_parentPrim.RemoveChildFromLinkset(this);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// asking to reparent a prim should not happen
|
|
||||||
m_log.ErrorFormat("{0}: link(): Reparenting a prim. ", LogHeader);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -252,92 +232,28 @@ public sealed class BSPrim : PhysicsActor
|
||||||
// TODO: decide if this parent checking needs to happen at taint time
|
// TODO: decide if this parent checking needs to happen at taint time
|
||||||
// Race condition here: if link() and delink() in same simulation tick, the delink will not happen
|
// Race condition here: if link() and delink() in same simulation tick, the delink will not happen
|
||||||
DebugLog("{0}: delink {1}/{2}. Parent={3}", LogHeader, _avName, _localID,
|
DebugLog("{0}: delink {1}/{2}. Parent={3}", LogHeader, _avName, _localID,
|
||||||
(_parentPrim==null ? "NULL" : _parentPrim._avName+"/"+_parentPrim.LocalID.ToString()));
|
_linkset.Root._avName+"/"+_linkset.Root.LocalID.ToString());
|
||||||
DetailLog("{0},delink,parent={1}", LocalID, (_parentPrim==null ? "NULL" : _parentPrim.LocalID.ToString()));
|
DetailLog("{0},delink,parent={1}", LocalID, _linkset.Root.LocalID.ToString());
|
||||||
if (_parentPrim != null)
|
|
||||||
{
|
_linkset.RemoveMeFromLinkset(this);
|
||||||
_parentPrim.RemoveChildFromLinkset(this);
|
|
||||||
}
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// I am the root of a linkset and a new child is being added
|
|
||||||
public void AddChildToLinkset(BSPrim pchild)
|
|
||||||
{
|
|
||||||
BSPrim child = pchild;
|
|
||||||
_scene.TaintedObject(delegate()
|
|
||||||
{
|
|
||||||
if (!_childrenPrims.Contains(child))
|
|
||||||
{
|
|
||||||
DebugLog("{0}: AddChildToLinkset: adding child {1} to {2}", LogHeader, child.LocalID, this.LocalID);
|
|
||||||
DetailLog("{0},AddChildToLinkset,child={1}", LocalID, pchild.LocalID);
|
|
||||||
_childrenPrims.Add(child);
|
|
||||||
child._parentPrim = this; // the child has gained a parent
|
|
||||||
// RecreateGeomAndObject(); // rebuild my shape with the new child added
|
|
||||||
LinkAChildToMe(pchild); // build the physical binding between me and the child
|
|
||||||
|
|
||||||
_mass = CalculateMass();
|
|
||||||
}
|
|
||||||
});
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// I am the root of a linkset and one of my children is being removed.
|
|
||||||
// Safe to call even if the child is not really in my linkset.
|
|
||||||
public void RemoveChildFromLinkset(BSPrim pchild)
|
|
||||||
{
|
|
||||||
BSPrim child = pchild;
|
|
||||||
_scene.TaintedObject(delegate()
|
|
||||||
{
|
|
||||||
if (_childrenPrims.Contains(child))
|
|
||||||
{
|
|
||||||
DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID);
|
|
||||||
DetailLog("{0},RemoveChildFromLinkset,child={1}", LocalID, pchild.LocalID);
|
|
||||||
_childrenPrims.Remove(child);
|
|
||||||
child._parentPrim = null; // the child has lost its parent
|
|
||||||
if (_childrenPrims.Count == 0)
|
|
||||||
{
|
|
||||||
// if the linkset is empty, make sure all linkages have been removed
|
|
||||||
UnlinkAllChildren();
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// RecreateGeomAndObject(); // rebuild my shape with the child removed
|
|
||||||
UnlinkAChildFromMe(pchild);
|
|
||||||
}
|
|
||||||
|
|
||||||
_mass = CalculateMass();
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
m_log.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset");
|
|
||||||
}
|
|
||||||
});
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// return true if we are the root of a linkset (there are children to manage)
|
|
||||||
public bool IsRootOfLinkset
|
|
||||||
{
|
|
||||||
get { return (_parentPrim == null && _childrenPrims.Count != 0); }
|
|
||||||
}
|
|
||||||
|
|
||||||
// Set motion values to zero.
|
// Set motion values to zero.
|
||||||
// Do it to the properties so the values get set in the physics engine.
|
// Do it to the properties so the values get set in the physics engine.
|
||||||
// Push the setting of the values to the viewer.
|
// Push the setting of the values to the viewer.
|
||||||
// Called at taint time!
|
// Called at taint time!
|
||||||
private void ZeroMotion()
|
public void ZeroMotion()
|
||||||
{
|
{
|
||||||
_velocity = OMV.Vector3.Zero;
|
_velocity = OMV.Vector3.Zero;
|
||||||
_acceleration = OMV.Vector3.Zero;
|
_acceleration = OMV.Vector3.Zero;
|
||||||
_rotationalVelocity = OMV.Vector3.Zero;
|
_rotationalVelocity = OMV.Vector3.Zero;
|
||||||
|
|
||||||
// Zero some other properties directly into the physics engine
|
// Zero some other properties directly into the physics engine
|
||||||
IntPtr obj = BulletSimAPI.GetBodyHandleWorldID2(_scene.WorldID, LocalID);
|
BulletSimAPI.SetVelocity2(Body.Ptr, OMV.Vector3.Zero);
|
||||||
BulletSimAPI.SetVelocity2(obj, OMV.Vector3.Zero);
|
BulletSimAPI.SetAngularVelocity2(Body.Ptr, OMV.Vector3.Zero);
|
||||||
BulletSimAPI.SetAngularVelocity2(obj, OMV.Vector3.Zero);
|
BulletSimAPI.SetInterpolation2(Body.Ptr, OMV.Vector3.Zero, OMV.Vector3.Zero);
|
||||||
BulletSimAPI.SetInterpolation2(obj, OMV.Vector3.Zero, OMV.Vector3.Zero);
|
BulletSimAPI.ClearForces2(Body.Ptr);
|
||||||
BulletSimAPI.ClearForces2(obj);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void LockAngularMotion(OMV.Vector3 axis)
|
public override void LockAngularMotion(OMV.Vector3 axis)
|
||||||
|
@ -348,9 +264,10 @@ public sealed class BSPrim : PhysicsActor
|
||||||
|
|
||||||
public override OMV.Vector3 Position {
|
public override OMV.Vector3 Position {
|
||||||
get {
|
get {
|
||||||
|
if (!_linkset.IsRoot(this))
|
||||||
// child prims move around based on their parent. Need to get the latest location
|
// child prims move around based on their parent. Need to get the latest location
|
||||||
if (_parentPrim != null)
|
|
||||||
_position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
|
_position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
|
||||||
|
|
||||||
// don't do the GetObjectPosition for root elements because this function is called a zillion times
|
// don't do the GetObjectPosition for root elements because this function is called a zillion times
|
||||||
// _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
|
// _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
|
||||||
return _position;
|
return _position;
|
||||||
|
@ -366,16 +283,31 @@ public sealed class BSPrim : PhysicsActor
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Return the effective mass of the object. Non-physical objects do not have mass.
|
// Return the effective mass of the object.
|
||||||
public override float Mass {
|
// If there are multiple items in the linkset, add them together for the root
|
||||||
get {
|
public override float Mass
|
||||||
if (IsPhysical)
|
{
|
||||||
return _mass;
|
get
|
||||||
else
|
{
|
||||||
return 0f;
|
return _linkset.LinksetMass;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// used when we only want this prim's mass and not the linkset thing
|
||||||
|
public float MassRaw { get { return _mass; } }
|
||||||
|
|
||||||
|
// Is this used?
|
||||||
|
public override OMV.Vector3 CenterOfMass
|
||||||
|
{
|
||||||
|
get { return _linkset.CenterOfMass; }
|
||||||
|
}
|
||||||
|
|
||||||
|
// Is this used?
|
||||||
|
public override OMV.Vector3 GeometricCenter
|
||||||
|
{
|
||||||
|
get { return _linkset.GeometricCenter; }
|
||||||
|
}
|
||||||
|
|
||||||
public override OMV.Vector3 Force {
|
public override OMV.Vector3 Force {
|
||||||
get { return _force; }
|
get { return _force; }
|
||||||
set {
|
set {
|
||||||
|
@ -383,7 +315,8 @@ public sealed class BSPrim : PhysicsActor
|
||||||
_scene.TaintedObject(delegate()
|
_scene.TaintedObject(delegate()
|
||||||
{
|
{
|
||||||
DetailLog("{0},SetForce,taint,force={1}", LocalID, _force);
|
DetailLog("{0},SetForce,taint,force={1}", LocalID, _force);
|
||||||
BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
|
// BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
|
||||||
|
BulletSimAPI.SetObjectForce2(Body.Ptr, _force);
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -407,8 +340,7 @@ public sealed class BSPrim : PhysicsActor
|
||||||
_scene.TaintedObject(delegate()
|
_scene.TaintedObject(delegate()
|
||||||
{
|
{
|
||||||
// Tell the physics engine to clear state
|
// Tell the physics engine to clear state
|
||||||
IntPtr obj = BulletSimAPI.GetBodyHandleWorldID2(_scene.WorldID, LocalID);
|
BulletSimAPI.ClearForces2(this.Body.Ptr);
|
||||||
BulletSimAPI.ClearForces2(obj);
|
|
||||||
});
|
});
|
||||||
|
|
||||||
// make it so the scene will call us each tick to do vehicle things
|
// make it so the scene will call us each tick to do vehicle things
|
||||||
|
@ -420,7 +352,6 @@ public sealed class BSPrim : PhysicsActor
|
||||||
}
|
}
|
||||||
public override void VehicleFloatParam(int param, float value)
|
public override void VehicleFloatParam(int param, float value)
|
||||||
{
|
{
|
||||||
m_log.DebugFormat("{0} VehicleFloatParam. {1} <= {2}", LogHeader, param, value);
|
|
||||||
_scene.TaintedObject(delegate()
|
_scene.TaintedObject(delegate()
|
||||||
{
|
{
|
||||||
_vehicle.ProcessFloatVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep);
|
_vehicle.ProcessFloatVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep);
|
||||||
|
@ -428,7 +359,6 @@ public sealed class BSPrim : PhysicsActor
|
||||||
}
|
}
|
||||||
public override void VehicleVectorParam(int param, OMV.Vector3 value)
|
public override void VehicleVectorParam(int param, OMV.Vector3 value)
|
||||||
{
|
{
|
||||||
m_log.DebugFormat("{0} VehicleVectorParam. {1} <= {2}", LogHeader, param, value);
|
|
||||||
_scene.TaintedObject(delegate()
|
_scene.TaintedObject(delegate()
|
||||||
{
|
{
|
||||||
_vehicle.ProcessVectorVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep);
|
_vehicle.ProcessVectorVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep);
|
||||||
|
@ -436,7 +366,6 @@ public sealed class BSPrim : PhysicsActor
|
||||||
}
|
}
|
||||||
public override void VehicleRotationParam(int param, OMV.Quaternion rotation)
|
public override void VehicleRotationParam(int param, OMV.Quaternion rotation)
|
||||||
{
|
{
|
||||||
m_log.DebugFormat("{0} VehicleRotationParam. {1} <= {2}", LogHeader, param, rotation);
|
|
||||||
_scene.TaintedObject(delegate()
|
_scene.TaintedObject(delegate()
|
||||||
{
|
{
|
||||||
_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
|
_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
|
||||||
|
@ -444,7 +373,6 @@ public sealed class BSPrim : PhysicsActor
|
||||||
}
|
}
|
||||||
public override void VehicleFlags(int param, bool remove)
|
public override void VehicleFlags(int param, bool remove)
|
||||||
{
|
{
|
||||||
m_log.DebugFormat("{0} VehicleFlags. {1}. Remove={2}", LogHeader, param, remove);
|
|
||||||
_scene.TaintedObject(delegate()
|
_scene.TaintedObject(delegate()
|
||||||
{
|
{
|
||||||
_vehicle.ProcessVehicleFlags(param, remove);
|
_vehicle.ProcessVehicleFlags(param, remove);
|
||||||
|
@ -470,8 +398,6 @@ public sealed class BSPrim : PhysicsActor
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } }
|
|
||||||
public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } }
|
|
||||||
public override OMV.Vector3 Velocity {
|
public override OMV.Vector3 Velocity {
|
||||||
get { return _velocity; }
|
get { return _velocity; }
|
||||||
set {
|
set {
|
||||||
|
@ -500,9 +426,9 @@ public sealed class BSPrim : PhysicsActor
|
||||||
}
|
}
|
||||||
public override OMV.Quaternion Orientation {
|
public override OMV.Quaternion Orientation {
|
||||||
get {
|
get {
|
||||||
if (_parentPrim != null)
|
if (!_linkset.IsRoot(this))
|
||||||
{
|
{
|
||||||
// children move around because tied to parent. Get a fresh value.
|
// Children move around because tied to parent. Get a fresh value.
|
||||||
_orientation = BulletSimAPI.GetObjectOrientation(_scene.WorldID, LocalID);
|
_orientation = BulletSimAPI.GetObjectOrientation(_scene.WorldID, LocalID);
|
||||||
}
|
}
|
||||||
return _orientation;
|
return _orientation;
|
||||||
|
@ -552,14 +478,16 @@ public sealed class BSPrim : PhysicsActor
|
||||||
private void SetObjectDynamic()
|
private void SetObjectDynamic()
|
||||||
{
|
{
|
||||||
// m_log.DebugFormat("{0}: ID={1}, SetObjectDynamic: IsStatic={2}, IsSolid={3}", LogHeader, _localID, IsStatic, IsSolid);
|
// m_log.DebugFormat("{0}: ID={1}, SetObjectDynamic: IsStatic={2}, IsSolid={3}", LogHeader, _localID, IsStatic, IsSolid);
|
||||||
// non-physical things work best with a mass of zero
|
|
||||||
if (!IsStatic)
|
|
||||||
{
|
|
||||||
_mass = CalculateMass();
|
|
||||||
RecreateGeomAndObject();
|
RecreateGeomAndObject();
|
||||||
}
|
|
||||||
DetailLog("{0},SetObjectDynamic,taint,static={1},solid={2},mass={3}", LocalID, IsStatic, IsSolid, Mass);
|
float mass = _mass;
|
||||||
BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), Mass);
|
// Bullet wants static objects have a mass of zero
|
||||||
|
if (IsStatic)
|
||||||
|
mass = 0f;
|
||||||
|
|
||||||
|
DetailLog("{0},SetObjectDynamic,taint,static={1},solid={2},mass={3}", LocalID, IsStatic, IsSolid, mass);
|
||||||
|
BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass);
|
||||||
}
|
}
|
||||||
|
|
||||||
// prims don't fly
|
// prims don't fly
|
||||||
|
@ -1001,6 +929,9 @@ public sealed class BSPrim : PhysicsActor
|
||||||
|
|
||||||
returnMass = _density * volume;
|
returnMass = _density * volume;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* This change means each object keeps its own mass and the Mass property
|
||||||
|
* will return the sum if we're part of a linkset.
|
||||||
if (IsRootOfLinkset)
|
if (IsRootOfLinkset)
|
||||||
{
|
{
|
||||||
foreach (BSPrim prim in _childrenPrims)
|
foreach (BSPrim prim in _childrenPrims)
|
||||||
|
@ -1008,6 +939,7 @@ public sealed class BSPrim : PhysicsActor
|
||||||
returnMass += prim.CalculateMass();
|
returnMass += prim.CalculateMass();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
*/
|
||||||
|
|
||||||
if (returnMass <= 0)
|
if (returnMass <= 0)
|
||||||
returnMass = 0.0001f;
|
returnMass = 0.0001f;
|
||||||
|
@ -1023,9 +955,11 @@ public sealed class BSPrim : PhysicsActor
|
||||||
// The objects needs a hull if it's physical otherwise a mesh is enough
|
// The objects needs a hull if it's physical otherwise a mesh is enough
|
||||||
// No locking here because this is done when we know physics is not simulating
|
// No locking here because this is done when we know physics is not simulating
|
||||||
// if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used
|
// if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used
|
||||||
private void CreateGeom(bool forceRebuild)
|
// Returns 'true' if the geometry was rebuilt
|
||||||
|
private bool CreateGeom(bool forceRebuild)
|
||||||
{
|
{
|
||||||
// the mesher thought this was too simple to mesh. Use a native Bullet collision shape.
