Merge branch 'careminster-presence-refactor' of ssh://3dhosting.de/var/git/careminster into careminster-presence-refactor

avinationmerge
sacha 2010-07-13 21:12:01 +00:00
commit 8c2e1c6c29
11 changed files with 254 additions and 125 deletions

3
.gitignore vendored
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@ -1,5 +1,6 @@
.project
.settings
.gitignore
*.csproj
*.csproj.user
*.build
@ -10,6 +11,7 @@
*.pidb
*.dll.build
*.dll
*.log
*.VisualState.xml
*/*/obj
*/*/*/obj
@ -23,6 +25,7 @@
*/*/*/*/*/bin
*/*/*/*/*/*/bin
*/*/*/*/*/*/*/bin
addon-modules/
bin/Debug/*.dll
bin/*.dll.mdb
bin/*.db

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@ -781,7 +781,7 @@ namespace OpenSim.Data.Tests
// Ownership changes when you drop an object into an object
// owned by someone else
Assert.That(t.OwnerID,Is.EqualTo(sog.RootPart.OwnerID), "Assert.That(t.OwnerID,Is.EqualTo(sog.RootPart.OwnerID))");
Assert.That(t.CurrentPermissions, Is.EqualTo(curperm | 8), "Assert.That(t.CurrentPermissions, Is.EqualTo(curperm | 8))");
Assert.That(t.CurrentPermissions, Is.EqualTo(curperm | 16), "Assert.That(t.CurrentPermissions, Is.EqualTo(curperm | 8))");
Assert.That(t.ParentID,Is.EqualTo(sog.RootPart.FolderID), "Assert.That(t.ParentID,Is.EqualTo(sog.RootPart.FolderID))");
Assert.That(t.ParentPartID,Is.EqualTo(sog.RootPart.UUID), "Assert.That(t.ParentPartID,Is.EqualTo(sog.RootPart.UUID))");
}

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@ -212,9 +212,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
InventoryFolderBase destFolder = ResolveDestinationFolder(rootDestFolder, ref iarPathExisting, resolvedFolders);
m_log.DebugFormat(
"[INVENTORY ARCHIVER]: originalArchivePath [{0}], section already loaded [{1}]",
iarPath, iarPathExisting);
// m_log.DebugFormat(
// "[INVENTORY ARCHIVER]: originalArchivePath [{0}], section already loaded [{1}]",
// iarPath, iarPathExisting);
string iarPathToCreate = iarPath.Substring(iarPathExisting.Length);
CreateFoldersForPath(destFolder, iarPathExisting, iarPathToCreate, resolvedFolders, loadedNodes);
@ -255,12 +255,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
{
while (null == destFolder && archivePath.Length > 0)
{
m_log.DebugFormat("[INVENTORY ARCHIVER]: Trying to resolve destination folder {0}", archivePath);
// m_log.DebugFormat("[INVENTORY ARCHIVER]: Trying to resolve destination folder {0}", archivePath);
if (resolvedFolders.ContainsKey(archivePath))
{
m_log.DebugFormat(
"[INVENTORY ARCHIVER]: Found previously created folder from archive path {0}", archivePath);
// m_log.DebugFormat(
// "[INVENTORY ARCHIVER]: Found previously created folder from archive path {0}", archivePath);
destFolder = resolvedFolders[archivePath];
}
else
@ -275,9 +275,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
}
else
{
m_log.DebugFormat(
"[INVENTORY ARCHIVER]: Found no previously created folder for archive path {0}",
originalArchivePath);
// m_log.DebugFormat(
// "[INVENTORY ARCHIVER]: Found no previously created folder for archive path {0}",
// originalArchivePath);
archivePath = string.Empty;
destFolder = rootDestFolder;
}

