Merge branch '0.7.6-extended' into 0.7.6-post-fixes

0.7.6-extended
Justin Clark-Casey (justincc) 2014-01-24 19:16:59 +00:00
commit 87e725cd24
13 changed files with 645 additions and 446 deletions

View File

@ -482,21 +482,14 @@ namespace OpenSim.Framework
set { m_LoadedCreationID = value; }
}
// Connected Telehub object
private UUID m_TelehubObject = UUID.Zero;
public UUID TelehubObject
{
get
{
return m_TelehubObject;
}
set
{
m_TelehubObject = value;
}
}
/// <summary>
/// Connected Telehub object
/// </summary>
public UUID TelehubObject { get; set; }
// Our Connected Telehub's SpawnPoints
/// <summary>
/// Our connected Telehub's SpawnPoints
/// </summary>
public List<SpawnPoint> l_SpawnPoints = new List<SpawnPoint>();
// Add a SpawnPoint

View File

@ -60,7 +60,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
public void Initialise()
{
m_log.DebugFormat("[ESTATE MODULE]: Setting up estate commands for region {0}", m_module.Scene.RegionInfo.RegionName);
// m_log.DebugFormat("[ESTATE MODULE]: Setting up estate commands for region {0}", m_module.Scene.RegionInfo.RegionName);
m_module.Scene.AddCommand("Regions", m_module, "set terrain texture",
"set terrain texture <number> <uuid> [<x>] [<y>]",

View File

@ -702,7 +702,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
}
}
public void handleOnEstateManageTelehub(IClientAPI client, UUID invoice, UUID senderID, string cmd, uint param1)
public void HandleOnEstateManageTelehub(IClientAPI client, UUID invoice, UUID senderID, string cmd, uint param1)
{
SceneObjectPart part;
@ -742,7 +742,9 @@ namespace OpenSim.Region.CoreModules.World.Estate
default:
break;
}
SendTelehubInfo(client);
if (client != null)
SendTelehubInfo(client);
}
private void SendSimulatorBlueBoxMessage(
@ -1207,7 +1209,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
client.OnEstateRestartSimRequest += handleEstateRestartSimRequest;
client.OnEstateChangeCovenantRequest += handleChangeEstateCovenantRequest;
client.OnEstateChangeInfo += handleEstateChangeInfo;
client.OnEstateManageTelehub += handleOnEstateManageTelehub;
client.OnEstateManageTelehub += HandleOnEstateManageTelehub;
client.OnUpdateEstateAccessDeltaRequest += handleEstateAccessDeltaRequest;
client.OnSimulatorBlueBoxMessageRequest += SendSimulatorBlueBoxMessage;
client.OnEstateBlueBoxMessageRequest += SendEstateBlueBoxMessage;