|
// the mesher thought this was too simple to mesh. Use a native Bullet collision shape.
|
||||||
|
bool ret = false;
|
||||||
if (!_scene.NeedsMeshing(_pbs))
|
if (!_scene.NeedsMeshing(_pbs))
|
||||||
{
|
{
|
||||||
if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
|
if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
|
||||||
|
@ -1033,20 +967,28 @@ public sealed class BSPrim : PhysicsActor
|
||||||
if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
|
if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
|
||||||
{
|
{
|
||||||
// m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size);
|
// m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size);
|
||||||
_shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE;
|
if (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)
|
||||||
|
{
|
||||||
DetailLog("{0},CreateGeom,sphere", LocalID);
|
DetailLog("{0},CreateGeom,sphere", LocalID);
|
||||||
|
_shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE;
|
||||||
|
ret = true;
|
||||||
// Bullet native objects are scaled by the Bullet engine so pass the size in
|
// Bullet native objects are scaled by the Bullet engine so pass the size in
|
||||||
_scale = _size;
|
_scale = _size;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, size={2}", LogHeader, LocalID, _size);
|
// m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, size={2}", LogHeader, LocalID, _size);
|
||||||
|
if (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)
|
||||||
|
{
|
||||||
DetailLog("{0},CreateGeom,box", LocalID);
|
DetailLog("{0},CreateGeom,box", LocalID);
|
||||||
_shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX;
|
_shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX;
|
||||||
|
ret = true;
|
||||||
_scale = _size;
|
_scale = _size;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
if (IsPhysical)
|
if (IsPhysical)
|
||||||
|
@ -1056,6 +998,7 @@ public sealed class BSPrim : PhysicsActor
|
||||||
// physical objects require a hull for interaction.
|
// physical objects require a hull for interaction.
|
||||||
// This will create the mesh if it doesn't already exist
|
// This will create the mesh if it doesn't already exist
|
||||||
CreateGeomHull();
|
CreateGeomHull();
|
||||||
|
ret = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
@ -1064,9 +1007,11 @@ public sealed class BSPrim : PhysicsActor
|
||||||
{
|
{
|
||||||
// Static (non-physical) objects only need a mesh for bumping into
|
// Static (non-physical) objects only need a mesh for bumping into
|
||||||
CreateGeomMesh();
|
CreateGeomMesh();
|
||||||
|
ret = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
return ret;
|
||||||
}
|
}
|
||||||
|
|
||||||
// No locking here because this is done when we know physics is not simulating
|
// No locking here because this is done when we know physics is not simulating
|
||||||
|
@ -1251,20 +1196,18 @@ public sealed class BSPrim : PhysicsActor
|
||||||
// No locking here because this is done when the physics engine is not simulating
|
// No locking here because this is done when the physics engine is not simulating
|
||||||
private void CreateObject()
|
private void CreateObject()
|
||||||
{
|
{
|
||||||
if (IsRootOfLinkset)
|
// this routine is called when objects are rebuilt.
|
||||||
{
|
|
||||||
// Create a linkset around this object
|
|
||||||
CreateLinkset();
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// simple object
|
|
||||||
// the mesh or hull must have already been created in Bullet
|
// the mesh or hull must have already been created in Bullet
|
||||||
ShapeData shape;
|
ShapeData shape;
|
||||||
FillShapeInfo(out shape);
|
FillShapeInfo(out shape);
|
||||||
// m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type);
|
// m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type);
|
||||||
BulletSimAPI.CreateObject(_scene.WorldID, shape);
|
BulletSimAPI.CreateObject(_scene.WorldID, shape);
|
||||||
}
|
// the CreateObject() may have recreated the rigid body. Make sure we have the latest.
|
||||||
|
m_body.Ptr = BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID);
|
||||||
|
|
||||||
|
// The root object could have been recreated. Make sure everything linksety is up to date.
|
||||||
|
_linkset.RefreshLinkset(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Copy prim's info into the BulletSim shape description structure
|
// Copy prim's info into the BulletSim shape description structure
|
||||||
|
@ -1276,7 +1219,7 @@ public sealed class BSPrim : PhysicsActor
|
||||||
shape.Rotation = _orientation;
|
shape.Rotation = _orientation;
|
||||||
shape.Velocity = _velocity;
|
shape.Velocity = _velocity;
|
||||||
shape.Scale = _scale;
|
shape.Scale = _scale;
|
||||||
shape.Mass = Mass;
|
shape.Mass = _isPhysical ? _mass : 0f;
|
||||||
shape.Buoyancy = _buoyancy;
|
shape.Buoyancy = _buoyancy;
|
||||||
shape.HullKey = _hullKey;
|
shape.HullKey = _hullKey;
|
||||||
shape.MeshKey = _meshKey;
|
shape.MeshKey = _meshKey;
|
||||||
|
@ -1286,72 +1229,6 @@ public sealed class BSPrim : PhysicsActor
|
||||||
shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue;
|
shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue;
|
||||||
}
|
}
|
||||||
|
|
||||||
#region Linkset creation and destruction
|
|
||||||
|
|
||||||
// Create the linkset by putting constraints between the objects of the set so they cannot move
|
|
||||||
// relative to each other.
|
|
||||||
void CreateLinkset()
|
|
||||||
{
|
|
||||||
DebugLog("{0}: CreateLinkset. Root prim={1}, prims={2}", LogHeader, LocalID, _childrenPrims.Count+1);
|
|
||||||
|
|
||||||
// remove any constraints that might be in place
|
|
||||||
DebugLog("{0}: CreateLinkset: RemoveConstraints between me and any children", LogHeader, LocalID);
|
|
||||||
BulletSimAPI.RemoveConstraintByID(_scene.WorldID, LocalID);
|
|
||||||
|
|
||||||
// create constraints between the root prim and each of the children
|
|
||||||
foreach (BSPrim prim in _childrenPrims)
|
|
||||||
{
|
|
||||||
LinkAChildToMe(prim);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Create a constraint between me (root of linkset) and the passed prim (the child).
|
|
||||||
// Called at taint time!
|
|
||||||
private void LinkAChildToMe(BSPrim childPrim)
|
|
||||||
{
|
|
||||||
// Zero motion for children so they don't interpolate
|
|
||||||
childPrim.ZeroMotion();
|
|
||||||
|
|
||||||
// relative position normalized to the root prim
|
|
||||||
OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(this._orientation);
|
|
||||||
OMV.Vector3 childRelativePosition = (childPrim._position - this._position) * invThisOrientation;
|
|
||||||
|
|
||||||
// relative rotation of the child to the parent
|
|
||||||
OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim._orientation;
|
|
||||||
|
|
||||||
// create a constraint that allows no freedom of movement between the two objects
|
|
||||||
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
|
|
||||||
DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID);
|
|
||||||
DetailLog("{0},LinkAChildToMe,taint,root={1},child={2}", LocalID, LocalID, childPrim.LocalID);
|
|
||||||
BulletSimAPI.AddConstraint(_scene.WorldID, LocalID, childPrim.LocalID,
|
|
||||||
childRelativePosition,
|
|
||||||
childRelativeRotation,
|
|
||||||
OMV.Vector3.Zero,
|
|
||||||
OMV.Quaternion.Identity,
|
|
||||||
OMV.Vector3.Zero, OMV.Vector3.Zero,
|
|
||||||
OMV.Vector3.Zero, OMV.Vector3.Zero);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Remove linkage between myself and a particular child
|
|
||||||
// Called at taint time!
|
|
||||||
private void UnlinkAChildFromMe(BSPrim childPrim)
|
|
||||||
{
|
|
||||||
DebugLog("{0}: UnlinkAChildFromMe: RemoveConstraint between root prim {1} and child prim {2}",
|
|
||||||
LogHeader, LocalID, childPrim.LocalID);
|
|
||||||
DetailLog("{0},UnlinkAChildFromMe,taint,root={1},child={2}", LocalID, LocalID, childPrim.LocalID);
|
|
||||||
BulletSimAPI.RemoveConstraint(_scene.WorldID, LocalID, childPrim.LocalID);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Remove linkage between myself and any possible children I might have
|
|
||||||
// Called at taint time!
|
|
||||||
private void UnlinkAllChildren()
|
|
||||||
{
|
|
||||||
DebugLog("{0}: UnlinkAllChildren:", LogHeader);
|
|
||||||
DetailLog("{0},UnlinkAllChildren,taint", LocalID);
|
|
||||||
BulletSimAPI.RemoveConstraintByID(_scene.WorldID, LocalID);
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion // Linkset creation and destruction
|
|
||||||
|
|
||||||
// Rebuild the geometry and object.
|
// Rebuild the geometry and object.
|
||||||
// This is called when the shape changes so we need to recreate the mesh/hull.
|
// This is called when the shape changes so we need to recreate the mesh/hull.
|
||||||
|
@ -1429,7 +1306,7 @@ public sealed class BSPrim : PhysicsActor
|
||||||
// Don't check for damping here -- it's done in BulletSim and SceneObjectPart.
|
// Don't check for damping here -- it's done in BulletSim and SceneObjectPart.
|
||||||
|
|
||||||
// Updates only for individual prims and for the root object of a linkset.
|
// Updates only for individual prims and for the root object of a linkset.
|
||||||
if (_parentPrim == null)
|
if (_linkset.IsRoot(this))
|
||||||
{
|
{
|
||||||
// Assign to the local variables so the normal set action does not happen
|
// Assign to the local variables so the normal set action does not happen
|
||||||
_position = entprop.Position;
|
_position = entprop.Position;
|
||||||
|
|
|
@ -73,7 +73,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
||||||
private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
|
private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
|
||||||
private static readonly string LogHeader = "[BULLETS SCENE]";
|
private static readonly string LogHeader = "[BULLETS SCENE]";
|
||||||
|
|
||||||
private void DebugLog(string mm, params Object[] xx) { if (shouldDebugLog) m_log.DebugFormat(mm, xx); }
|
public void DebugLog(string mm, params Object[] xx) { if (shouldDebugLog) m_log.DebugFormat(mm, xx); }
|
||||||
|
|
||||||
public string BulletSimVersion = "?";
|
public string BulletSimVersion = "?";
|
||||||
|
|
||||||
|
@ -87,6 +87,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
||||||
private uint m_worldID;
|
private uint m_worldID;
|
||||||
public uint WorldID { get { return m_worldID; } }
|
public uint WorldID { get { return m_worldID; } }
|
||||||
|
|
||||||
|
// let my minuions use my logger
|
||||||
|
public ILog Logger { get { return m_log; } }
|
||||||
|
|
||||||
private bool m_initialized = false;
|
private bool m_initialized = false;
|
||||||
|
|
||||||
private int m_detailedStatsStep = 0;
|
private int m_detailedStatsStep = 0;
|
||||||
|
@ -103,6 +106,17 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
||||||
get { return m_sculptLOD; }
|
get { return m_sculptLOD; }
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private BulletSim m_worldSim;
|
||||||
|
public BulletSim World
|
||||||
|
{
|
||||||
|
get { return m_worldSim; }
|
||||||
|
}
|
||||||
|
private BSConstraintCollection m_constraintCollection;
|
||||||
|
public BSConstraintCollection Constraints
|
||||||
|
{
|
||||||
|
get { return m_constraintCollection; }
|
||||||
|
}
|
||||||
|
|
||||||
private int m_maxSubSteps;
|
private int m_maxSubSteps;
|
||||||
private float m_fixedTimeStep;
|
private float m_fixedTimeStep;
|
||||||
private long m_simulationStep = 0;
|
private long m_simulationStep = 0;
|
||||||
|
@ -229,6 +243,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
||||||
m_maxCollisionsPerFrame, m_collisionArrayPinnedHandle.AddrOfPinnedObject(),
|
m_maxCollisionsPerFrame, m_collisionArrayPinnedHandle.AddrOfPinnedObject(),
|
||||||
m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject());
|
m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject());
|
||||||
|
|
||||||
|
// Initialization to support the transition to a new API which puts most of the logic
|
||||||
|
// into the C# code so it is easier to modify and add to.
|
||||||
|
m_worldSim = new BulletSim(m_worldID, BulletSimAPI.GetSimHandle2(m_worldID));
|
||||||
|
m_constraintCollection = new BSConstraintCollection(World);
|
||||||
|
|
||||||
m_initialized = true;
|
m_initialized = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -237,116 +256,17 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
||||||
private void GetInitialParameterValues(IConfigSource config)
|
private void GetInitialParameterValues(IConfigSource config)
|
||||||
{
|
{
|
||||||
ConfigurationParameters parms = new ConfigurationParameters();
|
ConfigurationParameters parms = new ConfigurationParameters();
|
||||||
|
m_params[0] = parms;
|
||||||
|
|
||||||
_meshSculptedPrim = true; // mesh sculpted prims
|
SetParameterDefaultValues();
|
||||||
_forceSimplePrimMeshing = false; // use complex meshing if called for
|
|
||||||
|
|
||||||
m_meshLOD = 8f;
|
|
||||||
m_sculptLOD = 32f;
|
|
||||||
|
|
||||||
shouldDebugLog = false;
|
|
||||||
m_detailedStatsStep = 0; // disabled
|
|
||||||
|
|
||||||
m_maxSubSteps = 10;
|
|
||||||
m_fixedTimeStep = 1f / 60f;
|
|
||||||
m_maxCollisionsPerFrame = 2048;
|
|
||||||
m_maxUpdatesPerFrame = 2048;
|
|
||||||
m_maximumObjectMass = 10000.01f;
|
|
||||||
|
|
||||||
PID_D = 2200f;
|
|
||||||
PID_P = 900f;
|
|
||||||
|
|
||||||
parms.defaultFriction = 0.5f;
|
|
||||||
parms.defaultDensity = 10.000006836f; // Aluminum g/cm3
|
|
||||||
parms.defaultRestitution = 0f;
|
|
||||||
parms.collisionMargin = 0.0f;
|
|
||||||
parms.gravity = -9.80665f;
|
|
||||||
|
|
||||||
parms.linearDamping = 0.0f;
|
|
||||||
parms.angularDamping = 0.0f;
|
|
||||||
parms.deactivationTime = 0.2f;
|
|
||||||
parms.linearSleepingThreshold = 0.8f;
|
|
||||||
parms.angularSleepingThreshold = 1.0f;
|
|
||||||
parms.ccdMotionThreshold = 0.0f; // set to zero to disable
|
|
||||||
parms.ccdSweptSphereRadius = 0.0f;
|
|
||||||
parms.contactProcessingThreshold = 0.1f;
|
|
||||||
|
|
||||||
parms.terrainFriction = 0.5f;
|
|
||||||
parms.terrainHitFraction = 0.8f;
|
|
||||||
parms.terrainRestitution = 0f;
|
|
||||||
parms.avatarFriction = 0.5f;
|
|
||||||
parms.avatarRestitution = 0.0f;
|
|
||||||
parms.avatarDensity = 60f;
|
|
||||||
parms.avatarCapsuleRadius = 0.37f;
|
|
||||||
parms.avatarCapsuleHeight = 1.5f; // 2.140599f
|
|
||||||
parms.avatarContactProcessingThreshold = 0.1f;
|
|
||||||
|
|
||||||
parms.maxPersistantManifoldPoolSize = 0f;
|
|
||||||
parms.shouldDisableContactPoolDynamicAllocation = ConfigurationParameters.numericTrue;
|
|
||||||
parms.shouldForceUpdateAllAabbs = ConfigurationParameters.numericFalse;
|
|
||||||
parms.shouldRandomizeSolverOrder = ConfigurationParameters.numericFalse;
|
|
||||||
parms.shouldSplitSimulationIslands = ConfigurationParameters.numericFalse;
|
|
||||||
parms.shouldEnableFrictionCaching = ConfigurationParameters.numericFalse;
|
|
||||||
parms.numberOfSolverIterations = 0f; // means use default
|
|
||||||
|
|
||||||
if (config != null)
|
if (config != null)
|
||||||
{
|
{
|
||||||
// If there are specifications in the ini file, use those values
|
// If there are specifications in the ini file, use those values
|
||||||
// WHEN ADDING OR UPDATING THIS SECTION, BE SURE TO UPDATE OpenSimDefaults.ini
|
|
||||||
// ALSO REMEMBER TO UPDATE THE RUNTIME SETTING OF THE PARAMETERS.