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@ -381,12 +381,27 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
if ((nextPerms & (uint)PermissionMask.Modify) == 0)
perms &= ~(uint)PermissionMask.Modify;
// Make sure all bits but the ones we want are clear
// on take.
// This will be applied to the current perms, so
// it will do what we want.
objectGroup.RootPart.NextOwnerMask &=
((uint)PermissionMask.Copy |
(uint)PermissionMask.Transfer |
(uint)PermissionMask.Modify);
objectGroup.RootPart.NextOwnerMask |=
(uint)PermissionMask.Move;
item.BasePermissions = perms & objectGroup.RootPart.NextOwnerMask;
item.CurrentPermissions = item.BasePermissions;
item.NextPermissions = objectGroup.RootPart.NextOwnerMask;
item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask & objectGroup.RootPart.NextOwnerMask;
item.GroupPermissions = objectGroup.RootPart.GroupMask & objectGroup.RootPart.NextOwnerMask;
item.CurrentPermissions |= 8; // Slam!
// Magic number badness. Maybe this deserves an enum.
// bit 4 (16) is the "Slam" bit, it means treat as passed
// and apply next owner perms on rez
item.CurrentPermissions |= 16; // Slam!
}
else
{
@ -396,7 +411,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask;
item.GroupPermissions = objectGroup.RootPart.GroupMask;
item.CurrentPermissions |= 8; // Slam!
item.CurrentPermissions &=
((uint)PermissionMask.Copy |
(uint)PermissionMask.Transfer |
(uint)PermissionMask.Modify |
(uint)PermissionMask.Move |
7); // Preserve folded permissions
}
// TODO: add the new fields (Flags, Sale info, etc)
@ -499,6 +519,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
group.RootPart.FromFolderID = item.Folder;
// If it's rezzed in world, select it. Much easier to
// find small items.
//
if (!attachment)
group.RootPart.CreateSelected = true;
if (!m_Scene.Permissions.CanRezObject(
group.Children.Count, remoteClient.AgentId, pos)
&& !attachment)
@ -571,7 +597,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
List<SceneObjectPart> partList = new List<SceneObjectPart>(group.Children.Values);
group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
if (rootPart.OwnerID != item.Owner)
if ((rootPart.OwnerID != item.Owner) || (item.CurrentPermissions & 16) != 0)
{
//Need to kill the for sale here
rootPart.ObjectSaleType = 0;
@ -579,14 +605,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
if (m_Scene.Permissions.PropagatePermissions())
{
if ((item.CurrentPermissions & 8) != 0)
foreach (SceneObjectPart part in partList)
{
foreach (SceneObjectPart part in partList)
{
part.EveryoneMask = item.EveryOnePermissions;
part.NextOwnerMask = item.NextPermissions;
part.GroupMask = 0; // DO NOT propagate here
}
part.EveryoneMask = item.EveryOnePermissions;
part.NextOwnerMask = item.NextPermissions;
part.GroupMask = 0; // DO NOT propagate here
}
group.ApplyNextOwnerPermissions();
@ -595,19 +618,15 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
foreach (SceneObjectPart part in partList)
{
if (part.OwnerID != item.Owner)
if ((part.OwnerID != item.Owner) || (item.CurrentPermissions & 16) != 0)
{
part.LastOwnerID = part.OwnerID;
part.OwnerID = item.Owner;
part.Inventory.ChangeInventoryOwner(item.Owner);
}
else if (((item.CurrentPermissions & 8) != 0) && (!attachment)) // Slam!
{
part.EveryoneMask = item.EveryOnePermissions;
part.NextOwnerMask = item.NextPermissions;
part.GroupMask = 0; // DO NOT propagate here
}
part.EveryoneMask = item.EveryOnePermissions;
part.NextOwnerMask = item.NextPermissions;
}
rootPart.TrimPermissions();