View File

@ -55,7 +55,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
public struct DrawStruct
{
public DrawRoutine dr;
public Rectangle rect;
// public Rectangle rect;
public SolidBrush brush;
public face[] trns;
}
@ -119,6 +119,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
{
mapbmp = FetchTexture(m_scene.RegionInfo.RegionSettings.TerrainImageID);
}
return mapbmp;
}
@ -127,7 +128,10 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
try
{
using (Bitmap mapbmp = CreateMapTile())
return OpenJPEG.EncodeFromImage(mapbmp, true);
{
if (mapbmp != null)
return OpenJPEG.EncodeFromImage(mapbmp, true);
}
}
catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke
{
@ -277,321 +281,331 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
tc = Environment.TickCount;
m_log.Debug("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile");
EntityBase[] objs = whichScene.GetEntities();
Dictionary<uint, DrawStruct> z_sort = new Dictionary<uint, DrawStruct>();
//SortedList<float, RectangleDrawStruct> z_sort = new SortedList<float, RectangleDrawStruct>();
List<float> z_sortheights = new List<float>();
List<uint> z_localIDs = new List<uint>();
Dictionary<uint, DrawStruct> z_sort = new Dictionary<uint, DrawStruct>();
lock (objs)
try
{
foreach (EntityBase obj in objs)
//SortedList<float, RectangleDrawStruct> z_sort = new SortedList<float, RectangleDrawStruct>();
lock (objs)
{
// Only draw the contents of SceneObjectGroup
if (obj is SceneObjectGroup)
foreach (EntityBase obj in objs)
{
SceneObjectGroup mapdot = (SceneObjectGroup)obj;
Color mapdotspot = Color.Gray; // Default color when prim color is white
// Loop over prim in group
foreach (SceneObjectPart part in mapdot.Parts)
// Only draw the contents of SceneObjectGroup
if (obj is SceneObjectGroup)
{
if (part == null)
continue;
// Draw if the object is at least 1 meter wide in any direction
if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
SceneObjectGroup mapdot = (SceneObjectGroup)obj;
Color mapdotspot = Color.Gray; // Default color when prim color is white
// Loop over prim in group
foreach (SceneObjectPart part in mapdot.Parts)
{
// Try to get the RGBA of the default texture entry..
//
try
{
// get the null checks out of the way
// skip the ones that break
if (part == null)
continue;
if (part.Shape == null)
continue;
if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree || part.Shape.PCode == (byte)PCode.Grass)
continue; // eliminates trees from this since we don't really have a good tree representation
// if you want tree blocks on the map comment the above line and uncomment the below line
//mapdotspot = Color.PaleGreen;
Primitive.TextureEntry textureEntry = part.Shape.Textures;
if (textureEntry == null || textureEntry.DefaultTexture == null)
continue;
Color4 texcolor = textureEntry.DefaultTexture.RGBA;
// Not sure why some of these are null, oh well.
int colorr = 255 - (int)(texcolor.R * 255f);
int colorg = 255 - (int)(texcolor.G * 255f);
int colorb = 255 - (int)(texcolor.B * 255f);
if (!(colorr == 255 && colorg == 255 && colorb == 255))
{
//Try to set the map spot color
try
{
// If the color gets goofy somehow, skip it *shakes fist at Color4
mapdotspot = Color.FromArgb(colorr, colorg, colorb);
}
catch (ArgumentException)
{
}
}
}
catch (IndexOutOfRangeException)
{
// Windows Array
}
catch (ArgumentOutOfRangeException)
{
// Mono Array
}
Vector3 pos = part.GetWorldPosition();
// skip prim outside of retion
if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f)
if (part == null)
continue;
// skip prim in non-finite position
if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) ||
Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y))
continue;
// Figure out if object is under 256m above the height of the terrain
bool isBelow256AboveTerrain = false;
try
// Draw if the object is at least 1 meter wide in any direction
if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
{
isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f));
}
catch (Exception)
{
}
if (isBelow256AboveTerrain)
{
// Translate scale by rotation so scale is represented properly when object is rotated
Vector3 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z);
Vector3 scale = new Vector3();
Vector3 tScale = new Vector3();
Vector3 axPos = new Vector3(pos.X,pos.Y,pos.Z);
Quaternion llrot = part.GetWorldRotation();
Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z);
scale = lscale * rot;
// negative scales don't work in this situation
scale.X = Math.Abs(scale.X);
scale.Y = Math.Abs(scale.Y);
scale.Z = Math.Abs(scale.Z);
// This scaling isn't very accurate and doesn't take into account the face rotation :P
int mapdrawstartX = (int)(pos.X - scale.X);
int mapdrawstartY = (int)(pos.Y - scale.Y);
int mapdrawendX = (int)(pos.X + scale.X);
int mapdrawendY = (int)(pos.Y + scale.Y);
// If object is beyond the edge of the map, don't draw it to avoid errors
if (mapdrawstartX < 0 || mapdrawstartX > ((int)Constants.RegionSize - 1) || mapdrawendX < 0 || mapdrawendX > ((int)Constants.RegionSize - 1)
|| mapdrawstartY < 0 || mapdrawstartY > ((int)Constants.RegionSize - 1) || mapdrawendY < 0
|| mapdrawendY > ((int)Constants.RegionSize - 1))
continue;
#region obb face reconstruction part duex
Vector3[] vertexes = new Vector3[8];
// float[] distance = new float[6];
Vector3[] FaceA = new Vector3[6]; // vertex A for Facei
Vector3[] FaceB = new Vector3[6]; // vertex B for Facei
Vector3[] FaceC = new Vector3[6]; // vertex C for Facei
Vector3[] FaceD = new Vector3[6]; // vertex D for Facei
tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z);
scale = ((tScale * rot));
vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
// vertexes[0].x = pos.X + vertexes[0].x;
//vertexes[0].y = pos.Y + vertexes[0].y;
//vertexes[0].z = pos.Z + vertexes[0].z;
FaceA[0] = vertexes[0];
FaceB[3] = vertexes[0];
FaceA[4] = vertexes[0];
tScale = lscale;
scale = ((tScale * rot));
vertexes[1] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
// vertexes[1].x = pos.X + vertexes[1].x;
// vertexes[1].y = pos.Y + vertexes[1].y;
//vertexes[1].z = pos.Z + vertexes[1].z;