|
|
||||||
IConfig pConfig = config.Configs["BulletSim"];
|
IConfig pConfig = config.Configs["BulletSim"];
|
||||||
if (pConfig != null)
|
if (pConfig != null)
|
||||||
{
|
{
|
||||||
_meshSculptedPrim = pConfig.GetBoolean("MeshSculptedPrim", _meshSculptedPrim);
|
SetParameterConfigurationValues(pConfig);
|
||||||
_forceSimplePrimMeshing = pConfig.GetBoolean("ForceSimplePrimMeshing", _forceSimplePrimMeshing);
|
|
||||||
|
|
||||||
shouldDebugLog = pConfig.GetBoolean("ShouldDebugLog", shouldDebugLog);
|
|
||||||
m_detailedStatsStep = pConfig.GetInt("DetailedStatsStep", m_detailedStatsStep);
|
|
||||||
|
|
||||||
m_meshLOD = pConfig.GetFloat("MeshLevelOfDetail", m_meshLOD);
|
|
||||||
m_sculptLOD = pConfig.GetFloat("SculptLevelOfDetail", m_sculptLOD);
|
|
||||||
|
|
||||||
m_maxSubSteps = pConfig.GetInt("MaxSubSteps", m_maxSubSteps);
|
|
||||||
m_fixedTimeStep = pConfig.GetFloat("FixedTimeStep", m_fixedTimeStep);
|
|
||||||
m_maxCollisionsPerFrame = pConfig.GetInt("MaxCollisionsPerFrame", m_maxCollisionsPerFrame);
|
|
||||||
m_maxUpdatesPerFrame = pConfig.GetInt("MaxUpdatesPerFrame", m_maxUpdatesPerFrame);
|
|
||||||
m_maximumObjectMass = pConfig.GetFloat("MaxObjectMass", m_maximumObjectMass);
|
|
||||||
|
|
||||||
PID_D = pConfig.GetFloat("PIDDerivative", PID_D);
|
|
||||||
PID_P = pConfig.GetFloat("PIDProportional", PID_P);
|
|
||||||
|
|
||||||
parms.defaultFriction = pConfig.GetFloat("DefaultFriction", parms.defaultFriction);
|
|
||||||
parms.defaultDensity = pConfig.GetFloat("DefaultDensity", parms.defaultDensity);
|
|
||||||
parms.defaultRestitution = pConfig.GetFloat("DefaultRestitution", parms.defaultRestitution);
|
|
||||||
parms.collisionMargin = pConfig.GetFloat("CollisionMargin", parms.collisionMargin);
|
|
||||||
parms.gravity = pConfig.GetFloat("Gravity", parms.gravity);
|
|
||||||
|
|
||||||
parms.linearDamping = pConfig.GetFloat("LinearDamping", parms.linearDamping);
|
|
||||||
parms.angularDamping = pConfig.GetFloat("AngularDamping", parms.angularDamping);
|
|
||||||
parms.deactivationTime = pConfig.GetFloat("DeactivationTime", parms.deactivationTime);
|
|
||||||
parms.linearSleepingThreshold = pConfig.GetFloat("LinearSleepingThreshold", parms.linearSleepingThreshold);
|
|
||||||
parms.angularSleepingThreshold = pConfig.GetFloat("AngularSleepingThreshold", parms.angularSleepingThreshold);
|
|
||||||
parms.ccdMotionThreshold = pConfig.GetFloat("CcdMotionThreshold", parms.ccdMotionThreshold);
|
|
||||||
parms.ccdSweptSphereRadius = pConfig.GetFloat("CcdSweptSphereRadius", parms.ccdSweptSphereRadius);
|
|
||||||
parms.contactProcessingThreshold = pConfig.GetFloat("ContactProcessingThreshold", parms.contactProcessingThreshold);
|
|
||||||
|
|
||||||
parms.terrainFriction = pConfig.GetFloat("TerrainFriction", parms.terrainFriction);
|
|
||||||
parms.terrainHitFraction = pConfig.GetFloat("TerrainHitFraction", parms.terrainHitFraction);
|
|
||||||
parms.terrainRestitution = pConfig.GetFloat("TerrainRestitution", parms.terrainRestitution);
|
|
||||||
parms.avatarFriction = pConfig.GetFloat("AvatarFriction", parms.avatarFriction);
|
|
||||||
parms.avatarRestitution = pConfig.GetFloat("AvatarRestitution", parms.avatarRestitution);
|
|
||||||
parms.avatarDensity = pConfig.GetFloat("AvatarDensity", parms.avatarDensity);
|
|
||||||
parms.avatarCapsuleRadius = pConfig.GetFloat("AvatarCapsuleRadius", parms.avatarCapsuleRadius);
|
|
||||||
parms.avatarCapsuleHeight = pConfig.GetFloat("AvatarCapsuleHeight", parms.avatarCapsuleHeight);
|
|
||||||
parms.avatarContactProcessingThreshold = pConfig.GetFloat("AvatarContactProcessingThreshold", parms.avatarContactProcessingThreshold);
|
|
||||||
|
|
||||||
parms.maxPersistantManifoldPoolSize = pConfig.GetFloat("MaxPersistantManifoldPoolSize", parms.maxPersistantManifoldPoolSize);
|
|
||||||
parms.shouldDisableContactPoolDynamicAllocation = ParamBoolean(pConfig, "ShouldDisableContactPoolDynamicAllocation", parms.shouldDisableContactPoolDynamicAllocation);
|
|
||||||
parms.shouldForceUpdateAllAabbs = ParamBoolean(pConfig, "ShouldForceUpdateAllAabbs", parms.shouldForceUpdateAllAabbs);
|
|
||||||
parms.shouldRandomizeSolverOrder = ParamBoolean(pConfig, "ShouldRandomizeSolverOrder", parms.shouldRandomizeSolverOrder);
|
|
||||||
parms.shouldSplitSimulationIslands = ParamBoolean(pConfig, "ShouldSplitSimulationIslands", parms.shouldSplitSimulationIslands);
|
|
||||||
parms.shouldEnableFrictionCaching = ParamBoolean(pConfig, "ShouldEnableFrictionCaching", parms.shouldEnableFrictionCaching);
|
|
||||||
parms.numberOfSolverIterations = pConfig.GetFloat("NumberOfSolverIterations", parms.numberOfSolverIterations);
|
|
||||||
|
|
||||||
// Very detailed logging for physics debugging
|
// Very detailed logging for physics debugging
|
||||||
m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false);
|
m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false);
|
||||||
|
@ -357,7 +277,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
||||||
m_vehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false);
|
m_vehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
m_params[0] = parms;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// A helper function that handles a true/false parameter and returns the proper float number encoding
|
// A helper function that handles a true/false parameter and returns the proper float number encoding
|
||||||
|
@ -634,6 +553,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
||||||
// make sure no stepping happens while we're deleting stuff
|
// make sure no stepping happens while we're deleting stuff
|
||||||
m_initialized = false;
|
m_initialized = false;
|
||||||
|
|
||||||
|
if (m_constraintCollection != null)
|
||||||
|
{
|
||||||
|
m_constraintCollection.Dispose();
|
||||||
|
m_constraintCollection = null;
|
||||||
|
}
|
||||||
|
|
||||||
foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars)
|
foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars)
|
||||||
{
|
{
|
||||||
kvp.Value.Destroy();
|
kvp.Value.Destroy();
|
||||||
|
@ -776,10 +701,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
||||||
}
|
}
|
||||||
|
|
||||||
// The calls to the PhysicsActors can't directly call into the physics engine
|
// The calls to the PhysicsActors can't directly call into the physics engine
|
||||||
// because it might be busy. We we delay changes to a known time.
|
// because it might be busy. We delay changes to a known time.
|
||||||
// We rely on C#'s closure to save and restore the context for the delegate.
|
// We rely on C#'s closure to save and restore the context for the delegate.
|
||||||
public void TaintedObject(TaintCallback callback)
|
public void TaintedObject(TaintCallback callback)
|
||||||
{
|
{
|
||||||
|
if (!m_initialized) return;
|
||||||
|
|
||||||
lock (_taintLock)
|
lock (_taintLock)
|
||||||
_taintedObjects.Add(callback);
|
_taintedObjects.Add(callback);
|
||||||
return;
|
return;
|
||||||
|
@ -853,61 +780,371 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
||||||
}
|
}
|
||||||
#endregion Vehicles
|
#endregion Vehicles
|
||||||
|
|
||||||
#region Runtime settable parameters
|
#region Parameters
|
||||||
public static PhysParameterEntry[] SettableParameters = new PhysParameterEntry[]
|
|
||||||
|
delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val);
|
||||||
|
delegate float ParamGet(BSScene scene);
|
||||||
|
delegate void ParamSet(BSScene scene, string paramName, uint localID, float val);
|
||||||
|
|
||||||
|
private struct ParameterDefn
|
||||||
{
|
{
|
||||||
new PhysParameterEntry("MeshLOD", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)"),
|
public string name;
|
||||||
new PhysParameterEntry("SculptLOD", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)"),
|
public string desc;
|
||||||
new PhysParameterEntry("MaxSubStep", "In simulation step, maximum number of substeps"),
|
public float defaultValue;
|
||||||
new PhysParameterEntry("FixedTimeStep", "In simulation step, seconds of one substep (1/60)"),
|
public ParamUser userParam;
|
||||||
new PhysParameterEntry("MaxObjectMass", "Maximum object mass (10000.01)"),
|
public ParamGet getter;
|
||||||
new PhysParameterEntry("DetailedStats", "Frames between outputting detailed phys stats. Zero is off"),
|
public ParamSet setter;
|
||||||
|
public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s)
|
||||||
|
{
|
||||||
|
name = n;
|
||||||
|
desc = d;
|
||||||
|
defaultValue = v;
|
||||||
|
userParam = u;
|
||||||
|
getter = g;
|
||||||
|
setter = s;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
new PhysParameterEntry("DefaultFriction", "Friction factor used on new objects"),
|
// List of all of the externally visible parameters.
|
||||||
new PhysParameterEntry("DefaultDensity", "Density for new objects" ),
|
// For each parameter, this table maps a text name to getter and setters.
|
||||||
new PhysParameterEntry("DefaultRestitution", "Bouncyness of an object" ),
|
// A ParameterDefn() takes the following parameters:
|
||||||
// new PhysParameterEntry("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!!)" ),
|
// -- the text name of the parameter. This is used for console input and ini file.
|
||||||
new PhysParameterEntry("Gravity", "Vertical force of gravity (negative means down)" ),
|
// -- a short text description of the parameter. This shows up in the console listing.
|
||||||
|
// -- a delegate for fetching the parameter from the ini file.
|
||||||
|
// Should handle fetching the right type from the ini file and converting it.
|
||||||
|
// -- a delegate for getting the value as a float
|
||||||
|
// -- a delegate for setting the value from a float
|
||||||
|
//
|
||||||
|
// To add a new variable, it is best to find an existing definition and copy it.
|
||||||
|
private ParameterDefn[] ParameterDefinitions =
|
||||||
|
{
|
||||||
|
new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties",
|
||||||
|
ConfigurationParameters.numericTrue,
|
||||||
|
(s,cf,p,v) => { s._meshSculptedPrim = cf.GetBoolean(p, s.BoolNumeric(v)); },
|
||||||
|
(s) => { return s.NumericBool(s._meshSculptedPrim); },
|
||||||
|
(s,p,l,v) => { s._meshSculptedPrim = s.BoolNumeric(v); } ),
|
||||||
|
new ParameterDefn("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects",
|
||||||
|
ConfigurationParameters.numericFalse,
|
||||||
|
(s,cf,p,v) => { s._forceSimplePrimMeshing = cf.GetBoolean(p, s.BoolNumeric(v)); },
|
||||||
|
(s) => { return s.NumericBool(s._forceSimplePrimMeshing); },
|
||||||
|
(s,p,l,v) => { s._forceSimplePrimMeshing = s.BoolNumeric(v); } ),
|
||||||
|
|
||||||
new PhysParameterEntry("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)" ),
|
new ParameterDefn("MeshLOD", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
|
||||||
new PhysParameterEntry("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)" ),
|
8f,
|
||||||
new PhysParameterEntry("DeactivationTime", "Seconds before considering an object potentially static" ),
|
(s,cf,p,v) => { s.m_meshLOD = cf.GetInt(p, (int)v); },
|
||||||
new PhysParameterEntry("LinearSleepingThreshold", "Seconds to measure linear movement before considering static" ),
|
(s) => { return (float)s.m_meshLOD; },
|
||||||
new PhysParameterEntry("AngularSleepingThreshold", "Seconds to measure angular movement before considering static" ),
|
(s,p,l,v) => { s.m_meshLOD = (int)v; } ),
|
||||||
new PhysParameterEntry("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" ),
|
new ParameterDefn("SculptLOD", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)",
|
||||||
new PhysParameterEntry("CcdSweptSphereRadius", "Continuious collision detection test radius" ),
|
32,
|
||||||
new PhysParameterEntry("ContactProcessingThreshold", "Distance between contacts before doing collision check" ),
|
(s,cf,p,v) => { s.m_sculptLOD = cf.GetInt(p, (int)v); },
|
||||||
// Can only change the following at initialization time. Change the INI file and reboot.