View File

@ -280,6 +280,10 @@ namespace OpenSim.Region.Framework.Scenes
public void UpdateInventoryItemAsset(IClientAPI remoteClient, UUID transactionID,
UUID itemID, InventoryItemBase itemUpd)
{
// This one will let people set next perms on items in agent
// inventory. Rut-Roh. Whatever. Make this secure. Yeah.
//
// Passing something to another avatar or a an object will already
InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
item = InventoryService.GetItem(item);
@ -289,11 +293,9 @@ namespace OpenSim.Region.Framework.Scenes
{
item.Name = itemUpd.Name;
item.Description = itemUpd.Description;
item.NextPermissions = itemUpd.NextPermissions;
item.CurrentPermissions |= 8; // Slam!
item.EveryOnePermissions = itemUpd.EveryOnePermissions;
item.GroupPermissions = itemUpd.GroupPermissions;
item.NextPermissions = itemUpd.NextPermissions & item.BasePermissions;
item.EveryOnePermissions = itemUpd.EveryOnePermissions & item.BasePermissions;
item.GroupPermissions = itemUpd.GroupPermissions & item.BasePermissions;
item.GroupID = itemUpd.GroupID;
item.GroupOwned = itemUpd.GroupOwned;
item.CreationDate = itemUpd.CreationDate;
@ -399,28 +401,96 @@ namespace OpenSim.Region.Framework.Scenes
if (Permissions.PropagatePermissions() && recipient != senderId)
{
// First, make sore base is limited to the next perms
itemCopy.BasePermissions = item.BasePermissions & (item.NextPermissions | (uint)PermissionMask.Move);
// By default, current equals base
itemCopy.CurrentPermissions = itemCopy.BasePermissions & item.CurrentPermissions;
// Trying to do this right this time. This is evil. If
// you believe in Good, go elsewhere. Vampires and other
// evil creatores only beyond this point. You have been
// warned.
// If this is an object, replace current perms
// with folded perms
// We're going to mask a lot of things by the next perms
// Tweak the next perms to be nicer to our data
//
// In this mask, all the bits we do NOT want to mess
// with are set. These are:
//
// Transfer
// Copy
// Modufy
uint permsMask = ~ ((uint)PermissionMask.Copy |
(uint)PermissionMask.Transfer |
(uint)PermissionMask.Modify);
// Now, reduce the next perms to the mask bits
// relevant to the operation
uint nextPerms = permsMask | (item.NextPermissions &
((uint)PermissionMask.Copy |
(uint)PermissionMask.Transfer |
(uint)PermissionMask.Modify));
// nextPerms now has all bits set, except for the actual
// next permission bits.
// This checks for no mod, no copy, no trans.
// This indicates an error or messed up item. Do it like
// SL and assume trans
if (nextPerms == permsMask)
nextPerms |= (uint)PermissionMask.Transfer;
// Inventory owner perms are the logical AND of the
// folded perms and the root prim perms, however, if
// the root prim is mod, the inventory perms will be
// mod. This happens on "take" and is of little concern
// here, save for preventing escalation
// This hack ensures that items previously permalocked
// get unlocked when they're passed or rezzed
uint basePerms = item.BasePermissions |
(uint)PermissionMask.Move;
uint ownerPerms = item.CurrentPermissions;
// Mask the base permissions. This is a conservative
// approach altering only the three main perms
basePerms &= nextPerms;
// If this is an object, root prim perms may be more
// permissive than folded perms. Use folded perms as
// a mask
if (item.InvType == (int)InventoryType.Object)
{
itemCopy.CurrentPermissions &= ~(uint)(PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer);
itemCopy.CurrentPermissions |= (item.CurrentPermissions & 7) << 13;