FaceB[0] = vertexes[1];
FaceA[1] = vertexes[1];
FaceC[4] = vertexes[1];
tScale = new Vector3(lscale.X, -lscale.Y, -lscale.Z);
scale = ((tScale * rot));
vertexes[2] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
//vertexes[2].x = pos.X + vertexes[2].x;
//vertexes[2].y = pos.Y + vertexes[2].y;
//vertexes[2].z = pos.Z + vertexes[2].z;
FaceC[0] = vertexes[2];
FaceD[3] = vertexes[2];
FaceC[5] = vertexes[2];
tScale = new Vector3(lscale.X, lscale.Y, -lscale.Z);
scale = ((tScale * rot));
vertexes[3] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
//vertexes[3].x = pos.X + vertexes[3].x;
// vertexes[3].y = pos.Y + vertexes[3].y;
// vertexes[3].z = pos.Z + vertexes[3].z;
FaceD[0] = vertexes[3];
FaceC[1] = vertexes[3];
FaceA[5] = vertexes[3];
tScale = new Vector3(-lscale.X, lscale.Y, lscale.Z);
scale = ((tScale * rot));
vertexes[4] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
// vertexes[4].x = pos.X + vertexes[4].x;
// vertexes[4].y = pos.Y + vertexes[4].y;
// vertexes[4].z = pos.Z + vertexes[4].z;
FaceB[1] = vertexes[4];
FaceA[2] = vertexes[4];
FaceD[4] = vertexes[4];
tScale = new Vector3(-lscale.X, lscale.Y, -lscale.Z);
scale = ((tScale * rot));
vertexes[5] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
// vertexes[5].x = pos.X + vertexes[5].x;
// vertexes[5].y = pos.Y + vertexes[5].y;
// vertexes[5].z = pos.Z + vertexes[5].z;
FaceD[1] = vertexes[5];
FaceC[2] = vertexes[5];
FaceB[5] = vertexes[5];
tScale = new Vector3(-lscale.X, -lscale.Y, lscale.Z);
scale = ((tScale * rot));
vertexes[6] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
// vertexes[6].x = pos.X + vertexes[6].x;
// vertexes[6].y = pos.Y + vertexes[6].y;
// vertexes[6].z = pos.Z + vertexes[6].z;
FaceB[2] = vertexes[6];
FaceA[3] = vertexes[6];
FaceB[4] = vertexes[6];
tScale = new Vector3(-lscale.X, -lscale.Y, -lscale.Z);
scale = ((tScale * rot));
vertexes[7] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
// vertexes[7].x = pos.X + vertexes[7].x;
// vertexes[7].y = pos.Y + vertexes[7].y;
// vertexes[7].z = pos.Z + vertexes[7].z;
FaceD[2] = vertexes[7];
FaceC[3] = vertexes[7];
FaceD[5] = vertexes[7];
#endregion
//int wy = 0;
//bool breakYN = false; // If we run into an error drawing, break out of the
// loop so we don't lag to death on error handling
DrawStruct ds = new DrawStruct();
ds.brush = new SolidBrush(mapdotspot);
//ds.rect = new Rectangle(mapdrawstartX, (255 - mapdrawstartY), mapdrawendX - mapdrawstartX, mapdrawendY - mapdrawstartY);
ds.trns = new face[FaceA.Length];
for (int i = 0; i < FaceA.Length; i++)
// Try to get the RGBA of the default texture entry..
//
try
{
Point[] working = new Point[5];
working[0] = project(FaceA[i], axPos);
working[1] = project(FaceB[i], axPos);
working[2] = project(FaceD[i], axPos);
working[3] = project(FaceC[i], axPos);
working[4] = project(FaceA[i], axPos);
// get the null checks out of the way
// skip the ones that break
if (part == null)
continue;
face workingface = new face();
workingface.pts = working;
if (part.Shape == null)
continue;
ds.trns[i] = workingface;
if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree || part.Shape.PCode == (byte)PCode.Grass)
continue; // eliminates trees from this since we don't really have a good tree representation
// if you want tree blocks on the map comment the above line and uncomment the below line
//mapdotspot = Color.PaleGreen;
Primitive.TextureEntry textureEntry = part.Shape.Textures;
if (textureEntry == null || textureEntry.DefaultTexture == null)
continue;
Color4 texcolor = textureEntry.DefaultTexture.RGBA;
// Not sure why some of these are null, oh well.
int colorr = 255 - (int)(texcolor.R * 255f);
int colorg = 255 - (int)(texcolor.G * 255f);
int colorb = 255 - (int)(texcolor.B * 255f);
if (!(colorr == 255 && colorg == 255 && colorb == 255))
{
//Try to set the map spot color
try
{
// If the color gets goofy somehow, skip it *shakes fist at Color4
mapdotspot = Color.FromArgb(colorr, colorg, colorb);
}
catch (ArgumentException)
{
}
}
}
catch (IndexOutOfRangeException)
{
// Windows Array
}
catch (ArgumentOutOfRangeException)
{
// Mono Array
}
z_sort.Add(part.LocalId, ds);
z_localIDs.Add(part.LocalId);
z_sortheights.Add(pos.Z);
Vector3 pos = part.GetWorldPosition();
//for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
//{
//for (wy = mapdrawstartY; wy < mapdrawendY; wy++)
// skip prim outside of retion
if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f)
continue;
// skip prim in non-finite position
if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) ||
Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y))
continue;
// Figure out if object is under 256m above the height of the terrain
bool isBelow256AboveTerrain = false;
try
{
isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f));
}
catch (Exception)
{
}
if (isBelow256AboveTerrain)
{
// Translate scale by rotation so scale is represented properly when object is rotated
Vector3 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z);
Vector3 scale = new Vector3();
Vector3 tScale = new Vector3();
Vector3 axPos = new Vector3(pos.X,pos.Y,pos.Z);
Quaternion llrot = part.GetWorldRotation();
Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z);
scale = lscale * rot;
// negative scales don't work in this situation
scale.X = Math.Abs(scale.X);
scale.Y = Math.Abs(scale.Y);
scale.Z = Math.Abs(scale.Z);
// This scaling isn't very accurate and doesn't take into account the face rotation :P
int mapdrawstartX = (int)(pos.X - scale.X);
int mapdrawstartY = (int)(pos.Y - scale.Y);
int mapdrawendX = (int)(pos.X + scale.X);
int mapdrawendY = (int)(pos.Y + scale.Y);
// If object is beyond the edge of the map, don't draw it to avoid errors
if (mapdrawstartX < 0 || mapdrawstartX > ((int)Constants.RegionSize - 1) || mapdrawendX < 0 || mapdrawendX > ((int)Constants.RegionSize - 1)
|| mapdrawstartY < 0 || mapdrawstartY > ((int)Constants.RegionSize - 1) || mapdrawendY < 0
|| mapdrawendY > ((int)Constants.RegionSize - 1))
continue;
#region obb face reconstruction part duex
Vector3[] vertexes = new Vector3[8];