|
(s) => { return (float)s.m_sculptLOD; },
|
||||||
new PhysParameterEntry("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default)"),
|
(s,p,l,v) => { s.m_sculptLOD = (int)v; } ),
|
||||||
new PhysParameterEntry("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count"),
|
|
||||||
new PhysParameterEntry("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step"),
|
|
||||||
new PhysParameterEntry("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction"),
|
|
||||||
new PhysParameterEntry("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands"),
|
|
||||||
new PhysParameterEntry("ShouldEnableFrictionCaching", "Enable friction computation caching"),
|
|
||||||
new PhysParameterEntry("NumberOfSolverIterations", "Number of internal iterations (0 means default)"),
|
|
||||||
|
|
||||||
new PhysParameterEntry("Friction", "Set friction parameter for a specific object" ),
|
new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps",
|
||||||
new PhysParameterEntry("Restitution", "Set restitution parameter for a specific object" ),
|
10f,
|
||||||
|
(s,cf,p,v) => { s.m_maxSubSteps = cf.GetInt(p, (int)v); },
|
||||||
|
(s) => { return (float)s.m_maxSubSteps; },
|
||||||
|
(s,p,l,v) => { s.m_maxSubSteps = (int)v; } ),
|
||||||
|
new ParameterDefn("FixedTimeStep", "In simulation step, seconds of one substep (1/60)",
|
||||||
|
1f / 60f,
|
||||||
|
(s,cf,p,v) => { s.m_fixedTimeStep = cf.GetFloat(p, v); },
|
||||||
|
(s) => { return (float)s.m_fixedTimeStep; },
|
||||||
|
(s,p,l,v) => { s.m_fixedTimeStep = v; } ),
|
||||||
|
new ParameterDefn("MaxCollisionsPerFrame", "Max collisions returned at end of each frame",
|
||||||
|
2048f,
|
||||||
|
(s,cf,p,v) => { s.m_maxCollisionsPerFrame = cf.GetInt(p, (int)v); },
|
||||||
|
(s) => { return (float)s.m_maxCollisionsPerFrame; },
|
||||||
|
(s,p,l,v) => { s.m_maxCollisionsPerFrame = (int)v; } ),
|
||||||
|
new ParameterDefn("MaxUpdatesPerFrame", "Max updates returned at end of each frame",
|
||||||
|
8000f,
|
||||||
|
(s,cf,p,v) => { s.m_maxUpdatesPerFrame = cf.GetInt(p, (int)v); },
|
||||||
|
(s) => { return (float)s.m_maxUpdatesPerFrame; },
|
||||||
|
(s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ),
|
||||||
|
new ParameterDefn("MaxObjectMass", "Maximum object mass (10000.01)",
|
||||||
|
10000.01f,
|
||||||
|
(s,cf,p,v) => { s.m_maximumObjectMass = cf.GetFloat(p, v); },
|
||||||
|
(s) => { return (float)s.m_maximumObjectMass; },
|
||||||
|
(s,p,l,v) => { s.m_maximumObjectMass = v; } ),
|
||||||
|
|
||||||
new PhysParameterEntry("Friction", "Set friction parameter for a specific object" ),
|
new ParameterDefn("PID_D", "Derivitive factor for motion smoothing",
|
||||||
new PhysParameterEntry("Restitution", "Set restitution parameter for a specific object" ),
|
2200f,
|
||||||
|
(s,cf,p,v) => { s.PID_D = cf.GetFloat(p, v); },
|
||||||
|
(s) => { return (float)s.PID_D; },
|
||||||
|
(s,p,l,v) => { s.PID_D = v; } ),
|
||||||
|
new ParameterDefn("PID_P", "Parameteric factor for motion smoothing",
|
||||||
|
900f,
|
||||||
|
(s,cf,p,v) => { s.PID_P = cf.GetFloat(p, v); },
|
||||||
|
(s) => { return (float)s.PID_P; },
|
||||||
|
(s,p,l,v) => { s.PID_P = v; } ),
|
||||||
|
|
||||||
new PhysParameterEntry("TerrainFriction", "Factor to reduce movement against terrain surface" ),
|
new ParameterDefn("DefaultFriction", "Friction factor used on new objects",
|
||||||
new PhysParameterEntry("TerrainHitFraction", "Distance to measure hit collisions" ),
|
0.5f,
|
||||||
new PhysParameterEntry("TerrainRestitution", "Bouncyness" ),
|
(s,cf,p,v) => { s.m_params[0].defaultFriction = cf.GetFloat(p, v); },
|
||||||
new PhysParameterEntry("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation." ),
|
(s) => { return s.m_params[0].defaultFriction; },
|
||||||
new PhysParameterEntry("AvatarDensity", "Density of an avatar. Changed on avatar recreation." ),
|
(s,p,l,v) => { s.m_params[0].defaultFriction = v; } ),
|
||||||
new PhysParameterEntry("AvatarRestitution", "Bouncyness. Changed on avatar recreation." ),
|
new ParameterDefn("DefaultDensity", "Density for new objects" ,
|
||||||
new PhysParameterEntry("AvatarCapsuleRadius", "Radius of space around an avatar" ),
|
10.000006836f, // Aluminum g/cm3
|
||||||
new PhysParameterEntry("AvatarCapsuleHeight", "Default height of space around avatar" ),
|
(s,cf,p,v) => { s.m_params[0].defaultDensity = cf.GetFloat(p, v); },
|
||||||
new PhysParameterEntry("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions")
|
(s) => { return s.m_params[0].defaultDensity; },
|
||||||
|
(s,p,l,v) => { s.m_params[0].defaultDensity = v; } ),
|
||||||
|
new ParameterDefn("DefaultRestitution", "Bouncyness of an object" ,
|
||||||
|
0f,
|
||||||
|
(s,cf,p,v) => { s.m_params[0].defaultRestitution = cf.GetFloat(p, v); },
|
||||||
|
(s) => { return s.m_params[0].defaultRestitution; },
|
||||||
|
(s,p,l,v) => { s.m_params[0].defaultRestitution = v; } ),
|
||||||
|
new ParameterDefn("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)",
|
||||||
|
0f,
|
||||||
|
(s,cf,p,v) => { s.m_params[0].collisionMargin = cf.GetFloat(p, v); },
|
||||||
|
(s) => { return s.m_params[0].collisionMargin; },
|
||||||
|
(s,p,l,v) => { s.m_params[0].collisionMargin = v; } ),
|
||||||
|
new ParameterDefn("Gravity", "Vertical force of gravity (negative means down)",
|
||||||
|
-9.80665f,
|
||||||
|
(s,cf,p,v) => { s.m_params[0].gravity = cf.GetFloat(p, v); },
|
||||||
|
(s) => { return s.m_params[0].gravity; },
|
||||||
|
(s,p,l,v) => { s.m_params[0].gravity = v; s.TaintedUpdateParameter(p,l,v); } ),
|
||||||
|
|
||||||
|
|
||||||
|
new ParameterDefn("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)",
|
||||||
|
0f,
|
||||||
|
(s,cf,p,v) => { s.m_params[0].linearDamping = cf.GetFloat(p, v); },
|
||||||
|
(s) => { return s.m_params[0].linearDamping; },
|
||||||
|
(s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].linearDamping, p, l, v); } ),
|
||||||
|
new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)",
|
||||||
|
0f,
|
||||||
|
(s,cf,p,v) => { s.m_params[0].angularDamping = cf.GetFloat(p, v); },
|
||||||
|
(s) => { return s.m_params[0].angularDamping; },
|
||||||
|
(s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].angularDamping, p, l, v); } ),
|
||||||
|
new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static",
|
||||||
|
0.2f,
|
||||||
|
(s,cf,p,v) => { s.m_params[0].deactivationTime = cf.GetFloat(p, v); },
|
||||||
|
(s) => { return s.m_params[0].deactivationTime; },
|
||||||
|
(s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].deactivationTime, p, l, v); } ),
|
||||||
|
new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static",
|
||||||
|
0.8f,
|
||||||
|
(s,cf,p,v) => { s.m_params[0].linearSleepingThreshold = cf.GetFloat(p, v); },
|
||||||
|
(s) => { return s.m_params[0].linearSleepingThreshold; },
|
||||||
|
(s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].linearSleepingThreshold, p, l, v); } ),
|
||||||
|
new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static",
|
||||||
|
1.0f,
|
||||||
|
(s,cf,p,v) => { s.m_params[0].angularSleepingThreshold = cf.GetFloat(p, v); },
|
||||||
|
(s) => { return s.m_params[0].angularSleepingThreshold; },
|
||||||
|
(s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].angularSleepingThreshold, p, l, v); } ),
|
||||||
|
new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" ,
|
||||||
|
0f, // set to zero to disable
|
||||||
|
(s,cf,p,v) => { s.m_params[0].ccdMotionThreshold = cf.GetFloat(p, v); },
|
||||||
|
(s) => { return s.m_params[0].ccdMotionThreshold; },
|
||||||
|
(s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].ccdMotionThreshold, p, l, v); } ),
|
||||||
|
new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" ,
|
||||||
|
0f,
|
||||||
|
(s,cf,p,v) => { s.m_params[0].ccdSweptSphereRadius = cf.GetFloat(p, v); },
|
||||||
|
(s) => { return s.m_params[0].ccdSweptSphereRadius; },
|
||||||
|
(s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].ccdSweptSphereRadius, p, l, v); } ),
|
||||||
|
new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" ,
|
||||||
|
0.1f,
|
||||||
|
(s,cf,p,v) => { s.m_params[0].contactProcessingThreshold = cf.GetFloat(p, v); },
|
||||||
|
(s) => { return s.m_params[0].contactProcessingThreshold; },
|
||||||
|
(s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].contactProcessingThreshold, p, l, v); } ),
|
||||||
|
|
||||||
|
new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" ,
|
||||||
|
0.5f,
|
||||||
|
(s,cf,p,v) => { s.m_params[0].terrainFriction = cf.GetFloat(p, v); },
|
||||||
|
(s) => { return s.m_params[0].terrainFriction; },
|
||||||
|
(s,p,l,v) => { s.m_params[0].terrainFriction = v; s.TaintedUpdateParameter(p,l,v); } ),
|
||||||
|
new ParameterDefn("TerrainHitFraction", "Distance to measure hit collisions" ,
|
||||||
|
0.8f,
|
||||||
|
(s,cf,p,v) => { s.m_params[0].terrainHitFraction = cf.GetFloat(p, v); },
|
||||||
|
(s) => { return s.m_params[0].terrainHitFraction; },
|
||||||
|
(s,p,l,v) => { s.m_params[0].terrainHitFraction = v; s.TaintedUpdateParameter(p,l,v); } ),
|
||||||
|
new ParameterDefn("TerrainRestitution", "Bouncyness" ,
|
||||||
|
0f,
|
||||||
|
(s,cf,p,v) => { s.m_params[0].terrainRestitution = cf.GetFloat(p, v); },
|
||||||
|
(s) => { return s.m_params[0].terrainRestitution; },
|
||||||
|
(s,p,l,v) => { s.m_params[0].terrainRestitution = v; s.TaintedUpdateParameter(p,l,v); } ),
|
||||||
|
new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.",
|
||||||
|
0.5f,
|
||||||
|
(s,cf,p,v) => { s.m_params[0].avatarFriction = cf.GetFloat(p, v); },
|
||||||
|
(s) => { return s.m_params[0].avatarFriction; },
|
||||||
|
(s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarFriction, p, l, v); } ),
|
||||||
|
new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.",
|
||||||
|
60f,
|
||||||
|
(s,cf,p,v) => { s.m_params[0].avatarDensity = cf.GetFloat(p, v); },
|
||||||
|
(s) => { return s.m_params[0].avatarDensity; },
|
||||||
|
(s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarDensity, p, l, v); } ),
|
||||||
|
new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.",
|
||||||
|
0f,
|
||||||
|
(s,cf,p,v) => { s.m_params[0].avatarRestitution = cf.GetFloat(p, v); },
|
||||||
|
(s) => { return s.m_params[0].avatarRestitution; },
|
||||||
|
(s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarRestitution, p, l, v); } ),
|
||||||
|
new ParameterDefn("AvatarCapsuleRadius", "Radius of space around an avatar",
|
||||||
|
0.37f,
|
||||||
|
(s,cf,p,v) => { s.m_params[0].avatarCapsuleRadius = cf.GetFloat(p, v); },
|
||||||
|
(s) => { return s.m_params[0].avatarCapsuleRadius; },
|
||||||
|
(s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarCapsuleRadius, p, l, v); } ),
|
||||||
|
new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar",
|
||||||
|
1.5f,
|
||||||
|
(s,cf,p,v) => { s.m_params[0].avatarCapsuleHeight = cf.GetFloat(p, v); },
|
||||||
|
(s) => { return s.m_params[0].avatarCapsuleHeight; },
|
||||||
|
(s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarCapsuleHeight, p, l, v); } ),
|
||||||
|
new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions",
|
||||||
|
0.1f,
|
||||||
|
(s,cf,p,v) => { s.m_params[0].avatarContactProcessingThreshold = cf.GetFloat(p, v); },
|
||||||
|
(s) => { return s.m_params[0].avatarContactProcessingThreshold; },
|
||||||
|
(s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarContactProcessingThreshold, p, l, v); } ),
|
||||||
|
|
||||||
|
|
||||||
|
new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default)",
|
||||||
|
0f, // zero to disable
|
||||||
|
(s,cf,p,v) => { s.m_params[0].maxPersistantManifoldPoolSize = cf.GetFloat(p, v); },
|
||||||
|
(s) => { return s.m_params[0].maxPersistantManifoldPoolSize; },
|
||||||
|
(s,p,l,v) => { s.m_params[0].maxPersistantManifoldPoolSize = v; } ),
|
||||||
|
new ParameterDefn("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count",
|
||||||
|
ConfigurationParameters.numericTrue,
|
||||||
|
(s,cf,p,v) => { s.m_params[0].maxPersistantManifoldPoolSize = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); },
|
||||||
|
(s) => { return s.m_params[0].shouldDisableContactPoolDynamicAllocation; },
|
||||||
|
(s,p,l,v) => { s.m_params[0].shouldDisableContactPoolDynamicAllocation = v; } ),
|
||||||
|
new ParameterDefn("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step",
|
||||||
|
ConfigurationParameters.numericFalse,
|
||||||
|
(s,cf,p,v) => { s.m_params[0].shouldForceUpdateAllAabbs = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); },
|
||||||
|
(s) => { return s.m_params[0].shouldForceUpdateAllAabbs; },
|
||||||
|
(s,p,l,v) => { s.m_params[0].shouldForceUpdateAllAabbs = v; } ),
|
||||||
|
new ParameterDefn("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction",
|
||||||
|
ConfigurationParameters.numericFalse,
|
||||||
|
(s,cf,p,v) => { s.m_params[0].shouldRandomizeSolverOrder = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); },
|
||||||
|
(s) => { return s.m_params[0].shouldRandomizeSolverOrder; },
|
||||||
|
(s,p,l,v) => { s.m_params[0].shouldRandomizeSolverOrder = v; } ),
|
||||||
|
new ParameterDefn("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands",
|
||||||
|
ConfigurationParameters.numericFalse,
|
||||||
|
(s,cf,p,v) => { s.m_params[0].shouldSplitSimulationIslands = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); },
|
||||||
|
(s) => { return s.m_params[0].shouldSplitSimulationIslands; },
|
||||||
|
(s,p,l,v) => { s.m_params[0].shouldSplitSimulationIslands = v; } ),
|
||||||
|
new ParameterDefn("ShouldEnableFrictionCaching", "Enable friction computation caching",
|
||||||
|
ConfigurationParameters.numericFalse,
|
||||||
|
(s,cf,p,v) => { s.m_params[0].shouldEnableFrictionCaching = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); },
|
||||||
|
(s) => { return s.m_params[0].shouldEnableFrictionCaching; },
|
||||||
|
(s,p,l,v) => { s.m_params[0].shouldEnableFrictionCaching = v; } ),
|
||||||
|
new ParameterDefn("NumberOfSolverIterations", "Number of internal iterations (0 means default)",
|
||||||
|
0f, // zero says use Bullet default
|
||||||
|
(s,cf,p,v) => { s.m_params[0].numberOfSolverIterations = cf.GetFloat(p, v); },
|
||||||
|
(s) => { return s.m_params[0].numberOfSolverIterations; },
|
||||||
|
(s,p,l,v) => { s.m_params[0].numberOfSolverIterations = v; } ),
|
||||||
|
|
||||||
|
new ParameterDefn("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.",
|
||||||
|
ConfigurationParameters.numericFalse,
|
||||||
|
(s,cf,p,v) => { s.m_params[0].linkConstraintUseFrameOffset = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); },
|
||||||
|
(s) => { return s.m_params[0].linkConstraintUseFrameOffset; },
|
||||||
|
(s,p,l,v) => { s.m_params[0].linkConstraintUseFrameOffset = v; } ),
|
||||||
|
new ParameterDefn("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints",
|
||||||
|
ConfigurationParameters.numericTrue,
|
||||||
|
(s,cf,p,v) => { s.m_params[0].linkConstraintEnableTransMotor = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); },
|
||||||
|
(s) => { return s.m_params[0].linkConstraintEnableTransMotor; },
|
||||||
|
(s,p,l,v) => { s.m_params[0].linkConstraintEnableTransMotor = v; } ),
|
||||||
|
new ParameterDefn("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints",
|
||||||
|
5.0f,
|
||||||
|
(s,cf,p,v) => { s.m_params[0].linkConstraintTransMotorMaxVel = cf.GetFloat(p, v); },
|
||||||
|
(s) => { return s.m_params[0].linkConstraintTransMotorMaxVel; },
|
||||||
|
(s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxVel = v; } ),
|
||||||
|
new ParameterDefn("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints",
|
||||||
|
0.1f,
|
||||||
|
(s,cf,p,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = cf.GetFloat(p, v); },
|
||||||
|
(s) => { return s.m_params[0].linkConstraintTransMotorMaxForce; },
|
||||||
|
(s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = v; } ),
|
||||||
|
|
||||||
|
new ParameterDefn("DetailedStats", "Frames between outputting detailed phys stats. (0 is off)",
|
||||||
|
0f,
|
||||||
|
(s,cf,p,v) => { s.m_detailedStatsStep = cf.GetInt(p, (int)v); },
|
||||||
|
(s) => { return (float)s.m_detailedStatsStep; },
|
||||||
|
(s,p,l,v) => { s.m_detailedStatsStep = (int)v; } ),
|
||||||
|
new ParameterDefn("ShouldDebugLog", "Enables detailed DEBUG log statements",
|
||||||
|
ConfigurationParameters.numericFalse,
|
||||||
|
(s,cf,p,v) => { s.shouldDebugLog = cf.GetBoolean(p, s.BoolNumeric(v)); },
|
||||||
|
(s) => { return s.NumericBool(s.shouldDebugLog); },
|
||||||
|
(s,p,l,v) => { s.shouldDebugLog = s.BoolNumeric(v); } ),
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
|
// Convert a boolean to our numeric true and false values
|
||||||
|
public float NumericBool(bool b)
|
||||||
|
{
|
||||||
|
return (b ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Convert numeric true and false values to a boolean
|
||||||
|
public bool BoolNumeric(float b)
|
||||||
|
{
|
||||||
|
return (b == ConfigurationParameters.numericTrue ? true : false);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Search through the parameter definitions and return the matching
|
||||||
|
// ParameterDefn structure.