// Create a safe mask for the current perms
uint foldedPerms = (item.CurrentPermissions & 7) << 13;
foldedPerms |= permsMask;
bool isRootMod = (item.CurrentPermissions &
(uint)PermissionMask.Modify) != 0 ?
true : false;
// Mask the owner perms to the folded perms
ownerPerms &= foldedPerms;
// If the root was mod, let the mask reflect that
if (isRootMod)
ownerPerms |= (uint)PermissionMask.Modify;
}
// Ensure there is no escalation
itemCopy.CurrentPermissions &= (item.NextPermissions | (uint)PermissionMask.Move);
// These will be applied to the root prim at next rez.
// The slam bit (bit 3) and folded permission (bits 0-2)
// are preserved due to the above mangling
ownerPerms &= nextPerms;
// Need slam bit on xfer
itemCopy.CurrentPermissions |= 8;
// Assign to the actual item. Make sure the slam bit is
// set, if it wasn't set before.
itemCopy.BasePermissions = basePerms;
itemCopy.CurrentPermissions = ownerPerms | 16; // Slam
itemCopy.NextPermissions = item.NextPermissions;
itemCopy.EveryOnePermissions = 0;
// This preserves "everyone can move"
itemCopy.EveryOnePermissions = item.EveryOnePermissions &
nextPerms;
// Intentionally killing "share with group" here, as
// the recipient will not have the group this is
// set to
itemCopy.GroupPermissions = 0;
}
else
@ -922,7 +992,7 @@ namespace OpenSim.Region.Framework.Scenes
else
agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions;
agentItem.CurrentPermissions |= 8;
agentItem.CurrentPermissions |= 16; // Slam
agentItem.NextPermissions = taskItem.NextPermissions;
agentItem.EveryOnePermissions = taskItem.EveryonePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move);
agentItem.GroupPermissions = taskItem.GroupPermissions & taskItem.NextPermissions;
@ -1113,7 +1183,7 @@ namespace OpenSim.Region.Framework.Scenes
(srcTaskItem.NextPermissions | (uint)PermissionMask.Move);
destTaskItem.BasePermissions = srcTaskItem.BasePermissions &
(srcTaskItem.NextPermissions | (uint)PermissionMask.Move);
destTaskItem.CurrentPermissions |= 8; // Slam!
destTaskItem.CurrentPermissions |= 16; // Slam!
}
}
@ -1497,7 +1567,7 @@ namespace OpenSim.Region.Framework.Scenes
srcTaskItem.NextPermissions;
destTaskItem.BasePermissions = srcTaskItem.BasePermissions &
srcTaskItem.NextPermissions;
destTaskItem.CurrentPermissions |= 8; // Slam!
destTaskItem.CurrentPermissions |= 16; // Slam!
}
}
@ -1889,17 +1959,14 @@ namespace OpenSim.Region.Framework.Scenes
group.SetGroup(sourcePart.GroupID, null);
if (rootPart.OwnerID != item.OwnerID)
if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0)
{
if (Permissions.PropagatePermissions())
{
if ((item.CurrentPermissions & 8) != 0)
foreach (SceneObjectPart part in partList)
{
foreach (SceneObjectPart part in partList)
{
part.EveryoneMask = item.EveryonePermissions;
part.NextOwnerMask = item.NextPermissions;
}
part.EveryoneMask = item.EveryonePermissions;
part.NextOwnerMask = item.NextPermissions;
}
group.ApplyNextOwnerPermissions();
}
@ -1907,17 +1974,14 @@ namespace OpenSim.Region.Framework.Scenes
foreach (SceneObjectPart part in partList)
{
if (part.OwnerID != item.OwnerID)
if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0)
{
part.LastOwnerID = part.OwnerID;
part.OwnerID = item.OwnerID;
part.Inventory.ChangeInventoryOwner(item.OwnerID);
}
else if ((item.CurrentPermissions & 8) != 0) // Slam!
{
part.EveryoneMask = item.EveryonePermissions;
part.NextOwnerMask = item.NextPermissions;
}
part.EveryoneMask = item.EveryonePermissions;
part.NextOwnerMask = item.NextPermissions;
}
rootPart.TrimPermissions();

