Attempt to get World Map working in Grid mode, will need to be using the grid asset server for it to work correctly and has only been quickly tested in a three region grid.
Moved PermissionManager creation out of the Scene constructor and instead a PermissionManager is passed to the constructor as a param. So that we could create and use custom permissionsManagers. Added AllowMovement property to ScenePresence which can be used to stop movement of avatars (for example in a custom region that wanted avatars always in one place). Added PermissionManager call when copying objects, although currently the call will always return true so that it allows copying in places like Wright Plaza. A few other changes/fixes.afrisby
parent
2cd00f46b9
commit
7f99644864
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@ -366,9 +366,10 @@ namespace OpenSim
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protected override Scene CreateScene(RegionInfo regionInfo, StorageManager storageManager,
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AgentCircuitManager circuitManager)
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{
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PermissionManager permissionManager = new PermissionManager();
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SceneCommunicationService sceneGridService = new SceneCommunicationService(m_commsManager);
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return
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new Scene(regionInfo, circuitManager, m_commsManager, sceneGridService, m_assetCache, storageManager, m_httpServer,
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new Scene(regionInfo, circuitManager, permissionManager, m_commsManager, sceneGridService, m_assetCache, storageManager, m_httpServer,
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m_moduleLoader, m_dumpAssetsToFile, m_physicalPrim);
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}
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@ -36,7 +36,7 @@ using OpenSim.Region.Environment.Scenes;
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namespace OpenSim.Region.Environment.Modules
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{
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//this is first attempt to start breaking the mess thats called the assetcache up.
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//this is a first attempt, to start breaking the mess thats called the assetcache up.
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// basically this should be the texture sending (to clients) code moved out of assetcache
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//and some small clean up
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// but on first tests it didn't seem to work very well so is currently not in use.
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@ -48,12 +48,20 @@ namespace OpenSim.Region.Environment
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set { m_bypassPermissions = value; }
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}
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public PermissionManager()
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{
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}
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public PermissionManager(Scene scene)
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{
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m_scene = scene;
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}
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public void Initialise(Scene scene)
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{
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m_scene = scene;
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}
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protected virtual void SendPermissionError(LLUUID user, string reason)
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{
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m_scene.EventManager.TriggerPermissionError(user, reason);
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@ -188,6 +196,12 @@ namespace OpenSim.Region.Environment
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return GenericObjectPermission(user, obj);
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}
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public virtual bool CanCopyObject(LLUUID user, LLUUID obj)
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{
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return true;
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// return GenericObjectPermission(user, obj);
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}
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#endregion
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#region Communication Permissions
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@ -119,7 +119,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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if (((SceneObjectGroup)obj).LocalId == localID)
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{
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m_parentScene.RemoveEntity((SceneObjectGroup)obj);
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m_parentScene.RemoveEntity((SceneObjectGroup)obj);
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return;
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}
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}
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@ -553,7 +553,7 @@ namespace OpenSim.Region.Environment.Scenes
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parenPrim.LinkToGroup(sceneObj);
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}
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}
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/// <summary>
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/// Delink a linkset
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/// </summary>
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@ -568,7 +568,7 @@ namespace OpenSim.Region.Environment.Scenes
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// XXX I'm anticipating that building this dictionary once is more efficient than
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// repeated scanning of the Entity.Values for a large number of primIds. However, it might
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// be more efficient yet to keep this dictionary permanently on hand.
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Dictionary<uint, SceneObjectGroup> sceneObjects = new Dictionary<uint, SceneObjectGroup>();
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Dictionary<uint, SceneObjectGroup> sceneObjects = new Dictionary<uint, SceneObjectGroup>();
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foreach (EntityBase ent in Entities.Values)
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{
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if (ent is SceneObjectGroup)
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@ -576,17 +576,17 @@ namespace OpenSim.Region.Environment.Scenes
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SceneObjectGroup obj = (SceneObjectGroup)ent;
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sceneObjects.Add(obj.LocalId, obj);
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}
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}
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}
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// Find the root prim among the prim ids we've been given
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for (int i = 0; i < primIds.Count; i++)
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{
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{
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if (sceneObjects.ContainsKey(primIds[i]))
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{
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parenPrim = sceneObjects[primIds[i]];
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primIds.RemoveAt(i);
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break;
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}
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}
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}
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if (parenPrim != null)
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@ -594,7 +594,7 @@ namespace OpenSim.Region.Environment.Scenes
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foreach (uint childPrimId in primIds)
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{
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parenPrim.DelinkFromGroup(childPrimId);
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}
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}
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}
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else
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{
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@ -627,19 +627,21 @@ namespace OpenSim.Region.Environment.Scenes
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if (originPrim != null)
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{
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SceneObjectGroup copy = originPrim.Copy(AgentID, GroupID);
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copy.AbsolutePosition = copy.AbsolutePosition + offset;
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Entities.Add(copy.UUID, copy);
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copy.ScheduleGroupForFullUpdate();
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if (PermissionsMngr.CanCopyObject(AgentID, originPrim.UUID))
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{
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SceneObjectGroup copy = originPrim.Copy(AgentID, GroupID);
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copy.AbsolutePosition = copy.AbsolutePosition + offset;
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Entities.Add(copy.UUID, copy);
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copy.ScheduleGroupForFullUpdate();
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}
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}
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else
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{
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MainLog.Instance.Warn("client", "Attempted to duplicate nonexistant prim");
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}
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}
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}
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#endregion
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}
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@ -195,7 +195,7 @@ namespace OpenSim.Region.Environment.Scenes
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#region Constructors
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public Scene(RegionInfo regInfo, AgentCircuitManager authen, CommunicationsManager commsMan, SceneCommunicationService sceneGridService,
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public Scene(RegionInfo regInfo, AgentCircuitManager authen, PermissionManager permissionManager, CommunicationsManager commsMan, SceneCommunicationService sceneGridService,
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AssetCache assetCach, StorageManager storeManager, BaseHttpServer httpServer,
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ModuleLoader moduleLoader, bool dumpAssetsToFile, bool physicalPrim)
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{
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m_LandManager = new LandManager(this, m_regInfo);
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m_estateManager = new EstateManager(this, m_regInfo);
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m_eventManager = new EventManager();
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m_permissionManager = new PermissionManager(this);
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m_permissionManager = permissionManager;
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m_permissionManager.Initialise(this);
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m_innerScene = new InnerScene(this, m_regInfo, m_permissionManager);
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m_sceneXmlLoader = new SceneXmlLoader(this, m_innerScene, m_regInfo);
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m_eventManager.OnParcelPrimCountAdd +=
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m_LandManager.addPrimToLandPrimCounts;
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m_eventManager.OnPermissionError += SendPermissionAlert;
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RegisterDefaultSceneEvents();
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MainLog.Instance.Verbose("Creating new entitities instance");
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Entities = new Dictionary<LLUUID, EntityBase>();
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@ -244,6 +243,13 @@ namespace OpenSim.Region.Environment.Scenes
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#endregion
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#region Startup / Close Methods
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protected virtual void RegisterDefaultSceneEvents()
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{
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m_eventManager.OnParcelPrimCountAdd += m_LandManager.addPrimToLandPrimCounts;
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m_eventManager.OnPermissionError += SendPermissionAlert;
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}
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public override void Close()
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{
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ForEachScenePresence(delegate(ScenePresence avatar)
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@ -504,6 +510,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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CreateTerrainTexture();
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CommsManager.GridService.RegisterRegion(RegionInfo); //hack to update the terrain texture in grid mode so it shows on world map
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}
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catch (Exception e)
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{
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@ -147,6 +147,13 @@ namespace OpenSim.Region.Environment.Scenes
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get { return m_lastname; }
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}
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protected bool m_allowMovement = true;
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public bool AllowMovement
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{
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get { return m_allowMovement; }
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set { m_allowMovement = value; }
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}
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private readonly IClientAPI m_controllingClient;
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protected PhysicsActor m_physicsActor;
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// Console.WriteLine("DEBUG: HandleAgentUpdate: null PhysicsActor!");
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return;
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}
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int i = 0;
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bool update_movementflag = false;
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bool update_rotation = false;