|
||||||
|
// Case does not matter as names are compared after converting to lower case.
|
||||||
|
// Returns 'false' if the parameter is not found.
|
||||||
|
private bool TryGetParameter(string paramName, out ParameterDefn defn)
|
||||||
|
{
|
||||||
|
bool ret = false;
|
||||||
|
ParameterDefn foundDefn = new ParameterDefn();
|
||||||
|
string pName = paramName.ToLower();
|
||||||
|
|
||||||
|
foreach (ParameterDefn parm in ParameterDefinitions)
|
||||||
|
{
|
||||||
|
if (pName == parm.name.ToLower())
|
||||||
|
{
|
||||||
|
foundDefn = parm;
|
||||||
|
ret = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
defn = foundDefn;
|
||||||
|
return ret;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Pass through the settable parameters and set the default values
|
||||||
|
private void SetParameterDefaultValues()
|
||||||
|
{
|
||||||
|
foreach (ParameterDefn parm in ParameterDefinitions)
|
||||||
|
{
|
||||||
|
parm.setter(this, parm.name, PhysParameterEntry.APPLY_TO_NONE, parm.defaultValue);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Get user set values out of the ini file.
|
||||||
|
private void SetParameterConfigurationValues(IConfig cfg)
|
||||||
|
{
|
||||||
|
foreach (ParameterDefn parm in ParameterDefinitions)
|
||||||
|
{
|
||||||
|
parm.userParam(this, cfg, parm.name, parm.defaultValue);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private PhysParameterEntry[] SettableParameters = new PhysParameterEntry[1];
|
||||||
|
|
||||||
|
private void BuildParameterTable()
|
||||||
|
{
|
||||||
|
if (SettableParameters.Length < ParameterDefinitions.Length)
|
||||||
|
{
|
||||||
|
|
||||||
|
List<PhysParameterEntry> entries = new List<PhysParameterEntry>();
|
||||||
|
for (int ii = 0; ii < ParameterDefinitions.Length; ii++)
|
||||||
|
{
|
||||||
|
ParameterDefn pd = ParameterDefinitions[ii];
|
||||||
|
entries.Add(new PhysParameterEntry(pd.name, pd.desc));
|
||||||
|
}
|
||||||
|
|
||||||
|
// make the list in alphabetical order for estetic reasons
|
||||||
|
entries.Sort(delegate(PhysParameterEntry ppe1, PhysParameterEntry ppe2)
|
||||||
|
{
|
||||||
|
return ppe1.name.CompareTo(ppe2.name);
|
||||||
|
});
|
||||||
|
|
||||||
|
SettableParameters = entries.ToArray();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
#region IPhysicsParameters
|
#region IPhysicsParameters
|
||||||
// Get the list of parameters this physics engine supports
|
// Get the list of parameters this physics engine supports
|
||||||
public PhysParameterEntry[] GetParameterList()
|
public PhysParameterEntry[] GetParameterList()
|
||||||
{
|
{
|
||||||
|
BuildParameterTable();
|
||||||
return SettableParameters;
|
return SettableParameters;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -919,63 +1156,18 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
||||||
// value activated ('terrainFriction' for instance).
|
// value activated ('terrainFriction' for instance).
|
||||||
public bool SetPhysicsParameter(string parm, float val, uint localID)
|
public bool SetPhysicsParameter(string parm, float val, uint localID)
|
||||||
{
|
{
|
||||||
bool ret = true;
|
bool ret = false;
|
||||||
string lparm = parm.ToLower();
|
ParameterDefn theParam;
|
||||||
switch (lparm)
|
if (TryGetParameter(parm, out theParam))
|
||||||
{
|
{
|
||||||
case "detailedstats": m_detailedStatsStep = (int)val; break;
|
theParam.setter(this, parm, localID, val);
|
||||||
|
ret = true;
|
||||||
case "meshlod": m_meshLOD = (int)val; break;
|
|
||||||
case "sculptlod": m_sculptLOD = (int)val; break;
|
|
||||||
case "maxsubstep": m_maxSubSteps = (int)val; break;
|
|
||||||
case "fixedtimestep": m_fixedTimeStep = val; break;
|
|
||||||
case "maxobjectmass": m_maximumObjectMass = val; break;
|
|
||||||
|
|
||||||
case "defaultfriction": m_params[0].defaultFriction = val; break;
|
|
||||||
case "defaultdensity": m_params[0].defaultDensity = val; break;
|
|
||||||
case "defaultrestitution": m_params[0].defaultRestitution = val; break;
|
|
||||||
case "collisionmargin": m_params[0].collisionMargin = val; break;
|
|
||||||
case "gravity": m_params[0].gravity = val; TaintedUpdateParameter(lparm, localID, val); break;
|
|
||||||
|
|
||||||
case "lineardamping": UpdateParameterPrims(ref m_params[0].linearDamping, lparm, localID, val); break;
|
|
||||||
case "angulardamping": UpdateParameterPrims(ref m_params[0].angularDamping, lparm, localID, val); break;
|
|
||||||
case "deactivationtime": UpdateParameterPrims(ref m_params[0].deactivationTime, lparm, localID, val); break;
|
|
||||||
case "linearsleepingthreshold": UpdateParameterPrims(ref m_params[0].linearSleepingThreshold, lparm, localID, val); break;
|
|
||||||
case "angularsleepingthreshold": UpdateParameterPrims(ref m_params[0].angularDamping, lparm, localID, val); break;
|
|
||||||
case "ccdmotionthreshold": UpdateParameterPrims(ref m_params[0].ccdMotionThreshold, lparm, localID, val); break;
|
|
||||||
case "ccdsweptsphereradius": UpdateParameterPrims(ref m_params[0].ccdSweptSphereRadius, lparm, localID, val); break;
|
|
||||||
case "contactprocessingthreshold": UpdateParameterPrims(ref m_params[0].contactProcessingThreshold, lparm, localID, val); break;
|
|
||||||
// the following are used only at initialization time so setting them makes no sense
|
|
||||||
// case "maxPersistantmanifoldpoolSize": m_params[0].maxPersistantManifoldPoolSize = val; break;
|
|
||||||
// case "shoulddisablecontactpooldynamicallocation": m_params[0].shouldDisableContactPoolDynamicAllocation = val; break;
|
|
||||||
// case "shouldforceupdateallaabbs": m_params[0].shouldForceUpdateAllAabbs = val; break;
|
|
||||||
// case "shouldrandomizesolverorder": m_params[0].shouldRandomizeSolverOrder = val; break;
|
|
||||||
// case "shouldsplitsimulationislands": m_params[0].shouldSplitSimulationIslands = val; break;
|
|
||||||
// case "shouldenablefrictioncaching": m_params[0].shouldEnableFrictionCaching = val; break;
|
|
||||||
// case "numberofsolveriterations": m_params[0].numberOfSolverIterations = val; break;
|
|
||||||
|
|
||||||
case "friction": TaintedUpdateParameter(lparm, localID, val); break;
|
|
||||||
case "restitution": TaintedUpdateParameter(lparm, localID, val); break;
|
|
||||||
|
|
||||||
// set a terrain physical feature and cause terrain to be recalculated
|
|
||||||
case "terrainfriction": m_params[0].terrainFriction = val; TaintedUpdateParameter("terrain", 0, val); break;
|
|
||||||
case "terrainhitfraction": m_params[0].terrainHitFraction = val; TaintedUpdateParameter("terrain", 0, val); break;
|
|
||||||
case "terrainrestitution": m_params[0].terrainRestitution = val; TaintedUpdateParameter("terrain", 0, val); break;
|
|
||||||
// set an avatar physical feature and cause avatar(s) to be recalculated
|
|
||||||
case "avatarfriction": UpdateParameterAvatars(ref m_params[0].avatarFriction, "avatar", localID, val); break;
|
|
||||||
case "avatardensity": UpdateParameterAvatars(ref m_params[0].avatarDensity, "avatar", localID, val); break;
|
|
||||||
case "avatarrestitution": UpdateParameterAvatars(ref m_params[0].avatarRestitution, "avatar", localID, val); break;
|
|
||||||
case "avatarcapsuleradius": UpdateParameterAvatars(ref m_params[0].avatarCapsuleRadius, "avatar", localID, val); break;
|
|
||||||
case "avatarcapsuleheight": UpdateParameterAvatars(ref m_params[0].avatarCapsuleHeight, "avatar", localID, val); break;
|
|
||||||
case "avatarcontactprocessingthreshold": UpdateParameterAvatars(ref m_params[0].avatarContactProcessingThreshold, "avatar", localID, val); break;
|
|
||||||
|
|
||||||
default: ret = false; break;
|
|
||||||
}
|
}
|
||||||
return ret;
|
return ret;
|
||||||
}
|
}
|
||||||
|
|
||||||
// check to see if we are updating a parameter for a particular or all of the prims
|
// check to see if we are updating a parameter for a particular or all of the prims
|
||||||
private void UpdateParameterPrims(ref float loc, string parm, uint localID, float val)
|
protected void UpdateParameterPrims(ref float loc, string parm, uint localID, float val)
|
||||||
{
|
{
|
||||||
List<uint> operateOn;
|
List<uint> operateOn;
|
||||||
lock (m_prims) operateOn = new List<uint>(m_prims.Keys);
|
lock (m_prims) operateOn = new List<uint>(m_prims.Keys);
|
||||||
|
@ -983,7 +1175,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
||||||
}
|
}
|
||||||
|
|
||||||
// check to see if we are updating a parameter for a particular or all of the avatars
|
// check to see if we are updating a parameter for a particular or all of the avatars
|
||||||
private void UpdateParameterAvatars(ref float loc, string parm, uint localID, float val)
|
protected void UpdateParameterAvatars(ref float loc, string parm, uint localID, float val)
|
||||||
{
|
{
|
||||||
List<uint> operateOn;
|
List<uint> operateOn;
|
||||||
lock (m_avatars) operateOn = new List<uint>(m_avatars.Keys);
|
lock (m_avatars) operateOn = new List<uint>(m_avatars.Keys);
|
||||||
|
@ -994,7 +1186,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
||||||
// If the local ID is APPLY_TO_NONE, just change the default value
|
// If the local ID is APPLY_TO_NONE, just change the default value
|
||||||
// If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs
|
// If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs
|
||||||
// If the localID is a specific object, apply the parameter change to only that object
|
// If the localID is a specific object, apply the parameter change to only that object
|
||||||
private void UpdateParameterSet(List<uint> lIDs, ref float defaultLoc, string parm, uint localID, float val)
|
protected void UpdateParameterSet(List<uint> lIDs, ref float defaultLoc, string parm, uint localID, float val)
|
||||||
{
|
{
|
||||||
switch (localID)
|
switch (localID)
|
||||||
{
|
{
|
||||||
|
@ -1021,7 +1213,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
||||||
}
|
}
|
||||||
|
|
||||||
// schedule the actual updating of the paramter to when the phys engine is not busy
|
// schedule the actual updating of the paramter to when the phys engine is not busy
|
||||||
private void TaintedUpdateParameter(string parm, uint localID, float val)
|
protected void TaintedUpdateParameter(string parm, uint localID, float val)
|
||||||
{
|
{
|
||||||
uint xlocalID = localID;
|
uint xlocalID = localID;
|
||||||
string xparm = parm.ToLower();
|
string xparm = parm.ToLower();
|
||||||
|
@ -1036,50 +1228,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
||||||
public bool GetPhysicsParameter(string parm, out float value)
|
public bool GetPhysicsParameter(string parm, out float value)
|
||||||
{
|
{
|
||||||
float val = 0f;
|
float val = 0f;
|
||||||
bool ret = true;
|
bool ret = false;
|
||||||
switch (parm.ToLower())
|
ParameterDefn theParam;
|
||||||
|
if (TryGetParameter(parm, out theParam))
|
||||||
{
|
{
|
||||||
case "detailedstats": val = (int)m_detailedStatsStep; break;
|
val = theParam.getter(this);
|
||||||
case "meshlod": val = (float)m_meshLOD; break;
|
ret = true;
|
||||||
case "sculptlod": val = (float)m_sculptLOD; break;
|
|
||||||
case "maxsubstep": val = (float)m_maxSubSteps; break;
|
|
||||||
case "fixedtimestep": val = m_fixedTimeStep; break;
|
|
||||||
case "maxobjectmass": val = m_maximumObjectMass; break;
|
|
||||||
|
|
||||||
case "defaultfriction": val = m_params[0].defaultFriction; break;
|
|
||||||
case "defaultdensity": val = m_params[0].defaultDensity; break;
|
|
||||||
case "defaultrestitution": val = m_params[0].defaultRestitution; break;
|
|
||||||
case "collisionmargin": val = m_params[0].collisionMargin; break;
|
|
||||||
case "gravity": val = m_params[0].gravity; break;
|
|
||||||
|
|
||||||
case "lineardamping": val = m_params[0].linearDamping; break;
|
|
||||||
case "angulardamping": val = m_params[0].angularDamping; break;
|
|
||||||
case "deactivationtime": val = m_params[0].deactivationTime; break;
|
|
||||||
case "linearsleepingthreshold": val = m_params[0].linearSleepingThreshold; break;
|
|
||||||
case "angularsleepingthreshold": val = m_params[0].angularDamping; break;
|
|
||||||
case "ccdmotionthreshold": val = m_params[0].ccdMotionThreshold; break;
|
|
||||||
case "ccdsweptsphereradius": val = m_params[0].ccdSweptSphereRadius; break;
|
|
||||||
case "contactprocessingthreshold": val = m_params[0].contactProcessingThreshold; break;
|
|
||||||
case "maxPersistantmanifoldpoolSize": val = m_params[0].maxPersistantManifoldPoolSize; break;
|
|
||||||
case "shoulddisablecontactpooldynamicallocation": val = m_params[0].shouldDisableContactPoolDynamicAllocation; break;
|
|
||||||
case "shouldforceupdateallaabbs": val = m_params[0].shouldForceUpdateAllAabbs; break;
|
|
||||||
case "shouldrandomizesolverorder": val = m_params[0].shouldRandomizeSolverOrder; break;
|
|
||||||
case "shouldsplitsimulationislands": val = m_params[0].shouldSplitSimulationIslands; break;
|
|
||||||
case "shouldenablefrictioncaching": val = m_params[0].shouldEnableFrictionCaching; break;
|
|
||||||
case "numberofsolveriterations": val = m_params[0].numberOfSolverIterations; break;
|
|
||||||
|
|
||||||
case "terrainfriction": val = m_params[0].terrainFriction; break;
|
|
||||||
case "terrainhitfraction": val = m_params[0].terrainHitFraction; break;
|
|
||||||
case "terrainrestitution": val = m_params[0].terrainRestitution; break;
|
|
||||||
|
|
||||||
case "avatarfriction": val = m_params[0].avatarFriction; break;
|
|
||||||
case "avatardensity": val = m_params[0].avatarDensity; break;
|
|
||||||
case "avatarrestitution": val = m_params[0].avatarRestitution; break;
|
|
||||||
case "avatarcapsuleradius": val = m_params[0].avatarCapsuleRadius; break;
|
|
||||||
case "avatarcapsuleheight": val = m_params[0].avatarCapsuleHeight; break;