// float[] distance = new float[6];
Vector3[] FaceA = new Vector3[6]; // vertex A for Facei
Vector3[] FaceB = new Vector3[6]; // vertex B for Facei
Vector3[] FaceC = new Vector3[6]; // vertex C for Facei
Vector3[] FaceD = new Vector3[6]; // vertex D for Facei
tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z);
scale = ((tScale * rot));
vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
// vertexes[0].x = pos.X + vertexes[0].x;
//vertexes[0].y = pos.Y + vertexes[0].y;
//vertexes[0].z = pos.Z + vertexes[0].z;
FaceA[0] = vertexes[0];
FaceB[3] = vertexes[0];
FaceA[4] = vertexes[0];
tScale = lscale;
scale = ((tScale * rot));
vertexes[1] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
// vertexes[1].x = pos.X + vertexes[1].x;
// vertexes[1].y = pos.Y + vertexes[1].y;
//vertexes[1].z = pos.Z + vertexes[1].z;
FaceB[0] = vertexes[1];
FaceA[1] = vertexes[1];
FaceC[4] = vertexes[1];
tScale = new Vector3(lscale.X, -lscale.Y, -lscale.Z);
scale = ((tScale * rot));
vertexes[2] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
//vertexes[2].x = pos.X + vertexes[2].x;
//vertexes[2].y = pos.Y + vertexes[2].y;
//vertexes[2].z = pos.Z + vertexes[2].z;
FaceC[0] = vertexes[2];
FaceD[3] = vertexes[2];
FaceC[5] = vertexes[2];
tScale = new Vector3(lscale.X, lscale.Y, -lscale.Z);
scale = ((tScale * rot));
vertexes[3] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
//vertexes[3].x = pos.X + vertexes[3].x;
// vertexes[3].y = pos.Y + vertexes[3].y;
// vertexes[3].z = pos.Z + vertexes[3].z;
FaceD[0] = vertexes[3];
FaceC[1] = vertexes[3];
FaceA[5] = vertexes[3];
tScale = new Vector3(-lscale.X, lscale.Y, lscale.Z);
scale = ((tScale * rot));
vertexes[4] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
// vertexes[4].x = pos.X + vertexes[4].x;
// vertexes[4].y = pos.Y + vertexes[4].y;
// vertexes[4].z = pos.Z + vertexes[4].z;
FaceB[1] = vertexes[4];
FaceA[2] = vertexes[4];
FaceD[4] = vertexes[4];
tScale = new Vector3(-lscale.X, lscale.Y, -lscale.Z);
scale = ((tScale * rot));
vertexes[5] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
// vertexes[5].x = pos.X + vertexes[5].x;
// vertexes[5].y = pos.Y + vertexes[5].y;
// vertexes[5].z = pos.Z + vertexes[5].z;
FaceD[1] = vertexes[5];
FaceC[2] = vertexes[5];
FaceB[5] = vertexes[5];
tScale = new Vector3(-lscale.X, -lscale.Y, lscale.Z);
scale = ((tScale * rot));
vertexes[6] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
// vertexes[6].x = pos.X + vertexes[6].x;
// vertexes[6].y = pos.Y + vertexes[6].y;
// vertexes[6].z = pos.Z + vertexes[6].z;
FaceB[2] = vertexes[6];
FaceA[3] = vertexes[6];
FaceB[4] = vertexes[6];
tScale = new Vector3(-lscale.X, -lscale.Y, -lscale.Z);
scale = ((tScale * rot));
vertexes[7] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
// vertexes[7].x = pos.X + vertexes[7].x;
// vertexes[7].y = pos.Y + vertexes[7].y;
// vertexes[7].z = pos.Z + vertexes[7].z;
FaceD[2] = vertexes[7];
FaceC[3] = vertexes[7];
FaceD[5] = vertexes[7];
#endregion
//int wy = 0;
//bool breakYN = false; // If we run into an error drawing, break out of the
// loop so we don't lag to death on error handling
DrawStruct ds = new DrawStruct();
ds.brush = new SolidBrush(mapdotspot);
//ds.rect = new Rectangle(mapdrawstartX, (255 - mapdrawstartY), mapdrawendX - mapdrawstartX, mapdrawendY - mapdrawstartY);
ds.trns = new face[FaceA.Length];
for (int i = 0; i < FaceA.Length; i++)
{
Point[] working = new Point[5];
working[0] = project(FaceA[i], axPos);
working[1] = project(FaceB[i], axPos);
working[2] = project(FaceD[i], axPos);
working[3] = project(FaceC[i], axPos);
working[4] = project(FaceA[i], axPos);
face workingface = new face();
workingface.pts = working;
ds.trns[i] = workingface;
}
z_sort.Add(part.LocalId, ds);
z_localIDs.Add(part.LocalId);
z_sortheights.Add(pos.Z);
//for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
//{
//m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy);
//try
//for (wy = mapdrawstartY; wy < mapdrawendY; wy++)
//{
// Remember, flip the y!
// mapbmp.SetPixel(wx, (255 - wy), mapdotspot);
//}
//catch (ArgumentException)
//{
// breakYN = true;
//m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy);
//try
//{
// Remember, flip the y!
// mapbmp.SetPixel(wx, (255 - wy), mapdotspot);
//}
//catch (ArgumentException)
//{
// breakYN = true;
//}
//if (breakYN)
// break;
//}
//if (breakYN)
// break;
//}
} // Object is within 256m Z of terrain
} // object is at least a meter wide
} // loop over group children
} // entitybase is sceneobject group
} // foreach loop over entities
//if (breakYN)
// break;
//}
} // Object is within 256m Z of terrain
} // object is at least a meter wide
} // loop over group children
} // entitybase is sceneobject group
} // foreach loop over entities
float[] sortedZHeights = z_sortheights.ToArray();
uint[] sortedlocalIds = z_localIDs.ToArray();
float[] sortedZHeights = z_sortheights.ToArray();
uint[] sortedlocalIds = z_localIDs.ToArray();
// Sort prim by Z position
Array.Sort(sortedZHeights, sortedlocalIds);
// Sort prim by Z position
Array.Sort(sortedZHeights, sortedlocalIds);
Graphics g = Graphics.FromImage(mapbmp);
for (int s = 0; s < sortedZHeights.Length; s++)
{
if (z_sort.ContainsKey(sortedlocalIds[s]))
using (Graphics g = Graphics.FromImage(mapbmp))
{
DrawStruct rectDrawStruct = z_sort[sortedlocalIds[s]];
for (int r = 0; r < rectDrawStruct.trns.Length; r++)
for (int s = 0; s < sortedZHeights.Length; s++)
{
g.FillPolygon(rectDrawStruct.brush,rectDrawStruct.trns[r].pts);
if (z_sort.ContainsKey(sortedlocalIds[s]))
{
DrawStruct rectDrawStruct = z_sort[sortedlocalIds[s]];
for (int r = 0; r < rectDrawStruct.trns.Length; r++)
{
g.FillPolygon(rectDrawStruct.brush,rectDrawStruct.trns[r].pts);
}
//g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect);
}
}
//g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect);
}
}
} // lock entities objs
g.Dispose();
} // lock entities objs
}
finally
{
foreach (DrawStruct ds in z_sort.Values)
ds.brush.Dispose();
}
m_log.Debug("[MAPTILE]: Generating Maptile Step 2: Done in " + (Environment.TickCount - tc) + " ms");
return mapbmp;
}