View File

@ -4818,7 +4818,7 @@ namespace OpenSim.Region.Framework.Scenes
part.NextOwnerMask;
item.GroupPermissions = part.GroupMask &
part.NextOwnerMask;
item.CurrentPermissions |= 8; // Slam!
item.CurrentPermissions |= 16; // Slam!
item.CreationDate = Util.UnixTimeSinceEpoch();
if (InventoryService.AddItem(item))

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@ -170,13 +170,14 @@ namespace OpenSim.Region.Framework.Scenes
taskItem.GroupPermissions = item.GroupPermissions &
item.NextPermissions;
taskItem.NextPermissions = item.NextPermissions;
taskItem.CurrentPermissions |= 8;
// We're adding this to a prim we don't own. Force
// owner change
taskItem.CurrentPermissions |= 16; // Slam
}
else
{
taskItem.BasePermissions = item.BasePermissions;
taskItem.CurrentPermissions = item.CurrentPermissions;
taskItem.CurrentPermissions |= 8;
taskItem.EveryonePermissions = item.EveryOnePermissions;
taskItem.GroupPermissions = item.GroupPermissions;
taskItem.NextPermissions = item.NextPermissions;

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@ -1082,7 +1082,6 @@ namespace OpenSim.Region.Framework.Scenes
item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
item.CurrentPermissions |= 8;
}
item.OwnerChanged = true;
item.CurrentPermissions &= item.NextPermissions;

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@ -565,7 +565,29 @@ namespace OpenSim.Region.Physics.OdePlugin
CAPSULE_RADIUS = 0.01f;
}
if(Shell != IntPtr.Zero)
{
try
{
d.GeomDestroy(Shell);
}
catch (System.AccessViolationException)
{
m_log.Error("[PHYSICS]: PrimGeom dead");
}
// Remove any old entries
//string tShell;
//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
//Console.WriteLine("**** Remove {0}", tShell);
if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
}
Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
_parent_scene.geom_name_map[Shell] = m_name;
_parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, m_name);
d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
@ -931,10 +953,23 @@ namespace OpenSim.Region.Physics.OdePlugin
Body = IntPtr.Zero;
}
if (Shell != IntPtr.Zero)
if(Shell != IntPtr.Zero)
{
d.GeomDestroy(Shell);
_parent_scene.geom_name_map.Remove(Shell);
try
{
d.GeomDestroy(Shell);
}
catch (System.AccessViolationException)
{
m_log.Error("[PHYSICS]: PrimGeom dead");
}
// Remove any old entries
//string tShell;
//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
//Console.WriteLine("**** Remove {0}", tShell);
if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
Shell = IntPtr.Zero;
}
@ -1097,11 +1132,24 @@ namespace OpenSim.Region.Physics.OdePlugin
Body = IntPtr.Zero;
}
if (Shell != IntPtr.Zero)
if(Shell != IntPtr.Zero)
{
d.GeomDestroy(Shell);
_parent_scene.geom_name_map.Remove(Shell);
try
{
d.GeomDestroy(Shell);
}
catch (System.AccessViolationException)
{
m_log.Error("[PHYSICS]: PrimGeom dead");
}
// Remove any old entries
//string tShell;
//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
//Console.WriteLine("**** Remove {0}", tShell);
if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
Shell = IntPtr.Zero;
}
}
@ -1277,9 +1325,6 @@ namespace OpenSim.Region.Physics.OdePlugin
+ (Amotor!=IntPtr.Zero ? "Amotor ":""));
}
AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
_parent_scene.geom_name_map[Shell] = m_name;
_parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
_parent_scene.AddCharacter(this);
}
else
@ -1299,17 +1344,28 @@ namespace OpenSim.Region.Physics.OdePlugin
{
//kill the body
d.BodyDestroy(Body);
Body = IntPtr.Zero;
}
if (Shell != IntPtr.Zero)
if(Shell != IntPtr.Zero)
{
d.GeomDestroy(Shell);
_parent_scene.geom_name_map.Remove(Shell);
try
{
d.GeomDestroy(Shell);
}
catch (System.AccessViolationException)
{
m_log.Error("[PHYSICS]: PrimGeom dead");
}
// Remove any old entries
//string tShell;
//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
//Console.WriteLine("**** Remove {0}", tShell);
if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
Shell = IntPtr.Zero;
}
}
m_isPhysical = m_tainted_isPhysical;
@ -1327,13 +1383,9 @@ namespace OpenSim.Region.Physics.OdePlugin
CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
//m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
d.BodyDestroy(Body);
d.GeomDestroy(Shell);
AvatarGeomAndBodyCreation(_position.X, _position.Y,
_position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
Velocity = Vector3.Zero;
_parent_scene.geom_name_map[Shell] = m_name;
_parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
}
else
{