|
|
||||||
case "avatarcontactprocessingthreshold": val = m_params[0].avatarContactProcessingThreshold; break;
|
|
||||||
default: ret = false; break;
|
|
||||||
|
|
||||||
}
|
}
|
||||||
value = val;
|
value = val;
|
||||||
return ret;
|
return ret;
|
||||||
|
|
|
@ -32,6 +32,28 @@ using OpenMetaverse;
|
||||||
|
|
||||||
namespace OpenSim.Region.Physics.BulletSPlugin {
|
namespace OpenSim.Region.Physics.BulletSPlugin {
|
||||||
|
|
||||||
|
// Classes to allow some type checking for the API
|
||||||
|
public struct BulletSim
|
||||||
|
{
|
||||||
|
public BulletSim(uint id, IntPtr xx) { ID = id; Ptr = xx; }
|
||||||
|
public IntPtr Ptr;
|
||||||
|
public uint ID;
|
||||||
|
}
|
||||||
|
|
||||||
|
public struct BulletBody
|
||||||
|
{
|
||||||
|
public BulletBody(uint id, IntPtr xx) { ID = id; Ptr = xx; }
|
||||||
|
public IntPtr Ptr;
|
||||||
|
public uint ID;
|
||||||
|
}
|
||||||
|
|
||||||
|
public struct BulletConstraint
|
||||||
|
{
|
||||||
|
public BulletConstraint(IntPtr xx) { Ptr = xx; }
|
||||||
|
public IntPtr Ptr;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ===============================================================================
|
||||||
[StructLayout(LayoutKind.Sequential)]
|
[StructLayout(LayoutKind.Sequential)]
|
||||||
public struct ConvexHull
|
public struct ConvexHull
|
||||||
{
|
{
|
||||||
|
@ -142,6 +164,11 @@ public struct ConfigurationParameters
|
||||||
public float shouldEnableFrictionCaching;
|
public float shouldEnableFrictionCaching;
|
||||||
public float numberOfSolverIterations;
|
public float numberOfSolverIterations;
|
||||||
|
|
||||||
|
public float linkConstraintUseFrameOffset;
|
||||||
|
public float linkConstraintEnableTransMotor;
|
||||||
|
public float linkConstraintTransMotorMaxVel;
|
||||||
|
public float linkConstraintTransMotorMaxForce;
|
||||||
|
|
||||||
public const float numericTrue = 1f;
|
public const float numericTrue = 1f;
|
||||||
public const float numericFalse = 0f;
|
public const float numericFalse = 0f;
|
||||||
}
|
}
|
||||||
|
@ -162,6 +189,7 @@ public enum CollisionFlags : uint
|
||||||
PHYSICAL_OBJECT = 1 << 12,
|
PHYSICAL_OBJECT = 1 << 12,
|
||||||
};
|
};
|
||||||
|
|
||||||
|
// ===============================================================================
|
||||||
static class BulletSimAPI {
|
static class BulletSimAPI {
|
||||||
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||||
|
@ -211,6 +239,7 @@ public static extern bool DestroyMesh(uint worldID, System.UInt64 meshKey);
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||||
public static extern bool CreateObject(uint worldID, ShapeData shapeData);
|
public static extern bool CreateObject(uint worldID, ShapeData shapeData);
|
||||||
|
|
||||||
|
/* Remove old functionality
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||||
public static extern void CreateLinkset(uint worldID, int objectCount, ShapeData[] shapeDatas);
|
public static extern void CreateLinkset(uint worldID, int objectCount, ShapeData[] shapeDatas);
|
||||||
|
|
||||||
|
@ -225,6 +254,7 @@ public static extern bool RemoveConstraintByID(uint worldID, uint id1);
|
||||||
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||||
public static extern bool RemoveConstraint(uint worldID, uint id1, uint id2);
|
public static extern bool RemoveConstraint(uint worldID, uint id1, uint id2);
|
||||||
|
*/
|
||||||
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||||
public static extern Vector3 GetObjectPosition(uint WorldID, uint id);
|
public static extern Vector3 GetObjectPosition(uint WorldID, uint id);
|
||||||
|
@ -350,8 +380,22 @@ public static extern IntPtr CreateObject2(IntPtr sim, ShapeData shapeData);
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||||
public static extern IntPtr CreateConstraint2(IntPtr sim, IntPtr obj1, IntPtr obj2,
|
public static extern IntPtr CreateConstraint2(IntPtr sim, IntPtr obj1, IntPtr obj2,
|
||||||
Vector3 frame1loc, Quaternion frame1rot,
|
Vector3 frame1loc, Quaternion frame1rot,
|
||||||
Vector3 frame2loc, Quaternion frame2rot,
|
Vector3 frame2loc, Quaternion frame2rot);
|
||||||
Vector3 lowLinear, Vector3 hiLinear, Vector3 lowAngular, Vector3 hiAngular);
|
|
||||||
|
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||||
|
public static extern bool SetLinearLimits2(IntPtr constrain, Vector3 low, Vector3 hi);
|
||||||
|
|
||||||
|
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||||
|
public static extern bool SetAngularLimits2(IntPtr constrain, Vector3 low, Vector3 hi);
|
||||||
|
|
||||||
|
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||||
|
public static extern bool UseFrameOffset2(IntPtr constrain, float enable);
|
||||||
|
|
||||||
|
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||||
|
public static extern bool TranslationalLimitMotor2(IntPtr constrain, float enable, float targetVel, float maxMotorForce);
|
||||||
|
|
||||||
|
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||||
|
public static extern bool CalculateTransforms2(IntPtr constrain);
|
||||||
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||||
public static extern bool DestroyConstraint2(IntPtr sim, IntPtr constrain);
|
public static extern bool DestroyConstraint2(IntPtr sim, IntPtr constrain);
|
||||||
|
|
|
@ -290,7 +290,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
|
|
||||||
private readonly IntPtr contactgroup;
|
private readonly IntPtr contactgroup;
|
||||||
|
|
||||||
internal IntPtr LandGeom;
|
|
||||||
internal IntPtr WaterGeom;
|
internal IntPtr WaterGeom;
|
||||||
|
|
||||||
private float nmTerrainContactFriction = 255.0f;
|
private float nmTerrainContactFriction = 255.0f;
|
||||||
|
@ -489,6 +488,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
/// </summary>
|
/// </summary>
|
||||||
internal Object OdeLock = new Object();
|
internal Object OdeLock = new Object();
|
||||||
|
|
||||||
|
private bool _worldInitialized = false;
|
||||||
|
|
||||||
public IMesher mesher;
|
public IMesher mesher;
|
||||||
|
|
||||||
private IConfigSource m_config;
|
private IConfigSource m_config;
|
||||||
|
@ -875,6 +876,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
staticPrimspace[i, j] = IntPtr.Zero;
|
staticPrimspace[i, j] = IntPtr.Zero;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
_worldInitialized = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
// internal void waitForSpaceUnlock(IntPtr space)
|
// internal void waitForSpaceUnlock(IntPtr space)
|
||||||
|
@ -1508,8 +1511,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
{
|
{
|
||||||
if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f)
|
if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f)
|
||||||
&& (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f)
|
&& (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f)
|
||||||
&& (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f))
|
&& (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)))
|
||||||
&& contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
|
|
||||||
{
|
{
|
||||||
if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
|
if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
|
||||||
{
|
{
|
||||||
|
@ -1538,7 +1540,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
//d.GeomGetAABB(contactGeom.g2, out aabb2);
|
//d.GeomGetAABB(contactGeom.g2, out aabb2);
|
||||||
//d.GeomGetAABB(contactGeom.g1, out aabb1);
|
//d.GeomGetAABB(contactGeom.g1, out aabb1);
|
||||||
//aabb1.
|
//aabb1.
|
||||||
if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
|
if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)))
|
||||||
{
|
{
|
||||||
if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
|
if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
|
||||||
{
|
{
|
||||||
|
@ -2896,6 +2898,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
/// <returns>The number of frames simulated over that period.</returns>
|
/// <returns>The number of frames simulated over that period.</returns>
|
||||||
public override float Simulate(float timeStep)
|
public override float Simulate(float timeStep)
|
||||||
{
|
{
|
||||||
|
if (!_worldInitialized) return 11f;
|
||||||
|
|
||||||
int startFrameTick = CollectStats ? Util.EnvironmentTickCount() : 0;
|
int startFrameTick = CollectStats ? Util.EnvironmentTickCount() : 0;
|
||||||
int tempTick = 0, tempTick2 = 0;
|
int tempTick = 0, tempTick2 = 0;
|
||||||
|
|
||||||
|
@ -4017,6 +4021,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
|
|
||||||
public override void Dispose()
|
public override void Dispose()
|
||||||
{
|
{
|
||||||
|
_worldInitialized = false;
|
||||||
|
|
||||||
m_rayCastManager.Dispose();
|
m_rayCastManager.Dispose();
|
||||||
m_rayCastManager = null;
|
m_rayCastManager = null;
|
||||||
|
|
||||||
|
@ -4037,6 +4043,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
d.WorldDestroy(world);
|
d.WorldDestroy(world);
|
||||||
//d.CloseODE();
|
//d.CloseODE();
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public override Dictionary<uint, float> GetTopColliders()
|
public override Dictionary<uint, float> GetTopColliders()
|
||||||
|
|
|
@ -99,6 +99,8 @@ namespace OpenSim.Region.RegionCombinerModule
|
||||||
|
|
||||||
public void RemoveRegion(Scene scene)
|
public void RemoveRegion(Scene scene)
|
||||||
{
|
{
|
||||||
|
lock (m_startingScenes)
|
||||||
|
m_startingScenes.Remove(scene.RegionInfo.originRegionID);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void RegionLoaded(Scene scene)
|
public void RegionLoaded(Scene scene)
|
||||||
|
|
|
@ -31,6 +31,7 @@ using System.Collections.Generic;
|
||||||
using System.Threading;
|
using System.Threading;
|
||||||
using OpenMetaverse;
|
using OpenMetaverse;
|
||||||
using OpenSim.Framework;
|
using OpenSim.Framework;
|
||||||
|
using OpenSim.Framework.Monitoring;
|
||||||
using OpenSim.Region.Framework.Interfaces;
|
using OpenSim.Region.Framework.Interfaces;
|
||||||
using OpenSim.Region.ScriptEngine.Interfaces;
|
using OpenSim.Region.ScriptEngine.Interfaces;
|
||||||
using OpenSim.Region.ScriptEngine.Shared;
|
using OpenSim.Region.ScriptEngine.Shared;
|
||||||
|
|
|
@ -3290,8 +3290,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
((LSL_Api)m_LSL_Api).llSay(0, string.Format("Unable to attach, item '{0}' is not an object.", itemName));
|
((LSL_Api)m_LSL_Api).llSay(0, string.Format("Unable to attach, item '{0}' is not an object.", itemName));
|
||||||
|
|
||||||
throw new Exception(String.Format("The inventory item '{0}' is not an object", itemName));
|
throw new Exception(String.Format("The inventory item '{0}' is not an object", itemName));
|
||||||
|
|
||||||
return;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
ScenePresence sp = World.GetScenePresence(avatarId);
|
ScenePresence sp = World.GetScenePresence(avatarId);
|
||||||
|
@ -3336,5 +3334,33 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
UUID test;
|
UUID test;
|
||||||
return UUID.TryParse(thing, out test) ? 1 : 0;
|
return UUID.TryParse(thing, out test) ? 1 : 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Wraps to Math.Min()
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="a"></param>
|
||||||
|
/// <param name="b"></param>
|
||||||
|
/// <returns></returns>
|
||||||
|
public LSL_Float osMin(double a, double b)
|
||||||
|
{
|
||||||
|
CheckThreatLevel(ThreatLevel.None, "osMin");
|
||||||
|
m_host.AddScriptLPS(1);
|
||||||
|
|
||||||
|
return Math.Min(a, b);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Wraps to Math.max()
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="a"></param>
|
||||||
|
/// <param name="b"></param>
|
||||||
|
/// <returns></returns>
|
||||||
|
public LSL_Float osMax(double a, double b)
|
||||||
|
{
|
||||||
|
CheckThreatLevel(ThreatLevel.None, "osMax");
|
||||||
|
m_host.AddScriptLPS(1);
|
||||||
|
|
||||||
|
return Math.Max(a, b);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -283,5 +283,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
|
||||||
/// <param name="thing"></param>
|
/// <param name="thing"></param>
|
||||||
/// <returns>1 if thing is a valid UUID, 0 otherwise</returns>
|
/// <returns>1 if thing is a valid UUID, 0 otherwise</returns>
|
||||||
LSL_Integer osIsUUID(string thing);
|
LSL_Integer osIsUUID(string thing);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Wraps to Math.Min()
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="a"></param>
|
||||||
|
/// <param name="b"></param>
|
||||||
|
/// <returns></returns>
|
||||||
|
LSL_Float osMin(double a, double b);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Wraps to Math.max()
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="a"></param>
|
||||||
|
/// <param name="b"></param>
|
||||||
|
/// <returns></returns>
|
||||||
|
LSL_Float osMax(double a, double b);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -935,5 +935,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
|
||||||
{
|
{
|
||||||
return m_OSSL_Functions.osIsUUID(thing);
|
return m_OSSL_Functions.osIsUUID(thing);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public LSL_Float osMin(double a, double b)
|
||||||
|
{
|
||||||
|
return m_OSSL_Functions.osMin(a, b);
|
||||||
|
}
|
||||||
|
|
||||||
|
public LSL_Float osMax(double a, double b)
|
||||||
|
{
|
||||||
|
return m_OSSL_Functions.osMax(a, b);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -719,7 +719,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
|
||||||
|
|
||||||
// If region ready has been triggered, then the region had no scripts to compile and completed its other
|
// If region ready has been triggered, then the region had no scripts to compile and completed its other
|
||||||
// work.
|
// work.