View File

@ -54,7 +54,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
public void TerrainToBitmap(Bitmap mapbmp)
{
int tc = Environment.TickCount;
m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Terrain");
m_log.Debug("[SHADED MAP TILE RENDERER]: Generating Maptile Step 1: Terrain");
double[,] hm = m_scene.Heightmap.GetDoubles();
bool ShadowDebugContinue = true;
@ -199,7 +199,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
{
if (!terraincorruptedwarningsaid)
{
m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName);
m_log.WarnFormat("[SHADED MAP TILE RENDERER]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName);
terraincorruptedwarningsaid = true;
}
color = Color.Black;
@ -229,7 +229,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
{
if (!terraincorruptedwarningsaid)
{
m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName);
m_log.WarnFormat("[SHADED MAP TILE RENDERER]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName);
terraincorruptedwarningsaid = true;
}
Color black = Color.Black;
@ -238,7 +238,8 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
}
}
}
m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
m_log.Debug("[SHADED MAP TILE RENDERER]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
}
}
}
}

View File

@ -173,7 +173,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
private Bitmap fetchTexture(UUID id)
{
AssetBase asset = m_scene.AssetService.Get(id.ToString());
m_log.DebugFormat("[TexturedMapTileRenderer]: Fetched texture {0}, found: {1}", id, asset != null);
m_log.DebugFormat("[TEXTURED MAP TILE RENDERER]: Fetched texture {0}, found: {1}", id, asset != null);
if (asset == null) return null;
ManagedImage managedImage;
@ -188,17 +188,17 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
}
catch (DllNotFoundException)
{
m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg is not installed correctly on this system. Asset Data is empty for {0}", id);
m_log.ErrorFormat("[TEXTURED MAP TILE RENDERER]: OpenJpeg is not installed correctly on this system. Asset Data is empty for {0}", id);
}
catch (IndexOutOfRangeException)
{
m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg was unable to encode this. Asset Data is empty for {0}", id);
m_log.ErrorFormat("[TEXTURED MAP TILE RENDERER]: OpenJpeg was unable to encode this. Asset Data is empty for {0}", id);
}
catch (Exception)
{
m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg was unable to encode this. Asset Data is empty for {0}", id);
m_log.ErrorFormat("[TEXTURED MAP TILE RENDERER]: OpenJpeg was unable to encode this. Asset Data is empty for {0}", id);
}
return null;
@ -233,10 +233,14 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
if (textureID == UUID.Zero) return defaultColor; // not set
if (m_mapping.ContainsKey(textureID)) return m_mapping[textureID]; // one of the predefined textures
Bitmap bmp = fetchTexture(textureID);
Color color = bmp == null ? defaultColor : computeAverageColor(bmp);
// store it for future reference
m_mapping[textureID] = color;
Color color;
using (Bitmap bmp = fetchTexture(textureID))
{
color = bmp == null ? defaultColor : computeAverageColor(bmp);
// store it for future reference
m_mapping[textureID] = color;
}
return color;
}
@ -278,7 +282,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
public void TerrainToBitmap(Bitmap mapbmp)
{
int tc = Environment.TickCount;
m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Terrain");
m_log.Debug("[TEXTURED MAP TILE RENDERER]: Generating Maptile Step 1: Terrain");
// These textures should be in the AssetCache anyway, as every client conneting to this
// region needs them. Except on start, when the map is recreated (before anyone connected),
@ -412,7 +416,8 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
}
}
}
m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
m_log.Debug("[TEXTURED MAP TILE RENDERER]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
}
}
}
}

View File

@ -114,6 +114,11 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
"export-map [<path>]",
"Save an image of the world map", HandleExportWorldMapConsoleCommand);
m_scene.AddCommand(
"Regions", this, "generate map",
"generate map",
"Generates and stores a new maptile.", HandleGenerateMapConsoleCommand);
AddHandlers();
}
}
@ -1255,6 +1260,16 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
m_scene.RegionInfo.RegionName, exportPath);
}
public void HandleGenerateMapConsoleCommand(string module, string[] cmdparams)
{
Scene consoleScene = m_scene.ConsoleScene();
if (consoleScene != null && consoleScene != m_scene)
return;
GenerateMaptile();
}
public OSD HandleRemoteMapItemRequest(string path, OSD request, string endpoint)
{
uint xstart = 0;
@ -1486,62 +1501,69 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
private Byte[] GenerateOverlay()
{
Bitmap overlay = new Bitmap(256, 256);
bool[,] saleBitmap = new bool[64, 64];
for (int x = 0 ; x < 64 ; x++)
using (Bitmap overlay = new Bitmap(256, 256))
{
for (int y = 0 ; y < 64 ; y++)
saleBitmap[x, y] = false;
}
bool landForSale = false;
List<ILandObject> parcels = m_scene.LandChannel.AllParcels();
Color background = Color.FromArgb(0, 0, 0, 0);
SolidBrush transparent = new SolidBrush(background);
Graphics g = Graphics.FromImage(overlay);
g.FillRectangle(transparent, 0, 0, 256, 256);
SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9));
foreach (ILandObject land in parcels)
{
// m_log.DebugFormat("[WORLD MAP]: Parcel {0} flags {1}", land.LandData.Name, land.LandData.Flags);
if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0)
bool[,] saleBitmap = new bool[64, 64];
for (int x = 0 ; x < 64 ; x++)
{
landForSale = true;
for (int y = 0 ; y < 64 ; y++)
saleBitmap[x, y] = false;
}
saleBitmap = land.MergeLandBitmaps(saleBitmap, land.GetLandBitmap());
bool landForSale = false;
List<ILandObject> parcels = m_scene.LandChannel.AllParcels();
Color background = Color.FromArgb(0, 0, 0, 0);
using (Graphics g = Graphics.FromImage(overlay))
{
using (SolidBrush transparent = new SolidBrush(background))
g.FillRectangle(transparent, 0, 0, 256, 256);
foreach (ILandObject land in parcels)
{
// m_log.DebugFormat("[WORLD MAP]: Parcel {0} flags {1}", land.LandData.Name, land.LandData.Flags);
if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0)
{
landForSale = true;
saleBitmap = land.MergeLandBitmaps(saleBitmap, land.GetLandBitmap());
}
}
if (!landForSale)
{
m_log.DebugFormat("[WORLD MAP]: Region {0} has no parcels for sale, not generating overlay", m_scene.RegionInfo.RegionName);
return null;
}
m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName);
using (SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9)))
{
for (int x = 0 ; x < 64 ; x++)
{
for (int y = 0 ; y < 64 ; y++)
{
if (saleBitmap[x, y])
g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
}
}
}
}
try
{
return OpenJPEG.EncodeFromImage(overlay, true);
}
catch (Exception e)
{
m_log.DebugFormat("[WORLD MAP]: Error creating parcel overlay: " + e.ToString());
}
}
if (!landForSale)
{
m_log.DebugFormat("[WORLD MAP]: Region {0} has no parcels for sale, not generating overlay", m_scene.RegionInfo.RegionName);
return null;
}
m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName);
for (int x = 0 ; x < 64 ; x++)
{
for (int y = 0 ; y < 64 ; y++)
{
if (saleBitmap[x, y])
g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
}
}
try
{
return OpenJPEG.EncodeFromImage(overlay, true);
}
catch (Exception e)
{
m_log.DebugFormat("[WORLD MAP]: Error creating parcel overlay: " + e.ToString());
}
return null;
}
}

View File

@ -3946,32 +3946,52 @@ namespace OpenSim.Region.Framework.Scenes
}
}
// m_log.DebugFormat(
// "[SCENE]: Found telehub object {0} for new user connection {1} to {2}",
// RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
// Honor Estate teleport routing via Telehubs excluding ViaHome and GodLike TeleportFlags
if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero &&
RegionInfo.EstateSettings.AllowDirectTeleport == false &&
!viahome && !godlike)
{
SceneObjectGroup telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject);
// Can have multiple SpawnPoints
List<SpawnPoint> spawnpoints = RegionInfo.RegionSettings.SpawnPoints();
if (spawnpoints.Count > 1)
if (telehub != null)
{
// We have multiple SpawnPoints, Route the agent to a random or sequential one
if (SpawnPointRouting == "random")
acd.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation(
telehub.AbsolutePosition,
telehub.GroupRotation
);
// Can have multiple SpawnPoints
List<SpawnPoint> spawnpoints = RegionInfo.RegionSettings.SpawnPoints();
if (spawnpoints.Count > 1)
{
// We have multiple SpawnPoints, Route the agent to a random or sequential one
if (SpawnPointRouting == "random")
acd.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation(
telehub.AbsolutePosition,
telehub.GroupRotation
);
else
acd.startpos = spawnpoints[SpawnPoint()].GetLocation(
telehub.AbsolutePosition,
telehub.GroupRotation
);
}
else if (spawnpoints.Count == 1)
{
// We have a single SpawnPoint and will route the agent to it
acd.startpos = spawnpoints[0].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
}
else
acd.startpos = spawnpoints[SpawnPoint()].GetLocation(
telehub.AbsolutePosition,
telehub.GroupRotation
);
{
m_log.DebugFormat(
"[SCENE]: No spawnpoints defined for telehub {0} for {1} in {2}. Continuing.",
RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
}
}
else
{
// We have a single SpawnPoint and will route the agent to it
acd.startpos = spawnpoints[0].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
m_log.DebugFormat(
"[SCENE]: No telehub {0} found to direct {1} in {2}. Continuing.",
RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
}
return true;

