Merge branch 'master' into careminster
Conflicts: OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs OpenSim/Region/Framework/Scenes/ScenePresence.csavinationmerge
commit
7da744566d
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@ -1145,8 +1145,8 @@ namespace OpenSim
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c => cdt.AddRow(
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s.Name,
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c.Name,
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c.RemoteEndPoint.ToString(),
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c.CircuitCode.ToString(),
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c.RemoteEndPoint.ToString(),
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c.IsActive.ToString())));
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MainConsole.Instance.Output(cdt.ToString());
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@ -355,8 +355,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private int m_animationSequenceNumber = 1;
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private bool m_SendLogoutPacketWhenClosing = true;
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private AgentUpdateArgs lastarg;
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private bool m_IsActive = true;
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private bool m_IsLoggingOut = false;
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protected Dictionary<PacketType, PacketProcessor> m_packetHandlers = new Dictionary<PacketType, PacketProcessor>();
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protected Dictionary<string, GenericMessage> m_genericPacketHandlers = new Dictionary<string, GenericMessage>(); //PauPaw:Local Generic Message handlers
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@ -428,16 +426,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public uint CircuitCode { get { return m_circuitCode; } }
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public int MoneyBalance { get { return m_moneyBalance; } }
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public int NextAnimationSequenceNumber { get { return m_animationSequenceNumber++; } }
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public bool IsActive
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{
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get { return m_IsActive; }
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set { m_IsActive = value; }
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}
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public bool IsLoggingOut
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{
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get { return m_IsLoggingOut; }
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set { m_IsLoggingOut = value; }
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}
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/// <summary>
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/// As well as it's function in IClientAPI, in LLClientView we are locking on this property in order to
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/// prevent race conditions by different threads calling Close().
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/// </summary>
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public bool IsActive { get; set; }
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/// <summary>
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/// Used to synchronise threads when client is being closed.
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/// </summary>
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public Object CloseSyncLock { get; private set; }
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public bool IsLoggingOut { get; set; }
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public bool DisableFacelights
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{
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@ -462,6 +463,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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// DebugPacketLevel = 1;
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CloseSyncLock = new Object();
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RegisterInterface<IClientIM>(this);
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RegisterInterface<IClientInventory>(this);
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RegisterInterface<IClientChat>(this);
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@ -494,13 +497,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_prioritizer = new Prioritizer(m_scene);
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RegisterLocalPacketHandlers();
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IsActive = true;
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}
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#region Client Methods
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/// <summary>
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/// Shut down the client view
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/// Close down the client view
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/// </summary>
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public void Close()
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{
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@ -513,7 +518,29 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public void Close(bool sendStop)
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{
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IsActive = false;
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// We lock here to prevent race conditions between two threads calling close simultaneously (e.g.
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// a simultaneous relog just as a client is being closed out due to no packet ack from the old connection.
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lock (CloseSyncLock)
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{
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if (!IsActive)
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return;
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IsActive = false;
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CloseWithoutChecks(sendStop);
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}
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}
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/// <summary>
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/// Closes down the client view without first checking whether it is active.
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/// </summary>
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/// <remarks>
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/// This exists because LLUDPServer has to set IsActive = false in earlier synchronous code before calling
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/// CloseWithoutIsActiveCheck asynchronously.
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///
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/// Callers must lock ClosingSyncLock before calling.
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/// </remarks>
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public void CloseWithoutChecks(bool sendStop)
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{
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m_log.DebugFormat(
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"[CLIENT]: Close has been called for {0} attached to scene {1}",
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Name, m_scene.RegionInfo.RegionName);
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@ -3630,7 +3657,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public void SendCoarseLocationUpdate(List<UUID> users, List<Vector3> CoarseLocations)
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{
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if (!IsActive) return; // We don't need to update inactive clients.
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// We don't need to update inactive clients.