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bool DCFlagKeyPressed = false;
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Vector3 agent_control_v3 = new Vector3(0, 0, 0);
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Quaternion q = new Quaternion(bodyRotation.W, bodyRotation.X, bodyRotation.Y, bodyRotation.Z);
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bool oldflying = PhysicsActor.Flying;
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PhysicsActor.Flying = ((flags & (uint) MainAvatar.ControlFlags.AGENT_CONTROL_FLY) != 0);
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if (PhysicsActor.Flying != oldflying)
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if (m_allowMovement)
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{
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update_movementflag = true;
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}
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int i = 0;
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bool update_movementflag = false;
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bool update_rotation = false;
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bool DCFlagKeyPressed = false;
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Vector3 agent_control_v3 = new Vector3(0, 0, 0);
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Quaternion q = new Quaternion(bodyRotation.W, bodyRotation.X, bodyRotation.Y, bodyRotation.Z);
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bool oldflying = PhysicsActor.Flying;
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if (q != m_bodyRot)
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{
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m_bodyRot = q;
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update_rotation = true;
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}
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if (m_parentID == 0)
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{
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foreach (Dir_ControlFlags DCF in Enum.GetValues(typeof (Dir_ControlFlags)))
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PhysicsActor.Flying = ((flags & (uint)MainAvatar.ControlFlags.AGENT_CONTROL_FLY) != 0);
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if (PhysicsActor.Flying != oldflying)
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{
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if ((flags & (uint) DCF) != 0)
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{
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DCFlagKeyPressed = true;
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agent_control_v3 += Dir_Vectors[i];
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if ((m_movementflag & (uint) DCF) == 0)
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{
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m_movementflag += (byte) (uint) DCF;
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update_movementflag = true;
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}
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}
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else
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{
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if ((m_movementflag & (uint) DCF) != 0)
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{
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m_movementflag -= (byte) (uint) DCF;
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update_movementflag = true;
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}
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}
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i++;
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update_movementflag = true;
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}
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}
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if ((update_movementflag) || (update_rotation && DCFlagKeyPressed))
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{
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AddNewMovement(agent_control_v3, q);
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UpdateMovementAnimations(update_movementflag);
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if (q != m_bodyRot)
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{
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m_bodyRot = q;
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update_rotation = true;
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}
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if (m_parentID == 0)
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{
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foreach (Dir_ControlFlags DCF in Enum.GetValues(typeof(Dir_ControlFlags)))
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{
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if ((flags & (uint)DCF) != 0)
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{
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DCFlagKeyPressed = true;
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agent_control_v3 += Dir_Vectors[i];
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if ((m_movementflag & (uint)DCF) == 0)
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{
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m_movementflag += (byte)(uint)DCF;
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update_movementflag = true;
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}
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}
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else
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{
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if ((m_movementflag & (uint)DCF) != 0)
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{
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m_movementflag -= (byte)(uint)DCF;
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update_movementflag = true;
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}
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}
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i++;
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}
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}
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if ((update_movementflag) || (update_rotation && DCFlagKeyPressed))
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{
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AddNewMovement(agent_control_v3, q);
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UpdateMovementAnimations(update_movementflag);
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}
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}
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}
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@ -42,10 +42,10 @@ namespace SimpleApp
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{
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private List<ScenePresence> m_avatars;
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public MyWorld(RegionInfo regionInfo, AgentCircuitManager authen, CommunicationsManager commsMan, SceneCommunicationService sceneGridService,
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public MyWorld(RegionInfo regionInfo, AgentCircuitManager authen, PermissionManager permissionManager, CommunicationsManager commsMan, SceneCommunicationService sceneGridService,
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AssetCache assetCach, StorageManager storeMan, BaseHttpServer httpServer,
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ModuleLoader moduleLoader, bool physicalPrim)
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: base(regionInfo, authen, commsMan, sceneGridService, assetCach, storeMan, httpServer, moduleLoader, false, true)
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: base(regionInfo, authen, permissionManager, commsMan, sceneGridService, assetCach, storeMan, httpServer, moduleLoader, false, true)
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{
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m_avatars = new List<Avatar>();
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}
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@ -169,9 +169,10 @@ namespace SimpleApp
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protected override Scene CreateScene(RegionInfo regionInfo, StorageManager storageManager,
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AgentCircuitManager circuitManager)
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{
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PermissionManager permissionManager = new PermissionManager();
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SceneCommunicationService sceneGridService = new SceneCommunicationService(m_commsManager);
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return
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new MyWorld(regionInfo, circuitManager, m_commsManager, sceneGridService, m_assetCache, storageManager, m_httpServer,
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new MyWorld(regionInfo, circuitManager, permissionManager, m_commsManager, sceneGridService, m_assetCache, storageManager, m_httpServer,
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new ModuleLoader(m_log, m_config), true);
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}
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Loading…
Reference in New Issue