View File

@ -108,6 +108,16 @@ namespace OpenSim.Region.Framework.Scenes
}
}
/// <summary>
/// This exists to prevent race conditions between two CompleteMovement threads if the simulator is slow and
/// the viewer fires these in quick succession.
/// </summary>
/// <remarks>
/// TODO: The child -> agent transition should be folded into LifecycleState and the CompleteMovement
/// regulation done there.
/// </remarks>
private object m_completeMovementLock = new object();
// private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes();
private static readonly Array DIR_CONTROL_FLAGS = Enum.GetValues(typeof(Dir_ControlFlags));
private static readonly Vector3 HEAD_ADJUSTMENT = new Vector3(0f, 0f, 0.3f);
@ -904,6 +914,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary>
/// Turns a child agent into a root agent.
/// </summary>
/// <remarks>
/// Child agents are logged into neighbouring sims largely to observe changes. Root agents exist when the
/// avatar is actual in the sim. They can perform all actions.
/// This change is made whenever an avatar enters a region, whether by crossing over from a neighbouring sim,
@ -911,8 +922,8 @@ namespace OpenSim.Region.Framework.Scenes
///
/// This method is on the critical path for transferring an avatar from one region to another. Delay here
/// delays that crossing.
/// </summary>
private void MakeRootAgent(Vector3 pos, bool isFlying)
/// </remarks>
private bool MakeRootAgent(Vector3 pos, bool isFlying)
{
// m_log.InfoFormat(
// "[SCENE]: Upgrading child to root agent for {0} in {1}",
@ -920,7 +931,13 @@ namespace OpenSim.Region.Framework.Scenes
//m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
IsChildAgent = false;
lock (m_completeMovementLock)
{
if (!IsChildAgent)
return false;
IsChildAgent = false;
}
// Must reset this here so that a teleport to a region next to an existing region does not keep the flag
// set and prevent the close of the connection on a subsequent re-teleport.
@ -1069,6 +1086,7 @@ namespace OpenSim.Region.Framework.Scenes
m_scene.EventManager.TriggerOnMakeRootAgent(this);
return true;
}
public int GetStateSource()
@ -1442,7 +1460,14 @@ namespace OpenSim.Region.Framework.Scenes
}
bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
MakeRootAgent(AbsolutePosition, flying);
if (!MakeRootAgent(AbsolutePosition, flying))
{
m_log.DebugFormat(
"[SCENE PRESENCE]: Aborting CompleteMovement call for {0} in {1} as they are already root",
Name, Scene.Name);
return;
}
// Tell the client that we're totally ready
ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look);

View File

@ -111,6 +111,45 @@ namespace OpenSim.Region.Framework.Scenes.Tests
Assert.That(scene.GetScenePresences().Count, Is.EqualTo(1));
}
/// <summary>
/// Test that duplicate complete movement calls are ignored.
/// </summary>
/// <remarks>
/// If duplicate calls are not ignored then there is a risk of race conditions or other unexpected effects.
/// </remarks>
[Test]
public void TestDupeCompleteMovementCalls()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
UUID spUuid = TestHelpers.ParseTail(0x1);
TestScene scene = new SceneHelpers().SetupScene();
int makeRootAgentEvents = 0;
scene.EventManager.OnMakeRootAgent += spi => makeRootAgentEvents++;
ScenePresence sp = SceneHelpers.AddScenePresence(scene, spUuid);
Assert.That(makeRootAgentEvents, Is.EqualTo(1));
// Normally these would be invoked by a CompleteMovement message coming in to the UDP stack. But for
// convenience, here we will invoke it manually.
sp.CompleteMovement(sp.ControllingClient, true);
Assert.That(makeRootAgentEvents, Is.EqualTo(1));
// Check rest of exepcted parameters.
Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(spUuid), Is.Not.Null);
Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
Assert.That(sp.IsChildAgent, Is.False);
Assert.That(sp.UUID, Is.EqualTo(spUuid));
Assert.That(scene.GetScenePresences().Count, Is.EqualTo(1));
}
[Test]
public void TestCreateDuplicateRootScenePresence()
{
@ -249,58 +288,5 @@ namespace OpenSim.Region.Framework.Scenes.Tests
// Assert.That(childPresence, Is.Not.Null);
// Assert.That(childPresence.IsChildAgent, Is.True);
}
// /// <summary>
// /// Test adding a root agent to a scene. Doesn't yet actually complete crossing the agent into the scene.
// /// </summary>
// [Test]
// public void T010_TestAddRootAgent()
// {
// TestHelpers.InMethod();
//
// string firstName = "testfirstname";
//
// AgentCircuitData agent = new AgentCircuitData();
// agent.AgentID = agent1;
// agent.firstname = firstName;
// agent.lastname = "testlastname";
// agent.SessionID = UUID.Random();
// agent.SecureSessionID = UUID.Random();
// agent.circuitcode = 123;
// agent.BaseFolder = UUID.Zero;
// agent.InventoryFolder = UUID.Zero;
// agent.startpos = Vector3.Zero;
// agent.CapsPath = GetRandomCapsObjectPath();
// agent.ChildrenCapSeeds = new Dictionary<ulong, string>();
// agent.child = true;
//
// scene.PresenceService.LoginAgent(agent.AgentID.ToString(), agent.SessionID, agent.SecureSessionID);
//
// string reason;
// scene.NewUserConnection(agent, (uint)TeleportFlags.ViaLogin, out reason);
// testclient = new TestClient(agent, scene);
// scene.AddNewAgent(testclient);
//
// ScenePresence presence = scene.GetScenePresence(agent1);
//
// Assert.That(presence, Is.Not.Null, "presence is null");
// Assert.That(presence.Firstname, Is.EqualTo(firstName), "First name not same");
// acd1 = agent;
// }
//
// /// <summary>
// /// Test removing an uncrossed root agent from a scene.
// /// </summary>
// [Test]
// public void T011_TestRemoveRootAgent()
// {
// TestHelpers.InMethod();
//
// scene.RemoveClient(agent1);
//
// ScenePresence presence = scene.GetScenePresence(agent1);
//
// Assert.That(presence, Is.Null, "presence is not null");
// }
}
}