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if (!IsActive)
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return;
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CoarseLocationUpdatePacket loc = (CoarseLocationUpdatePacket)PacketPool.Instance.GetPacket(PacketType.CoarseLocationUpdate);
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loc.Header.Reliable = false;
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@ -5263,7 +5292,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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AddLocalPacketHandler(PacketType.ChatFromViewer, HandleChatFromViewer);
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AddLocalPacketHandler(PacketType.AvatarPropertiesUpdate, HandlerAvatarPropertiesUpdate);
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AddLocalPacketHandler(PacketType.ScriptDialogReply, HandlerScriptDialogReply);
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AddLocalPacketHandler(PacketType.ImprovedInstantMessage, HandlerImprovedInstantMessage, false);
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AddLocalPacketHandler(PacketType.ImprovedInstantMessage, HandlerImprovedInstantMessage);
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AddLocalPacketHandler(PacketType.AcceptFriendship, HandlerAcceptFriendship);
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AddLocalPacketHandler(PacketType.DeclineFriendship, HandlerDeclineFriendship);
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AddLocalPacketHandler(PacketType.TerminateFriendship, HandlerTerminateFriendship);
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@ -1181,12 +1181,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// regular client pings.
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/// </remarks>
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/// <param name='client'></param>
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private void DeactivateClientDueToTimeout(IClientAPI client)
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private void DeactivateClientDueToTimeout(LLClientView client)
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{
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lock (client.CloseSyncLock)
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{
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// We must set IsActive synchronously so that we can stop the packet loop reinvoking this method, even
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// though it's set later on by LLClientView.Close()
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client.IsActive = false;
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m_log.WarnFormat(
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"[LLUDPSERVER]: Ack timeout, disconnecting {0} agent for {1} in {2}",
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client.SceneAgent.IsChildAgent ? "child" : "root", client.Name, m_scene.RegionInfo.RegionName);
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@ -1196,7 +1194,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (!client.SceneAgent.IsChildAgent)
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client.Kick("Simulator logged you out due to connection timeout");
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Util.FireAndForget(o => client.Close());
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client.CloseWithoutChecks(true);
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}
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}
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private void IncomingPacketHandler()
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@ -96,7 +96,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Groups
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scene.EventManager.OnNewClient += OnNewClient;
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scene.EventManager.OnClientClosed += OnClientClosed;
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scene.EventManager.OnIncomingInstantMessage += OnGridInstantMessage;
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// scene.EventManager.OnIncomingInstantMessage += OnGridInstantMessage;
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}
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public void PostInitialise()
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@ -133,7 +133,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Groups
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private void OnNewClient(IClientAPI client)
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{
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// Subscribe to instant messages
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client.OnInstantMessage += OnInstantMessage;
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// client.OnInstantMessage += OnInstantMessage;
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client.OnAgentDataUpdateRequest += OnAgentDataUpdateRequest;
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client.OnUUIDGroupNameRequest += HandleUUIDGroupNameRequest;
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lock (m_ClientMap)
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@ -171,15 +171,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Groups
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ActiveGroupTitle);
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}
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private void OnInstantMessage(IClientAPI client, GridInstantMessage im)
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{
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}
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// private void OnInstantMessage(IClientAPI client, GridInstantMessage im)
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// {
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// }
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private void OnGridInstantMessage(GridInstantMessage msg)
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{
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// Trigger the above event handler
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OnInstantMessage(null, msg);
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}
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// private void OnGridInstantMessage(GridInstantMessage msg)
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// {
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// // Trigger the above event handler
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// OnInstantMessage(null, msg);
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// }
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private void HandleUUIDGroupNameRequest(UUID id,IClientAPI remote_client)
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{
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@ -551,11 +551,5 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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SendAnimPack(animIDs, sequenceNums, objectIDs);
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}
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public void Close()
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{
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m_animations = null;
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m_scenePresence = null;
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}
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}
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}
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@ -3688,8 +3688,8 @@ namespace OpenSim.Region.Framework.Scenes
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// We have a zombie from a crashed session.
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// Or the same user is trying to be root twice here, won't work.
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// Kill it.
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m_log.DebugFormat(
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"[SCENE]: Zombie scene presence detected for {0} {1} in {2}",
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m_log.WarnFormat(
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"[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.",
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sp.Name, sp.UUID, RegionInfo.RegionName);
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sp.ControllingClient.Close();
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@ -4679,6 +4679,23 @@ namespace OpenSim.Region.Framework.Scenes
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return m_sceneGraph.GetScenePresence(localID);
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}
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/// <summary>
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/// Gets all the scene presences in this scene.
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/// </summary>
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/// <remarks>
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/// This method will return both root and child scene presences.
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///
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/// Consider using ForEachScenePresence() or ForEachRootScenePresence() if possible since these will not
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/// involving creating a new List object.
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/// </remarks>
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/// <returns>
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/// A list of the scene presences. Adding or removing from the list will not affect the presences in the scene.
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/// </returns>
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public List<ScenePresence> GetScenePresences()
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{
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return new List<ScenePresence>(m_sceneGraph.GetScenePresences());
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}
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/// <summary>
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/// Performs action on all avatars in the scene (root scene presences)
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/// Avatars may be an NPC or a 'real' client.
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@ -848,7 +848,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// pass a delegate to ForEachScenePresence.
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/// </summary>
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/// <returns></returns>
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private List<ScenePresence> GetScenePresences()
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protected internal List<ScenePresence> GetScenePresences()
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{
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return m_scenePresenceArray;
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}
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@ -110,15 +110,10 @@ namespace OpenSim.Region.Framework.Scenes
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public UUID currentParcelUUID = UUID.Zero;
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protected ScenePresenceAnimator m_animator;
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/// <value>
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/// The animator for this avatar
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/// </value>
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public ScenePresenceAnimator Animator
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{
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get { return m_animator; }
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private set { m_animator = value; }
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}
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public ScenePresenceAnimator Animator { get; private set; }
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/// <summary>
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/// Attachments recorded on this avatar.
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@ -2761,7 +2756,6 @@ namespace OpenSim.Region.Framework.Scenes
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//m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToAgent from {0} ({1}) to {2} ({3})", Name, UUID, avatar.Name, avatar.UUID);
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avatar.ControllingClient.SendAvatarDataImmediate(this);
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if (Animator != null)
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Animator.SendAnimPackToClient(avatar.ControllingClient);
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}
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@ -3438,6 +3432,16 @@ namespace OpenSim.Region.Framework.Scenes
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if (IsChildAgent)
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return;
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//if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
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// The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents(
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// as of this comment the interval is set in AddToPhysicalScene
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// if (m_updateCount > 0)