View File

@ -142,7 +142,7 @@ namespace OpenSim.Region.Physics.OdePlugin
private OdeScene _parent_scene;
public IntPtr m_targetSpace = IntPtr.Zero;
public IntPtr prim_geom;
public IntPtr prev_geom;
// public IntPtr prev_geom;
public IntPtr _triMeshData;
private IntPtr _linkJointGroup = IntPtr.Zero;
@ -274,7 +274,7 @@ namespace OpenSim.Region.Physics.OdePlugin
prim_geom = IntPtr.Zero;
prev_geom = IntPtr.Zero;
// prev_geom = IntPtr.Zero;
if (!pos.IsFinite())
{
@ -776,13 +776,26 @@ namespace OpenSim.Region.Physics.OdePlugin
public void SetGeom(IntPtr geom)
{
prev_geom = prim_geom;
if(prim_geom != IntPtr.Zero)
{
// Remove any old entries
//string tPA;
//_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA);
//Console.WriteLine("**** Remove {0}", tPA);
if(_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom);
if(_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom);
d.GeomDestroy(prim_geom);
}
prim_geom = geom;
//Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
if (prim_geom != IntPtr.Zero)
{
_parent_scene.geom_name_map[prim_geom] = this.m_primName;
_parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
}
if (childPrim)
@ -1774,17 +1787,17 @@ namespace OpenSim.Region.Physics.OdePlugin
public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
{
//Console.WriteLine("CreateGeom:");
if (_mesh != null)
if (_mesh != null) // Special - make mesh
{
setMesh(_parent_scene, _mesh);
}
else
else // not a mesh
{
if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) // special profile??
{
if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) // Equi-size
{
if (((_size.X / 2f) > 0f))
if (((_size.X / 2f) > 0f)) // Has size
{
_parent_scene.waitForSpaceUnlock(m_targetSpace);
try
@ -1815,7 +1828,7 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
}
else
else // not equi-size
{
_parent_scene.waitForSpaceUnlock(m_targetSpace);
try
@ -1832,7 +1845,7 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
else
else // not special profile
{
_parent_scene.waitForSpaceUnlock(m_targetSpace);
try
@ -1894,9 +1907,6 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
_parent_scene.geom_name_map[prim_geom] = this.m_primName;
_parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
changeSelectedStatus(timestep);
m_taintadd = false;
@ -2045,22 +2055,7 @@ Console.WriteLine(" JointCreateFixed");
{
if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
{
if (prim_geom != IntPtr.Zero)
{
try
{
d.GeomDestroy(prim_geom);
prim_geom = IntPtr.Zero;
_mesh = null;
}
catch (System.AccessViolationException)
{
prim_geom = IntPtr.Zero;
m_log.Error("[PHYSICS]: PrimGeom dead");
}
}
_mesh = null;
//Console.WriteLine("changePhysicsStatus for " + m_primName );
changeadd(2f);
}
@ -2120,8 +2115,6 @@ Console.WriteLine(" JointCreateFixed");
_parent_scene.waitForSpaceUnlock(m_targetSpace);
d.SpaceRemove(m_targetSpace, prim_geom);
}
d.GeomDestroy(prim_geom);
prim_geom = IntPtr.Zero;
// we don't need to do space calculation because the client sends a position update also.
// Construction of new prim
@ -2223,16 +2216,8 @@ Console.WriteLine(" JointCreateFixed");
disableBody();
}
}
try
{
d.GeomDestroy(prim_geom);
}
catch (System.AccessViolationException)
{
prim_geom = IntPtr.Zero;
m_log.Error("[PHYSICS]: PrimGeom dead");
}
prim_geom = IntPtr.Zero;
// we don't need to do space calculation because the client sends a position update also.
if (_size.X <= 0) _size.X = 0.01f;
if (_size.Y <= 0) _size.Y = 0.01f;

View File

@ -2206,6 +2206,12 @@ namespace OpenSim.Region.Physics.OdePlugin
{
if (prim.prim_geom != IntPtr.Zero)
{
//string tPA;
//geom_name_map.TryGetValue(prim.prim_geom, out tPA);
//Console.WriteLine("**** Remove {0}", tPA);
if(geom_name_map.ContainsKey(prim.prim_geom)) geom_name_map.Remove(prim.prim_geom);
if(actor_name_map.ContainsKey(prim.prim_geom)) actor_name_map.Remove(prim.prim_geom);
d.GeomDestroy(prim.prim_geom);
prim.prim_geom = IntPtr.Zero;
}