View File

@ -0,0 +1,119 @@
/*
* 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 Nini.Config;
using NUnit.Framework;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.CoreModules.World.Estate;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Services.Interfaces;
using OpenSim.Tests.Common;
using OpenSim.Tests.Common.Mock;
namespace OpenSim.Region.Framework.Scenes.Tests
{
/// <summary>
/// Scene telehub tests
/// </summary>
/// <remarks>
/// TODO: Tests which run through normal functionality. Currently, the only test is one that checks behaviour
/// in the case of an error condition
/// </remarks>
[TestFixture]
public class SceneTelehubTests : OpenSimTestCase
{
/// <summary>
/// Test for desired behaviour when a telehub has no spawn points
/// </summary>
[Test]
public void TestNoTelehubSpawnPoints()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
EstateManagementModule emm = new EstateManagementModule();
SceneHelpers sh = new SceneHelpers();
Scene scene = sh.SetupScene();
SceneHelpers.SetupSceneModules(scene, emm);
UUID telehubSceneObjectOwner = TestHelpers.ParseTail(0x1);
SceneObjectGroup telehubSo = SceneHelpers.AddSceneObject(scene, "telehubObject", telehubSceneObjectOwner);
emm.HandleOnEstateManageTelehub(null, UUID.Zero, UUID.Zero, "connect", telehubSo.LocalId);
scene.RegionInfo.EstateSettings.AllowDirectTeleport = false;
// Must still be possible to successfully log in
UUID loggingInUserId = TestHelpers.ParseTail(0x2);
UserAccount ua
= UserAccountHelpers.CreateUserWithInventory(scene, "Test", "User", loggingInUserId, "password");
SceneHelpers.AddScenePresence(scene, ua);
Assert.That(scene.GetScenePresence(loggingInUserId), Is.Not.Null);
}
/// <summary>
/// Test for desired behaviour when the scene object nominated as a telehub object does not exist.
/// </summary>
[Test]
public void TestNoTelehubSceneObject()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
EstateManagementModule emm = new EstateManagementModule();
SceneHelpers sh = new SceneHelpers();
Scene scene = sh.SetupScene();
SceneHelpers.SetupSceneModules(scene, emm);
UUID telehubSceneObjectOwner = TestHelpers.ParseTail(0x1);
SceneObjectGroup telehubSo = SceneHelpers.AddSceneObject(scene, "telehubObject", telehubSceneObjectOwner);
SceneObjectGroup spawnPointSo = SceneHelpers.AddSceneObject(scene, "spawnpointObject", telehubSceneObjectOwner);
emm.HandleOnEstateManageTelehub(null, UUID.Zero, UUID.Zero, "connect", telehubSo.LocalId);
emm.HandleOnEstateManageTelehub(null, UUID.Zero, UUID.Zero, "spawnpoint add", spawnPointSo.LocalId);
scene.RegionInfo.EstateSettings.AllowDirectTeleport = false;
scene.DeleteSceneObject(telehubSo, false);
// Must still be possible to successfully log in
UUID loggingInUserId = TestHelpers.ParseTail(0x2);
UserAccount ua
= UserAccountHelpers.CreateUserWithInventory(scene, "Test", "User", loggingInUserId, "password");
SceneHelpers.AddScenePresence(scene, ua);
Assert.That(scene.GetScenePresence(loggingInUserId), Is.Not.Null);
}
}
}

View File

@ -788,11 +788,6 @@ namespace OpenSim.Tests.Common.Mock
{
OnRegionHandShakeReply(this);
}
if (OnCompleteMovementToRegion != null)
{
OnCompleteMovementToRegion(this, true);
}
}
public void SendAssetUploadCompleteMessage(sbyte AssetType, bool Success, UUID AssetFullID)

View File

@ -117,8 +117,6 @@ namespace OpenSim.Tests.Common
/// Parse a UUID stem into a full UUID.
/// </summary>
/// <remarks>
/// Yes, this is completely inconsistent with ParseTail but this is probably a better way to do it,
/// UUIDs are conceptually not hexadecmial numbers.
/// The fragment will come at the start of the UUID. The rest will be 0s
/// </remarks>
/// <returns></returns>
@ -143,5 +141,24 @@ namespace OpenSim.Tests.Common
{
return new UUID(string.Format("00000000-0000-0000-0000-{0:X12}", tail));
}
/// <summary>
/// Parse a UUID tail section into a full UUID.
/// </summary>
/// <remarks>
/// The fragment will come at the end of the UUID. The rest will be 0s
/// </remarks>
/// <returns></returns>
/// <param name='frag'>
/// A UUID fragment that will be parsed into a full UUID. Therefore, it can only contain
/// cahracters which are valid in a UUID, except for "-" which is currently only allowed if a full UUID is
/// given as the 'fragment'.
/// </param>
public static UUID ParseTail(string stem)
{
string rawUuid = stem.PadLeft(32, '0');
return UUID.Parse(rawUuid);
}
}
}