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// {
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Animator.UpdateMovementAnimations();
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// m_updateCount--;
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// }
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CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
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Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
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@ -3451,7 +3455,7 @@ namespace OpenSim.Region.Framework.Scenes
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// m_lastColCount = coldata.Count;
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// }
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if (coldata.Count != 0 && Animator != null)
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if (coldata.Count != 0)
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{
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switch (Animator.CurrentMovementAnimation)
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{
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@ -3563,7 +3567,7 @@ namespace OpenSim.Region.Framework.Scenes
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ControllingClient.SendHealth(Health);
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}
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public void Close()
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protected internal void Close()
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{
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// Clear known regions
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KnownRegions = new Dictionary<ulong, string>();
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|
@ -3579,9 +3583,6 @@ namespace OpenSim.Region.Framework.Scenes
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// m_reprioritizationTimer.Dispose();
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RemoveFromPhysicalScene();
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if(Animator != null)
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Animator.Close();
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Animator = null;
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}
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public void AddAttachment(SceneObjectGroup gobj)
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|
|
|
@ -53,48 +53,83 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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/// Scene presence tests
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/// </summary>
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[TestFixture]
|
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public class ScenePresenceAgentTests
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public class ScenePresenceAgentTests : OpenSimTestCase
|
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{
|
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public Scene scene, scene2, scene3;
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public UUID agent1, agent2, agent3;
|
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public static Random random;
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public ulong region1,region2,region3;
|
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public AgentCircuitData acd1;
|
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public SceneObjectGroup sog1, sog2, sog3;
|
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public TestClient testclient;
|
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// public Scene scene, scene2, scene3;
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// public UUID agent1, agent2, agent3;
|
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// public static Random random;
|
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// public ulong region1, region2, region3;
|
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// public AgentCircuitData acd1;
|
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// public TestClient testclient;
|
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|
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[TestFixtureSetUp]
|
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public void Init()
|
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// [TestFixtureSetUp]
|
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// public void Init()
|
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// {
|
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//// TestHelpers.InMethod();
|
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////
|
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//// SceneHelpers sh = new SceneHelpers();
|
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////
|
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//// scene = sh.SetupScene("Neighbour x", UUID.Random(), 1000, 1000);
|
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//// scene2 = sh.SetupScene("Neighbour x+1", UUID.Random(), 1001, 1000);
|
||||
//// scene3 = sh.SetupScene("Neighbour x-1", UUID.Random(), 999, 1000);
|
||||
////
|
||||
//// ISharedRegionModule interregionComms = new LocalSimulationConnectorModule();
|
||||
//// interregionComms.Initialise(new IniConfigSource());
|
||||
//// interregionComms.PostInitialise();
|
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//// SceneHelpers.SetupSceneModules(scene, new IniConfigSource(), interregionComms);
|
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//// SceneHelpers.SetupSceneModules(scene2, new IniConfigSource(), interregionComms);
|
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//// SceneHelpers.SetupSceneModules(scene3, new IniConfigSource(), interregionComms);
|
||||
//
|
||||
//// agent1 = UUID.Random();
|
||||
//// agent2 = UUID.Random();
|
||||
//// agent3 = UUID.Random();
|
||||
//
|
||||
//// region1 = scene.RegionInfo.RegionHandle;
|
||||
//// region2 = scene2.RegionInfo.RegionHandle;
|
||||
//// region3 = scene3.RegionInfo.RegionHandle;
|
||||
// }
|
||||
|
||||
[Test]
|
||||
public void TestCreateRootScenePresence()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// TestHelpers.EnableLogging();
|
||||
|
||||
SceneHelpers sh = new SceneHelpers();
|
||||
UUID spUuid = TestHelpers.ParseTail(0x1);
|
||||
|
||||
scene = sh.SetupScene("Neighbour x", UUID.Random(), 1000, 1000);
|
||||
scene2 = sh.SetupScene("Neighbour x+1", UUID.Random(), 1001, 1000);
|
||||
scene3 = sh.SetupScene("Neighbour x-1", UUID.Random(), 999, 1000);
|
||||
TestScene scene = new SceneHelpers().SetupScene();
|
||||
SceneHelpers.AddScenePresence(scene, spUuid);
|
||||
|
||||
ISharedRegionModule interregionComms = new LocalSimulationConnectorModule();
|
||||
interregionComms.Initialise(new IniConfigSource());
|
||||
interregionComms.PostInitialise();
|
||||
SceneHelpers.SetupSceneModules(scene, new IniConfigSource(), interregionComms);
|
||||
SceneHelpers.SetupSceneModules(scene2, new IniConfigSource(), interregionComms);
|
||||
SceneHelpers.SetupSceneModules(scene3, new IniConfigSource(), interregionComms);
|
||||
Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(spUuid), Is.Not.Null);
|
||||
Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
|
||||
|
||||
agent1 = UUID.Random();
|
||||
agent2 = UUID.Random();
|
||||
agent3 = UUID.Random();
|
||||
random = new Random();
|
||||
sog1 = SceneHelpers.CreateSceneObject(1, agent1);
|
||||
scene.AddSceneObject(sog1);
|
||||
sog2 = SceneHelpers.CreateSceneObject(1, agent1);
|
||||
scene.AddSceneObject(sog2);
|
||||
sog3 = SceneHelpers.CreateSceneObject(1, agent1);
|
||||
scene.AddSceneObject(sog3);
|
||||
ScenePresence sp = scene.GetScenePresence(spUuid);
|
||||
Assert.That(sp, Is.Not.Null);
|
||||
Assert.That(sp.IsChildAgent, Is.False);
|
||||
Assert.That(sp.UUID, Is.EqualTo(spUuid));
|
||||
|
||||
region1 = scene.RegionInfo.RegionHandle;
|
||||
region2 = scene2.RegionInfo.RegionHandle;
|
||||
region3 = scene3.RegionInfo.RegionHandle;
|
||||
Assert.That(scene.GetScenePresences().Count, Is.EqualTo(1));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestCreateDuplicateRootScenePresence()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// TestHelpers.EnableLogging();
|
||||
|
||||
UUID spUuid = TestHelpers.ParseTail(0x1);
|
||||
|
||||
TestScene scene = new SceneHelpers().SetupScene();
|
||||
SceneHelpers.AddScenePresence(scene, spUuid);
|
||||
SceneHelpers.AddScenePresence(scene, spUuid);
|
||||
|
||||
Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(spUuid), Is.Not.Null);
|
||||
Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
|
||||
|
||||
ScenePresence sp = scene.GetScenePresence(spUuid);
|
||||
Assert.That(sp, Is.Not.Null);
|
||||
Assert.That(sp.IsChildAgent, Is.False);
|
||||
Assert.That(sp.UUID, Is.EqualTo(spUuid));
|
||||
}
|
||||
|
||||
[Test]
|
||||
|
@ -106,9 +141,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
TestScene scene = new SceneHelpers().SetupScene();
|
||||
ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
|
||||
|
||||
Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(sp.UUID), Is.Not.Null);
|
||||
Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
|
||||
|
||||
scene.IncomingCloseAgent(sp.UUID);
|
||||
|
||||
Assert.That(scene.GetScenePresence(sp.UUID), Is.Null);
|
||||
|
@ -266,99 +298,99 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
// but things are synchronous among them. So there should be
|
||||
// 3 threads in here.
|
||||
//[Test]
|
||||
public void T021_TestCrossToNewRegion()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
|
||||
scene.RegisterRegionWithGrid();
|
||||
scene2.RegisterRegionWithGrid();
|
||||
|
||||
// Adding child agent to region 1001
|
||||
string reason;
|
||||
scene2.NewUserConnection(acd1,0, out reason);
|
||||
scene2.AddNewClient(testclient, PresenceType.User);
|
||||
|
||||
ScenePresence presence = scene.GetScenePresence(agent1);
|
||||
presence.MakeRootAgent(new Vector3(0,unchecked(Constants.RegionSize-1),0), true);
|
||||
|
||||
ScenePresence presence2 = scene2.GetScenePresence(agent1);
|
||||
|
||||
// Adding neighbour region caps info to presence2
|
||||
|
||||
string cap = presence.ControllingClient.RequestClientInfo().CapsPath;
|
||||
presence2.AddNeighbourRegion(region1, cap);
|
||||
|
||||
Assert.That(presence.IsChildAgent, Is.False, "Did not start root in origin region.");
|
||||
Assert.That(presence2.IsChildAgent, Is.True, "Is not a child on destination region.");
|
||||
|
||||
// Cross to x+1
|
||||
presence.AbsolutePosition = new Vector3(Constants.RegionSize+1,3,100);
|
||||
presence.Update();
|
||||
|
||||
EventWaitHandle wh = new EventWaitHandle (false, EventResetMode.AutoReset, "Crossing");
|
||||
|
||||
// Mimicking communication between client and server, by waiting OK from client
|
||||
// sent by TestClient.CrossRegion call. Originally, this is network comm.
|
||||
if (!wh.WaitOne(5000,false))
|
||||
{
|
||||
presence.Update();
|
||||
if (!wh.WaitOne(8000,false))
|
||||
throw new ArgumentException("1 - Timeout waiting for signal/variable.");
|
||||
}
|
||||
|
||||
// This is a TestClient specific method that fires OnCompleteMovementToRegion event, which
|
||||
// would normally be fired after receiving the reply packet from comm. done on the last line.
|
||||
testclient.CompleteMovement();
|
||||
|
||||
// Crossings are asynchronous
|
||||
int timer = 10;
|
||||
|
||||
// Make sure cross hasn't already finished
|
||||
if (!presence.IsInTransit && !presence.IsChildAgent)
|
||||
{
|
||||
// If not and not in transit yet, give it some more time
|
||||
Thread.Sleep(5000);
|
||||
}
|
||||
|
||||
// Enough time, should at least be in transit by now.
|
||||
while (presence.IsInTransit && timer > 0)
|
||||
{
|
||||
Thread.Sleep(1000);
|
||||
timer-=1;
|
||||
}
|
||||
|
||||
Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 2->1.");
|
||||
Assert.That(presence.IsChildAgent, Is.True, "Did not complete region cross as expected.");
|
||||
Assert.That(presence2.IsChildAgent, Is.False, "Did not receive root status after receiving agent.");
|
||||
|
||||
// Cross Back
|
||||
presence2.AbsolutePosition = new Vector3(-10, 3, 100);
|
||||
presence2.Update();
|
||||
|
||||
if (!wh.WaitOne(5000,false))
|
||||
{
|
||||
presence2.Update();
|
||||
if (!wh.WaitOne(8000,false))
|
||||
throw new ArgumentException("2 - Timeout waiting for signal/variable.");
|
||||
}
|
||||
testclient.CompleteMovement();
|
||||
|
||||
if (!presence2.IsInTransit && !presence2.IsChildAgent)
|
||||
{
|
||||
// If not and not in transit yet, give it some more time
|
||||
Thread.Sleep(5000);
|
||||
}
|
||||
|
||||
// Enough time, should at least be in transit by now.
|
||||
while (presence2.IsInTransit && timer > 0)
|
||||
{
|
||||
Thread.Sleep(1000);
|
||||
timer-=1;
|
||||
}
|
||||
|
||||
Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 1->2.");
|
||||
Assert.That(presence2.IsChildAgent, Is.True, "Did not return from region as expected.");
|
||||
Assert.That(presence.IsChildAgent, Is.False, "Presence was not made root in old region again.");
|
||||
}
|
||||
// public void T021_TestCrossToNewRegion()
|
||||
// {
|
||||
// TestHelpers.InMethod();
|
||||
//
|
||||
// scene.RegisterRegionWithGrid();
|
||||
// scene2.RegisterRegionWithGrid();
|
||||
//
|
||||
// // Adding child agent to region 1001
|
||||
// string reason;
|
||||
// scene2.NewUserConnection(acd1,0, out reason);
|
||||
// scene2.AddNewClient(testclient, PresenceType.User);
|
||||
//
|
||||
// ScenePresence presence = scene.GetScenePresence(agent1);
|
||||
// presence.MakeRootAgent(new Vector3(0,unchecked(Constants.RegionSize-1),0), true);
|
||||
//
|
||||
// ScenePresence presence2 = scene2.GetScenePresence(agent1);
|
||||
//
|
||||
// // Adding neighbour region caps info to presence2
|
||||
//
|
||||
// string cap = presence.ControllingClient.RequestClientInfo().CapsPath;
|
||||
// presence2.AddNeighbourRegion(region1, cap);
|
||||
//
|
||||
// Assert.That(presence.IsChildAgent, Is.False, "Did not start root in origin region.");
|
||||
// Assert.That(presence2.IsChildAgent, Is.True, "Is not a child on destination region.");
|
||||
//
|
||||
// // Cross to x+1
|
||||
// presence.AbsolutePosition = new Vector3(Constants.RegionSize+1,3,100);
|
||||
// presence.Update();
|
||||
//
|
||||
// EventWaitHandle wh = new EventWaitHandle (false, EventResetMode.AutoReset, "Crossing");
|
||||
//
|
||||
// // Mimicking communication between client and server, by waiting OK from client
|
||||
// // sent by TestClient.CrossRegion call. Originally, this is network comm.
|
||||
// if (!wh.WaitOne(5000,false))
|
||||
// {
|
||||
// presence.Update();
|
||||
// if (!wh.WaitOne(8000,false))
|
||||
// throw new ArgumentException("1 - Timeout waiting for signal/variable.");
|
||||
// }
|
||||
//
|
||||
// // This is a TestClient specific method that fires OnCompleteMovementToRegion event, which
|
||||
// // would normally be fired after receiving the reply packet from comm. done on the last line.
|
||||
// testclient.CompleteMovement();
|
||||
//
|
||||
// // Crossings are asynchronous
|
||||
// int timer = 10;
|
||||
//
|
||||
// // Make sure cross hasn't already finished
|
||||
// if (!presence.IsInTransit && !presence.IsChildAgent)
|
||||
// {
|
||||
// // If not and not in transit yet, give it some more time
|
||||
// Thread.Sleep(5000);
|
||||
// }
|
||||
//
|
||||
// // Enough time, should at least be in transit by now.
|
||||
// while (presence.IsInTransit && timer > 0)
|
||||
// {
|
||||
// Thread.Sleep(1000);
|
||||
// timer-=1;
|
||||
// }
|
||||
//
|
||||
// Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 2->1.");
|
||||
// Assert.That(presence.IsChildAgent, Is.True, "Did not complete region cross as expected.");
|
||||
// Assert.That(presence2.IsChildAgent, Is.False, "Did not receive root status after receiving agent.");
|
||||
//
|
||||
// // Cross Back
|
||||
// presence2.AbsolutePosition = new Vector3(-10, 3, 100);
|
||||
// presence2.Update();
|
||||
//
|
||||
// if (!wh.WaitOne(5000,false))
|
||||
// {
|
||||
// presence2.Update();
|
||||
// if (!wh.WaitOne(8000,false))
|
||||
// throw new ArgumentException("2 - Timeout waiting for signal/variable.");
|
||||
// }
|
||||
// testclient.CompleteMovement();
|
||||
//
|
||||
// if (!presence2.IsInTransit && !presence2.IsChildAgent)
|
||||
// {
|
||||
// // If not and not in transit yet, give it some more time
|
||||
// Thread.Sleep(5000);
|
||||
// }
|
||||
//
|
||||
// // Enough time, should at least be in transit by now.
|
||||
// while (presence2.IsInTransit && timer > 0)
|
||||
// {
|
||||
// Thread.Sleep(1000);
|
||||
// timer-=1;
|
||||
// }
|
||||
//
|
||||
// Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 1->2.");
|
||||
// Assert.That(presence2.IsChildAgent, Is.True, "Did not return from region as expected.");
|
||||
// Assert.That(presence.IsChildAgent, Is.False, "Presence was not made root in old region again.");
|
||||
// }
|
||||
}
|
||||
}
|
|
@ -47,7 +47,7 @@ namespace OpenSim.Region.OptionalModules.PhysicsParameters
|
|||
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "PhysicsParameters")]
|
||||
public class PhysicsParameters : ISharedRegionModule
|
||||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
// private static string LogHeader = "[PHYSICS PARAMETERS]";
|
||||
|
||||
private List<Scene> m_scenes = new List<Scene>();
|
||||
|
|
|
@ -48,7 +48,6 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
|
|||
LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
private IConfig m_config = null;
|
||||
private bool m_ScriptRez;
|
||||
private bool m_firstEmptyCompileQueue;
|
||||
private bool m_oarFileLoading;
|
||||
private bool m_lastOarLoadedOk;
|
||||
|
@ -91,7 +90,6 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
|
|||
|
||||
m_scene.RegisterModuleInterface<IRegionReadyModule>(this);
|
||||
|
||||
m_ScriptRez = false;
|
||||
m_firstEmptyCompileQueue = true;
|
||||
m_oarFileLoading = false;
|
||||
m_lastOarLoadedOk = true;
|
||||
|
|
Loading…
Reference in New Issue