Merge branch 'master' of /home/opensim/var/repo/opensim
commit
7daca3299a
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@ -308,36 +308,44 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
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try
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try
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{
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{
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if (alpha == 256)
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// XXX: In testing, it appears that if multiple threads dispose of separate GDI+ objects simultaneously,
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bitmap = new Bitmap(width, height, PixelFormat.Format32bppRgb);
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// the native malloc heap can become corrupted, possibly due to a double free(). This may be due to
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else
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// bugs in the underlying libcairo used by mono's libgdiplus.dll on Linux/OSX. These problems were
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bitmap = new Bitmap(width, height, PixelFormat.Format32bppArgb);
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// seen with both libcario 1.10.2-6.1ubuntu3 and 1.8.10-2ubuntu1. They go away if disposal is perfomed
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// under lock.
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graph = Graphics.FromImage(bitmap);
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lock (this)
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// this is really just to save people filling the
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// background color in their scripts, only do when fully opaque
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if (alpha >= 255)
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{
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{
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using (SolidBrush bgFillBrush = new SolidBrush(bgColor))
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if (alpha == 256)
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{
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bitmap = new Bitmap(width, height, PixelFormat.Format32bppRgb);
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graph.FillRectangle(bgFillBrush, 0, 0, width, height);
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else
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}
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bitmap = new Bitmap(width, height, PixelFormat.Format32bppArgb);
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}
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for (int w = 0; w < bitmap.Width; w++)
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graph = Graphics.FromImage(bitmap);
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{
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if (alpha <= 255)
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// this is really just to save people filling the
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// background color in their scripts, only do when fully opaque
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if (alpha >= 255)
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{
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{
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for (int h = 0; h < bitmap.Height; h++)
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using (SolidBrush bgFillBrush = new SolidBrush(bgColor))
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{
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{
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bitmap.SetPixel(w, h, Color.FromArgb(alpha, bitmap.GetPixel(w, h)));
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graph.FillRectangle(bgFillBrush, 0, 0, width, height);
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}
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}
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}
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}
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for (int w = 0; w < bitmap.Width; w++)
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{
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if (alpha <= 255)
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{
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for (int h = 0; h < bitmap.Height; h++)
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{
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bitmap.SetPixel(w, h, Color.FromArgb(alpha, bitmap.GetPixel(w, h)));
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}
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}
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}
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GDIDraw(data, graph, altDataDelim);
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}
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}
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GDIDraw(data, graph, altDataDelim);
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byte[] imageJ2000 = new byte[0];
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byte[] imageJ2000 = new byte[0];
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try
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try
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@ -355,11 +363,19 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
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}
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}
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finally
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finally
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{
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{
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if (graph != null)
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// XXX: In testing, it appears that if multiple threads dispose of separate GDI+ objects simultaneously,
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graph.Dispose();
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// the native malloc heap can become corrupted, possibly due to a double free(). This may be due to
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// bugs in the underlying libcairo used by mono's libgdiplus.dll on Linux/OSX. These problems were
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if (bitmap != null)
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// seen with both libcario 1.10.2-6.1ubuntu3 and 1.8.10-2ubuntu1. They go away if disposal is perfomed
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bitmap.Dispose();
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// under lock.
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lock (this)
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{
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if (graph != null)
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graph.Dispose();
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if (bitmap != null)
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bitmap.Dispose();
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}
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}
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}
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}
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}
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@ -85,13 +85,15 @@ namespace OpenSim.Region.CoreModules.World.Sound
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dis = 0;
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dis = 0;
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}
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}
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float thisSpGain;
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// Scale by distance
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// Scale by distance
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if (radius == 0)
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if (radius == 0)
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gain = (float)((double)gain * ((100.0 - dis) / 100.0));
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thisSpGain = (float)((double)gain * ((100.0 - dis) / 100.0));
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else
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else
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gain = (float)((double)gain * ((radius - dis) / radius));
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thisSpGain = (float)((double)gain * ((radius - dis) / radius));
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sp.ControllingClient.SendPlayAttachedSound(soundID, objectID, ownerID, (float)gain, flags);
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sp.ControllingClient.SendPlayAttachedSound(soundID, objectID, ownerID, thisSpGain, flags);
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});
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});
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}
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}
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@ -1341,11 +1341,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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scale.y = Math.Max(World.m_minPhys, Math.Min(World.m_maxPhys, scale.y));
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scale.y = Math.Max(World.m_minPhys, Math.Min(World.m_maxPhys, scale.y));
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scale.z = Math.Max(World.m_minPhys, Math.Min(World.m_maxPhys, scale.z));
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scale.z = Math.Max(World.m_minPhys, Math.Min(World.m_maxPhys, scale.z));
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}
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}
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else
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// Next we clamp the scale to the non-physical min/max
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{
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scale.x = Math.Max(World.m_minNonphys, Math.Min(World.m_maxNonphys, scale.x));
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// If not physical, then we clamp the scale to the non-physical min/max
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scale.y = Math.Max(World.m_minNonphys, Math.Min(World.m_maxNonphys, scale.y));
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scale.x = Math.Max(World.m_minNonphys, Math.Min(World.m_maxNonphys, scale.x));
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scale.z = Math.Max(World.m_minNonphys, Math.Min(World.m_maxNonphys, scale.z));
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scale.y = Math.Max(World.m_minNonphys, Math.Min(World.m_maxNonphys, scale.y));
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scale.z = Math.Max(World.m_minNonphys, Math.Min(World.m_maxNonphys, scale.z));
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}
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Vector3 tmp = part.Scale;
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Vector3 tmp = part.Scale;
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tmp.X = (float)scale.x;
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tmp.X = (float)scale.x;
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