|
||||||
m_Scene.EventManager.OnRegionReady += s => m_InitialStartup = false;
|
m_Scene.EventManager.OnRegionReadyStatusChange += s => { if (s.Ready) m_InitialStartup = false; };
|
||||||
|
|
||||||
if (m_SleepTime > 0)
|
if (m_SleepTime > 0)
|
||||||
{
|
{
|
||||||
|
|
|
@ -34,7 +34,7 @@ using Mono.Data.SqliteClient;
|
||||||
using OpenMetaverse;
|
using OpenMetaverse;
|
||||||
using OpenSim.Framework;
|
using OpenSim.Framework;
|
||||||
using OpenSim.Region.Framework.Scenes;
|
using OpenSim.Region.Framework.Scenes;
|
||||||
using OpenSim.Framework.Statistics;
|
using OpenSim.Framework.Monitoring;
|
||||||
|
|
||||||
namespace OpenSim.Region.UserStatistics
|
namespace OpenSim.Region.UserStatistics
|
||||||
{
|
{
|
||||||
|
|
|
@ -33,7 +33,7 @@ using System.Text;
|
||||||
using Mono.Data.SqliteClient;
|
using Mono.Data.SqliteClient;
|
||||||
using OpenMetaverse;
|
using OpenMetaverse;
|
||||||
using OpenSim.Region.Framework.Scenes;
|
using OpenSim.Region.Framework.Scenes;
|
||||||
using OpenSim.Framework.Statistics;
|
using OpenSim.Framework.Monitoring;
|
||||||
|
|
||||||
|
|
||||||
namespace OpenSim.Region.UserStatistics
|
namespace OpenSim.Region.UserStatistics
|
||||||
|
|
|
@ -34,7 +34,7 @@ using System.Text.RegularExpressions;
|
||||||
using Mono.Data.SqliteClient;
|
using Mono.Data.SqliteClient;
|
||||||
using OpenMetaverse;
|
using OpenMetaverse;
|
||||||
using OpenSim.Region.Framework.Scenes;
|
using OpenSim.Region.Framework.Scenes;
|
||||||
using OpenSim.Framework.Statistics;
|
using OpenSim.Framework.Monitoring;
|
||||||
|
|
||||||
namespace OpenSim.Region.UserStatistics
|
namespace OpenSim.Region.UserStatistics
|
||||||
{
|
{
|
||||||
|
|
|
@ -33,7 +33,7 @@ using System.Text;
|
||||||
using Mono.Data.SqliteClient;
|
using Mono.Data.SqliteClient;
|
||||||
using OpenMetaverse;
|
using OpenMetaverse;
|
||||||
using OpenSim.Region.Framework.Scenes;
|
using OpenSim.Region.Framework.Scenes;
|
||||||
using OpenSim.Framework.Statistics;
|
using OpenSim.Framework.Monitoring;
|
||||||
|
|
||||||
namespace OpenSim.Region.UserStatistics
|
namespace OpenSim.Region.UserStatistics
|
||||||
{
|
{
|
||||||
|
|
|
@ -914,6 +914,12 @@
|
||||||
ShouldEnableFrictionCaching = False;
|
ShouldEnableFrictionCaching = False;
|
||||||
NumberOfSolverIterations = 0;
|
NumberOfSolverIterations = 0;
|
||||||
|
|
||||||
|
; Linkset constraint parameters
|
||||||
|
LinkConstraintUseFrameOffset = False;
|
||||||
|
LinkConstraintEnableTransMotor = True;
|
||||||
|
LinkConstraintTransMotorMaxVel = 5.0;
|
||||||
|
LinkConstraintTransMotorMaxForce = 0.1;
|
||||||
|
|
||||||
|
|
||||||
; Whether to mesh sculpties
|
; Whether to mesh sculpties
|
||||||
MeshSculptedPrim = true
|
MeshSculptedPrim = true
|
||||||
|
@ -931,7 +937,7 @@
|
||||||
FixedTimeStep = .01667
|
FixedTimeStep = .01667
|
||||||
|
|
||||||
MaxCollisionsPerFrame = 2048
|
MaxCollisionsPerFrame = 2048
|
||||||
MaxUpdatesPerFrame = 2048
|
MaxUpdatesPerFrame = 8192
|
||||||
|
|
||||||
[RemoteAdmin]
|
[RemoteAdmin]
|
||||||
enabled = false
|
enabled = false
|
||||||
|
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
86
prebuild.xml
86
prebuild.xml
|
@ -112,7 +112,37 @@
|
||||||
</Files>
|
</Files>
|
||||||
</Project>
|
</Project>
|
||||||
|
|
||||||
|
<<<<<<< HEAD:prebuild.xml
|
||||||
<Project frameworkVersion="v4_0" name="OpenSim.Framework.Servers.HttpServer" path="OpenSim/Framework/Servers/HttpServer" type="Library">
|
<Project frameworkVersion="v4_0" name="OpenSim.Framework.Servers.HttpServer" path="OpenSim/Framework/Servers/HttpServer" type="Library">
|
||||||
|
=======
|
||||||
|
<Project frameworkVersion="v3_5" name="OpenSim.Framework.Monitoring" path="OpenSim/Framework/Monitoring" 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="log4net" path="../../../bin/"/>
|
||||||
|
<Reference name="OpenMetaverseTypes" path="../../../bin/"/>
|
||||||
|
<Reference name="OpenMetaverse" path="../../../bin/"/>
|
||||||
|
<Reference name="OpenMetaverse.StructuredData" path="../../../bin/"/>
|
||||||
|
<Reference name="OpenSim.Framework"/>
|
||||||
|
|
||||||
|
<Files>
|
||||||
|
<Match pattern="*.cs" recurse="true"/>
|
||||||
|
</Files>
|
||||||
|
</Project>
|
||||||
|
|
||||||
|
<Project frameworkVersion="v3_5" name="OpenSim.Framework.Servers.HttpServer" path="OpenSim/Framework/Servers/HttpServer" type="Library">
|
||||||
|
>>>>>>> master:prebuild.xml
|
||||||
<Configuration name="Debug">
|
<Configuration name="Debug">
|
||||||
<Options>
|
<Options>
|
||||||
<OutputPath>../../../../bin/</OutputPath>
|
<OutputPath>../../../../bin/</OutputPath>
|
||||||
|
@ -130,6 +160,7 @@
|
||||||
<Reference name="System.Xml"/>
|
<Reference name="System.Xml"/>
|
||||||
<Reference name="System.Web"/>
|
<Reference name="System.Web"/>
|
||||||
<Reference name="OpenSim.Framework"/>
|
<Reference name="OpenSim.Framework"/>
|
||||||
|
<Reference name="OpenSim.Framework.Monitoring"/>
|
||||||
<Reference name="OpenMetaverse.StructuredData" path="../../../../bin/"/>
|
<Reference name="OpenMetaverse.StructuredData" path="../../../../bin/"/>
|
||||||
<Reference name="OpenMetaverseTypes" path="../../../../bin/"/>
|
<Reference name="OpenMetaverseTypes" path="../../../../bin/"/>
|
||||||
<Reference name="XMLRPC" path="../../../../bin/"/>
|
<Reference name="XMLRPC" path="../../../../bin/"/>
|
||||||
|
@ -235,6 +266,7 @@
|
||||||
</Files>
|
</Files>
|
||||||
</Project>
|
</Project>
|
||||||
|
|
||||||
|
<<<<<<< HEAD:prebuild.xml
|
||||||
<Project frameworkVersion="v4_0" name="OpenSim.Framework.Statistics" path="OpenSim/Framework/Statistics" type="Library">
|
<Project frameworkVersion="v4_0" name="OpenSim.Framework.Statistics" path="OpenSim/Framework/Statistics" type="Library">
|
||||||
<Configuration name="Debug">
|
<Configuration name="Debug">
|
||||||
<Options>
|
<Options>
|
||||||
|
@ -260,6 +292,9 @@
|
||||||
</Project>
|
</Project>
|
||||||
|
|
||||||
<Project frameworkVersion="v4_0" name="OpenSim.Data" path="OpenSim/Data" type="Library">
|
<Project frameworkVersion="v4_0" name="OpenSim.Data" path="OpenSim/Data" type="Library">
|
||||||
|
=======
|
||||||
|
<Project frameworkVersion="v3_5" name="OpenSim.Data" path="OpenSim/Data" type="Library">
|
||||||
|
>>>>>>> master:prebuild.xml
|
||||||
<Configuration name="Debug">
|
<Configuration name="Debug">
|
||||||
<Options>
|
<Options>
|
||||||
<OutputPath>../../bin/</OutputPath>
|
<OutputPath>../../bin/</OutputPath>
|
||||||
|
@ -436,7 +471,7 @@
|
||||||
<Reference name="OpenSim.Framework"/>
|
<Reference name="OpenSim.Framework"/>
|
||||||
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
||||||
<Reference name="OpenSim.Framework.Console"/>
|
<Reference name="OpenSim.Framework.Console"/>
|
||||||
<Reference name="OpenSim.Framework.Statistics"/>
|
<Reference name="OpenSim.Framework.Monitoring"/>
|
||||||
<Reference name="OpenMetaverse.StructuredData" path="../../../bin/"/>
|
<Reference name="OpenMetaverse.StructuredData" path="../../../bin/"/>
|
||||||
<Reference name="OpenMetaverseTypes" path="../../../bin/"/>
|
<Reference name="OpenMetaverseTypes" path="../../../bin/"/>
|
||||||
<Reference name="XMLRPC" path="../../../bin/"/>
|
<Reference name="XMLRPC" path="../../../bin/"/>
|
||||||
|
@ -720,9 +755,9 @@
|
||||||
<Reference name="System.Xml"/>
|
<Reference name="System.Xml"/>
|
||||||
<Reference name="System.Web"/>
|
<Reference name="System.Web"/>
|
||||||
<Reference name="OpenSim.Framework"/>
|
<Reference name="OpenSim.Framework"/>
|
||||||
|
<Reference name="OpenSim.Framework.Monitoring"/>
|
||||||
<Reference name="OpenSim.Framework.Servers"/>
|
<Reference name="OpenSim.Framework.Servers"/>
|
||||||
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
||||||
<Reference name="OpenSim.Framework.Statistics"/>
|
|
||||||
<Reference name="OpenSim.Services.Interfaces"/>
|
<Reference name="OpenSim.Services.Interfaces"/>
|
||||||
<Reference name="OpenMetaverse" path="../../bin/"/>
|
<Reference name="OpenMetaverse" path="../../bin/"/>
|
||||||
<Reference name="OpenMetaverseTypes" path="../../bin/"/>
|
<Reference name="OpenMetaverseTypes" path="../../bin/"/>
|
||||||
|
@ -754,13 +789,13 @@
|
||||||
<Reference name="System"/>
|
<Reference name="System"/>
|
||||||
<Reference name="System.Xml"/>
|
<Reference name="System.Xml"/>
|
||||||
<Reference name="System.Web"/>
|
<Reference name="System.Web"/>
|
||||||
|
<Reference name="OpenSim.Data"/>
|
||||||
<Reference name="OpenSim.Framework"/>
|
<Reference name="OpenSim.Framework"/>
|
||||||
<Reference name="OpenSim.Framework.AssetLoader.Filesystem"/>
|
<Reference name="OpenSim.Framework.AssetLoader.Filesystem"/>
|
||||||
<Reference name="OpenSim.Data"/>
|
<Reference name="OpenSim.Framework.Console"/>
|
||||||
|
<Reference name="OpenSim.Framework.Monitoring"/>
|
||||||
<Reference name="OpenSim.Framework.Servers"/>
|
<Reference name="OpenSim.Framework.Servers"/>
|
||||||
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
||||||
<Reference name="OpenSim.Framework.Console"/>
|
|
||||||
<Reference name="OpenSim.Framework.Statistics"/>
|
|
||||||
<Reference name="OpenSim.Services.Interfaces"/>
|
<Reference name="OpenSim.Services.Interfaces"/>
|
||||||
<Reference name="OpenMetaverseTypes" path="../../../bin/"/>
|
<Reference name="OpenMetaverseTypes" path="../../../bin/"/>
|
||||||
<Reference name="OpenMetaverse.StructuredData" path="../../../bin/"/>
|
<Reference name="OpenMetaverse.StructuredData" path="../../../bin/"/>
|
||||||
|
@ -806,10 +841,10 @@
|
||||||
<Reference name="OpenSim.Framework.Communications"/>
|
<Reference name="OpenSim.Framework.Communications"/>
|
||||||
<Reference name="OpenSim.Data"/>
|
<Reference name="OpenSim.Data"/>
|
||||||
<Reference name="OpenSim.Framework.Console"/>
|
<Reference name="OpenSim.Framework.Console"/>
|
||||||
|
<Reference name="OpenSim.Framework.Monitoring"/>
|
||||||
<Reference name="OpenSim.Framework.Serialization"/>
|
<Reference name="OpenSim.Framework.Serialization"/>
|
||||||
<Reference name="OpenSim.Framework.Servers"/>
|
<Reference name="OpenSim.Framework.Servers"/>
|
||||||
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
||||||
<Reference name="OpenSim.Framework.Statistics"/>
|
|
||||||
<Reference name="OpenSim.Region.Physics.Manager"/>
|
<Reference name="OpenSim.Region.Physics.Manager"/>
|
||||||
|
|
||||||
<!-- For scripting in funny languages by default -->
|
<!-- For scripting in funny languages by default -->
|
||||||
|
@ -1525,10 +1560,10 @@
|
||||||
<Reference name="OpenSim.Framework"/>
|
<Reference name="OpenSim.Framework"/>
|
||||||
<Reference name="OpenSim.Framework.Communications"/>
|
<Reference name="OpenSim.Framework.Communications"/>
|
||||||
<Reference name="OpenSim.Framework.Console"/>
|
<Reference name="OpenSim.Framework.Console"/>
|
||||||
|
<Reference name="OpenSim.Framework.Monitoring"/>
|
||||||
<Reference name="OpenSim.Framework.Serialization"/>
|
<Reference name="OpenSim.Framework.Serialization"/>
|
||||||
<Reference name="OpenSim.Framework.Servers"/>
|
<Reference name="OpenSim.Framework.Servers"/>
|
||||||
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
||||||
<Reference name="OpenSim.Framework.Statistics"/>
|
|
||||||
<Reference name="OpenSim.Region.Framework"/>
|
<Reference name="OpenSim.Region.Framework"/>
|
||||||
<Reference name="OpenSim.Region.Physics.Manager"/>
|
<Reference name="OpenSim.Region.Physics.Manager"/>
|
||||||
<Reference name="OpenSim.Server.Base"/>
|
<Reference name="OpenSim.Server.Base"/>
|
||||||
|
@ -1616,11 +1651,11 @@
|
||||||
<Reference name="OpenSim.Region.Framework"/>
|
<Reference name="OpenSim.Region.Framework"/>
|
||||||
<Reference name="OpenSim.Framework"/>
|
<Reference name="OpenSim.Framework"/>
|
||||||
<Reference name="OpenSim.Data"/>
|
<Reference name="OpenSim.Data"/>
|
||||||
|
<Reference name="OpenSim.Framework.Console"/>
|
||||||
|
<Reference name="OpenSim.Framework.Monitoring"/>
|
||||||
<Reference name="OpenSim.Framework.Servers"/>
|
<Reference name="OpenSim.Framework.Servers"/>
|
||||||
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
||||||
<Reference name="OpenSim.Framework.Console"/>
|
|
||||||
<Reference name="OpenSim.Framework.Communications"/>
|
<Reference name="OpenSim.Framework.Communications"/>
|
||||||
<Reference name="OpenSim.Framework.Statistics"/>
|
|
||||||
<Reference name="OpenSim.Region.Physics.Manager"/>
|
<Reference name="OpenSim.Region.Physics.Manager"/>
|
||||||
<Reference name="XMLRPC" path="../../../bin/"/>
|
<Reference name="XMLRPC" path="../../../bin/"/>
|
||||||
<Reference name="Nini" path="../../../bin/"/>
|
<Reference name="Nini" path="../../../bin/"/>
|
||||||
|
@ -1653,15 +1688,15 @@
|
||||||
<Reference name="OpenMetaverseTypes" path="../../../../../bin/"/>
|
<Reference name="OpenMetaverseTypes" path="../../../../../bin/"/>
|
||||||
<Reference name="OpenMetaverse.StructuredData" path="../../../../../bin/"/>
|
<Reference name="OpenMetaverse.StructuredData" path="../../../../../bin/"/>
|
||||||
<Reference name="OpenMetaverse" path="../../../../../bin/"/>
|
<Reference name="OpenMetaverse" path="../../../../../bin/"/>
|
||||||
<Reference name="OpenSim.Region.Framework"/>
|
|
||||||
<Reference name="OpenSim.Framework"/>
|
|
||||||
<Reference name="OpenSim.Data"/>
|
<Reference name="OpenSim.Data"/>
|
||||||
|
<Reference name="OpenSim.Framework"/>
|
||||||
|
<Reference name="OpenSim.Framework.Monitoring"/>
|
||||||
<Reference name="OpenSim.Framework.Servers"/>
|
<Reference name="OpenSim.Framework.Servers"/>
|
||||||
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
||||||
<Reference name="OpenSim.Framework.Console"/>
|
<Reference name="OpenSim.Framework.Console"/>
|
||||||
<Reference name="OpenSim.Framework.Communications"/>
|
<Reference name="OpenSim.Framework.Communications"/>
|
||||||
<Reference name="OpenSim.Framework.Statistics"/>
|
|
||||||
<Reference name="OpenSim.Region.ClientStack"/>
|
<Reference name="OpenSim.Region.ClientStack"/>
|
||||||
|
<Reference name="OpenSim.Region.Framework"/>
|
||||||
<Reference name="OpenSim.Services.Interfaces"/>
|
<Reference name="OpenSim.Services.Interfaces"/>
|
||||||
<Reference name="Nini" path="../../../../../bin/"/>
|
<Reference name="Nini" path="../../../../../bin/"/>
|
||||||
<Reference name="log4net" path="../../../../../bin/"/>
|
<Reference name="log4net" path="../../../../../bin/"/>
|
||||||
|
@ -1744,9 +1779,9 @@
|
||||||
<Reference name="OpenSim.Framework.Communications"/>
|
<Reference name="OpenSim.Framework.Communications"/>
|
||||||
<Reference name="OpenSim.Data"/>
|
<Reference name="OpenSim.Data"/>
|
||||||
<Reference name="OpenSim.Framework.Console"/>
|
<Reference name="OpenSim.Framework.Console"/>
|
||||||
|
<Reference name="OpenSim.Framework.Monitoring"/>
|
||||||
<Reference name="OpenSim.Framework.Servers"/>
|
<Reference name="OpenSim.Framework.Servers"/>
|
||||||
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
||||||
<Reference name="OpenSim.Framework.Statistics"/>
|
|
||||||
<Reference name="OpenSim.Region.CoreModules"/>
|
<Reference name="OpenSim.Region.CoreModules"/>
|
||||||
<Reference name="OpenSim.Region.ClientStack.LindenUDP"/>
|
<Reference name="OpenSim.Region.ClientStack.LindenUDP"/>
|
||||||
<Reference name="OpenSim.Region.Framework"/>
|
<Reference name="OpenSim.Region.Framework"/>
|
||||||
|
@ -1882,15 +1917,15 @@
|
||||||
<Reference name="OpenMetaverse" path="../../../bin/"/>
|
<Reference name="OpenMetaverse" path="../../../bin/"/>
|
||||||
<Reference name="OpenSim.Framework"/>
|
<Reference name="OpenSim.Framework"/>
|
||||||
<Reference name="OpenSim.Data"/>
|
<Reference name="OpenSim.Data"/>
|
||||||
|
<Reference name="OpenSim.Framework.Communications"/>
|
||||||
<Reference name="OpenSim.Framework.Console"/>
|
<Reference name="OpenSim.Framework.Console"/>
|
||||||
<Reference name="OpenSim.Region.Physics.Manager"/>
|
<Reference name="OpenSim.Framework.Monitoring"/>
|
||||||
<Reference name="OpenSim.Framework.Servers"/>
|
<Reference name="OpenSim.Framework.Servers"/>
|
||||||
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
||||||
<Reference name="OpenSim.Framework.Statistics"/>
|
|
||||||
<Reference name="OpenSim.Region.Framework"/>
|
<Reference name="OpenSim.Region.Framework"/>
|
||||||
<Reference name="OpenSim.Region.CoreModules"/>
|
<Reference name="OpenSim.Region.CoreModules"/>
|
||||||
<Reference name="OpenSim.Region.ClientStack"/>
|
<Reference name="OpenSim.Region.ClientStack"/>
|
||||||
<Reference name="OpenSim.Framework.Communications"/>
|
<Reference name="OpenSim.Region.Physics.Manager"/>
|
||||||
<Reference name="OpenSim.Server.Base"/>
|
<Reference name="OpenSim.Server.Base"/>
|
||||||
<Reference name="OpenSim.Services.Base"/>
|
<Reference name="OpenSim.Services.Base"/>
|
||||||
<Reference name="OpenSim.Services.Interfaces"/>
|
<Reference name="OpenSim.Services.Interfaces"/>
|
||||||
|
@ -2403,10 +2438,11 @@
|
||||||
<Reference name="OpenSim"/>
|
<Reference name="OpenSim"/>
|
||||||
<Reference name="OpenSim.Framework"/>
|
<Reference name="OpenSim.Framework"/>
|
||||||
<Reference name="OpenSim.Framework.Communications"/>
|
<Reference name="OpenSim.Framework.Communications"/>
|
||||||
|
<Reference name="OpenSim.Framework.Console"/>
|
||||||
|
<Reference name="OpenSim.Framework.Monitoring"/>
|
||||||
<Reference name="OpenSim.Region.Framework"/>
|
<Reference name="OpenSim.Region.Framework"/>
|
||||||
<Reference name="OpenSim.Region.CoreModules"/>
|
<Reference name="OpenSim.Region.CoreModules"/>
|
||||||
<Reference name="OpenSim.Region.Physics.Manager"/>
|
<Reference name="OpenSim.Region.Physics.Manager"/>
|
||||||
<Reference name="OpenSim.Framework.Console"/>
|
|
||||||
<Reference name="OpenSim.Services.Interfaces"/>
|
<Reference name="OpenSim.Services.Interfaces"/>
|
||||||
<Reference name="OpenSim.Region.ScriptEngine.Shared"/>
|
<Reference name="OpenSim.Region.ScriptEngine.Shared"/>
|
||||||
<Reference name="OpenSim.Region.ScriptEngine.Shared.Api.Runtime"/>
|
<Reference name="OpenSim.Region.ScriptEngine.Shared.Api.Runtime"/>
|
||||||
|
@ -2529,8 +2565,12 @@
|
||||||
</Files>
|
</Files>
|
||||||
</Project>
|
</Project>
|
||||||
|
|
||||||
|
<<<<<<< HEAD:prebuild.xml
|
||||||
|
|
||||||
<Project frameworkVersion="v4_0" name="OpenSim.Region.UserStatistics" path="OpenSim/Region/UserStatistics" type="Library">
|
<Project frameworkVersion="v4_0" name="OpenSim.Region.UserStatistics" path="OpenSim/Region/UserStatistics" type="Library">
|
||||||
|
=======
|
||||||
|
<Project frameworkVersion="v3_5" name="OpenSim.Region.UserStatistics" path="OpenSim/Region/UserStatistics" type="Library">
|
||||||
|
>>>>>>> master:prebuild.xml
|
||||||
<Configuration name="Debug">
|
<Configuration name="Debug">
|
||||||
<Options>
|
<Options>
|
||||||
<OutputPath>../../../bin/</OutputPath>
|
<OutputPath>../../../bin/</OutputPath>
|
||||||
|
@ -2558,9 +2598,9 @@
|
||||||
<Reference name="OpenSim.Region.Framework"/>
|
<Reference name="OpenSim.Region.Framework"/>
|
||||||
<Reference name="OpenSim.Region.CoreModules"/>
|
<Reference name="OpenSim.Region.CoreModules"/>
|
||||||
<Reference name="OpenSim.Framework.Console"/>
|
<Reference name="OpenSim.Framework.Console"/>
|
||||||
|
<Reference name="OpenSim.Framework.Monitoring"/>
|
||||||
<Reference name="OpenSim.Framework.Servers"/>
|
<Reference name="OpenSim.Framework.Servers"/>
|
||||||
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
||||||
<Reference name="OpenSim.Framework.Statistics"/>
|
|
||||||
<Reference name="OpenSim.Region.Physics.Manager"/>
|
<Reference name="OpenSim.Region.Physics.Manager"/>
|
||||||
<Reference name="Mono.Data.SqliteClient" path="../../../bin/"/>
|
<Reference name="Mono.Data.SqliteClient" path="../../../bin/"/>
|
||||||
<Reference name="Mono.Addins"/>
|
<Reference name="Mono.Addins"/>
|
||||||
|
@ -3044,9 +3084,9 @@
|
||||||
<Reference name="OpenSim.Framework.Serialization"/>
|
<Reference name="OpenSim.Framework.Serialization"/>
|
||||||
<Reference name="OpenSim.Framework.Communications"/>
|
<Reference name="OpenSim.Framework.Communications"/>
|
||||||
<Reference name="OpenSim.Framework.Console"/>
|
<Reference name="OpenSim.Framework.Console"/>
|
||||||
|
<Reference name="OpenSim.Framework.Monitoring"/>
|
||||||
<Reference name="OpenSim.Framework.Servers"/>
|
<Reference name="OpenSim.Framework.Servers"/>
|
||||||
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
||||||
<Reference name="OpenSim.Framework.Statistics"/>
|
|
||||||
<Reference name="OpenSim.Region.Framework"/>
|
<Reference name="OpenSim.Region.Framework"/>
|
||||||
<Reference name="OpenSim.Region.CoreModules"/>
|
<Reference name="OpenSim.Region.CoreModules"/>
|
||||||
<Reference name="OpenSim.Region.Physics.Manager"/>
|
<Reference name="OpenSim.Region.Physics.Manager"/>
|
||||||
|
@ -3116,9 +3156,9 @@
|
||||||
<Reference name="OpenSim.Framework.Serialization"/>
|
<Reference name="OpenSim.Framework.Serialization"/>
|
||||||
<Reference name="OpenSim.Framework.Communications"/>
|
<Reference name="OpenSim.Framework.Communications"/>
|
||||||
<Reference name="OpenSim.Framework.Console"/>
|
<Reference name="OpenSim.Framework.Console"/>
|
||||||
|
<Reference name="OpenSim.Framework.Monitoring"/>
|
||||||
<Reference name="OpenSim.Framework.Servers"/>
|
<Reference name="OpenSim.Framework.Servers"/>
|
||||||
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
||||||
<Reference name="OpenSim.Framework.Statistics"/>
|
|
||||||
<Reference name="OpenSim.Region.Framework"/>
|
<Reference name="OpenSim.Region.Framework"/>
|
||||||
<Reference name="OpenSim.Region.CoreModules"/>
|
<Reference name="OpenSim.Region.CoreModules"/>
|
||||||
<Reference name="OpenSim.Region.OptionalModules"/>
|
<Reference name="OpenSim.Region.OptionalModules"/>
|
||||||
|
@ -3175,8 +3215,8 @@
|
||||||
<Reference name="OpenSim.Framework"/>
|
<Reference name="OpenSim.Framework"/>
|
||||||
<Reference name="OpenSim.Framework.Communications"/>
|
<Reference name="OpenSim.Framework.Communications"/>
|
||||||
<Reference name="OpenSim.Framework.Console"/>
|
<Reference name="OpenSim.Framework.Console"/>
|
||||||
|
<Reference name="OpenSim.Framework.Monitoring"/>
|
||||||
<Reference name="OpenSim.Framework.Servers"/>
|
<Reference name="OpenSim.Framework.Servers"/>
|
||||||
<Reference name="OpenSim.Framework.Statistics"/>
|
|
||||||
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
||||||
<Reference name="OpenSim.Region.ClientStack.LindenCaps"/>
|
<Reference name="OpenSim.Region.ClientStack.LindenCaps"/>
|
||||||
<Reference name="OpenSim.Region.Framework"/>
|
<Reference name="OpenSim.Region.Framework"/>
|
||||||
|
@ -3232,9 +3272,9 @@
|
||||||
<Reference name="OpenMetaverseTypes" path="../../../../../bin/"/>
|
<Reference name="OpenMetaverseTypes" path="../../../../../bin/"/>
|
||||||
<Reference name="OpenSim.Framework"/>
|
<Reference name="OpenSim.Framework"/>
|
||||||
<Reference name="OpenSim.Framework.Communications"/>
|
<Reference name="OpenSim.Framework.Communications"/>
|
||||||
|
<Reference name="OpenSim.Framework.Monitoring"/>
|
||||||
<Reference name="OpenSim.Framework.Servers"/>
|
<Reference name="OpenSim.Framework.Servers"/>
|
||||||
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
||||||
<Reference name="OpenSim.Framework.Statistics"/>
|
|
||||||
<Reference name="OpenSim.Region.ClientStack.LindenCaps"/>
|
<Reference name="OpenSim.Region.ClientStack.LindenCaps"/>
|
||||||
<Reference name="OpenSim.Region.ClientStack.LindenUDP"/>
|
<Reference name="OpenSim.Region.ClientStack.LindenUDP"/>
|
||||||
<Reference name="OpenSim.Region.CoreModules"/>
|
<Reference name="OpenSim.Region.CoreModules"/>
|
||||||
|
@ -3269,7 +3309,7 @@
|
||||||
<Reference name="OpenMetaverseTypes" path="../../../../../../bin/"/>
|
<Reference name="OpenMetaverseTypes" path="../../../../../../bin/"/>
|
||||||
<Reference name="OpenSim.Framework"/>
|
<Reference name="OpenSim.Framework"/>
|
||||||
<Reference name="OpenSim.Framework.Communications"/>
|
<Reference name="OpenSim.Framework.Communications"/>
|
||||||
<Reference name="OpenSim.Framework.Statistics"/>
|
<Reference name="OpenSim.Framework.Monitoring"/>
|
||||||
<Reference name="OpenSim.Region.ClientStack"/>
|
<Reference name="OpenSim.Region.ClientStack"/>
|
||||||
<Reference name="OpenSim.Region.ClientStack.LindenUDP"/>
|
<Reference name="OpenSim.Region.ClientStack.LindenUDP"/>
|
||||||
<Reference name="OpenSim.Region.CoreModules"/>
|
<Reference name="OpenSim.Region.CoreModules"/>
|
||||||
|
|
|
@ -1,4 +1,42 @@
|
||||||
#!/bin/sh
|
#!/bin/sh
|
||||||
|
|
||||||
|
case "$1" in
|
||||||
|
|
||||||
|
'clean')
|
||||||
|
|
||||||
|
mono bin/Prebuild.exe /clean
|
||||||
|
|
||||||
|
;;
|
||||||
|
|
||||||
|
|
||||||
|
'autoclean')
|
||||||
|
|
||||||
|
echo y|mono bin/Prebuild.exe /clean
|
||||||
|
|
||||||
|
;;
|
||||||
|
|
||||||
|
|
||||||
|
'vs2010')
|
||||||
|
|
||||||
|
mono bin/Prebuild.exe /target vs2010
|
||||||
|
|
||||||
|
;;
|
||||||
|
|
||||||
|
|
||||||
|
'vs2008')
|
||||||
|
|
||||||
|
mono bin/Prebuild.exe /target vs2008
|
||||||
|
|
||||||
|
;;
|
||||||
|
|
||||||
|
|
||||||
|
*)
|
||||||
|
|
||||||
mono bin/Prebuild.exe /target nant
|
mono bin/Prebuild.exe /target nant
|
||||||
mono bin/Prebuild.exe /target vs2008
|
mono bin/Prebuild.exe /target vs2008
|
||||||
|
|
||||||
|
;;
|
||||||
|
|
||||||
|
|
||||||
|
esac
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue