diff --git a/CONTRIBUTORS.txt b/CONTRIBUTORS.txt index 2fe8b465d8..239b884363 100644 --- a/CONTRIBUTORS.txt +++ b/CONTRIBUTORS.txt @@ -117,6 +117,7 @@ what it is today. * nornalbion * Omar Vera Ustariz (IBM) * openlifegrid.com +* Oren Hurvitz (Kitely) * otakup0pe * ralphos * RemedyTomm diff --git a/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs b/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs index 93a6915947..e20b487cc6 100644 --- a/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs +++ b/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs @@ -709,6 +709,14 @@ namespace OpenSim.ApplicationPlugins.RemoteController // ok, client wants us to use an explicit UUID // regardless of what the avatar name provided userID = new UUID((string) requestData["estate_owner_uuid"]); + + // Check that the specified user exists + Scene currentOrFirst = m_application.SceneManager.CurrentOrFirstScene; + IUserAccountService accountService = currentOrFirst.UserAccountService; + UserAccount user = accountService.GetUserAccount(currentOrFirst.RegionInfo.ScopeID, userID); + + if (user == null) + throw new Exception("Specified user was not found."); } else if (requestData.ContainsKey("estate_owner_first") & requestData.ContainsKey("estate_owner_last")) { @@ -720,6 +728,11 @@ namespace OpenSim.ApplicationPlugins.RemoteController IUserAccountService accountService = currentOrFirst.UserAccountService; UserAccount user = accountService.GetUserAccount(currentOrFirst.RegionInfo.ScopeID, ownerFirst, ownerLast); + + // Check that the specified user exists + if (user == null) + throw new Exception("Specified user was not found."); + userID = user.PrincipalID; } else @@ -728,21 +741,30 @@ namespace OpenSim.ApplicationPlugins.RemoteController } // Create a new estate with the name provided - region.EstateSettings = m_application.EstateDataService.LoadEstateSettings(region.RegionID, true); + region.EstateSettings = m_application.EstateDataService.CreateNewEstate(); region.EstateSettings.EstateName = (string) requestData["estate_name"]; region.EstateSettings.EstateOwner = userID; // Persistence does not seem to effect the need to save a new estate region.EstateSettings.Save(); + + if (!m_application.EstateDataService.LinkRegion(region.RegionID, (int) region.EstateSettings.EstateID)) + throw new Exception("Failed to join estate."); } else { int estateID = estateIDs[0]; - region.EstateSettings = m_application.EstateDataService.LoadEstateSettings(estateID); + region.EstateSettings = m_application.EstateDataService.LoadEstateSettings(region.RegionID, false); - if (!m_application.EstateDataService.LinkRegion(region.RegionID, estateID)) - throw new Exception("Failed to join estate."); + if (region.EstateSettings.EstateID != estateID) + { + // The region is already part of an estate, but not the one we want. + region.EstateSettings = m_application.EstateDataService.LoadEstateSettings(estateID); + + if (!m_application.EstateDataService.LinkRegion(region.RegionID, estateID)) + throw new Exception("Failed to join estate."); + } } // Create the region and perform any initial initialization diff --git a/OpenSim/ApplicationPlugins/Rest/Inventory/tests/Remote.cs b/OpenSim/ApplicationPlugins/Rest/Inventory/tests/Remote.cs index 1023108661..b53806c651 100644 --- a/OpenSim/ApplicationPlugins/Rest/Inventory/tests/Remote.cs +++ b/OpenSim/ApplicationPlugins/Rest/Inventory/tests/Remote.cs @@ -169,7 +169,7 @@ namespace OpenSim.ApplicationPlugins.Rest.Inventory.Tests float y = Convert.ToSingle(rdata.Parameters[PARM_MOVE_Y]); float z = Convert.ToSingle(rdata.Parameters[PARM_MOVE_Z]); Vector3 vector = new Vector3(x, y, z); - presence.MoveToTarget(vector, false); + presence.MoveToTarget(vector, false, false); } catch (Exception e) { diff --git a/OpenSim/Data/MSSQL/MSSQLEstateData.cs b/OpenSim/Data/MSSQL/MSSQLEstateData.cs index 9c54e77a23..1faa249aed 100644 --- a/OpenSim/Data/MSSQL/MSSQLEstateData.cs +++ b/OpenSim/Data/MSSQL/MSSQLEstateData.cs @@ -148,55 +148,10 @@ namespace OpenSim.Data.MSSQL } } - if (insertEstate && create) { - List names = new List(FieldList); - - names.Remove("EstateID"); - - sql = string.Format("insert into estate_settings ({0}) values ( @{1})", String.Join(",", names.ToArray()), String.Join(", @", names.ToArray())); - - //_Log.Debug("[DB ESTATE]: SQL: " + sql); - using (SqlConnection conn = new SqlConnection(m_connectionString)) - using (SqlCommand insertCommand = new SqlCommand(sql, conn)) - { - insertCommand.CommandText = sql + " SET @ID = SCOPE_IDENTITY()"; - - foreach (string name in names) - { - insertCommand.Parameters.Add(_Database.CreateParameter("@" + name, _FieldMap[name].GetValue(es))); - } - SqlParameter idParameter = new SqlParameter("@ID", SqlDbType.Int); - idParameter.Direction = ParameterDirection.Output; - insertCommand.Parameters.Add(idParameter); - conn.Open(); - insertCommand.ExecuteNonQuery(); - - es.EstateID = Convert.ToUInt32(idParameter.Value); - } - - sql = "INSERT INTO [estate_map] ([RegionID] ,[EstateID]) VALUES (@RegionID, @EstateID)"; - using (SqlConnection conn = new SqlConnection(m_connectionString)) - using (SqlCommand cmd = new SqlCommand(sql, conn)) - { - - cmd.Parameters.Add(_Database.CreateParameter("@RegionID", regionID)); - cmd.Parameters.Add(_Database.CreateParameter("@EstateID", es.EstateID)); - // This will throw on dupe key - try - { - conn.Open(); - cmd.ExecuteNonQuery(); - } - catch (Exception e) - { - m_log.DebugFormat("[ESTATE DB]: Error inserting regionID and EstateID in estate_map: {0}", e); - } - } - - //TODO check if this is needed?? - es.Save(); + DoCreate(es); + LinkRegion(regionID, (int)es.EstateID); } LoadBanList(es); @@ -210,6 +165,53 @@ namespace OpenSim.Data.MSSQL return es; } + public EstateSettings CreateNewEstate() + { + EstateSettings es = new EstateSettings(); + es.OnSave += StoreEstateSettings; + + DoCreate(es); + + LoadBanList(es); + + es.EstateManagers = LoadUUIDList(es.EstateID, "estate_managers"); + es.EstateAccess = LoadUUIDList(es.EstateID, "estate_users"); + es.EstateGroups = LoadUUIDList(es.EstateID, "estate_groups"); + + return es; + } + + private void DoCreate(EstateSettings es) + { + List names = new List(FieldList); + + names.Remove("EstateID"); + + string sql = string.Format("insert into estate_settings ({0}) values ( @{1})", String.Join(",", names.ToArray()), String.Join(", @", names.ToArray())); + + //_Log.Debug("[DB ESTATE]: SQL: " + sql); + using (SqlConnection conn = new SqlConnection(m_connectionString)) + using (SqlCommand insertCommand = new SqlCommand(sql, conn)) + { + insertCommand.CommandText = sql + " SET @ID = SCOPE_IDENTITY()"; + + foreach (string name in names) + { + insertCommand.Parameters.Add(_Database.CreateParameter("@" + name, _FieldMap[name].GetValue(es))); + } + SqlParameter idParameter = new SqlParameter("@ID", SqlDbType.Int); + idParameter.Direction = ParameterDirection.Output; + insertCommand.Parameters.Add(idParameter); + conn.Open(); + insertCommand.ExecuteNonQuery(); + + es.EstateID = Convert.ToUInt32(idParameter.Value); + } + + //TODO check if this is needed?? + es.Save(); + } + /// /// Stores the estate settings. /// @@ -498,24 +500,43 @@ namespace OpenSim.Data.MSSQL public bool LinkRegion(UUID regionID, int estateID) { - string sql = "insert into estate_map values (@RegionID, @EstateID)"; + string deleteSQL = "delete from estate_map where RegionID = @RegionID"; + string insertSQL = "insert into estate_map values (@RegionID, @EstateID)"; using (SqlConnection conn = new SqlConnection(m_connectionString)) { conn.Open(); + SqlTransaction transaction = conn.BeginTransaction(); + try { - using (SqlCommand cmd = new SqlCommand(sql, conn)) + using (SqlCommand cmd = new SqlCommand(deleteSQL, conn)) { - cmd.Parameters.AddWithValue("@RegionID", regionID); + cmd.Transaction = transaction; + cmd.Parameters.AddWithValue("@RegionID", regionID.Guid); + + cmd.ExecuteNonQuery(); + } + + using (SqlCommand cmd = new SqlCommand(insertSQL, conn)) + { + cmd.Transaction = transaction; + cmd.Parameters.AddWithValue("@RegionID", regionID.Guid); cmd.Parameters.AddWithValue("@EstateID", estateID); int ret = cmd.ExecuteNonQuery(); + + if (ret != 0) + transaction.Commit(); + else + transaction.Rollback(); + return (ret != 0); } } catch (Exception ex) { m_log.Error("[REGION DB]: LinkRegion failed: " + ex.Message); + transaction.Rollback(); } } return false; diff --git a/OpenSim/Data/MSSQL/MSSQLUserAccountData.cs b/OpenSim/Data/MSSQL/MSSQLUserAccountData.cs index e7c8dc5a7e..7feec91eb9 100644 --- a/OpenSim/Data/MSSQL/MSSQLUserAccountData.cs +++ b/OpenSim/Data/MSSQL/MSSQLUserAccountData.cs @@ -218,23 +218,27 @@ namespace OpenSim.Data.MSSQL if (words.Length > 2) return new UserAccountData[0]; + string sql = ""; + using (SqlConnection conn = new SqlConnection(m_ConnectionString)) using (SqlCommand cmd = new SqlCommand()) { if (words.Length == 1) { - cmd.CommandText = String.Format("select * from {0} where ([ScopeID]=@ScopeID or [ScopeID]='00000000-0000-0000-0000-000000000000') and ([FirstName] like @search or [LastName] like @search)", m_Realm); + sql = String.Format("select * from {0} where ([ScopeID]=@ScopeID or [ScopeID]='00000000-0000-0000-0000-000000000000') and ([FirstName] like @search or [LastName] like @search)", m_Realm); cmd.Parameters.Add(m_database.CreateParameter("@scopeID", scopeID)); - cmd.Parameters.Add(m_database.CreateParameter("@search", "%" + words[0] + "%")); + cmd.Parameters.Add(m_database.CreateParameter("@search", "%" + words[0] + "%")); } else { - cmd.CommandText = String.Format("select * from {0} where ([ScopeID]=@ScopeID or [ScopeID]='00000000-0000-0000-0000-000000000000') and ([FirstName] like @searchFirst or [LastName] like @searchLast)", m_Realm); - cmd.Parameters.Add(m_database.CreateParameter("@searchFirst", "%" + words[0] + "%")); - cmd.Parameters.Add(m_database.CreateParameter("@searchLast", "%" + words[1] + "%")); - cmd.Parameters.Add(m_database.CreateParameter("@ScopeID", scopeID.ToString())); + sql = String.Format("select * from {0} where ([ScopeID]=@ScopeID or [ScopeID]='00000000-0000-0000-0000-000000000000') and ([FirstName] like @searchFirst or [LastName] like @searchLast)", m_Realm); + cmd.Parameters.Add(m_database.CreateParameter("@searchFirst", "%" + words[0] + "%")); + cmd.Parameters.Add(m_database.CreateParameter("@searchLast", "%" + words[1] + "%")); + cmd.Parameters.Add(m_database.CreateParameter("@ScopeID", scopeID.ToString())); } - + cmd.Connection = conn; + cmd.CommandText = sql; + conn.Open(); return DoQuery(cmd); } } diff --git a/OpenSim/Data/MSSQL/Resources/FriendsStore.migrations b/OpenSim/Data/MSSQL/Resources/FriendsStore.migrations index 4d8ab0f622..cc94c4e8cf 100644 --- a/OpenSim/Data/MSSQL/Resources/FriendsStore.migrations +++ b/OpenSim/Data/MSSQL/Resources/FriendsStore.migrations @@ -19,4 +19,32 @@ IF EXISTS (SELECT * FROM sys.objects WHERE object_id = OBJECT_ID(N'[dbo].[userf INSERT INTO Friends (PrincipalID, Friend, Flags, Offered) SELECT [ownerID], [friendID], [friendPerms], 0 FROM userfriends; +COMMIT + +:VERSION 3 + +BEGIN TRANSACTION + +CREATE TABLE [Tmp_Friends] + ([PrincipalID] varchar(255) NOT NULL DEFAULT '00000000-0000-0000-0000-000000000000', +[Friend] varchar(255) NOT NULL, +[Flags] char(16) NOT NULL DEFAULT '0', +[Offered] varchar(32) NOT NULL DEFAULT 0) +ON [PRIMARY] + + +IF EXISTS(SELECT * FROM dbo.Friends) + EXEC('INSERT INTO dbo.Tmp_Friends (PrincipalID, Friend, Flags, Offered) + SELECT CONVERT(varchar(255),PrincipalID), Friend, Flags, Offered FROM dbo.Friends WITH (HOLDLOCK TABLOCKX)') + +DROP TABLE dbo.Friends + +EXECUTE sp_rename N'dbo.Tmp_Friends', N'Friends', 'OBJECT' + +ALTER TABLE dbo.Friends ADD + PRIMARY KEY CLUSTERED +( + [PrincipalID] ASC, [Friend] ASC +)WITH (PAD_INDEX = OFF, STATISTICS_NORECOMPUTE = OFF, IGNORE_DUP_KEY = OFF, ALLOW_ROW_LOCKS = ON, ALLOW_PAGE_LOCKS = ON) ON [PRIMARY] + COMMIT \ No newline at end of file diff --git a/OpenSim/Data/MSSQL/Resources/InventoryStore.migrations b/OpenSim/Data/MSSQL/Resources/InventoryStore.migrations index 4a3cb27312..4e436534fd 100644 --- a/OpenSim/Data/MSSQL/Resources/InventoryStore.migrations +++ b/OpenSim/Data/MSSQL/Resources/InventoryStore.migrations @@ -244,4 +244,36 @@ ALTER TABLE inventoryitems ADD CONSTRAINT DF_inventoryitems_creatorID DEFAULT '00000000-0000-0000-0000-000000000000' FOR creatorID +:GO + +:VERSION 9 + +BEGIN TRANSACTION + +# CreatorID goes up to VARCHAR(255) + +exec sp_rename 'inventoryitems.CreatorID', 'cr_old', 'COLUMN' + +:GO + +alter table inventoryitems + add creatorID varchar(255) NULL + +:GO + +update inventoryitems set creatorID = cr_old + +alter table inventoryitems +drop CONSTRAINT DF_inventoryitems_creatorID +:GO + +alter table inventoryitems + drop column cr_old + :GO +COMMIT + +ALTER TABLE inventoryitems +ADD CONSTRAINT DF_inventoryitems_creatorID +DEFAULT '00000000-0000-0000-0000-000000000000' FOR creatorID + :GO \ No newline at end of file diff --git a/OpenSim/Data/MSSQL/Resources/OpenSim.Data.MSSQL.addin.xml b/OpenSim/Data/MSSQL/Resources/OpenSim.Data.MSSQL.addin.xml deleted file mode 100644 index 15fd29e57c..0000000000 --- a/OpenSim/Data/MSSQL/Resources/OpenSim.Data.MSSQL.addin.xml +++ /dev/null @@ -1,23 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - diff --git a/OpenSim/Data/MySQL/MySQLEstateData.cs b/OpenSim/Data/MySQL/MySQLEstateData.cs index 9dcf5e2adc..3d647ca38c 100644 --- a/OpenSim/Data/MySQL/MySQLEstateData.cs +++ b/OpenSim/Data/MySQL/MySQLEstateData.cs @@ -149,6 +149,22 @@ namespace OpenSim.Data.MySQL } } + public EstateSettings CreateNewEstate() + { + EstateSettings es = new EstateSettings(); + es.OnSave += StoreEstateSettings; + + DoCreate(es); + + LoadBanList(es); + + es.EstateManagers = LoadUUIDList(es.EstateID, "estate_managers"); + es.EstateAccess = LoadUUIDList(es.EstateID, "estate_users"); + es.EstateGroups = LoadUUIDList(es.EstateID, "estate_groups"); + + return es; + } + private EstateSettings DoLoad(MySqlCommand cmd, UUID regionID, bool create) { EstateSettings es = new EstateSettings(); @@ -188,54 +204,8 @@ namespace OpenSim.Data.MySQL if (!found && create) { - // Migration case - List names = new List(FieldList); - - names.Remove("EstateID"); - - string sql = "insert into estate_settings (" + String.Join(",", names.ToArray()) + ") values ( ?" + String.Join(", ?", names.ToArray()) + ")"; - - using (MySqlCommand cmd2 = dbcon.CreateCommand()) - { - cmd2.CommandText = sql; - cmd2.Parameters.Clear(); - - foreach (string name in FieldList) - { - if (m_FieldMap[name].GetValue(es) is bool) - { - if ((bool)m_FieldMap[name].GetValue(es)) - cmd2.Parameters.AddWithValue("?" + name, "1"); - else - cmd2.Parameters.AddWithValue("?" + name, "0"); - } - else - { - cmd2.Parameters.AddWithValue("?" + name, m_FieldMap[name].GetValue(es).ToString()); - } - } - - cmd2.ExecuteNonQuery(); - - cmd2.CommandText = "select LAST_INSERT_ID() as id"; - cmd2.Parameters.Clear(); - - using (IDataReader r = cmd2.ExecuteReader()) - { - r.Read(); - es.EstateID = Convert.ToUInt32(r["id"]); - } - - cmd2.CommandText = "insert into estate_map values (?RegionID, ?EstateID)"; - cmd2.Parameters.AddWithValue("?RegionID", regionID.ToString()); - cmd2.Parameters.AddWithValue("?EstateID", es.EstateID.ToString()); - - // This will throw on dupe key - try { cmd2.ExecuteNonQuery(); } - catch (Exception) { } - - es.Save(); - } + DoCreate(es); + LinkRegion(regionID, (int)es.EstateID); } } @@ -247,6 +217,54 @@ namespace OpenSim.Data.MySQL return es; } + private void DoCreate(EstateSettings es) + { + // Migration case + List names = new List(FieldList); + + names.Remove("EstateID"); + + string sql = "insert into estate_settings (" + String.Join(",", names.ToArray()) + ") values ( ?" + String.Join(", ?", names.ToArray()) + ")"; + + using (MySqlConnection dbcon = new MySqlConnection(m_connectionString)) + { + dbcon.Open(); + using (MySqlCommand cmd2 = dbcon.CreateCommand()) + { + cmd2.CommandText = sql; + cmd2.Parameters.Clear(); + + foreach (string name in FieldList) + { + if (m_FieldMap[name].GetValue(es) is bool) + { + if ((bool)m_FieldMap[name].GetValue(es)) + cmd2.Parameters.AddWithValue("?" + name, "1"); + else + cmd2.Parameters.AddWithValue("?" + name, "0"); + } + else + { + cmd2.Parameters.AddWithValue("?" + name, m_FieldMap[name].GetValue(es).ToString()); + } + } + + cmd2.ExecuteNonQuery(); + + cmd2.CommandText = "select LAST_INSERT_ID() as id"; + cmd2.Parameters.Clear(); + + using (IDataReader r = cmd2.ExecuteReader()) + { + r.Read(); + es.EstateID = Convert.ToUInt32(r["id"]); + } + + es.Save(); + } + } + } + public void StoreEstateSettings(EstateSettings es) { string sql = "replace into estate_settings (" + String.Join(",", FieldList) + ") values ( ?" + String.Join(", ?", FieldList) + ")"; @@ -477,7 +495,6 @@ namespace OpenSim.Data.MySQL } } - dbcon.Close(); } @@ -507,7 +524,6 @@ namespace OpenSim.Data.MySQL } } - dbcon.Close(); } @@ -519,16 +535,34 @@ namespace OpenSim.Data.MySQL using (MySqlConnection dbcon = new MySqlConnection(m_connectionString)) { dbcon.Open(); + MySqlTransaction transaction = dbcon.BeginTransaction(); try { + // Delete any existing association of this region with an estate. + using (MySqlCommand cmd = dbcon.CreateCommand()) + { + cmd.Transaction = transaction; + cmd.CommandText = "delete from estate_map where RegionID = ?RegionID"; + cmd.Parameters.AddWithValue("?RegionID", regionID); + + cmd.ExecuteNonQuery(); + } + using (MySqlCommand cmd = dbcon.CreateCommand()) { + cmd.Transaction = transaction; cmd.CommandText = "insert into estate_map values (?RegionID, ?EstateID)"; cmd.Parameters.AddWithValue("?RegionID", regionID); cmd.Parameters.AddWithValue("?EstateID", estateID); int ret = cmd.ExecuteNonQuery(); + + if (ret != 0) + transaction.Commit(); + else + transaction.Rollback(); + dbcon.Close(); return (ret != 0); @@ -537,6 +571,7 @@ namespace OpenSim.Data.MySQL catch (MySqlException ex) { m_log.Error("[REGION DB]: LinkRegion failed: " + ex.Message); + transaction.Rollback(); } dbcon.Close(); diff --git a/OpenSim/Data/MySQL/Resources/OpenSim.Data.MySQL.addin.xml b/OpenSim/Data/MySQL/Resources/OpenSim.Data.MySQL.addin.xml deleted file mode 100644 index 9e995479d0..0000000000 --- a/OpenSim/Data/MySQL/Resources/OpenSim.Data.MySQL.addin.xml +++ /dev/null @@ -1,23 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - diff --git a/OpenSim/Data/Null/NullEstateData.cs b/OpenSim/Data/Null/NullEstateData.cs index 8db8064cbe..d64136de8d 100755 --- a/OpenSim/Data/Null/NullEstateData.cs +++ b/OpenSim/Data/Null/NullEstateData.cs @@ -84,6 +84,11 @@ namespace OpenSim.Data.Null { return new EstateSettings(); } + + public EstateSettings CreateNewEstate() + { + return new EstateSettings(); + } public List LoadEstateSettingsAll() { diff --git a/OpenSim/Data/Null/NullSimulationData.cs b/OpenSim/Data/Null/NullSimulationData.cs index c33a6f2c43..b7889767da 100644 --- a/OpenSim/Data/Null/NullSimulationData.cs +++ b/OpenSim/Data/Null/NullSimulationData.cs @@ -77,8 +77,10 @@ namespace OpenSim.Data.Null } public RegionSettings LoadRegionSettings(UUID regionUUID) - { - return null; + { + RegionSettings rs = new RegionSettings(); + rs.RegionUUID = regionUUID; + return rs; } public void StoreObject(SceneObjectGroup obj, UUID regionUUID) diff --git a/OpenSim/Data/SQLite/Resources/OpenSim.Data.SQLite.addin.xml b/OpenSim/Data/SQLite/Resources/OpenSim.Data.SQLite.addin.xml deleted file mode 100644 index e6764facbd..0000000000 --- a/OpenSim/Data/SQLite/Resources/OpenSim.Data.SQLite.addin.xml +++ /dev/null @@ -1,20 +0,0 @@ - - - - - - - - - - - - - - - - - - - - diff --git a/OpenSim/Data/SQLite/SQLiteEstateData.cs b/OpenSim/Data/SQLite/SQLiteEstateData.cs index 65719a63fa..8db9262e18 100644 --- a/OpenSim/Data/SQLite/SQLiteEstateData.cs +++ b/OpenSim/Data/SQLite/SQLiteEstateData.cs @@ -151,59 +151,8 @@ namespace OpenSim.Data.SQLite } else if (create) { - r.Close(); - - List names = new List(FieldList); - - names.Remove("EstateID"); - - string sql = "insert into estate_settings ("+String.Join(",", names.ToArray())+") values ( :"+String.Join(", :", names.ToArray())+")"; - - cmd.CommandText = sql; - cmd.Parameters.Clear(); - - foreach (string name in FieldList) - { - if (m_FieldMap[name].GetValue(es) is bool) - { - if ((bool)m_FieldMap[name].GetValue(es)) - cmd.Parameters.AddWithValue(":"+name, "1"); - else - cmd.Parameters.AddWithValue(":"+name, "0"); - } - else - { - cmd.Parameters.AddWithValue(":"+name, m_FieldMap[name].GetValue(es).ToString()); - } - } - - cmd.ExecuteNonQuery(); - - cmd.CommandText = "select LAST_INSERT_ROWID() as id"; - cmd.Parameters.Clear(); - - r = cmd.ExecuteReader(); - - r.Read(); - - es.EstateID = Convert.ToUInt32(r["id"]); - - r.Close(); - - cmd.CommandText = "insert into estate_map values (:RegionID, :EstateID)"; - cmd.Parameters.AddWithValue(":RegionID", regionID.ToString()); - cmd.Parameters.AddWithValue(":EstateID", es.EstateID.ToString()); - - // This will throw on dupe key - try - { - cmd.ExecuteNonQuery(); - } - catch (Exception) - { - } - - es.Save(); + DoCreate(es); + LinkRegion(regionID, (int)es.EstateID); } LoadBanList(es); @@ -214,6 +163,67 @@ namespace OpenSim.Data.SQLite return es; } + public EstateSettings CreateNewEstate() + { + EstateSettings es = new EstateSettings(); + es.OnSave += StoreEstateSettings; + + DoCreate(es); + + LoadBanList(es); + + es.EstateManagers = LoadUUIDList(es.EstateID, "estate_managers"); + es.EstateAccess = LoadUUIDList(es.EstateID, "estate_users"); + es.EstateGroups = LoadUUIDList(es.EstateID, "estate_groups"); + + return es; + } + + private void DoCreate(EstateSettings es) + { + List names = new List(FieldList); + + SqliteCommand cmd = (SqliteCommand)m_connection.CreateCommand(); + IDataReader r = null; + + names.Remove("EstateID"); + + string sql = "insert into estate_settings ("+String.Join(",", names.ToArray())+") values ( :"+String.Join(", :", names.ToArray())+")"; + + cmd.CommandText = sql; + cmd.Parameters.Clear(); + + foreach (string name in FieldList) + { + if (m_FieldMap[name].GetValue(es) is bool) + { + if ((bool)m_FieldMap[name].GetValue(es)) + cmd.Parameters.AddWithValue(":"+name, "1"); + else + cmd.Parameters.AddWithValue(":"+name, "0"); + } + else + { + cmd.Parameters.AddWithValue(":"+name, m_FieldMap[name].GetValue(es).ToString()); + } + } + + cmd.ExecuteNonQuery(); + + cmd.CommandText = "select LAST_INSERT_ROWID() as id"; + cmd.Parameters.Clear(); + + r = cmd.ExecuteReader(); + + r.Read(); + + es.EstateID = Convert.ToUInt32(r["id"]); + + r.Close(); + + es.Save(); + } + public void StoreEstateSettings(EstateSettings es) { List fields = new List(FieldList); @@ -440,16 +450,36 @@ namespace OpenSim.Data.SQLite public bool LinkRegion(UUID regionID, int estateID) { - SqliteCommand cmd = (SqliteCommand)m_connection.CreateCommand(); + SqliteTransaction transaction = m_connection.BeginTransaction(); - cmd.CommandText = "insert into estate_map values (:RegionID, :EstateID)"; - cmd.Parameters.AddWithValue(":RegionID", regionID.ToString()); - cmd.Parameters.AddWithValue(":EstateID", estateID.ToString()); + // Delete any existing estate mapping for this region. + using(SqliteCommand cmd = (SqliteCommand)m_connection.CreateCommand()) + { + cmd.CommandText = "delete from estate_map where RegionID = :RegionID"; + cmd.Transaction = transaction; + cmd.Parameters.AddWithValue(":RegionID", regionID.ToString()); - if (cmd.ExecuteNonQuery() == 0) - return false; + cmd.ExecuteNonQuery(); + } - return true; + using(SqliteCommand cmd = (SqliteCommand)m_connection.CreateCommand()) + { + cmd.CommandText = "insert into estate_map values (:RegionID, :EstateID)"; + cmd.Transaction = transaction; + cmd.Parameters.AddWithValue(":RegionID", regionID.ToString()); + cmd.Parameters.AddWithValue(":EstateID", estateID.ToString()); + + if (cmd.ExecuteNonQuery() == 0) + { + transaction.Rollback(); + return false; + } + else + { + transaction.Commit(); + return true; + } + } } public List GetRegions(int estateID) diff --git a/OpenSim/Framework/AssetBase.cs b/OpenSim/Framework/AssetBase.cs index e8c85c9f0c..d2c6c57ac3 100644 --- a/OpenSim/Framework/AssetBase.cs +++ b/OpenSim/Framework/AssetBase.cs @@ -167,6 +167,7 @@ namespace OpenSim.Framework get { return m_metadata.FullID; } set { m_metadata.FullID = value; } } + /// /// Asset MetaData ID (transferring from UUID to string ID) /// diff --git a/OpenSim/Framework/AvatarAppearance.cs b/OpenSim/Framework/AvatarAppearance.cs index cce44b02b8..72b580bc43 100644 --- a/OpenSim/Framework/AvatarAppearance.cs +++ b/OpenSim/Framework/AvatarAppearance.cs @@ -225,6 +225,8 @@ namespace OpenSim.Framework /// public virtual void ResetAppearance() { +// m_log.WarnFormat("[AVATAR APPEARANCE]: Reset appearance"); + m_serial = 0; SetDefaultTexture(); @@ -391,10 +393,14 @@ namespace OpenSim.Framework public List GetAttachments() { List alist = new List(); - foreach (KeyValuePair> kvp in m_attachments) + + lock (m_attachments) { - foreach (AvatarAttachment attach in kvp.Value) - alist.Add(new AvatarAttachment(attach)); + foreach (KeyValuePair> kvp in m_attachments) + { + foreach (AvatarAttachment attach in kvp.Value) + alist.Add(new AvatarAttachment(attach)); + } } return alist; @@ -406,10 +412,13 @@ namespace OpenSim.Framework // "[AVATAR APPEARNCE]: Appending itemID={0}, assetID={1} at {2}", // attach.ItemID, attach.AssetID, attach.AttachPoint); - if (!m_attachments.ContainsKey(attach.AttachPoint)) - m_attachments[attach.AttachPoint] = new List(); - - m_attachments[attach.AttachPoint].Add(attach); + lock (m_attachments) + { + if (!m_attachments.ContainsKey(attach.AttachPoint)) + m_attachments[attach.AttachPoint] = new List(); + + m_attachments[attach.AttachPoint].Add(attach); + } } internal void ReplaceAttachment(AvatarAttachment attach) @@ -418,8 +427,11 @@ namespace OpenSim.Framework // "[AVATAR APPEARANCE]: Replacing itemID={0}, assetID={1} at {2}", // attach.ItemID, attach.AssetID, attach.AttachPoint); - m_attachments[attach.AttachPoint] = new List(); - m_attachments[attach.AttachPoint].Add(attach); + lock (m_attachments) + { + m_attachments[attach.AttachPoint] = new List(); + m_attachments[attach.AttachPoint].Add(attach); + } } /// @@ -448,10 +460,13 @@ namespace OpenSim.Framework if (item == UUID.Zero) { - if (m_attachments.ContainsKey(attachpoint)) + lock (m_attachments) { - m_attachments.Remove(attachpoint); - return true; + if (m_attachments.ContainsKey(attachpoint)) + { + m_attachments.Remove(attachpoint); + return true; + } } return false; @@ -494,11 +509,14 @@ namespace OpenSim.Framework /// Returns null if this item is not attached. public AvatarAttachment GetAttachmentForItem(UUID itemID) { - foreach (KeyValuePair> kvp in m_attachments) + lock (m_attachments) { - int index = kvp.Value.FindIndex(delegate(AvatarAttachment a) { return a.ItemID == itemID; }); - if (index >= 0) - return kvp.Value[index]; + foreach (KeyValuePair> kvp in m_attachments) + { + int index = kvp.Value.FindIndex(delegate(AvatarAttachment a) { return a.ItemID == itemID; }); + if (index >= 0) + return kvp.Value[index]; + } } return null; @@ -506,11 +524,14 @@ namespace OpenSim.Framework public int GetAttachpoint(UUID itemID) { - foreach (KeyValuePair> kvp in m_attachments) + lock (m_attachments) { - int index = kvp.Value.FindIndex(delegate(AvatarAttachment a) { return a.ItemID == itemID; }); - if (index >= 0) - return kvp.Key; + foreach (KeyValuePair> kvp in m_attachments) + { + int index = kvp.Value.FindIndex(delegate(AvatarAttachment a) { return a.ItemID == itemID; }); + if (index >= 0) + return kvp.Key; + } } return 0; @@ -518,27 +539,32 @@ namespace OpenSim.Framework public bool DetachAttachment(UUID itemID) { - foreach (KeyValuePair> kvp in m_attachments) + lock (m_attachments) { - int index = kvp.Value.FindIndex(delegate(AvatarAttachment a) { return a.ItemID == itemID; }); - if (index >= 0) + foreach (KeyValuePair> kvp in m_attachments) { - // Remove it from the list of attachments at that attach point - m_attachments[kvp.Key].RemoveAt(index); - - // And remove the list if there are no more attachments here - if (m_attachments[kvp.Key].Count == 0) - m_attachments.Remove(kvp.Key); - - return true; + int index = kvp.Value.FindIndex(delegate(AvatarAttachment a) { return a.ItemID == itemID; }); + if (index >= 0) + { + // Remove it from the list of attachments at that attach point + m_attachments[kvp.Key].RemoveAt(index); + + // And remove the list if there are no more attachments here + if (m_attachments[kvp.Key].Count == 0) + m_attachments.Remove(kvp.Key); + + return true; + } } } + return false; } public void ClearAttachments() { - m_attachments.Clear(); + lock (m_attachments) + m_attachments.Clear(); } #region Packing Functions @@ -576,7 +602,8 @@ namespace OpenSim.Framework data["visualparams"] = visualparams; // Attachments - OSDArray attachs = new OSDArray(m_attachments.Count); + List attachments = GetAttachments(); + OSDArray attachs = new OSDArray(attachments.Count); foreach (AvatarAttachment attach in GetAttachments()) attachs.Add(attach.Pack()); data["attachments"] = attachs; diff --git a/OpenSim/Framework/ChildAgentDataUpdate.cs b/OpenSim/Framework/ChildAgentDataUpdate.cs index 53ec166b4e..5a4811e408 100644 --- a/OpenSim/Framework/ChildAgentDataUpdate.cs +++ b/OpenSim/Framework/ChildAgentDataUpdate.cs @@ -441,7 +441,6 @@ namespace OpenSim.Framework args["controllers"] = controls; } - if ((CallbackURI != null) && (!CallbackURI.Equals(""))) args["callback_uri"] = OSD.FromString(CallbackURI); diff --git a/OpenSim/Framework/Console/LocalConsole.cs b/OpenSim/Framework/Console/LocalConsole.cs index eda41b8d5a..7c8626dac0 100644 --- a/OpenSim/Framework/Console/LocalConsole.cs +++ b/OpenSim/Framework/Console/LocalConsole.cs @@ -46,12 +46,11 @@ namespace OpenSim.Framework.Console // private readonly object m_syncRoot = new object(); private const string LOGLEVEL_NONE = "(none)"; - private int y = -1; - private int cp = 0; - private int h = 1; - private StringBuilder cmdline = new StringBuilder(); - private bool echo = true; - private List history = new List(); + private int m_cursorYPosition = -1; + private int m_cursorXPosition = 0; + private StringBuilder m_commandLine = new StringBuilder(); + private bool m_echo = true; + private List m_history = new List(); private static readonly ConsoleColor[] Colors = { // the dark colors don't seem to be visible on some black background terminals like putty :( @@ -81,10 +80,10 @@ namespace OpenSim.Framework.Console private void AddToHistory(string text) { - while (history.Count >= 100) - history.RemoveAt(0); + while (m_history.Count >= 100) + m_history.RemoveAt(0); - history.Add(text); + m_history.Add(text); } /// @@ -111,11 +110,11 @@ namespace OpenSim.Framework.Console } else { - int bw = System.Console.BufferWidth; + int bufferWidth = System.Console.BufferWidth; // On Mono 2.4.2.3 (and possibly above), the buffer value is sometimes erroneously zero (Mantis 4657) - if (bw > 0 && left >= bw) - System.Console.CursorLeft = bw - 1; + if (bufferWidth > 0 && left >= bufferWidth) + System.Console.CursorLeft = bufferWidth - 1; } if (top < 0) @@ -124,11 +123,11 @@ namespace OpenSim.Framework.Console } else { - int bh = System.Console.BufferHeight; + int bufferHeight = System.Console.BufferHeight; // On Mono 2.4.2.3 (and possibly above), the buffer value is sometimes erroneously zero (Mantis 4657) - if (bh > 0 && top >= bh) - top = bh - 1; + if (bufferHeight > 0 && top >= bufferHeight) + top = bufferHeight - 1; } System.Console.CursorTop = top; @@ -160,10 +159,10 @@ namespace OpenSim.Framework.Console } else { - int bh = System.Console.BufferHeight; + int bufferHeight = System.Console.BufferHeight; // On Mono 2.4.2.3 (and possibly above), the buffer value is sometimes erroneously zero (Mantis 4657) - if (bh > 0 && top >= bh) - System.Console.CursorTop = bh - 1; + if (bufferHeight > 0 && top >= bufferHeight) + System.Console.CursorTop = bufferHeight - 1; } if (left < 0) @@ -172,11 +171,11 @@ namespace OpenSim.Framework.Console } else { - int bw = System.Console.BufferWidth; + int bufferWidth = System.Console.BufferWidth; // On Mono 2.4.2.3 (and possibly above), the buffer value is sometimes erroneously zero (Mantis 4657) - if (bw > 0 && left >= bw) - left = bw - 1; + if (bufferWidth > 0 && left >= bufferWidth) + left = bufferWidth - 1; } System.Console.CursorLeft = left; @@ -186,31 +185,30 @@ namespace OpenSim.Framework.Console private void Show() { - lock (cmdline) + lock (m_commandLine) { - if (y == -1 || System.Console.BufferWidth == 0) + if (m_cursorYPosition == -1 || System.Console.BufferWidth == 0) return; - int xc = prompt.Length + cp; + int xc = prompt.Length + m_cursorXPosition; int new_x = xc % System.Console.BufferWidth; - int new_y = y + xc / System.Console.BufferWidth; - int end_y = y + (cmdline.Length + prompt.Length) / System.Console.BufferWidth; - if (end_y / System.Console.BufferWidth >= h) - h++; + int new_y = m_cursorYPosition + xc / System.Console.BufferWidth; + int end_y = m_cursorYPosition + (m_commandLine.Length + prompt.Length) / System.Console.BufferWidth; + if (end_y >= System.Console.BufferHeight) // wrap { - y--; + m_cursorYPosition--; new_y--; SetCursorLeft(0); SetCursorTop(System.Console.BufferHeight - 1); System.Console.WriteLine(" "); } - y = SetCursorTop(y); + m_cursorYPosition = SetCursorTop(m_cursorYPosition); SetCursorLeft(0); - if (echo) - System.Console.Write("{0}{1}", prompt, cmdline); + if (m_echo) + System.Console.Write("{0}{1}", prompt, m_commandLine); else System.Console.Write("{0}", prompt); @@ -221,20 +219,20 @@ namespace OpenSim.Framework.Console public override void LockOutput() { - Monitor.Enter(cmdline); + Monitor.Enter(m_commandLine); try { - if (y != -1) + if (m_cursorYPosition != -1) { - y = SetCursorTop(y); + m_cursorYPosition = SetCursorTop(m_cursorYPosition); System.Console.CursorLeft = 0; - int count = cmdline.Length + prompt.Length; + int count = m_commandLine.Length + prompt.Length; while (count-- > 0) System.Console.Write(" "); - y = SetCursorTop(y); + m_cursorYPosition = SetCursorTop(m_cursorYPosition); SetCursorLeft(0); } } @@ -245,12 +243,12 @@ namespace OpenSim.Framework.Console public override void UnlockOutput() { - if (y != -1) + if (m_cursorYPosition != -1) { - y = System.Console.CursorTop; + m_cursorYPosition = System.Console.CursorTop; Show(); } - Monitor.Exit(cmdline); + Monitor.Exit(m_commandLine); } private void WriteColorText(ConsoleColor color, string sender) @@ -317,29 +315,29 @@ namespace OpenSim.Framework.Console public override void Output(string text, string level) { - lock (cmdline) + lock (m_commandLine) { - if (y == -1) + if (m_cursorYPosition == -1) { WriteLocalText(text, level); return; } - y = SetCursorTop(y); + m_cursorYPosition = SetCursorTop(m_cursorYPosition); SetCursorLeft(0); - int count = cmdline.Length + prompt.Length; + int count = m_commandLine.Length + prompt.Length; while (count-- > 0) System.Console.Write(" "); - y = SetCursorTop(y); + m_cursorYPosition = SetCursorTop(m_cursorYPosition); SetCursorLeft(0); WriteLocalText(text, level); - y = System.Console.CursorTop; + m_cursorYPosition = System.Console.CursorTop; Show(); } @@ -347,9 +345,9 @@ namespace OpenSim.Framework.Console private bool ContextHelp() { - string[] words = Parser.Parse(cmdline.ToString()); + string[] words = Parser.Parse(m_commandLine.ToString()); - bool trailingSpace = cmdline.ToString().EndsWith(" "); + bool trailingSpace = m_commandLine.ToString().EndsWith(" "); // Allow ? through while typing a URI // @@ -368,19 +366,18 @@ namespace OpenSim.Framework.Console public override string ReadLine(string p, bool isCommand, bool e) { - h = 1; - cp = 0; + m_cursorXPosition = 0; prompt = p; - echo = e; - int historyLine = history.Count; + m_echo = e; + int historyLine = m_history.Count; SetCursorLeft(0); // Needed for mono System.Console.Write(" "); // Needed for mono - lock (cmdline) + lock (m_commandLine) { - y = System.Console.CursorTop; - cmdline.Remove(0, cmdline.Length); + m_cursorYPosition = System.Console.CursorTop; + m_commandLine.Remove(0, m_commandLine.Length); } while (true) @@ -388,92 +385,95 @@ namespace OpenSim.Framework.Console Show(); ConsoleKeyInfo key = System.Console.ReadKey(true); - char c = key.KeyChar; + char enteredChar = key.KeyChar; - if (!Char.IsControl(c)) + if (!Char.IsControl(enteredChar)) { - if (cp >= 318) + if (m_cursorXPosition >= 318) continue; - if (c == '?' && isCommand) + if (enteredChar == '?' && isCommand) { if (ContextHelp()) continue; } - cmdline.Insert(cp, c); - cp++; + m_commandLine.Insert(m_cursorXPosition, enteredChar); + m_cursorXPosition++; } else { switch (key.Key) { case ConsoleKey.Backspace: - if (cp == 0) + if (m_cursorXPosition == 0) break; - cmdline.Remove(cp-1, 1); - cp--; + m_commandLine.Remove(m_cursorXPosition-1, 1); + m_cursorXPosition--; SetCursorLeft(0); - y = SetCursorTop(y); + m_cursorYPosition = SetCursorTop(m_cursorYPosition); - System.Console.Write("{0}{1} ", prompt, cmdline); + if (m_echo) + System.Console.Write("{0}{1} ", prompt, m_commandLine); + else + System.Console.Write("{0}", prompt); break; case ConsoleKey.End: - cp = cmdline.Length; + m_cursorXPosition = m_commandLine.Length; break; case ConsoleKey.Home: - cp = 0; + m_cursorXPosition = 0; break; case ConsoleKey.UpArrow: if (historyLine < 1) break; historyLine--; LockOutput(); - cmdline.Remove(0, cmdline.Length); - cmdline.Append(history[historyLine]); - cp = cmdline.Length; + m_commandLine.Remove(0, m_commandLine.Length); + m_commandLine.Append(m_history[historyLine]); + m_cursorXPosition = m_commandLine.Length; UnlockOutput(); break; case ConsoleKey.DownArrow: - if (historyLine >= history.Count) + if (historyLine >= m_history.Count) break; historyLine++; LockOutput(); - if (historyLine == history.Count) + if (historyLine == m_history.Count) { - cmdline.Remove(0, cmdline.Length); + m_commandLine.Remove(0, m_commandLine.Length); } else { - cmdline.Remove(0, cmdline.Length); - cmdline.Append(history[historyLine]); + m_commandLine.Remove(0, m_commandLine.Length); + m_commandLine.Append(m_history[historyLine]); } - cp = cmdline.Length; + m_cursorXPosition = m_commandLine.Length; UnlockOutput(); break; case ConsoleKey.LeftArrow: - if (cp > 0) - cp--; + if (m_cursorXPosition > 0) + m_cursorXPosition--; break; case ConsoleKey.RightArrow: - if (cp < cmdline.Length) - cp++; + if (m_cursorXPosition < m_commandLine.Length) + m_cursorXPosition++; break; case ConsoleKey.Enter: SetCursorLeft(0); - y = SetCursorTop(y); + m_cursorYPosition = SetCursorTop(m_cursorYPosition); System.Console.WriteLine(); //Show(); - lock (cmdline) + lock (m_commandLine) { - y = -1; + m_cursorYPosition = -1; } - string commandLine = cmdline.ToString(); + string commandLine = m_commandLine.ToString(); if (isCommand) { @@ -481,12 +481,12 @@ namespace OpenSim.Framework.Console if (cmd.Length != 0) { - int i; + int index; - for (i=0 ; i < cmd.Length ; i++) + for (index=0 ; index < cmd.Length ; index++) { - if (cmd[i].Contains(" ")) - cmd[i] = "\"" + cmd[i] + "\""; + if (cmd[index].Contains(" ")) + cmd[index] = "\"" + cmd[index] + "\""; } AddToHistory(String.Join(" ", cmd)); return String.Empty; @@ -494,7 +494,7 @@ namespace OpenSim.Framework.Console } // If we're not echoing to screen (e.g. a password) then we probably don't want it in history - if (echo && commandLine != "") + if (m_echo && commandLine != "") AddToHistory(commandLine); return commandLine; diff --git a/OpenSim/Framework/IClientAPI.cs b/OpenSim/Framework/IClientAPI.cs index 150ff1bf3f..47e79d133e 100644 --- a/OpenSim/Framework/IClientAPI.cs +++ b/OpenSim/Framework/IClientAPI.cs @@ -935,7 +935,7 @@ namespace OpenSim.Framework event ScriptReset OnScriptReset; event GetScriptRunning OnGetScriptRunning; event SetScriptRunning OnSetScriptRunning; - event Action OnAutoPilotGo; + event Action OnAutoPilotGo; event TerrainUnacked OnUnackedTerrain; event ActivateGesture OnActivateGesture; diff --git a/OpenSim/Framework/Util.cs b/OpenSim/Framework/Util.cs index 745da17665..c4fc6437aa 100644 --- a/OpenSim/Framework/Util.cs +++ b/OpenSim/Framework/Util.cs @@ -1372,11 +1372,30 @@ namespace OpenSim.Framework return (ipaddr1 != null) ? "http://" + ipaddr1.ToString() + ":" + port1 : uri; } + /// + /// Convert a string to a byte format suitable for transport in an LLUDP packet. The output is truncated to 256 bytes if necessary. + /// + /// + /// If null or empty, then an bytes[0] is returned. + /// Using "\0" will return a conversion of the null character to a byte. This is not the same as bytes[0] + /// + /// + /// Arguments to substitute into the string via the {} mechanism. + /// + /// public static byte[] StringToBytes256(string str, params object[] args) { return StringToBytes256(string.Format(str, args)); } - + + /// + /// Convert a string to a byte format suitable for transport in an LLUDP packet. The output is truncated to 256 bytes if necessary. + /// + /// + /// If null or empty, then an bytes[0] is returned. + /// Using "\0" will return a conversion of the null character to a byte. This is not the same as bytes[0] + /// + /// public static byte[] StringToBytes256(string str) { if (String.IsNullOrEmpty(str)) { return Utils.EmptyBytes; } @@ -1395,11 +1414,30 @@ namespace OpenSim.Framework return data; } + /// + /// Convert a string to a byte format suitable for transport in an LLUDP packet. The output is truncated to 1024 bytes if necessary. + /// + /// + /// If null or empty, then an bytes[0] is returned. + /// Using "\0" will return a conversion of the null character to a byte. This is not the same as bytes[0] + /// + /// + /// Arguments to substitute into the string via the {} mechanism. + /// + /// public static byte[] StringToBytes1024(string str, params object[] args) { return StringToBytes1024(string.Format(str, args)); } - + + /// + /// Convert a string to a byte format suitable for transport in an LLUDP packet. The output is truncated to 1024 bytes if necessary. + /// + /// + /// If null or empty, then an bytes[0] is returned. + /// Using "\0" will return a conversion of the null character to a byte. This is not the same as bytes[0] + /// + /// public static byte[] StringToBytes1024(string str) { if (String.IsNullOrEmpty(str)) { return Utils.EmptyBytes; } diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs index fe1525b28f..e5b9dcb4b3 100644 --- a/OpenSim/Region/Application/OpenSim.cs +++ b/OpenSim/Region/Application/OpenSim.cs @@ -269,13 +269,15 @@ namespace OpenSim m_console.Commands.AddCommand("region", false, "save oar", //"save oar [-v|--version=] [-p|--profile=] []", - "save oar [-p|--profile=] [--noassets] []", + "save oar [-p|--profile=] [--noassets] [--perm=] []", "Save a region's data to an OAR archive.", // "-v|--version= generates scene objects as per older versions of the serialization (e.g. -v=0)" + Environment.NewLine "-p|--profile= adds the url of the profile service to the saved user information." + Environment.NewLine - + " The OAR path must be a filesystem path." - + " If this is not given then the oar is saved to region.oar in the current directory." + Environment.NewLine - + "--noassets stops assets being saved to the OAR.", + + "--noassets stops assets being saved to the OAR." + Environment.NewLine + + "--perm stops objects with insufficient permissions from being saved to the OAR." + Environment.NewLine + + " can contain one or more of these characters: \"C\" = Copy, \"T\" = Transfer" + Environment.NewLine + + "The OAR path must be a filesystem path." + + " If this is not given then the oar is saved to region.oar in the current directory.", SaveOar); m_console.Commands.AddCommand("region", false, "edit scale", diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs index 00b080c91e..866ba9a8d4 100644 --- a/OpenSim/Region/Application/OpenSimBase.cs +++ b/OpenSim/Region/Application/OpenSimBase.cs @@ -41,11 +41,15 @@ using OpenSim.Framework.Servers; using OpenSim.Framework.Servers.HttpServer; using OpenSim.Framework.Statistics; using OpenSim.Region.ClientStack; +using OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts; using OpenSim.Region.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Physics.Manager; -using OpenSim.Server.Base; +using OpenSim.Server.Base; +using OpenSim.Services.Base; +using OpenSim.Services.Interfaces; +using OpenSim.Services.UserAccountService; namespace OpenSim { @@ -362,6 +366,9 @@ namespace OpenSim scene.SetModuleInterfaces(); + while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null) + SetUpEstateOwner(scene); + // Prims have to be loaded after module configuration since some modules may be invoked during the load scene.LoadPrimsFromStorage(regionInfo.originRegionID); @@ -411,9 +418,69 @@ namespace OpenSim scene.StartTimer(); + scene.StartScripts(); + return clientServer; } + /// + /// Try to set up the estate owner for the given scene. + /// + /// + /// The involves asking the user for information about the user on the console. If the user does not already + /// exist then it is created. + /// + /// + private void SetUpEstateOwner(Scene scene) + { + RegionInfo regionInfo = scene.RegionInfo; + + MainConsole.Instance.OutputFormat("Estate {0} has no owner set.", regionInfo.EstateSettings.EstateName); + List excluded = new List(new char[1]{' '}); + string first = MainConsole.Instance.CmdPrompt("Estate owner first name", "Test", excluded); + string last = MainConsole.Instance.CmdPrompt("Estate owner last name", "User", excluded); + + UserAccount account = scene.UserAccountService.GetUserAccount(regionInfo.ScopeID, first, last); + + if (account == null) + { + + // XXX: The LocalUserAccountServicesConnector is currently registering its inner service rather than + // itself! +// if (scene.UserAccountService is LocalUserAccountServicesConnector) +// { +// IUserAccountService innerUas +// = ((LocalUserAccountServicesConnector)scene.UserAccountService).UserAccountService; +// +// m_log.DebugFormat("B {0}", innerUas.GetType()); +// +// if (innerUas is UserAccountService) +// { + + if (scene.UserAccountService is UserAccountService) + { + string password = MainConsole.Instance.PasswdPrompt("Password"); + string email = MainConsole.Instance.CmdPrompt("Email", ""); + + account + = ((UserAccountService)scene.UserAccountService).CreateUser( + regionInfo.ScopeID, first, last, password, email); + } +// } + } + + if (account == null) + { + m_log.ErrorFormat( + "[OPENSIM]: Unable to store account. If this simulator is connected to a grid, you must create the estate owner account first."); + } + else + { + regionInfo.EstateSettings.EstateOwner = account.PrincipalID; + regionInfo.EstateSettings.Save(); + } + } + private void ShutdownRegion(Scene scene) { m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName); diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index e9ee7be57f..ce2ff86513 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -231,7 +231,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP public event ScriptReset OnScriptReset; public event GetScriptRunning OnGetScriptRunning; public event SetScriptRunning OnSetScriptRunning; - public event Action OnAutoPilotGo; + public event Action OnAutoPilotGo; public event TerrainUnacked OnUnackedTerrain; public event ActivateGesture OnActivateGesture; public event DeactivateGesture OnDeactivateGesture; @@ -4119,8 +4119,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP while (updatesThisCall < m_maxUpdates) { lock (m_entityProps.SyncRoot) - if (!m_entityProps.TryDequeue(out iupdate, out timeinqueue)) - break; + if (!m_entityProps.TryDequeue(out iupdate, out timeinqueue)) + break; ObjectPropertyUpdate update = (ObjectPropertyUpdate)iupdate; if (update.SendFamilyProps) @@ -11640,9 +11640,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP locy = Convert.ToSingle(args[1]) - (float)regionY; locz = Convert.ToSingle(args[2]); - Action handlerAutoPilotGo = OnAutoPilotGo; + Action handlerAutoPilotGo = OnAutoPilotGo; if (handlerAutoPilotGo != null) - handlerAutoPilotGo(new Vector3(locx, locy, locz), false); + handlerAutoPilotGo(new Vector3(locx, locy, locz), false, false); } /// diff --git a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs index 9d8082bd33..eed7cd590a 100644 --- a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs +++ b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs @@ -41,14 +41,13 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction /// public class AgentAssetTransactions { -// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); // Fields private bool m_dumpAssetsToFile; private Scene m_Scene; - public UUID UserID; - public Dictionary XferUploaders = - new Dictionary(); + private UUID UserID; + private Dictionary XferUploaders = new Dictionary(); // Methods public AgentAssetTransactions(UUID agentID, Scene scene, @@ -59,36 +58,94 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction m_dumpAssetsToFile = dumpAssetsToFile; } - public AssetXferUploader RequestXferUploader(UUID transactionID) + /// + /// Return a xfer uploader if one does not already exist. + /// + /// + /// + /// We must transfer the new asset ID into the uploader on creation, otherwise + /// we can see race conditions with other threads which can retrieve an item before it is updated with the new + /// asset id. + /// + /// + /// The xfer uploader requested. Null if one is already in existence. + /// FIXME: This is a bizarre thing to do, and is probably meant to signal an error condition if multiple + /// transfers are made. Needs to be corrected. + /// + public AssetXferUploader RequestXferUploader(UUID transactionID, UUID assetID) { - if (!XferUploaders.ContainsKey(transactionID)) + lock (XferUploaders) { - AssetXferUploader uploader = new AssetXferUploader(m_Scene, - m_dumpAssetsToFile); - - lock (XferUploaders) + if (!XferUploaders.ContainsKey(transactionID)) { - XferUploaders.Add(transactionID, uploader); - } + AssetXferUploader uploader = new AssetXferUploader(this, m_Scene, assetID, m_dumpAssetsToFile); - return uploader; +// m_log.DebugFormat( +// "[AGENT ASSETS TRANSACTIONS]: Adding asset xfer uploader {0} since it didn't previously exist", transactionID); + + XferUploaders.Add(transactionID, uploader); + + return uploader; + } } + + m_log.WarnFormat("[AGENT ASSETS TRANSACTIONS]: Ignoring request for asset xfer uploader {0} since it already exists", transactionID); + return null; } public void HandleXfer(ulong xferID, uint packetID, byte[] data) { + AssetXferUploader foundUploader = null; + lock (XferUploaders) { foreach (AssetXferUploader uploader in XferUploaders.Values) { +// m_log.DebugFormat( +// "[AGENT ASSETS TRANSACTIONS]: In HandleXfer, inspect xfer upload with xfer id {0}", +// uploader.XferID); + if (uploader.XferID == xferID) { - uploader.HandleXferPacket(xferID, packetID, data); + foundUploader = uploader; break; } } } + + if (foundUploader != null) + { +// m_log.DebugFormat( +// "[AGENT ASSETS TRANSACTIONS]: Found xfer uploader for xfer id {0}, packet id {1}, data length {2}", +// xferID, packetID, data.Length); + + foundUploader.HandleXferPacket(xferID, packetID, data); + } + else + { + m_log.ErrorFormat( + "[AGENT ASSET TRANSACTIONS]: Could not find uploader for xfer id {0}, packet id {1}, data length {2}", + xferID, packetID, data.Length); + } + } + + public bool RemoveXferUploader(UUID transactionID) + { + lock (XferUploaders) + { + bool removed = XferUploaders.Remove(transactionID); + + if (!removed) + m_log.WarnFormat( + "[AGENT ASSET TRANSACTIONS]: Received request to remove xfer uploader with transaction ID {0} but none found", + transactionID); +// else +// m_log.DebugFormat( +// "[AGENT ASSET TRANSACTIONS]: Removed xfer uploader with transaction ID {0}", transactionID); + + return removed; + } } public void RequestCreateInventoryItem(IClientAPI remoteClient, @@ -96,36 +153,43 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction string description, string name, sbyte invType, sbyte type, byte wearableType, uint nextOwnerMask) { - if (XferUploaders.ContainsKey(transactionID)) + AssetXferUploader uploader = null; + + lock (XferUploaders) { - XferUploaders[transactionID].RequestCreateInventoryItem( - remoteClient, transactionID, folderID, - callbackID, description, name, invType, type, - wearableType, nextOwnerMask); + if (XferUploaders.ContainsKey(transactionID)) + uploader = XferUploaders[transactionID]; } + + if (uploader != null) + uploader.RequestCreateInventoryItem( + remoteClient, transactionID, folderID, + callbackID, description, name, invType, type, + wearableType, nextOwnerMask); + else + m_log.ErrorFormat( + "[AGENT ASSET TRANSACTIONS]: Could not find uploader with transaction ID {0} when handling request to create inventory item {1} from {2}", + transactionID, name, remoteClient.Name); } - - /// /// Get an uploaded asset. If the data is successfully retrieved, /// the transaction will be removed. /// /// /// The asset if the upload has completed, null if it has not. - public AssetBase GetTransactionAsset(UUID transactionID) + private AssetBase GetTransactionAsset(UUID transactionID) { - if (XferUploaders.ContainsKey(transactionID)) + lock (XferUploaders) { - AssetXferUploader uploader = XferUploaders[transactionID]; - AssetBase asset = uploader.GetAssetData(); - - lock (XferUploaders) + if (XferUploaders.ContainsKey(transactionID)) { - XferUploaders.Remove(transactionID); - } + AssetXferUploader uploader = XferUploaders[transactionID]; + AssetBase asset = uploader.GetAssetData(); + RemoveXferUploader(transactionID); - return asset; + return asset; + } } return null; @@ -135,7 +199,15 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction SceneObjectPart part, UUID transactionID, TaskInventoryItem item) { - if (XferUploaders.ContainsKey(transactionID)) + AssetXferUploader uploader = null; + + lock (XferUploaders) + { + if (XferUploaders.ContainsKey(transactionID)) + uploader = XferUploaders[transactionID]; + } + + if (uploader != null) { AssetBase asset = GetTransactionAsset(transactionID); @@ -161,28 +233,34 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction m_Scene.AssetService.Store(asset); } } + else + { + m_log.ErrorFormat( + "[AGENT ASSET TRANSACTIONS]: Could not find uploader with transaction ID {0} when handling request to update task inventory item {1} in {2}", + transactionID, item.Name, part.Name); + } } public void RequestUpdateInventoryItem(IClientAPI remoteClient, UUID transactionID, InventoryItemBase item) { - if (XferUploaders.ContainsKey(transactionID)) + AssetXferUploader uploader = null; + + lock (XferUploaders) { - AssetBase asset = GetTransactionAsset(transactionID); + if (XferUploaders.ContainsKey(transactionID)) + uploader = XferUploaders[transactionID]; + } - if (asset != null) - { - asset.FullID = UUID.Random(); - asset.Name = item.Name; - asset.Description = item.Description; - asset.Type = (sbyte)item.AssetType; - item.AssetID = asset.FullID; - - m_Scene.AssetService.Store(asset); - - IInventoryService invService = m_Scene.InventoryService; - invService.UpdateItem(item); - } + if (uploader != null) + { + uploader.RequestUpdateInventoryItem(remoteClient, transactionID, item); + } + else + { + m_log.ErrorFormat( + "[AGENT ASSET TRANSACTIONS]: Could not find uploader with transaction ID {0} when handling request to update inventory item {1} for {2}", + transactionID, item.Name, remoteClient.Name); } } } diff --git a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetTransactionModule.cs b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetTransactionModule.cs index 82558de8a3..a28d5d7611 100644 --- a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetTransactionModule.cs +++ b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetTransactionModule.cs @@ -172,11 +172,12 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction /// /// Update an inventory item with data that has been received through a /// transaction. - /// + /// + /// /// This is called when clothing or body parts are updated (for /// instance, with new textures or colours). It may also be called in /// other situations. - /// + /// /// /// /// @@ -184,14 +185,12 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction UUID transactionID, InventoryItemBase item) { // m_log.DebugFormat( -// "[TRANSACTIONS MANAGER] Called HandleItemUpdateFromTransaction with item {0}", +// "[ASSET TRANSACTION MODULE]: Called HandleItemUpdateFromTransaction with item {0}", // item.Name); - AgentAssetTransactions transactions = - GetUserTransactions(remoteClient.AgentId); + AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId); - transactions.RequestUpdateInventoryItem(remoteClient, - transactionID, item); + transactions.RequestUpdateInventoryItem(remoteClient, transactionID, item); } /// @@ -255,11 +254,8 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction } } - AgentAssetTransactions transactions = - GetUserTransactions(remoteClient.AgentId); - - AssetXferUploader uploader = - transactions.RequestXferUploader(transaction); + AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId); + AssetXferUploader uploader = transactions.RequestXferUploader(transaction, assetID); if (uploader != null) { @@ -279,9 +275,8 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction public void HandleXfer(IClientAPI remoteClient, ulong xferID, uint packetID, byte[] data) { - //m_log.Debug("xferID: " + xferID + " packetID: " + packetID + " data!"); - AgentAssetTransactions transactions = - GetUserTransactions(remoteClient.AgentId); +// m_log.Debug("xferID: " + xferID + " packetID: " + packetID + " data length " + data.Length); + AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId); transactions.HandleXfer(xferID, packetID, data); } diff --git a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs index a7929ba75a..ec4dfd0bbb 100644 --- a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs +++ b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs @@ -40,11 +40,21 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + /// + /// Reference to the object that holds this uploader. Used to remove ourselves from it's list if we + /// are performing a delayed update. + /// + AgentAssetTransactions m_transactions; + private AssetBase m_asset; private UUID InventFolder = UUID.Zero; private sbyte invType = 0; + private bool m_createItem = false; private uint m_createItemCallback = 0; + private bool m_updateItem = false; + private InventoryItemBase m_updateItemData; + private string m_description = String.Empty; private bool m_dumpAssetToFile; private bool m_finished = false; @@ -58,9 +68,11 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction public ulong XferID; private Scene m_Scene; - public AssetXferUploader(Scene scene, bool dumpAssetToFile) + public AssetXferUploader(AgentAssetTransactions transactions, Scene scene, UUID assetID, bool dumpAssetToFile) { + m_transactions = transactions; m_Scene = scene; + m_asset = new AssetBase() { FullID = assetID }; m_dumpAssetToFile = dumpAssetToFile; } @@ -73,6 +85,10 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction /// True if the transfer is complete, false otherwise or if the xferID was not valid public bool HandleXferPacket(ulong xferID, uint packetID, byte[] data) { +// m_log.DebugFormat( +// "[ASSET XFER UPLOADER]: Received packet {0} for xfer {1} (data length {2})", +// packetID, xferID, data.Length); + if (XferID == xferID) { if (m_asset.Data.Length > 1) @@ -107,16 +123,20 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction /// /// /// - /// True if the transfer is complete, false otherwise - public bool Initialise(IClientAPI remoteClient, UUID assetID, + public void Initialise(IClientAPI remoteClient, UUID assetID, UUID transaction, sbyte type, byte[] data, bool storeLocal, bool tempFile) { +// m_log.DebugFormat( +// "[ASSET XFER UPLOADER]: Initialised xfer from {0}, asset {1}, transaction {2}, type {3}, storeLocal {4}, tempFile {5}, already received data length {6}", +// remoteClient.Name, assetID, transaction, type, storeLocal, tempFile, data.Length); + ourClient = remoteClient; - m_asset = new AssetBase(assetID, "blank", type, - remoteClient.AgentId.ToString()); - m_asset.Data = data; + m_asset.Name = "blank"; m_asset.Description = "empty"; + m_asset.Type = type; + m_asset.CreatorID = remoteClient.AgentId.ToString(); + m_asset.Data = data; m_asset.Local = storeLocal; m_asset.Temporary = tempFile; @@ -126,21 +146,22 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction if (m_asset.Data.Length > 2) { SendCompleteMessage(); - return true; } else { RequestStartXfer(); } - - return false; } protected void RequestStartXfer() { XferID = Util.GetNextXferID(); - ourClient.SendXferRequest(XferID, m_asset.Type, m_asset.FullID, - 0, new byte[0]); + +// m_log.DebugFormat( +// "[ASSET XFER UPLOADER]: Requesting Xfer of asset {0}, type {1}, transfer id {2} from {3}", +// m_asset.FullID, m_asset.Type, XferID, ourClient.Name); + + ourClient.SendXferRequest(XferID, m_asset.Type, m_asset.FullID, 0, new byte[0]); } protected void SendCompleteMessage() @@ -148,18 +169,32 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction ourClient.SendAssetUploadCompleteMessage(m_asset.Type, true, m_asset.FullID); - m_finished = true; - if (m_createItem) + // We must lock in order to avoid a race with a separate thread dealing with an inventory item or create + // message from other client UDP. + lock (this) { - DoCreateItem(m_createItemCallback); - } - else if (m_storeLocal) - { - m_Scene.AssetService.Store(m_asset); + m_finished = true; + if (m_createItem) + { + DoCreateItem(m_createItemCallback); + } + else if (m_updateItem) + { + StoreAssetForItemUpdate(m_updateItemData); + + // Remove ourselves from the list of transactions if completion was delayed until the transaction + // was complete. + // TODO: Should probably do the same for create item. + m_transactions.RemoveXferUploader(TransactionID); + } + else if (m_storeLocal) + { + m_Scene.AssetService.Store(m_asset); + } } m_log.DebugFormat( - "[ASSET TRANSACTIONS]: Uploaded asset {0} for transaction {1}", + "[ASSET XFER UPLOADER]: Uploaded asset {0} for transaction {1}", m_asset.FullID, TransactionID); if (m_dumpAssetToFile) @@ -205,18 +240,66 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction m_asset.Description = description; m_asset.Type = type; + // We must lock to avoid a race with a separate thread uploading the asset. + lock (this) + { + if (m_finished) + { + DoCreateItem(callbackID); + } + else + { + m_createItem = true; //set flag so the inventory item is created when upload is complete + m_createItemCallback = callbackID; + } + } + } + } + + public void RequestUpdateInventoryItem(IClientAPI remoteClient, UUID transactionID, InventoryItemBase item) + { + // We must lock to avoid a race with a separate thread uploading the asset. + lock (this) + { + m_asset.Name = item.Name; + m_asset.Description = item.Description; + m_asset.Type = (sbyte)item.AssetType; + + // We must always store the item at this point even if the asset hasn't finished uploading, in order + // to avoid a race condition when the appearance module retrieves the item to set the asset id in + // the AvatarAppearance structure. + item.AssetID = m_asset.FullID; + m_Scene.InventoryService.UpdateItem(item); + if (m_finished) { - DoCreateItem(callbackID); + StoreAssetForItemUpdate(item); } else { - m_createItem = true; //set flag so the inventory item is created when upload is complete - m_createItemCallback = callbackID; +// m_log.DebugFormat( +// "[ASSET XFER UPLOADER]: Holding update inventory item request {0} for {1} pending completion of asset xfer for transaction {2}", +// item.Name, remoteClient.Name, transactionID); + + m_updateItem = true; + m_updateItemData = item; } } } + /// + /// Store the asset for the given item. + /// + /// + private void StoreAssetForItemUpdate(InventoryItemBase item) + { +// m_log.DebugFormat( +// "[ASSET XFER UPLOADER]: Storing asset {0} for earlier item update for {1} for {2}", +// m_asset.FullID, item.Name, ourClient.Name); + + m_Scene.AssetService.Store(m_asset); + } + private void DoCreateItem(uint callbackID) { m_Scene.AssetService.Store(m_asset); diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index 996e2ab159..b965d75443 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -143,20 +143,26 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments public void SaveChangedAttachments(IScenePresence sp) { +// m_log.DebugFormat("[ATTACHMENTS MODULE]: Saving changed attachments for {0}", sp.Name); + foreach (SceneObjectGroup grp in sp.GetAttachments()) { - if (grp.HasGroupChanged) // Resizer scripts? - { +// if (grp.HasGroupChanged) // Resizer scripts? +// { grp.IsAttachment = false; grp.AbsolutePosition = grp.RootPart.AttachedPos; - UpdateKnownItem(sp.ControllingClient, grp, grp.GetFromItemID(), grp.OwnerID); + UpdateKnownItem(sp.ControllingClient, grp); grp.IsAttachment = true; - } +// } } } public void DeleteAttachmentsFromScene(IScenePresence sp, bool silent) { +// m_log.DebugFormat( +// "[ATTACHMENTS MODULE]: Deleting attachments from scene {0} for {1}, silent = {2}", +// m_scene.RegionInfo.RegionName, sp.Name, silent); + foreach (SceneObjectGroup sop in sp.GetAttachments()) { sop.Scene.DeleteSceneObject(sop, silent); @@ -212,7 +218,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments m_scene.EventManager.TriggerOnAttach(objectLocalID, part.ParentGroup.GetFromItemID(), remoteClient.AgentId); // Save avatar attachment information - m_log.Info( + m_log.Debug( "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId + ", AttachmentPoint: " + AttachmentPt); @@ -240,80 +246,83 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments private bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent) { -// m_log.DebugFormat( -// "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})", -// group.Name, group.LocalId, sp.Name, attachmentPt, silent); - - if (sp.GetAttachments(attachmentPt).Contains(group)) + lock (sp.AttachmentsSyncLock) { -// m_log.WarnFormat( -// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached", -// group.Name, group.LocalId, sp.Name, AttachmentPt); - - return false; - } - - Vector3 attachPos = group.AbsolutePosition; - - // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should - // be removed when that functionality is implemented in opensim - attachmentPt &= 0x7f; - - // If the attachment point isn't the same as the one previously used - // set it's offset position = 0 so that it appears on the attachment point - // and not in a weird location somewhere unknown. - if (attachmentPt != 0 && attachmentPt != group.AttachmentPoint) - { - attachPos = Vector3.Zero; - } - - // AttachmentPt 0 means the client chose to 'wear' the attachment. - if (attachmentPt == 0) - { - // Check object for stored attachment point - attachmentPt = group.AttachmentPoint; - } - - // if we still didn't find a suitable attachment point....... - if (attachmentPt == 0) - { - // Stick it on left hand with Zero Offset from the attachment point. - attachmentPt = (uint)AttachmentPoint.LeftHand; - attachPos = Vector3.Zero; - } - - group.AttachmentPoint = attachmentPt; - group.AbsolutePosition = attachPos; - - // We also don't want to do any of the inventory operations for an NPC. - if (sp.PresenceType != PresenceType.Npc) - { - // Remove any previous attachments - List attachments = sp.GetAttachments(attachmentPt); - - // At the moment we can only deal with a single attachment - if (attachments.Count != 0) +// m_log.DebugFormat( +// "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})", +// group.Name, group.LocalId, sp.Name, attachmentPt, silent); + + if (sp.GetAttachments(attachmentPt).Contains(group)) { - UUID oldAttachmentItemID = attachments[0].GetFromItemID(); + // m_log.WarnFormat( + // "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached", + // group.Name, group.LocalId, sp.Name, AttachmentPt); - if (oldAttachmentItemID != UUID.Zero) - DetachSingleAttachmentToInv(oldAttachmentItemID, sp); - else - m_log.WarnFormat( - "[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!", - attachments[0].Name, attachments[0].LocalId, attachmentPt, group.Name, group.LocalId, sp.Name); + return false; } - - // Add the new attachment to inventory if we don't already have it. - UUID newAttachmentItemID = group.GetFromItemID(); - if (newAttachmentItemID == UUID.Zero) - newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp.ControllingClient, group).ID; - ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group); + Vector3 attachPos = group.AbsolutePosition; + + // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should + // be removed when that functionality is implemented in opensim + attachmentPt &= 0x7f; + + // If the attachment point isn't the same as the one previously used + // set it's offset position = 0 so that it appears on the attachment point + // and not in a weird location somewhere unknown. + if (attachmentPt != 0 && attachmentPt != group.AttachmentPoint) + { + attachPos = Vector3.Zero; + } + + // AttachmentPt 0 means the client chose to 'wear' the attachment. + if (attachmentPt == 0) + { + // Check object for stored attachment point + attachmentPt = group.AttachmentPoint; + } + + // if we still didn't find a suitable attachment point....... + if (attachmentPt == 0) + { + // Stick it on left hand with Zero Offset from the attachment point. + attachmentPt = (uint)AttachmentPoint.LeftHand; + attachPos = Vector3.Zero; + } + + group.AttachmentPoint = attachmentPt; + group.AbsolutePosition = attachPos; + + // We also don't want to do any of the inventory operations for an NPC. + if (sp.PresenceType != PresenceType.Npc) + { + // Remove any previous attachments + List attachments = sp.GetAttachments(attachmentPt); + + // At the moment we can only deal with a single attachment + if (attachments.Count != 0) + { + UUID oldAttachmentItemID = attachments[0].GetFromItemID(); + + if (oldAttachmentItemID != UUID.Zero) + DetachSingleAttachmentToInv(oldAttachmentItemID, sp); + else + m_log.WarnFormat( + "[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!", + attachments[0].Name, attachments[0].LocalId, attachmentPt, group.Name, group.LocalId, sp.Name); + } + + // Add the new attachment to inventory if we don't already have it. + UUID newAttachmentItemID = group.GetFromItemID(); + if (newAttachmentItemID == UUID.Zero) + newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp.ControllingClient, group).ID; + + ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group); + } + + AttachToAgent(sp, group, attachmentPt, attachPos, silent); } - AttachToAgent(sp, group, attachmentPt, attachPos, silent); - return true; } @@ -322,17 +331,31 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments RezMultipleAttachmentsFromInvPacket.HeaderDataBlock header, RezMultipleAttachmentsFromInvPacket.ObjectDataBlock[] objects) { - foreach (RezMultipleAttachmentsFromInvPacket.ObjectDataBlock obj in objects) + ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); + + if (sp == null) { - RezSingleAttachmentFromInventory(remoteClient, obj.ItemID, obj.AttachmentPt); + m_log.ErrorFormat( + "[ATTACHMENTS MODULE]: Could not find presence for client {0} {1} in RezMultipleAttachmentsFromInventory()", + remoteClient.Name, remoteClient.AgentId); + return; + } + + lock (sp.AttachmentsSyncLock) + { +// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing multiple attachments from inventory for {0}", sp.Name); + + foreach (RezMultipleAttachmentsFromInvPacket.ObjectDataBlock obj in objects) + { + RezSingleAttachmentFromInventory(sp, obj.ItemID, obj.AttachmentPt); + } } } - public ISceneEntity RezSingleAttachmentFromInventory( - IClientAPI remoteClient, UUID itemID, uint AttachmentPt) + public ISceneEntity RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt) { // m_log.DebugFormat( -// "[ATTACHMENTS MODULE]: Rezzing attachment to point {0} from item {1} for {2}", +// "[ATTACHMENTS MODULE]: Rezzing attachment to point {0} from item {1} for {2}", // (AttachmentPoint)AttachmentPt, itemID, remoteClient.Name); ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); @@ -344,11 +367,46 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments remoteClient.Name, remoteClient.AgentId); return null; } - + + return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt); + } + + public ISceneEntity RezSingleAttachmentFromInventory(ScenePresence sp, UUID itemID, uint AttachmentPt) + { +// m_log.DebugFormat( +// "[ATTACHMENTS MODULE]: RezSingleAttachmentFromInventory to point {0} from item {1} for {2}", +// (AttachmentPoint)AttachmentPt, itemID, sp.Name); + // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should // be removed when that functionality is implemented in opensim AttachmentPt &= 0x7f; + // Viewer 2/3 sometimes asks to re-wear items that are already worn (and show up in it's inventory as such). + // This often happens during login - not sure the exact reason. + // For now, we will ignore the request. Unfortunately, this means that we need to dig through all the + // ScenePresence attachments. We can't use the data in AvatarAppearance because that's present at login + // before anything has actually been attached. + bool alreadyOn = false; + List existingAttachments = sp.GetAttachments(); + foreach (SceneObjectGroup so in existingAttachments) + { + if (so.GetFromItemID() == itemID) + { + alreadyOn = true; + break; + } + } + +// if (sp.Appearance.GetAttachmentForItem(itemID) != null) + if (alreadyOn) + { +// m_log.WarnFormat( +// "[ATTACHMENTS MODULE]: Ignoring request by {0} to wear item {1} at {2} since it is already worn", +// sp.Name, itemID, AttachmentPt); + + return null; + } + SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt); if (att == null) @@ -363,65 +421,68 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments IInventoryAccessModule invAccess = m_scene.RequestModuleInterface(); if (invAccess != null) { - SceneObjectGroup objatt; - - if (itemID != UUID.Zero) - objatt = invAccess.RezObject(sp.ControllingClient, - itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, - false, false, sp.UUID, true); - else - objatt = invAccess.RezObject(sp.ControllingClient, - null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, - false, false, sp.UUID, true); - -// m_log.DebugFormat( -// "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}", -// objatt.Name, remoteClient.Name, AttachmentPt); - - if (objatt != null) + lock (sp.AttachmentsSyncLock) { - // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller. - objatt.HasGroupChanged = false; - bool tainted = false; - if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint) - tainted = true; - - // This will throw if the attachment fails - try - { - AttachObject(sp, objatt, attachmentPt, false); - } - catch (Exception e) - { - m_log.ErrorFormat( - "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}", - objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace); - - // Make sure the object doesn't stick around and bail - sp.RemoveAttachment(objatt); - m_scene.DeleteSceneObject(objatt, false); - return null; - } + SceneObjectGroup objatt; + + if (itemID != UUID.Zero) + objatt = invAccess.RezObject(sp.ControllingClient, + itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, + false, false, sp.UUID, true); + else + objatt = invAccess.RezObject(sp.ControllingClient, + null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, + false, false, sp.UUID, true); + + // m_log.DebugFormat( + // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}", + // objatt.Name, remoteClient.Name, AttachmentPt); - if (tainted) - objatt.HasGroupChanged = true; + if (objatt != null) + { + // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller. + objatt.HasGroupChanged = false; + bool tainted = false; + if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint) + tainted = true; + + // This will throw if the attachment fails + try + { + AttachObject(sp, objatt, attachmentPt, false); + } + catch (Exception e) + { + m_log.ErrorFormat( + "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}", + objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace); + + // Make sure the object doesn't stick around and bail + sp.RemoveAttachment(objatt); + m_scene.DeleteSceneObject(objatt, false); + return null; + } + + if (tainted) + objatt.HasGroupChanged = true; + + // Fire after attach, so we don't get messy perms dialogs + // 4 == AttachedRez + objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); + objatt.ResumeScripts(); + + // Do this last so that event listeners have access to all the effects of the attachment + m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID); - // Fire after attach, so we don't get messy perms dialogs - // 4 == AttachedRez - objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); - objatt.ResumeScripts(); - - // Do this last so that event listeners have access to all the effects of the attachment - m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID); + return objatt; + } + else + { + m_log.WarnFormat( + "[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}", + itemID, sp.Name, attachmentPt); + } } - else - { - m_log.WarnFormat( - "[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}", - itemID, sp.Name, attachmentPt); - } - - return objatt; } return null; @@ -438,8 +499,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments IScenePresence sp, uint AttachmentPt, UUID itemID, SceneObjectGroup att) { // m_log.DebugFormat( -// "[USER INVENTORY]: Updating attachment {0} for {1} at {2} using item ID {3}", -// att.Name, remoteClient.Name, AttachmentPt, itemID); +// "[USER INVENTORY]: Updating attachment {0} for {1} at {2} using item ID {3}", +// att.Name, sp.Name, AttachmentPt, itemID); if (UUID.Zero == itemID) { @@ -462,6 +523,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments public void DetachObject(uint objectLocalID, IClientAPI remoteClient) { +// m_log.DebugFormat( +// "[ATTACHMENTS MODULE]: DetachObject() for object {0} on {1}", objectLocalID, remoteClient.Name); + SceneObjectGroup group = m_scene.GetGroupByPrim(objectLocalID); if (group != null) { @@ -474,14 +538,17 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments ScenePresence presence; if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence)) { - // Save avatar attachment information - m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + remoteClient.AgentId + ", ItemID: " + itemID); + lock (presence.AttachmentsSyncLock) + { + // Save avatar attachment information + m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + remoteClient.AgentId + ", ItemID: " + itemID); - bool changed = presence.Appearance.DetachAttachment(itemID); - if (changed && m_scene.AvatarFactory != null) - m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId); - - DetachSingleAttachmentToInv(itemID, presence); + bool changed = presence.Appearance.DetachAttachment(itemID); + if (changed && m_scene.AvatarFactory != null) + m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId); + + DetachSingleAttachmentToInv(itemID, presence); + } } } @@ -489,7 +556,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments { // m_log.DebugFormat( // "[ATTACHMENTS MODULE]: DetachSingleAttachmentToGround() for {0}, object {1}", -// remoteClient.Name, sceneObjectID); +// remoteClient.Name, soLocalId); SceneObjectGroup so = m_scene.GetGroupByPrim(soLocalId); @@ -508,24 +575,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments ScenePresence presence; if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence)) { - if (!m_scene.Permissions.CanRezObject( - so.PrimCount, remoteClient.AgentId, presence.AbsolutePosition)) - return; + lock (presence.AttachmentsSyncLock) + { + if (!m_scene.Permissions.CanRezObject( + so.PrimCount, remoteClient.AgentId, presence.AbsolutePosition)) + return; - bool changed = presence.Appearance.DetachAttachment(inventoryID); - if (changed && m_scene.AvatarFactory != null) - m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId); + bool changed = presence.Appearance.DetachAttachment(inventoryID); + if (changed && m_scene.AvatarFactory != null) + m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId); - presence.RemoveAttachment(so); - DetachSceneObjectToGround(so, presence); + presence.RemoveAttachment(so); + DetachSceneObjectToGround(so, presence); - List uuids = new List(); - uuids.Add(inventoryID); - m_scene.InventoryService.DeleteItems(remoteClient.AgentId, uuids); - remoteClient.SendRemoveInventoryItem(inventoryID); + List uuids = new List(); + uuids.Add(inventoryID); + m_scene.InventoryService.DeleteItems(remoteClient.AgentId, uuids); + remoteClient.SendRemoveInventoryItem(inventoryID); + } + + m_scene.EventManager.TriggerOnAttach(so.LocalId, so.UUID, UUID.Zero); } - - m_scene.EventManager.TriggerOnAttach(so.LocalId, so.UUID, UUID.Zero); } /// @@ -559,6 +629,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments // To LocalId or UUID, *THAT* is the question. How now Brown UUID?? private void DetachSingleAttachmentToInv(UUID itemID, IScenePresence sp) { +// m_log.DebugFormat("[ATTACHMENTS MODULE]: Detaching item {0} to inventory for {1}", itemID, sp.Name); + if (itemID == UUID.Zero) // If this happened, someone made a mistake.... return; @@ -567,37 +639,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments EntityBase[] detachEntities = m_scene.GetEntities(); SceneObjectGroup group; - foreach (EntityBase entity in detachEntities) + lock (sp.AttachmentsSyncLock) { - if (entity is SceneObjectGroup) + foreach (EntityBase entity in detachEntities) { - group = (SceneObjectGroup)entity; - if (group.GetFromItemID() == itemID) + if (entity is SceneObjectGroup) { - m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero); - sp.RemoveAttachment(group); + group = (SceneObjectGroup)entity; + if (group.GetFromItemID() == itemID) + { + m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero); + sp.RemoveAttachment(group); - // Prepare sog for storage - group.AttachedAvatar = UUID.Zero; + // Prepare sog for storage + group.AttachedAvatar = UUID.Zero; + group.RootPart.SetParentLocalId(0); + group.IsAttachment = false; + group.AbsolutePosition = group.RootPart.AttachedPos; - group.ForEachPart( - delegate(SceneObjectPart part) - { - // If there are any scripts, - // then always trigger a new object and state persistence in UpdateKnownItem() - if (part.Inventory.ContainsScripts()) - group.HasGroupChanged = true; - } - ); + UpdateKnownItem(sp.ControllingClient, group); + m_scene.DeleteSceneObject(group, false); - group.RootPart.SetParentLocalId(0); - group.IsAttachment = false; - group.AbsolutePosition = group.RootPart.AttachedPos; - - UpdateKnownItem(sp.ControllingClient, group, group.GetFromItemID(), group.OwnerID); - m_scene.DeleteSceneObject(group, false); - - return; + return; + } } } } @@ -628,28 +692,17 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments /// /// /// - /// - /// - public void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp, UUID itemID, UUID agentID) + private void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp) { - if (grp != null) + if (grp.HasGroupChanged || grp.ContainsScripts()) { - if (!grp.HasGroupChanged) - { - m_log.DebugFormat( - "[ATTACHMENTS MODULE]: Don't need to update asset for unchanged attachment {0}, attachpoint {1}", - grp.UUID, grp.AttachmentPoint); - - return; - } - m_log.DebugFormat( "[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}", grp.UUID, grp.AttachmentPoint); string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp); - InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); + InventoryItemBase item = new InventoryItemBase(grp.GetFromItemID(), remoteClient.AgentId); item = m_scene.InventoryService.GetItem(item); if (item != null) @@ -675,6 +728,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments remoteClient.SendInventoryItemCreateUpdate(item, 0); } } + else + { + m_log.DebugFormat( + "[ATTACHMENTS MODULE]: Don't need to update asset for unchanged attachment {0}, attachpoint {1}", + grp.UUID, grp.AttachmentPoint); + } } /// @@ -692,7 +751,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments private void AttachToAgent( IScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent) { -// m_log.DebugFormat("[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1} in pt {2} pos {3} {4}", +// m_log.DebugFormat( +// "[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1} in pt {2} pos {3} {4}", // so.Name, avatar.Name, attachmentpoint, attachOffset, so.RootPart.AttachedPos); so.DetachFromBackup(); @@ -745,7 +805,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments /// The user inventory item created that holds the attachment. private InventoryItemBase AddSceneObjectAsNewAttachmentInInv(IClientAPI remoteClient, SceneObjectGroup grp) { -// m_log.DebugFormat("[SCENE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2} {3} {4}", grp.Name, grp.LocalId, remoteClient.Name, remoteClient.AgentId, AgentId); +// m_log.DebugFormat( +// "[ATTACHMENTS MODULE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2}", +// grp.Name, grp.LocalId, remoteClient.Name); Vector3 inventoryStoredPosition = new Vector3 (((grp.AbsolutePosition.X > (int)Constants.RegionSize) @@ -829,4 +891,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments return item; } } -} +} \ No newline at end of file diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs index 35183b395a..ff3358f4fe 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs @@ -220,6 +220,38 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests Assert.That(m_presence.Appearance.GetAttachpoint(attItemId), Is.EqualTo(0)); } + /// + /// Test that attachments don't hang about in the scene when the agent is closed + /// + [Test] + public void TestRemoveAttachmentsOnAvatarExit() + { + TestHelpers.InMethod(); +// log4net.Config.XmlConfigurator.Configure(); + + UUID userId = TestHelpers.ParseTail(0x1); + UUID attItemId = TestHelpers.ParseTail(0x2); + UUID attAssetId = TestHelpers.ParseTail(0x3); + string attName = "att"; + + UserAccountHelpers.CreateUserWithInventory(scene, userId); + InventoryItemBase attItem + = UserInventoryHelpers.CreateInventoryItem( + scene, attName, attItemId, attAssetId, userId, InventoryType.Object); + + AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId); + acd.Appearance = new AvatarAppearance(); + acd.Appearance.SetAttachment((int)AttachmentPoint.Chest, attItem.ID, attItem.AssetID); + ScenePresence presence = SceneHelpers.AddScenePresence(scene, acd); + + SceneObjectGroup rezzedAtt = presence.GetAttachments()[0]; + + scene.IncomingCloseAgent(presence.UUID); + + // Check that we can't retrieve this attachment from the scene. + Assert.That(scene.GetSceneObjectGroup(rezzedAtt.UUID), Is.Null); + } + [Test] public void TestRezAttachmentsOnAvatarEntrance() { diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs index b6a156462e..0cadd83e62 100644 --- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs @@ -211,8 +211,17 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory // Process the visual params, this may change height as well if (visualParams != null) { +// string[] visualParamsStrings = new string[visualParams.Length]; +// for (int i = 0; i < visualParams.Length; i++) +// visualParamsStrings[i] = visualParams[i].ToString(); +// m_log.DebugFormat( +// "[AVFACTORY]: Setting visual params for {0} to {1}", +// client.Name, string.Join(", ", visualParamsStrings)); + + float oldHeight = sp.Appearance.AvatarHeight; changed = sp.Appearance.SetVisualParams(visualParams); - if (sp.Appearance.AvatarHeight > 0) + + if (sp.Appearance.AvatarHeight != oldHeight && sp.Appearance.AvatarHeight > 0) sp.SetHeight(sp.Appearance.AvatarHeight); } @@ -416,6 +425,13 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory // m_log.WarnFormat("[AVFACTORY] avatar {0} save appearance",agentid); + // This could take awhile since it needs to pull inventory + // We need to do it at the point of save so that there is a sufficient delay for any upload of new body part/shape + // assets and item asset id changes to complete. + // I don't think we need to worry about doing this within m_setAppearanceLock since the queueing avoids + // multiple save requests. + SetAppearanceAssets(sp.UUID, sp.Appearance); + m_scene.AvatarService.SetAppearance(agentid, sp.Appearance); } @@ -467,7 +483,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory return; } - // m_log.WarnFormat("[AVFACTORY]: Received request for wearables of {0}", client.AgentId); +// m_log.DebugFormat("[AVFACTORY]: Received request for wearables of {0}", client.Name); client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++); } @@ -502,9 +518,6 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory avatAppearance.GetAssetsFrom(sp.Appearance); - // This could take awhile since it needs to pull inventory - SetAppearanceAssets(sp.UUID, ref avatAppearance); - lock (m_setAppearanceLock) { // Update only those fields that we have changed. This is important because the viewer @@ -538,7 +551,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory return true; } - private void SetAppearanceAssets(UUID userID, ref AvatarAppearance appearance) + private void SetAppearanceAssets(UUID userID, AvatarAppearance appearance) { IInventoryService invService = m_scene.InventoryService; diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/HGMessageTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/HGMessageTransferModule.cs index 7753c259b3..d2946922cd 100644 --- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/HGMessageTransferModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/HGMessageTransferModule.cs @@ -24,6 +24,7 @@ * (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 System.Collections; using System.Collections.Generic; @@ -145,14 +146,14 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage scene.Entities[toAgentID] is ScenePresence) { // m_log.DebugFormat( -// "[INSTANT MESSAGE]: Looking for root agent {0} in {1}", +// "[HG INSTANT MESSAGE]: Looking for root agent {0} in {1}", // toAgentID.ToString(), scene.RegionInfo.RegionName); ScenePresence user = (ScenePresence) scene.Entities[toAgentID]; if (!user.IsChildAgent) { // Local message -// m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to root agent {0} {1}", user.Name, toAgentID); +// m_log.DebugFormat("[HG INSTANT MESSAGE]: Delivering IM to root agent {0} {1}", user.Name, toAgentID); user.ControllingClient.SendInstantMessage(im); // Message sent @@ -166,7 +167,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage foreach (Scene scene in m_Scenes) { // m_log.DebugFormat( -// "[INSTANT MESSAGE]: Looking for child of {0} in {1}", toAgentID, scene.RegionInfo.RegionName); +// "[HG INSTANT MESSAGE]: Looking for child of {0} in {1}", toAgentID, scene.RegionInfo.RegionName); if (scene.Entities.ContainsKey(toAgentID) && scene.Entities[toAgentID] is ScenePresence) @@ -174,7 +175,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage // Local message ScenePresence user = (ScenePresence) scene.Entities[toAgentID]; -// m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to child agent {0} {1}", user.Name, toAgentID); +// m_log.DebugFormat("[HG INSTANT MESSAGE]: Delivering IM to child agent {0} {1}", user.Name, toAgentID); user.ControllingClient.SendInstantMessage(im); // Message sent @@ -183,7 +184,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage } } -// m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to {0} via XMLRPC", im.toAgentID); +// m_log.DebugFormat("[HG INSTANT MESSAGE]: Delivering IM to {0} via XMLRPC", im.toAgentID); // Is the user a local user? UserAccount account = m_Scenes[0].UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, toAgentID); string url = string.Empty; diff --git a/OpenSim/Region/CoreModules/Avatar/Lure/HGLureModule.cs b/OpenSim/Region/CoreModules/Avatar/Lure/HGLureModule.cs index d687e6aa01..bc5c1ff2c2 100644 --- a/OpenSim/Region/CoreModules/Avatar/Lure/HGLureModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Lure/HGLureModule.cs @@ -154,14 +154,17 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure if (im.dialog == (byte)InstantMessageDialog.RequestTeleport) { UUID sessionID = new UUID(im.imSessionID); - m_log.DebugFormat("[HG LURE MODULE]: RequestTeleport sessionID={0}, regionID={1}, message={2}", im.imSessionID, im.RegionID, im.message); - m_PendingLures.Add(sessionID, im, 7200); // 2 hours + + if (!m_PendingLures.Contains(sessionID)) + { + m_log.DebugFormat("[HG LURE MODULE]: RequestTeleport sessionID={0}, regionID={1}, message={2}", im.imSessionID, im.RegionID, im.message); + m_PendingLures.Add(sessionID, im, 7200); // 2 hours + } // Forward. We do this, because the IM module explicitly rejects // IMs of this type if (m_TransferModule != null) m_TransferModule.SendInstantMessage(im, delegate(bool success) { }); - } } @@ -177,12 +180,17 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure m_log.DebugFormat("[HG LURE MODULE]: TP invite with message {0}", message); + UUID sessionID = UUID.Random(); + GridInstantMessage m = new GridInstantMessage(scene, client.AgentId, client.FirstName+" "+client.LastName, targetid, (byte)InstantMessageDialog.RequestTeleport, false, - message, UUID.Random(), false, presence.AbsolutePosition, + message, sessionID, false, presence.AbsolutePosition, new Byte[0]); m.RegionID = client.Scene.RegionInfo.RegionID.Guid; + + m_log.DebugFormat("[HG LURE MODULE]: RequestTeleport sessionID={0}, regionID={1}, message={2}", m.imSessionID, m.RegionID, m.message); + m_PendingLures.Add(sessionID, m, 7200); // 2 hours if (m_TransferModule != null) { diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index ac13d5ea5f..8924c0a510 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -59,7 +59,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer get { return m_MaxTransferDistance; } set { m_MaxTransferDistance = value; } } - protected bool m_Enabled = false; protected Scene m_aScene; @@ -68,7 +67,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer private ExpiringCache> m_bannedRegions = new ExpiringCache>(); - #region ISharedRegionModule public Type ReplaceableInterface @@ -329,6 +327,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer if (sp.ParentID != (uint)0) sp.StandUp(); + if (!sp.ValidateAttachments()) + m_log.DebugFormat( + "[ENTITY TRANSFER MODULE]: Failed validation of all attachments for teleport of {0} from {1} to {2}. Continuing.", + sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName); + // if (!sp.ValidateAttachments()) // { // sp.ControllingClient.SendTeleportFailed("Inconsistent attachment state"); @@ -939,7 +942,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer /// This Closes child agents on neighbouring regions /// Calls an asynchronous method to do so.. so it doesn't lag the sim. /// - protected ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version) + protected ScenePresence CrossAgentToNewRegionAsync( + ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, + bool isFlying, string version) { ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); @@ -949,7 +954,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer if (neighbourRegion != null) { - agent.ValidateAttachments(); + if (!agent.ValidateAttachments()) + m_log.DebugFormat( + "[ENTITY TRANSFER MODULE]: Failed validation of all attachments for region crossing of {0} from {1} to {2}. Continuing.", + agent.Name, agent.Scene.RegionInfo.RegionName, neighbourRegion.RegionName); pos = pos + (agent.Velocity); diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index f7003dbb12..bef0d69697 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -363,9 +363,9 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement lock (m_UserCache) m_UserCache[user.Id] = user; - m_log.DebugFormat( - "[USER MANAGEMENT MODULE]: Added user {0} {1} {2} {3}", - user.Id, user.FirstName, user.LastName, user.HomeURL); +// m_log.DebugFormat( +// "[USER MANAGEMENT MODULE]: Added user {0} {1} {2} {3}", +// user.Id, user.FirstName, user.LastName, user.HomeURL); } //public void AddUser(UUID uuid, string userData) diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/LocalInventoryServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/LocalInventoryServiceConnector.cs index 1c83f8eb49..097ff1aded 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/LocalInventoryServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/LocalInventoryServiceConnector.cs @@ -185,15 +185,18 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory public InventoryCollection GetFolderContent(UUID userID, UUID folderID) { InventoryCollection invCol = m_InventoryService.GetFolderContent(userID, folderID); - Util.FireAndForget(delegate + + if (UserManager != null) { - if (UserManager != null) + // Protect ourselves against the caller subsequently modifying the items list + List items = new List(invCol.Items); + + Util.FireAndForget(delegate { - // Protect ourselves against the caller subsequently modifying the items list - foreach (InventoryItemBase item in new List(invCol.Items)) + foreach (InventoryItemBase item in items) UserManager.AddUser(item.CreatorIdAsUuid, item.CreatorData); - } - }); + }); + } return invCol; } diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/RemoteXInventoryServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/RemoteXInventoryServiceConnector.cs index c9c716cec7..73ab4e31cc 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/RemoteXInventoryServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/RemoteXInventoryServiceConnector.cs @@ -193,15 +193,18 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory public InventoryCollection GetFolderContent(UUID userID, UUID folderID) { InventoryCollection invCol = m_RemoteConnector.GetFolderContent(userID, folderID); - Util.FireAndForget(delegate + + if (UserManager != null) { - if (UserManager != null) + // Protect ourselves against the caller subsequently modifying the items list + List items = new List(invCol.Items); + + Util.FireAndForget(delegate { - // Protect ourselves against the caller subsequently modifying the items list - foreach (InventoryItemBase item in new List(invCol.Items)) + foreach (InventoryItemBase item in items) UserManager.AddUser(item.CreatorIdAsUuid, item.CreatorData); - } - }); + }); + } return invCol; } diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs index 30ebb2147b..0a0ce3cf47 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs @@ -45,7 +45,12 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts LogManager.GetLogger( MethodBase.GetCurrentMethod().DeclaringType); - private IUserAccountService m_UserService; + /// + /// This is not on the IUserAccountService. It's only being used so that standalone scenes can punch through + /// to a local UserAccountService when setting up an estate manager. + /// + public IUserAccountService UserAccountService { get; private set; } + private UserAccountCache m_Cache; private bool m_Enabled = false; @@ -86,9 +91,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts } Object[] args = new Object[] { source }; - m_UserService = ServerUtils.LoadPlugin(serviceDll, args); + UserAccountService = ServerUtils.LoadPlugin(serviceDll, args); - if (m_UserService == null) + if (UserAccountService == null) { m_log.ErrorFormat( "[LOCAL USER ACCOUNT SERVICE CONNECTOR]: Cannot load user account service specified as {0}", serviceDll); @@ -119,7 +124,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts if (!m_Enabled) return; - scene.RegisterModuleInterface(m_UserService); + // FIXME: Why do we bother setting this module and caching up if we just end up registering the inner + // user account service?! + scene.RegisterModuleInterface(UserAccountService); } public void RemoveRegion(Scene scene) @@ -147,7 +154,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts if (inCache) return account; - account = m_UserService.GetUserAccount(scopeID, userID); + account = UserAccountService.GetUserAccount(scopeID, userID); m_Cache.Cache(userID, account); return account; @@ -160,7 +167,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts if (inCache) return account; - account = m_UserService.GetUserAccount(scopeID, firstName, lastName); + account = UserAccountService.GetUserAccount(scopeID, firstName, lastName); if (account != null) m_Cache.Cache(account.PrincipalID, account); @@ -169,22 +176,21 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts public UserAccount GetUserAccount(UUID scopeID, string Email) { - return m_UserService.GetUserAccount(scopeID, Email); + return UserAccountService.GetUserAccount(scopeID, Email); } public List GetUserAccounts(UUID scopeID, string query) { - return m_UserService.GetUserAccounts(scopeID, query); + return UserAccountService.GetUserAccounts(scopeID, query); } // Update all updatable fields // public bool StoreUserAccount(UserAccount data) { - return m_UserService.StoreUserAccount(data); + return UserAccountService.StoreUserAccount(data); } #endregion - } -} +} \ No newline at end of file diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs index 48130e7991..587d260583 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs @@ -284,8 +284,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner; // And zap any troublesome sit target information - part.SitTargetOrientation = new Quaternion(0, 0, 0, 1); - part.SitTargetPosition = new Vector3(0, 0, 0); +// part.SitTargetOrientation = new Quaternion(0, 0, 0, 1); +// part.SitTargetPosition = new Vector3(0, 0, 0); // Fix ownership/creator of inventory items // Not doing so results in inventory items diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs index 10a83ee826..b895afe85d 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs @@ -127,6 +127,12 @@ namespace OpenSim.Region.CoreModules.World.Archiver EntityBase[] entities = m_scene.GetEntities(); List sceneObjects = new List(); + + string checkPermissions = null; + int numObjectsSkippedPermissions = 0; + Object temp; + if (options.TryGetValue("checkPermissions", out temp)) + checkPermissions = (string)temp; // Filter entities so that we only have scene objects. // FIXME: Would be nicer to have this as a proper list in SceneGraph, since lots of methods @@ -136,9 +142,19 @@ namespace OpenSim.Region.CoreModules.World.Archiver if (entity is SceneObjectGroup) { SceneObjectGroup sceneObject = (SceneObjectGroup)entity; - + if (!sceneObject.IsDeleted && !sceneObject.IsAttachment) - sceneObjects.Add((SceneObjectGroup)entity); + { + if (!CanUserArchiveObject(m_scene.RegionInfo.EstateSettings.EstateOwner, sceneObject, checkPermissions)) + { + // The user isn't allowed to copy/transfer this object, so it will not be included in the OAR. + ++numObjectsSkippedPermissions; + } + else + { + sceneObjects.Add(sceneObject); + } + } } } @@ -159,7 +175,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver { m_log.DebugFormat("[ARCHIVER]: Not saving assets since --noassets was specified"); } - + + if (numObjectsSkippedPermissions > 0) + { + m_log.DebugFormat( + "[ARCHIVER]: {0} scene objects skipped due to lack of permissions", + numObjectsSkippedPermissions); + } + // Make sure that we also request terrain texture assets RegionSettings regionSettings = m_scene.RegionInfo.RegionSettings; @@ -210,6 +233,83 @@ namespace OpenSim.Region.CoreModules.World.Archiver } } + /// + /// Checks whether the user has permission to export an object group to an OAR. + /// + /// The user + /// The object group + /// Which permissions to check: "C" = Copy, "T" = Transfer + /// Whether the user is allowed to export the object to an OAR + private bool CanUserArchiveObject(UUID user, SceneObjectGroup objGroup, string checkPermissions) + { + if (checkPermissions == null) + return true; + + IPermissionsModule module = m_scene.RequestModuleInterface(); + if (module == null) + return true; // this shouldn't happen + + // Check whether the user is permitted to export all of the parts in the SOG. If any + // part can't be exported then the entire SOG can't be exported. + + bool permitted = true; + //int primNumber = 1; + + foreach (SceneObjectPart obj in objGroup.Parts) + { + uint perm; + PermissionClass permissionClass = module.GetPermissionClass(user, obj); + switch (permissionClass) + { + case PermissionClass.Owner: + perm = obj.BaseMask; + break; + case PermissionClass.Group: + perm = obj.GroupMask | obj.EveryoneMask; + break; + case PermissionClass.Everyone: + default: + perm = obj.EveryoneMask; + break; + } + + bool canCopy = (perm & (uint)PermissionMask.Copy) != 0; + bool canTransfer = (perm & (uint)PermissionMask.Transfer) != 0; + + // Special case: if Everyone can copy the object then this implies it can also be + // Transferred. + // However, if the user is the Owner then we don't check EveryoneMask, because it seems that the mask + // always (incorrectly) includes the Copy bit set in this case. But that's a mistake: the viewer + // does NOT show that the object has Everyone-Copy permissions, and doesn't allow it to be copied. + if (permissionClass != PermissionClass.Owner) + { + canTransfer |= (obj.EveryoneMask & (uint)PermissionMask.Copy) != 0; + } + + + bool partPermitted = true; + if (checkPermissions.Contains("C") && !canCopy) + partPermitted = false; + if (checkPermissions.Contains("T") && !canTransfer) + partPermitted = false; + + //string name = (objGroup.PrimCount == 1) ? objGroup.Name : string.Format("{0} ({1}/{2})", obj.Name, primNumber, objGroup.PrimCount); + //m_log.DebugFormat("[ARCHIVER]: Object permissions: {0}: Base={1:X4}, Owner={2:X4}, Everyone={3:X4}, permissionClass={4}, checkPermissions={5}, canCopy={6}, canTransfer={7}, permitted={8}", + // name, obj.BaseMask, obj.OwnerMask, obj.EveryoneMask, + // permissionClass, checkPermissions, canCopy, canTransfer, permitted); + + if (!partPermitted) + { + permitted = false; + break; + } + + //++primNumber; + } + + return permitted; + } + /// /// Create the control file for the most up to date archive /// diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs index 08eb80cc2e..f44a3bac05 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs @@ -128,6 +128,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver // ops.Add("v|version=", delegate(string v) { options["version"] = v; }); ops.Add("p|profile=", delegate(string v) { options["profile"] = v; }); ops.Add("noassets", delegate(string v) { options["noassets"] = v != null; }); + ops.Add("perm=", delegate(string v) { options["checkPermissions"] = v; }); List mainParams = ops.Parse(cmdparams); diff --git a/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs b/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs index b185d9b7e6..e798e5e361 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs @@ -318,6 +318,10 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests new ArchiveWriteRequestPreparation(null, (Stream)null, Guid.Empty).CreateControlFile(new Dictionary())); SceneObjectPart part1 = CreateSceneObjectPart1(); + + part1.SitTargetOrientation = new Quaternion(0.2f, 0.3f, 0.4f, 0.5f); + part1.SitTargetPosition = new Vector3(1, 2, 3); + SceneObjectGroup object1 = new SceneObjectGroup(part1); // Let's put some inventory items into our object @@ -390,6 +394,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests object1PartLoaded.RotationOffset, Is.EqualTo(part1.RotationOffset), "object1 rotation offset not equal"); Assert.That( object1PartLoaded.OffsetPosition, Is.EqualTo(part1.OffsetPosition), "object1 offset position not equal"); + Assert.That(object1PartLoaded.SitTargetOrientation, Is.EqualTo(part1.SitTargetOrientation)); + Assert.That(object1PartLoaded.SitTargetPosition, Is.EqualTo(part1.SitTargetPosition)); TaskInventoryItem loadedSoundItem = object1PartLoaded.Inventory.GetInventoryItems(soundItemName)[0]; Assert.That(loadedSoundItem, Is.Not.Null, "loaded sound item was null"); diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs index 94c141793d..c199a77264 100644 --- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs +++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs @@ -968,10 +968,10 @@ namespace OpenSim.Region.CoreModules.World.Estate args.terrainDetail2 = Scene.RegionInfo.RegionSettings.TerrainTexture3; args.terrainDetail3 = Scene.RegionInfo.RegionSettings.TerrainTexture4; - m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 1 {0} for region {1}", args.terrainDetail0, Scene.RegionInfo.RegionName); - m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 2 {0} for region {1}", args.terrainDetail1, Scene.RegionInfo.RegionName); - m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 3 {0} for region {1}", args.terrainDetail2, Scene.RegionInfo.RegionName); - m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 4 {0} for region {1}", args.terrainDetail3, Scene.RegionInfo.RegionName); +// m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 1 {0} for region {1}", args.terrainDetail0, Scene.RegionInfo.RegionName); +// m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 2 {0} for region {1}", args.terrainDetail1, Scene.RegionInfo.RegionName); +// m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 3 {0} for region {1}", args.terrainDetail2, Scene.RegionInfo.RegionName); +// m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 4 {0} for region {1}", args.terrainDetail3, Scene.RegionInfo.RegionName); remoteClient.SendRegionHandshake(Scene.RegionInfo,args); } diff --git a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs index 8b78701537..1e4f0a4e93 100644 --- a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs +++ b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs @@ -101,7 +101,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell part.ParentGroup.HasGroupChanged = true; - part.GetProperties(client); + part.SendPropertiesToClient(client); } public bool BuyObject(IClientAPI remoteClient, UUID categoryID, uint localID, byte saleType, int salePrice) @@ -142,7 +142,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell part.SalePrice = 10; group.HasGroupChanged = true; - part.GetProperties(remoteClient); + part.SendPropertiesToClient(remoteClient); part.TriggerScriptChangedEvent(Changed.OWNER); group.ResumeScripts(); part.ScheduleFullUpdate(); diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs index b9bd9a4ca9..3b661ed71c 100644 --- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs +++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs @@ -39,7 +39,7 @@ using OpenSim.Services.Interfaces; namespace OpenSim.Region.CoreModules.World.Permissions { - public class PermissionsModule : IRegionModule + public class PermissionsModule : IRegionModule, IPermissionsModule { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); @@ -150,6 +150,8 @@ namespace OpenSim.Region.CoreModules.World.Permissions else m_log.Debug("[PERMISSIONS]: Enabling all region service permission checks"); + scene.RegisterModuleInterface(this); + //Register functions with Scene External Checks! m_scene.Permissions.OnBypassPermissions += BypassPermissions; m_scene.Permissions.OnSetBypassPermissions += SetBypassPermissions; @@ -574,46 +576,18 @@ namespace OpenSim.Region.CoreModules.World.Permissions if (objectOwner != UUID.Zero) objectEveryoneMask |= (uint)PrimFlags.ObjectAnyOwner; - if (m_bypassPermissions) - return objectOwnerMask; + PermissionClass permissionClass = GetPermissionClass(user, task); - // Object owners should be able to edit their own content - if (user == objectOwner) - return objectOwnerMask; - - if (IsFriendWithPerms(user, objectOwner)) + switch (permissionClass) { - return objectOwnerMask; - } - // Estate users should be able to edit anything in the sim if RegionOwnerIsGod is set - if (m_RegionOwnerIsGod && IsEstateManager(user) && !IsAdministrator(objectOwner)) - { - return objectOwnerMask; - } - - // Admin should be able to edit anything in the sim (including admin objects) - if (IsAdministrator(user)) - { - return objectOwnerMask; - } - - // Users should be able to edit what is over their land. - Vector3 taskPos = task.AbsolutePosition; - ILandObject parcel = m_scene.LandChannel.GetLandObject(taskPos.X, taskPos.Y); - if (parcel != null && parcel.LandData.OwnerID == user && m_ParcelOwnerIsGod) - { - // Admin objects should not be editable by the above - if (!IsAdministrator(objectOwner)) - { + case PermissionClass.Owner: return objectOwnerMask; - } + case PermissionClass.Group: + return objectGroupMask | objectEveryoneMask; + case PermissionClass.Everyone: + default: + return objectEveryoneMask; } - - // Group permissions - if ((task.GroupID != UUID.Zero) && IsGroupMember(task.GroupID, user, 0)) - return objectGroupMask | objectEveryoneMask; - - return objectEveryoneMask; } private uint ApplyObjectModifyMasks(uint setPermissionMask, uint objectFlagsMask) @@ -644,6 +618,47 @@ namespace OpenSim.Region.CoreModules.World.Permissions return objectFlagsMask; } + public PermissionClass GetPermissionClass(UUID user, SceneObjectPart obj) + { + if (obj == null) + return PermissionClass.Everyone; + + if (m_bypassPermissions) + return PermissionClass.Owner; + + // Object owners should be able to edit their own content + UUID objectOwner = obj.OwnerID; + if (user == objectOwner) + return PermissionClass.Owner; + + if (IsFriendWithPerms(user, objectOwner)) + return PermissionClass.Owner; + + // Estate users should be able to edit anything in the sim if RegionOwnerIsGod is set + if (m_RegionOwnerIsGod && IsEstateManager(user) && !IsAdministrator(objectOwner)) + return PermissionClass.Owner; + + // Admin should be able to edit anything in the sim (including admin objects) + if (IsAdministrator(user)) + return PermissionClass.Owner; + + // Users should be able to edit what is over their land. + Vector3 taskPos = obj.AbsolutePosition; + ILandObject parcel = m_scene.LandChannel.GetLandObject(taskPos.X, taskPos.Y); + if (parcel != null && parcel.LandData.OwnerID == user && m_ParcelOwnerIsGod) + { + // Admin objects should not be editable by the above + if (!IsAdministrator(objectOwner)) + return PermissionClass.Owner; + } + + // Group permissions + if ((obj.GroupID != UUID.Zero) && IsGroupMember(obj.GroupID, user, 0)) + return PermissionClass.Group; + + return PermissionClass.Everyone; + } + /// /// General permissions checks for any operation involving an object. These supplement more specific checks /// implemented by callers. diff --git a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs index c87790f9f8..b0266c53bf 100644 --- a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs +++ b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs @@ -222,7 +222,7 @@ namespace OpenSim.Region.Examples.SimpleModule public event ScriptReset OnScriptReset; public event GetScriptRunning OnGetScriptRunning; public event SetScriptRunning OnSetScriptRunning; - public event Action OnAutoPilotGo; + public event Action OnAutoPilotGo; public event TerrainUnacked OnUnackedTerrain; diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs index 73d15a5f50..5ffbec873b 100644 --- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs @@ -87,6 +87,15 @@ namespace OpenSim.Region.Framework.Interfaces /// The scene object that was attached. Null if the scene object could not be found ISceneEntity RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt); + /// + /// Rez an attachment from user inventory and change inventory status to match. + /// + /// + /// + /// + /// The scene object that was attached. Null if the scene object could not be found + ISceneEntity RezSingleAttachmentFromInventory(ScenePresence sp, UUID itemID, uint AttachmentPt); + /// /// Rez multiple attachments from a user's inventory /// @@ -129,14 +138,5 @@ namespace OpenSim.Region.Framework.Interfaces /// /// void UpdateAttachmentPosition(SceneObjectGroup sog, Vector3 pos); - - /// - /// Update the user inventory with a changed attachment - /// - /// - /// - /// - /// - void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp, UUID itemID, UUID agentID); } } diff --git a/OpenSim/Region/Framework/Interfaces/IEstateDataService.cs b/OpenSim/Region/Framework/Interfaces/IEstateDataService.cs index 7066cf21e0..35cc220b17 100644 --- a/OpenSim/Region/Framework/Interfaces/IEstateDataService.cs +++ b/OpenSim/Region/Framework/Interfaces/IEstateDataService.cs @@ -1,4 +1,4 @@ -/* +/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * @@ -48,6 +48,14 @@ namespace OpenSim.Region.Framework.Interfaces /// /// EstateSettings LoadEstateSettings(int estateID); + + /// + /// Create a new estate. + /// + /// + /// A + /// + EstateSettings CreateNewEstate(); /// /// Load/Get all estate settings. diff --git a/OpenSim/Region/Framework/Interfaces/IEstateDataStore.cs b/OpenSim/Region/Framework/Interfaces/IEstateDataStore.cs index d790a30b8a..8febb13d4d 100644 --- a/OpenSim/Region/Framework/Interfaces/IEstateDataStore.cs +++ b/OpenSim/Region/Framework/Interfaces/IEstateDataStore.cs @@ -54,6 +54,14 @@ namespace OpenSim.Region.Framework.Interfaces /// EstateSettings LoadEstateSettings(int estateID); + /// + /// Create a new estate. + /// + /// + /// A + /// + EstateSettings CreateNewEstate(); + /// /// Load/Get all estate settings. /// diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPluginStructs.cs b/OpenSim/Region/Framework/Interfaces/IPermissionsModule.cs similarity index 69% rename from OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPluginStructs.cs rename to OpenSim/Region/Framework/Interfaces/IPermissionsModule.cs index 578c22a69a..1ed978bb44 100644 --- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPluginStructs.cs +++ b/OpenSim/Region/Framework/Interfaces/IPermissionsModule.cs @@ -1,4 +1,4 @@ -/* +/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * @@ -25,36 +25,30 @@ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ -using System; +using OpenMetaverse; +using OpenSim.Region.Framework.Scenes; -public enum StatusIndicators : int +namespace OpenSim.Region.Framework.Interfaces { - Generic = 0, - Start = 1, - End = 2 + /// + /// Which set of permissions a user has. + /// + public enum PermissionClass + { + Owner, + Group, + Everyone + }; + + public interface IPermissionsModule + { + + /// + /// Returns the type of permissions that the user has over an object. + /// + /// The user + /// The object + /// The type of permissions the user has over the object + PermissionClass GetPermissionClass(UUID user, SceneObjectPart obj); + } } - -public struct sCollisionData -{ - public uint ColliderLocalId; - public uint CollidedWithLocalId; - public int NumberOfCollisions; - public int CollisionType; - public int StatusIndicator; - public int lastframe; -} - -[Flags] -public enum CollisionCategories : int -{ - Disabled = 0, - Geom = 0x00000001, - Body = 0x00000002, - Space = 0x00000004, - Character = 0x00000008, - Land = 0x00000010, - Water = 0x00000020, - Wind = 0x00000040, - Sensor = 0x00000080, - Selected = 0x00000100 -} \ No newline at end of file diff --git a/OpenSim/Region/Framework/Interfaces/IScenePresence.cs b/OpenSim/Region/Framework/Interfaces/IScenePresence.cs index 8913133404..ff39283b25 100644 --- a/OpenSim/Region/Framework/Interfaces/IScenePresence.cs +++ b/OpenSim/Region/Framework/Interfaces/IScenePresence.cs @@ -60,6 +60,14 @@ namespace OpenSim.Region.Framework.Interfaces /// AvatarAppearance Appearance { get; set; } + /// + /// The AttachmentsModule synchronizes on this to avoid race conditions between commands to add and remove attachments. + /// + /// + /// All add and remove attachment operations must synchronize on this for the lifetime of their operations. + /// + Object AttachmentsSyncLock { get; } + /// /// The scene objects attached to this avatar. /// diff --git a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs index d9752e64a5..b27b7da10e 100644 --- a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs @@ -52,5 +52,10 @@ namespace OpenSim.Region.Framework.Interfaces ArrayList GetScriptErrors(UUID itemID); void SaveAllState(); + + /// + /// Starts the processing threads. + /// + void StartProcessing(); } } diff --git a/OpenSim/Region/Framework/Scenes/EntityBase.cs b/OpenSim/Region/Framework/Scenes/EntityBase.cs index 213431a7df..320b904ff4 100644 --- a/OpenSim/Region/Framework/Scenes/EntityBase.cs +++ b/OpenSim/Region/Framework/Scenes/EntityBase.cs @@ -26,8 +26,10 @@ */ using System; +using System.Reflection; using System.Runtime.Serialization; using System.Security.Permissions; +using log4net; using OpenSim.Framework; using OpenMetaverse; @@ -35,6 +37,8 @@ namespace OpenSim.Region.Framework.Scenes { public abstract class EntityBase : ISceneEntity { + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + /// /// The scene to which this entity belongs /// @@ -71,12 +75,15 @@ namespace OpenSim.Region.Framework.Scenes protected Vector3 m_pos; /// - /// + /// Absolute position of this entity in a scene. /// public virtual Vector3 AbsolutePosition { get { return m_pos; } - set { m_pos = value; } + set + { + m_pos = value; + } } protected Vector3 m_velocity; diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 4700c3bb1a..663aa22efb 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -57,11 +57,11 @@ namespace OpenSim.Region.Framework.Scenes protected AsyncInventorySender m_asyncInventorySender; /// - /// Start all the scripts in the scene which should be started. + /// Creates all the scripts in the scene which should be started. /// public void CreateScriptInstances() { - m_log.Info("[PRIM INVENTORY]: Starting scripts in scene"); + m_log.Info("[PRIM INVENTORY]: Creating scripts in scene"); EntityBase[] entities = Entities.GetEntities(); foreach (EntityBase group in entities) @@ -74,6 +74,26 @@ namespace OpenSim.Region.Framework.Scenes } } + /// + /// Lets the script engines start processing scripts. + /// + public void StartScripts() + { + m_log.Info("[PRIM INVENTORY]: Starting scripts in scene"); + + IScriptModule[] engines = RequestModuleInterfaces(); + if (engines != null) + { + foreach (IScriptModule engine in engines) + { + if (engine != null) + { + engine.StartProcessing(); + } + } + } + } + public void AddUploadedInventoryItem(UUID agentID, InventoryItemBase item) { IMoneyModule money = RequestModuleInterface(); @@ -254,7 +274,7 @@ namespace OpenSim.Region.Framework.Scenes if (group.UpdateInventoryItem(item)) remoteClient.SendAgentAlertMessage("Script saved", false); - part.GetProperties(remoteClient); + part.SendPropertiesToClient(remoteClient); // Trigger rerunning of script (use TriggerRezScript event, see RezScript) ArrayList errors = new ArrayList(); @@ -314,6 +334,10 @@ namespace OpenSim.Region.Framework.Scenes public void UpdateInventoryItemAsset(IClientAPI remoteClient, UUID transactionID, UUID itemID, InventoryItemBase itemUpd) { +// m_log.DebugFormat( +// "[USER INVENTORY]: Updating asset for item {0} {1}, transaction ID {2} for {3}", +// itemID, itemUpd.Name, transactionID, remoteClient.Name); + // This one will let people set next perms on items in agent // inventory. Rut-Roh. Whatever. Make this secure. Yeah. // @@ -365,8 +389,7 @@ namespace OpenSim.Region.Framework.Scenes IAgentAssetTransactions agentTransactions = this.RequestModuleInterface(); if (agentTransactions != null) { - agentTransactions.HandleItemUpdateFromTransaction( - remoteClient, transactionID, item); + agentTransactions.HandleItemUpdateFromTransaction(remoteClient, transactionID, item); } } } @@ -979,7 +1002,7 @@ namespace OpenSim.Region.Framework.Scenes } group.RemoveInventoryItem(localID, itemID); - part.GetProperties(remoteClient); + part.SendPropertiesToClient(remoteClient); } private InventoryItemBase CreateAgentInventoryItemFromTask(UUID destAgent, SceneObjectPart part, UUID itemId) @@ -1252,7 +1275,7 @@ namespace OpenSim.Region.Framework.Scenes if (TryGetScenePresence(srcTaskItem.OwnerID, out avatar)) { - destPart.GetProperties(avatar.ControllingClient); + destPart.SendPropertiesToClient(avatar.ControllingClient); } } @@ -1407,7 +1430,7 @@ namespace OpenSim.Region.Framework.Scenes m_log.InfoFormat( "[PRIM INVENTORY]: Update with item {0} requested of prim {1} for {2}", item.Name, primLocalID, remoteClient.Name); - part.GetProperties(remoteClient); + part.SendPropertiesToClient(remoteClient); if (!Permissions.BypassPermissions()) { if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) @@ -1502,7 +1525,7 @@ namespace OpenSim.Region.Framework.Scenes if (part.Inventory.UpdateInventoryItem(itemInfo)) { - part.GetProperties(remoteClient); + part.SendPropertiesToClient(remoteClient); } } } @@ -1554,7 +1577,7 @@ namespace OpenSim.Region.Framework.Scenes // m_log.InfoFormat("[PRIMINVENTORY]: " + // "Rezzed script {0} into prim local ID {1} for user {2}", // item.inventoryName, localID, remoteClient.Name); - part.GetProperties(remoteClient); + part.SendPropertiesToClient(remoteClient); part.ParentGroup.ResumeScripts(); } else @@ -1612,7 +1635,7 @@ namespace OpenSim.Region.Framework.Scenes taskItem.AssetID = asset.FullID; part.Inventory.AddInventoryItem(taskItem, false); - part.GetProperties(remoteClient); + part.SendPropertiesToClient(remoteClient); part.Inventory.CreateScriptInstance(taskItem, 0, false, DefaultScriptEngine, 0); part.ParentGroup.ResumeScripts(); @@ -1726,7 +1749,7 @@ namespace OpenSim.Region.Framework.Scenes if (TryGetScenePresence(srcTaskItem.OwnerID, out avatar)) { - destPart.GetProperties(avatar.ControllingClient); + destPart.SendPropertiesToClient(avatar.ControllingClient); } } @@ -2064,7 +2087,7 @@ namespace OpenSim.Region.Framework.Scenes SceneObjectPart part = GetSceneObjectPart(localID); if (part == null) continue; - part.GetProperties(remoteClient); + part.SendPropertiesToClient(remoteClient); } } diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs index 29d01d6366..270e582bd1 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs @@ -144,7 +144,7 @@ namespace OpenSim.Region.Framework.Scenes { if (((SceneObjectGroup) ent).LocalId == primLocalID) { - ((SceneObjectGroup) ent).GetProperties(remoteClient); + ((SceneObjectGroup) ent).SendPropertiesToClient(remoteClient); ((SceneObjectGroup) ent).IsSelected = true; // A prim is only tainted if it's allowed to be edited by the person clicking it. if (Permissions.CanEditObject(((SceneObjectGroup)ent).UUID, remoteClient.AgentId) @@ -167,7 +167,7 @@ namespace OpenSim.Region.Framework.Scenes { if (part.LocalId == primLocalID) { - part.GetProperties(remoteClient); + part.SendPropertiesToClient(remoteClient); foundPrim = true; break; } diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index f86b3b6a04..eadec09df3 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -656,7 +656,7 @@ namespace OpenSim.Region.Framework.Scenes EventManager.OnLandObjectRemoved += new EventManager.LandObjectRemoved(simDataService.RemoveLandObject); - m_sceneGraph = new SceneGraph(this, m_regInfo); + m_sceneGraph = new SceneGraph(this); // If the scene graph has an Unrecoverable error, restart this sim. // Currently the only thing that causes it to happen is two kinds of specific @@ -870,6 +870,8 @@ namespace OpenSim.Region.Framework.Scenes if (dm != null) m_eventManager.OnPermissionError += dm.SendAlertToUser; + + m_eventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement; } public override string GetSimulatorVersion() @@ -1170,87 +1172,6 @@ namespace OpenSim.Region.Framework.Scenes m_dialogModule = RequestModuleInterface(); m_capsModule = RequestModuleInterface(); m_teleportModule = RequestModuleInterface(); - - // Shoving this in here for now, because we have the needed - // interfaces at this point - // - // TODO: Find a better place for this - // - while (m_regInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null) - { - MainConsole.Instance.OutputFormat("Estate {0} has no owner set.", m_regInfo.EstateSettings.EstateName); - List excluded = new List(new char[1]{' '}); - string first = MainConsole.Instance.CmdPrompt("Estate owner first name", "Test", excluded); - string last = MainConsole.Instance.CmdPrompt("Estate owner last name", "User", excluded); - - UserAccount account = UserAccountService.GetUserAccount(m_regInfo.ScopeID, first, last); - - if (account == null) - { - // Create a new account - account = new UserAccount(m_regInfo.ScopeID, first, last, String.Empty); - if (account.ServiceURLs == null || (account.ServiceURLs != null && account.ServiceURLs.Count == 0)) - { - account.ServiceURLs = new Dictionary(); - account.ServiceURLs["HomeURI"] = string.Empty; - account.ServiceURLs["GatekeeperURI"] = string.Empty; - account.ServiceURLs["InventoryServerURI"] = string.Empty; - account.ServiceURLs["AssetServerURI"] = string.Empty; - } - - if (UserAccountService.StoreUserAccount(account)) - { - string password = MainConsole.Instance.PasswdPrompt("Password"); - string email = MainConsole.Instance.CmdPrompt("Email", ""); - - account.Email = email; - UserAccountService.StoreUserAccount(account); - - bool success = false; - success = AuthenticationService.SetPassword(account.PrincipalID, password); - if (!success) - m_log.WarnFormat("[USER ACCOUNT SERVICE]: Unable to set password for account {0} {1}.", - first, last); - - GridRegion home = null; - if (GridService != null) - { - List defaultRegions = GridService.GetDefaultRegions(UUID.Zero); - if (defaultRegions != null && defaultRegions.Count >= 1) - home = defaultRegions[0]; - - if (GridUserService != null && home != null) - GridUserService.SetHome(account.PrincipalID.ToString(), home.RegionID, new Vector3(128, 128, 0), new Vector3(0, 1, 0)); - else - m_log.WarnFormat("[USER ACCOUNT SERVICE]: Unable to set home for account {0} {1}.", - first, last); - - } - else - m_log.WarnFormat("[USER ACCOUNT SERVICE]: Unable to retrieve home region for account {0} {1}.", - first, last); - - if (InventoryService != null) - success = InventoryService.CreateUserInventory(account.PrincipalID); - if (!success) - m_log.WarnFormat("[USER ACCOUNT SERVICE]: Unable to create inventory for account {0} {1}.", - first, last); - - - m_log.InfoFormat("[USER ACCOUNT SERVICE]: Account {0} {1} created successfully", first, last); - - m_regInfo.EstateSettings.EstateOwner = account.PrincipalID; - m_regInfo.EstateSettings.Save(); - } - else - m_log.ErrorFormat("[SCENE]: Unable to store account. If this simulator is connected to a grid, you must create the estate owner account first."); - } - else - { - m_regInfo.EstateSettings.EstateOwner = account.PrincipalID; - m_regInfo.EstateSettings.Save(); - } - } } #endregion @@ -1579,7 +1500,9 @@ namespace OpenSim.Region.Framework.Scenes msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; msg.Position = Vector3.Zero; msg.RegionID = RegionInfo.RegionID.Guid; - msg.binaryBucket = new byte[0]; + + // We must fill in a null-terminated 'empty' string here since bytes[0] will crash viewer 3. + msg.binaryBucket = Util.StringToBytes256("\0"); if (ret.Value.count > 1) msg.message = string.Format("Your {0} objects were returned from {1} in region {2} due to {3}", ret.Value.count, ret.Value.location.ToString(), RegionInfo.RegionName, ret.Value.reason); else @@ -2459,14 +2382,16 @@ namespace OpenSim.Region.Framework.Scenes /// False public virtual bool IncomingCreateObject(UUID userID, UUID itemID) { - //m_log.DebugFormat(" >>> IncomingCreateObject(userID, itemID) <<< {0} {1}", userID, itemID); - - ScenePresence sp = GetScenePresence(userID); - if (sp != null && AttachmentsModule != null) - { - uint attPt = (uint)sp.Appearance.GetAttachpoint(itemID); - AttachmentsModule.RezSingleAttachmentFromInventory(sp.ControllingClient, itemID, attPt); - } + m_log.DebugFormat(" >>> IncomingCreateObject(userID, itemID) <<< {0} {1}", userID, itemID); + + // Commented out since this is as yet unused and is arguably not the appropriate place to do this, as + // attachments are being rezzed elsewhere in AddNewClient() +// ScenePresence sp = GetScenePresence(userID); +// if (sp != null && AttachmentsModule != null) +// { +// uint attPt = (uint)sp.Appearance.GetAttachpoint(itemID); +// AttachmentsModule.RezSingleAttachmentFromInventory(sp.ControllingClient, itemID, attPt); +// } return false; } @@ -5215,5 +5140,70 @@ namespace OpenSim.Region.Framework.Scenes reason = String.Empty; return true; } + + /// + /// This method deals with movement when an avatar is automatically moving (but this is distinct from the + /// autopilot that moves an avatar to a sit target!. + /// + /// + /// This is not intended as a permament location for this method. + /// + /// + private void HandleOnSignificantClientMovement(ScenePresence presence) + { + if (presence.MovingToTarget) + { + double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget); +// m_log.DebugFormat( +// "[SCENE]: Abs pos of {0} is {1}, target {2}, distance {3}", +// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget); + + // Check the error term of the current position in relation to the target position + if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT) + { + // We are close enough to the target +// m_log.DebugFormat("[SCENEE]: Stopping autopilot of {0}", presence.Name); + + presence.Velocity = Vector3.Zero; + presence.AbsolutePosition = presence.MoveToPositionTarget; + presence.ResetMoveToTarget(); + + if (presence.PhysicsActor.Flying) + { + // A horrible hack to stop the avatar dead in its tracks rather than having them overshoot + // the target if flying. + // We really need to be more subtle (slow the avatar as it approaches the target) or at + // least be able to set collision status once, rather than 5 times to give it enough + // weighting so that that PhysicsActor thinks it really is colliding. + for (int i = 0; i < 5; i++) + presence.PhysicsActor.IsColliding = true; + + if (presence.LandAtTarget) + presence.PhysicsActor.Flying = false; + +// Vector3 targetPos = presence.MoveToPositionTarget; +// float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y]; +// if (targetPos.Z - terrainHeight < 0.2) +// { +// presence.PhysicsActor.Flying = false; +// } + } + +// m_log.DebugFormat( +// "[SCENE]: AgentControlFlags {0}, MovementFlag {1} for {2}", +// presence.AgentControlFlags, presence.MovementFlag, presence.Name); + } + else + { +// m_log.DebugFormat( +// "[SCENE]: Updating npc {0} at {1} for next movement to {2}", +// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget); + + Vector3 agent_control_v3 = new Vector3(); + presence.HandleMoveToTargetUpdate(ref agent_control_v3); + presence.AddNewMovement(agent_control_v3); + } + } + } } } diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index 6f963ac6bc..36c5c52483 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -74,7 +74,6 @@ namespace OpenSim.Region.Framework.Scenes protected internal EntityManager Entities = new EntityManager(); - protected RegionInfo m_regInfo; protected Scene m_parentScene; protected Dictionary m_updateList = new Dictionary(); protected int m_numRootAgents = 0; @@ -108,10 +107,9 @@ namespace OpenSim.Region.Framework.Scenes #endregion - protected internal SceneGraph(Scene parent, RegionInfo regInfo) + protected internal SceneGraph(Scene parent) { m_parentScene = parent; - m_regInfo = regInfo; } public PhysicsScene PhysicsScene @@ -122,7 +120,6 @@ namespace OpenSim.Region.Framework.Scenes // If we're not doing the initial set // Then we've got to remove the previous // event handler - if (_PhyScene != null) _PhyScene.OnPhysicsCrash -= physicsBasedCrash; @@ -372,12 +369,12 @@ namespace OpenSim.Region.Framework.Scenes // "[SCENEGRAPH]: Adding scene object {0} {1}, with {2} parts on {3}", // sceneObject.Name, sceneObject.UUID, sceneObject.Parts.Length, m_parentScene.RegionInfo.RegionName); - SceneObjectPart[] children = sceneObject.Parts; + SceneObjectPart[] parts = sceneObject.Parts; // Clamp child prim sizes and add child prims to the m_numPrim count if (m_parentScene.m_clampPrimSize) { - foreach (SceneObjectPart part in children) + foreach (SceneObjectPart part in parts) { Vector3 scale = part.Shape.Scale; @@ -391,7 +388,7 @@ namespace OpenSim.Region.Framework.Scenes part.Shape.Scale = scale; } } - m_numPrim += children.Length; + m_numPrim += parts.Length; sceneObject.AttachToScene(m_parentScene); @@ -411,15 +408,17 @@ namespace OpenSim.Region.Framework.Scenes lock (SceneObjectGroupsByFullPartID) { - SceneObjectGroupsByFullPartID[sceneObject.UUID] = sceneObject; - foreach (SceneObjectPart part in children) + foreach (SceneObjectPart part in parts) SceneObjectGroupsByFullPartID[part.UUID] = sceneObject; } lock (SceneObjectGroupsByLocalPartID) { - SceneObjectGroupsByLocalPartID[sceneObject.LocalId] = sceneObject; - foreach (SceneObjectPart part in children) +// m_log.DebugFormat( +// "[SCENE GRAPH]: Adding scene object {0} {1} {2} to SceneObjectGroupsByLocalPartID in {3}", +// sceneObject.Name, sceneObject.UUID, sceneObject.LocalId, m_parentScene.RegionInfo.RegionName); + + foreach (SceneObjectPart part in parts) SceneObjectGroupsByLocalPartID[part.LocalId] = sceneObject; } @@ -432,6 +431,10 @@ namespace OpenSim.Region.Framework.Scenes /// true if the object was deleted, false if there was no object to delete public bool DeleteSceneObject(UUID uuid, bool resultOfObjectLinked) { +// m_log.DebugFormat( +// "[SCENE GRAPH]: Deleting scene object with uuid {0}, resultOfObjectLinked = {1}", +// uuid, resultOfObjectLinked); + EntityBase entity; if (!Entities.TryGetValue(uuid, out entity) || (!(entity is SceneObjectGroup))) return false; @@ -460,7 +463,6 @@ namespace OpenSim.Region.Framework.Scenes SceneObjectPart[] parts = grp.Parts; for (int i = 0; i < parts.Length; i++) SceneObjectGroupsByFullPartID.Remove(parts[i].UUID); - SceneObjectGroupsByFullPartID.Remove(grp.RootPart.UUID); } lock (SceneObjectGroupsByLocalPartID) @@ -468,7 +470,6 @@ namespace OpenSim.Region.Framework.Scenes SceneObjectPart[] parts = grp.Parts; for (int i = 0; i < parts.Length; i++) SceneObjectGroupsByLocalPartID.Remove(parts[i].LocalId); - SceneObjectGroupsByLocalPartID.Remove(grp.RootPart.LocalId); } return Entities.Remove(uuid); @@ -589,7 +590,7 @@ namespace OpenSim.Region.Framework.Scenes ScenePresence newAvatar = null; // ScenePresence always defaults to child agent - newAvatar = new ScenePresence(client, m_parentScene, m_regInfo, appearance, type); + newAvatar = new ScenePresence(client, m_parentScene, appearance, type); AddScenePresence(newAvatar); @@ -651,7 +652,7 @@ namespace OpenSim.Region.Framework.Scenes if (!Entities.Remove(agentID)) { m_log.WarnFormat( - "[SCENEGRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene Entities list", + "[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene Entities list", agentID); } @@ -674,7 +675,7 @@ namespace OpenSim.Region.Framework.Scenes } else { - m_log.WarnFormat("[SCENEGRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); + m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); } } } @@ -881,7 +882,8 @@ namespace OpenSim.Region.Framework.Scenes if (Entities.TryGetValue(localID, out entity)) return entity as SceneObjectGroup; - //m_log.DebugFormat("Entered GetGroupByPrim with localID {0}", localID); +// m_log.DebugFormat("[SCENE GRAPH]: Entered GetGroupByPrim with localID {0}", localID); + SceneObjectGroup sog; lock (SceneObjectGroupsByLocalPartID) SceneObjectGroupsByLocalPartID.TryGetValue(localID, out sog); @@ -889,8 +891,24 @@ namespace OpenSim.Region.Framework.Scenes if (sog != null) { if (sog.HasChildPrim(localID)) + { +// m_log.DebugFormat( +// "[SCENE GRAPH]: Found scene object {0} {1} {2} containing part with local id {3} in {4}. Returning.", +// sog.Name, sog.UUID, sog.LocalId, localID, m_parentScene.RegionInfo.RegionName); + return sog; - SceneObjectGroupsByLocalPartID.Remove(localID); + } + else + { + lock (SceneObjectGroupsByLocalPartID) + { + m_log.WarnFormat( + "[SCENE GRAPH]: Found scene object {0} {1} {2} via SceneObjectGroupsByLocalPartID index but it doesn't contain part with local id {3}. Removing from entry from index in {4}.", + sog.Name, sog.UUID, sog.LocalId, localID, m_parentScene.RegionInfo.RegionName); + + SceneObjectGroupsByLocalPartID.Remove(localID); + } + } } EntityBase[] entityList = GetEntities(); diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs index 4bca3d0099..905ecc9ff5 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs @@ -389,5 +389,18 @@ namespace OpenSim.Region.Framework.Scenes for (int i = 0; i < parts.Length; i++) parts[i].Inventory.ResumeScripts(); } + + /// + /// Returns true if any part in the scene object contains scripts, false otherwise. + /// + /// + public bool ContainsScripts() + { + foreach (SceneObjectPart part in Parts) + if (part.Inventory.ContainsScripts()) + return true; + + return false; + } } } diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 2819545026..980b01fda0 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -1599,7 +1599,7 @@ namespace OpenSim.Region.Framework.Scenes ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); if (avatar != null) { - avatar.MoveToTarget(target, false); + avatar.MoveToTarget(target, false, false); } } else @@ -1728,8 +1728,6 @@ namespace OpenSim.Region.Framework.Scenes #endregion - #region Scheduling - public override void Update() { // Check that the group was not deleted before the scheduled update @@ -1880,7 +1878,14 @@ namespace OpenSim.Region.Framework.Scenes parts[i].SendTerseUpdateToAllClients(); } - #endregion + /// + /// Send metadata about the root prim (name, description, sale price, etc.) to a client. + /// + /// + public void SendPropertiesToClient(IClientAPI client) + { + m_rootPart.SendPropertiesToClient(client); + } #region SceneGroupPart Methods @@ -2369,15 +2374,6 @@ namespace OpenSim.Region.Framework.Scenes } } - /// - /// Return metadata about a prim (name, description, sale price, etc.) - /// - /// - public void GetProperties(IClientAPI client) - { - m_rootPart.GetProperties(client); - } - /// /// Set the name of a prim /// diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 04fef83961..632ac8fbf2 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -1305,8 +1305,6 @@ namespace OpenSim.Region.Framework.Scenes #endregion Public Properties with only Get - #region Private Methods - private uint ApplyMask(uint val, bool set, uint mask) { if (set) @@ -1327,14 +1325,27 @@ namespace OpenSim.Region.Framework.Scenes m_updateFlag = 0; } - private void SendObjectPropertiesToClient(UUID AgentID) + /// + /// Send this part's properties (name, description, inventory serial, base mask, etc.) to a client + /// + /// + public void SendPropertiesToClient(IClientAPI client) + { + client.SendObjectPropertiesReply(this); + } + + /// + /// For the scene object group to which this part belongs, send that scene object's root part properties to a client. + /// + /// + private void SendRootPartPropertiesToClient(UUID AgentID) { m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) { // Ugly reference :( if (avatar.UUID == AgentID) { - m_parentGroup.GetProperties(avatar.ControllingClient); + m_parentGroup.SendPropertiesToClient(avatar.ControllingClient); } }); } @@ -1363,8 +1374,6 @@ namespace OpenSim.Region.Framework.Scenes // } // } - #endregion Private Methods - #region Public Methods public void ResetExpire() @@ -1705,20 +1714,6 @@ namespace OpenSim.Region.Framework.Scenes Name, LocalId, id); } - public static SceneObjectPart Create() - { - SceneObjectPart part = new SceneObjectPart(); - part.UUID = UUID.Random(); - - PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); - part.Shape = shape; - - part.Name = "Primitive"; - part._ownerID = UUID.Random(); - - return part; - } - /// /// Do a physics property update for a NINJA joint. /// @@ -2030,11 +2025,6 @@ namespace OpenSim.Region.Framework.Scenes return Vector3.Zero; } - public void GetProperties(IClientAPI client) - { - client.SendObjectPropertiesReply(this); - } - /// /// Method for a prim to get it's world position from the group. /// @@ -3453,7 +3443,7 @@ namespace OpenSim.Region.Framework.Scenes { _groupID = groupID; if (client != null) - GetProperties(client); + SendPropertiesToClient(client); m_updateFlag = 2; } @@ -4273,10 +4263,10 @@ namespace OpenSim.Region.Framework.Scenes break; } + SendFullUpdateToAllClients(); - SendObjectPropertiesToClient(AgentID); - + SendRootPartPropertiesToClient(AgentID); } } diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs index e40e57d5b9..94467414eb 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs @@ -784,6 +784,10 @@ namespace OpenSim.Region.Framework.Scenes private bool CreateInventoryFile() { +// m_log.DebugFormat( +// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", +// m_part.Name, m_part.UUID, m_part.LocalId, m_inventorySerial); + if (m_inventoryFileName == String.Empty || m_inventoryFileNameSerial < m_inventorySerial) { @@ -797,6 +801,10 @@ namespace OpenSim.Region.Framework.Scenes { foreach (TaskInventoryItem item in m_items.Values) { +// m_log.DebugFormat( +// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}", +// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId); + UUID ownerID = item.OwnerID; uint everyoneMask = 0; uint baseMask = item.BasePermissions; @@ -856,28 +864,43 @@ namespace OpenSim.Region.Framework.Scenes /// public void RequestInventoryFile(IClientAPI client, IXfer xferManager) { - CreateInventoryFile(); - - if (m_inventorySerial == 0) // No inventory + lock (m_items) { - client.SendTaskInventory(m_part.UUID, 0, new byte[0]); - return; + // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing + // a new script if any previous deletion has left the prim inventory empty. + if (m_items.Count == 0) // No inventory + { +// m_log.DebugFormat( +// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items", +// m_part.Name, m_part.LocalId, m_part.UUID, client.Name); + + client.SendTaskInventory(m_part.UUID, 0, new byte[0]); + return; + } + + CreateInventoryFile(); + + // In principle, we should only do the rest if the inventory changed; + // by sending m_inventorySerial to the client, it ought to know + // that nothing changed and that it doesn't need to request the file. + // Unfortunately, it doesn't look like the client optimizes this; + // the client seems to always come back and request the Xfer, + // no matter what value m_inventorySerial has. + // FIXME: Could probably be > 0 here rather than > 2 + if (m_inventoryFileData.Length > 2) + { + // Add the file for Xfer + // m_log.DebugFormat( + // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}", + // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId); + + xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData); + } + + // Tell the client we're ready to Xfer the file + client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial, + Util.StringToBytes256(m_inventoryFileName)); } - - // In principle, we should only do the rest if the inventory changed; - // by sending m_inventorySerial to the client, it ought to know - // that nothing changed and that it doesn't need to request the file. - // Unfortunately, it doesn't look like the client optimizes this; - // the client seems to always come back and request the Xfer, - // no matter what value m_inventorySerial has. - - if (m_inventoryFileData.Length > 2) - // Add the file for Xfer - xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData); - - // Tell the client we're ready to Xfer the file - client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial, - Util.StringToBytes256(m_inventoryFileName)); } /// @@ -1035,10 +1058,15 @@ namespace OpenSim.Region.Framework.Scenes item.BasePermissions = perms; } } + m_inventorySerial++; HasInventoryChanged = true; } + /// + /// Returns true if this part inventory contains any scripts. False otherwise. + /// + /// public bool ContainsScripts() { lock (m_items) diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index f231a390c8..5b02c3bfc0 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -70,7 +70,7 @@ namespace OpenSim.Region.Framework.Scenes { // ~ScenePresence() // { -// m_log.Debug("[ScenePresence] Destructor called"); +// m_log.Debug("[SCENE PRESENCE] Destructor called"); // } private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); @@ -120,6 +120,8 @@ namespace OpenSim.Region.Framework.Scenes /// protected List m_attachments = new List(); + public Object AttachmentsSyncLock { get; private set; } + private Dictionary scriptedcontrols = new Dictionary(); private ScriptControlled IgnoredControls = ScriptControlled.CONTROL_ZERO; private ScriptControlled LastCommands = ScriptControlled.CONTROL_ZERO; @@ -176,8 +178,6 @@ namespace OpenSim.Region.Framework.Scenes private Quaternion m_bodyRot = Quaternion.Identity; - private Quaternion m_bodyRotPrevious = Quaternion.Identity; - private const int LAND_VELOCITYMAG_MAX = 12; public bool IsRestrictedToRegion; @@ -186,7 +186,6 @@ namespace OpenSim.Region.Framework.Scenes private float m_health = 100f; - protected RegionInfo m_regionInfo; protected ulong crossingFromRegion; private readonly Vector3[] Dir_Vectors = new Vector3[9]; @@ -221,6 +220,11 @@ namespace OpenSim.Region.Framework.Scenes public bool MovingToTarget { get; private set; } public Vector3 MoveToPositionTarget { get; private set; } + /// + /// Controls whether an avatar automatically moving to a target will land when it gets there (if flying). + /// + public bool LandAtTarget { get; private set; } + private bool m_followCamAuto; private int m_movementUpdateCount; @@ -466,7 +470,13 @@ namespace OpenSim.Region.Framework.Scenes { PhysicsActor actor = m_physicsActor; if (actor != null) + { m_pos = actor.Position; + +// m_log.DebugFormat( +// "[SCENE PRESENCE]: Set position {0} for {1} in {2} via getting AbsolutePosition!", +// m_pos, Name, Scene.RegionInfo.RegionName); + } else { // Obtain the correct position of a seated avatar. @@ -510,19 +520,26 @@ namespace OpenSim.Region.Framework.Scenes } catch (Exception e) { - m_log.Error("[SCENEPRESENCE]: ABSOLUTE POSITION " + e.Message); + m_log.Error("[SCENE PRESENCE]: ABSOLUTE POSITION " + e.Message); } } m_pos = value; m_parentPosition = Vector3.Zero; + +// m_log.DebugFormat( +// "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}", +// Scene.RegionInfo.RegionName, Name, m_pos); } } + /// + /// If sitting, returns the offset position from the prim the avatar is sitting on. + /// Otherwise, returns absolute position in the scene. + /// public Vector3 OffsetPosition { get { return m_pos; } - set { m_pos = value; } } /// @@ -534,8 +551,14 @@ namespace OpenSim.Region.Framework.Scenes { PhysicsActor actor = m_physicsActor; if (actor != null) + { m_velocity = actor.Velocity; +// m_log.DebugFormat( +// "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!", +// m_velocity, Name, Scene.RegionInfo.RegionName); + } + return m_velocity; } set @@ -550,24 +573,26 @@ namespace OpenSim.Region.Framework.Scenes } catch (Exception e) { - m_log.Error("[SCENEPRESENCE]: VELOCITY " + e.Message); + m_log.Error("[SCENE PRESENCE]: VELOCITY " + e.Message); } } m_velocity = value; + +// m_log.DebugFormat( +// "[SCENE PRESENCE]: In {0} set velocity of {1} to {2}", +// Scene.RegionInfo.RegionName, Name, m_velocity); } } public Quaternion Rotation { get { return m_bodyRot; } - set { m_bodyRot = value; } - } - - public Quaternion PreviousRotation - { - get { return m_bodyRotPrevious; } - set { m_bodyRotPrevious = value; } + set + { + m_bodyRot = value; +// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot); + } } /// @@ -705,23 +730,24 @@ namespace OpenSim.Region.Framework.Scenes #endregion #region Constructor(s) - + public ScenePresence( - IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance, PresenceType type) + IClientAPI client, Scene world, AvatarAppearance appearance, PresenceType type) { + AttachmentsSyncLock = new Object(); + m_sendCourseLocationsMethod = SendCoarseLocationsDefault; m_sceneViewer = new SceneViewer(this); m_animator = new ScenePresenceAnimator(this); PresenceType = type; m_DrawDistance = world.DefaultDrawDistance; - m_rootRegionHandle = reginfo.RegionHandle; + m_rootRegionHandle = world.RegionInfo.RegionHandle; m_controllingClient = client; m_firstname = m_controllingClient.FirstName; m_lastname = m_controllingClient.LastName; m_name = String.Format("{0} {1}", m_firstname, m_lastname); m_scene = world; m_uuid = client.AgentId; - m_regionInfo = reginfo; m_localId = m_scene.AllocateLocalId(); UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); @@ -983,7 +1009,7 @@ namespace OpenSim.Region.Framework.Scenes Animator.ResetAnimations(); // m_log.DebugFormat( -// "[SCENEPRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", +// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", // Name, UUID, m_scene.RegionInfo.RegionName); // Don't zero out the velocity since this can cause problems when an avatar is making a region crossing, @@ -1150,9 +1176,9 @@ namespace OpenSim.Region.Framework.Scenes m_callbackURI = null; } - //m_log.DebugFormat("Completed movement"); + //m_log.DebugFormat("[SCENE PRESENCE] Completed movement"); - m_controllingClient.MoveAgentIntoRegion(m_regionInfo, AbsolutePosition, look); + m_controllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look); SendInitialData(); // Create child agents in neighbouring regions @@ -1217,7 +1243,9 @@ namespace OpenSim.Region.Framework.Scenes /// public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) { -// m_log.DebugFormat("[SCENE PRESENCE]: Received agent update from {0}", remoteClient.Name); +// m_log.DebugFormat( +// "[SCENE PRESENCE]: In {0} received agent update from {1}", +// Scene.RegionInfo.RegionName, remoteClient.Name); //if (m_isChildAgent) //{ @@ -1658,7 +1686,10 @@ namespace OpenSim.Region.Framework.Scenes /// This is to allow movement to targets that are known to be on an elevated platform with a continuous path /// from start to finish. /// - public void MoveToTarget(Vector3 pos, bool noFly) + /// + /// If true and the avatar starts flying during the move then land at the target. + /// + public void MoveToTarget(Vector3 pos, bool noFly, bool landAtTarget) { m_log.DebugFormat( "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}", @@ -1684,7 +1715,7 @@ namespace OpenSim.Region.Framework.Scenes // Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is // always slightly higher than the actual terrain height. - // FIXME: This constrains NOC movements as well, so should be somewhere else. + // FIXME: This constrains NPC movements as well, so should be somewhere else. if (pos.Z - terrainHeight < 0.2) pos.Z = terrainHeight; @@ -1697,9 +1728,25 @@ namespace OpenSim.Region.Framework.Scenes else if (pos.Z > terrainHeight) PhysicsActor.Flying = true; + LandAtTarget = landAtTarget; MovingToTarget = true; MoveToPositionTarget = pos; + // Rotate presence around the z-axis to point in same direction as movement. + // Ignore z component of vector + Vector3 localVectorToTarget3D = pos - AbsolutePosition; + Vector3 localVectorToTarget2D = new Vector3((float)(localVectorToTarget3D.X), (float)(localVectorToTarget3D.Y), 0f); + +// m_log.DebugFormat("[SCENE PRESENCE]: Local vector to target is {0}", localVectorToTarget2D); + + // Calculate the yaw. + Vector3 angle = new Vector3(0, 0, (float)(Math.Atan2(localVectorToTarget2D.Y, localVectorToTarget2D.X))); + +// m_log.DebugFormat("[SCENE PRESENCE]: Angle is {0}", angle); + + Rotation = Quaternion.CreateFromEulers(angle); +// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, Rotation); + Vector3 agent_control_v3 = new Vector3(); HandleMoveToTargetUpdate(ref agent_control_v3); AddNewMovement(agent_control_v3); @@ -2389,7 +2436,7 @@ namespace OpenSim.Region.Framework.Scenes Vector3 pos = m_pos; pos.Z += m_appearance.HipOffset; - //m_log.DebugFormat("[SCENEPRESENCE]: TerseUpdate: Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity); + //m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity); remoteClient.SendPrimUpdate( this, @@ -2476,6 +2523,7 @@ namespace OpenSim.Region.Framework.Scenes /// private void SendInitialData() { + //m_log.DebugFormat("[SCENE PRESENCE] SendInitialData: {0} ({1})", Name, UUID); // Moved this into CompleteMovement to ensure that m_appearance is initialized before // the inventory arrives // m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance); @@ -2520,10 +2568,11 @@ namespace OpenSim.Region.Framework.Scenes /// public void SendAvatarDataToAllAgents() { + //m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToAllAgents: {0} ({1})", Name, UUID); // only send update from root agents to other clients; children are only "listening posts" if (IsChildAgent) { - m_log.Warn("[SCENEPRESENCE] attempt to send avatar data from a child agent"); + m_log.Warn("[SCENE PRESENCE] attempt to send avatar data from a child agent"); return; } @@ -2573,7 +2622,7 @@ namespace OpenSim.Region.Framework.Scenes /// public void SendAvatarDataToAgent(ScenePresence avatar) { -// m_log.WarnFormat("[SP] Send avatar data from {0} to {1}",m_uuid,avatar.ControllingClient.AgentId); + //m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToAgent from {0} ({1}) to {2} ({3})", Name, UUID, avatar.Name, avatar.UUID); avatar.ControllingClient.SendAvatarDataImmediate(this); if (Animator != null) @@ -2586,10 +2635,11 @@ namespace OpenSim.Region.Framework.Scenes /// public void SendAppearanceToAllOtherAgents() { + m_log.DebugFormat("[SCENE PRESENCE] SendAppearanceToAllOtherAgents: {0} ({1})", Name, UUID); // only send update from root agents to other clients; children are only "listening posts" if (IsChildAgent) { - m_log.Warn("[SCENEPRESENCE] attempt to send avatar data from a child agent"); + m_log.Warn("[SCENE PRESENCE] attempt to send avatar data from a child agent"); return; } @@ -2615,6 +2665,7 @@ namespace OpenSim.Region.Framework.Scenes /// public void SendOtherAgentsAppearanceToMe() { + //m_log.DebugFormat("[SCENE PRESENCE] SendOtherAgentsAppearanceToMe: {0} ({1})", Name, UUID); m_perfMonMS = Util.EnvironmentTickCount(); int count = 0; @@ -2873,8 +2924,8 @@ namespace OpenSim.Region.Framework.Scenes /// protected int HaveNeighbor(Cardinals car, ref int[] fix) { - uint neighbourx = m_regionInfo.RegionLocX; - uint neighboury = m_regionInfo.RegionLocY; + uint neighbourx = m_scene.RegionInfo.RegionLocX; + uint neighboury = m_scene.RegionInfo.RegionLocY; int dir = (int)car; @@ -2894,8 +2945,8 @@ namespace OpenSim.Region.Framework.Scenes if (neighbourRegion == null) { - fix[0] = (int)(m_regionInfo.RegionLocX - neighbourx); - fix[1] = (int)(m_regionInfo.RegionLocY - neighboury); + fix[0] = (int)(m_scene.RegionInfo.RegionLocX - neighbourx); + fix[1] = (int)(m_scene.RegionInfo.RegionLocY - neighboury); return dir * (-1); } else @@ -3141,26 +3192,30 @@ namespace OpenSim.Region.Framework.Scenes catch { } // Attachment objects - if (m_attachments != null && m_attachments.Count > 0) + lock (m_attachments) { - cAgent.AttachmentObjects = new List(); - cAgent.AttachmentObjectStates = new List(); -// IScriptModule se = m_scene.RequestModuleInterface(); - m_InTransitScriptStates.Clear(); - foreach (SceneObjectGroup sog in m_attachments) + if (m_attachments.Count > 0) { - // We need to make a copy and pass that copy - // because of transfers withn the same sim - ISceneObject clone = sog.CloneForNewScene(); - // Attachment module assumes that GroupPosition holds the offsets...! - ((SceneObjectGroup)clone).RootPart.GroupPosition = sog.RootPart.AttachedPos; - ((SceneObjectGroup)clone).IsAttachment = false; - cAgent.AttachmentObjects.Add(clone); - string state = sog.GetStateSnapshot(); - cAgent.AttachmentObjectStates.Add(state); - m_InTransitScriptStates.Add(state); - // Let's remove the scripts of the original object here - sog.RemoveScriptInstances(true); + cAgent.AttachmentObjects = new List(); + cAgent.AttachmentObjectStates = new List(); + // IScriptModule se = m_scene.RequestModuleInterface(); + m_InTransitScriptStates.Clear(); + + foreach (SceneObjectGroup sog in m_attachments) + { + // We need to make a copy and pass that copy + // because of transfers withn the same sim + ISceneObject clone = sog.CloneForNewScene(); + // Attachment module assumes that GroupPosition holds the offsets...! + ((SceneObjectGroup)clone).RootPart.GroupPosition = sog.RootPart.AttachedPos; + ((SceneObjectGroup)clone).IsAttachment = false; + cAgent.AttachmentObjects.Add(clone); + string state = sog.GetStateSnapshot(); + cAgent.AttachmentObjectStates.Add(state); + m_InTransitScriptStates.Add(state); + // Let's remove the scripts of the original object here + sog.RemoveScriptInstances(true); + } } } } @@ -3277,6 +3332,10 @@ namespace OpenSim.Region.Framework.Scenes /// public void AddToPhysicalScene(bool isFlying) { +// m_log.DebugFormat( +// "[SCENE PRESENCE]: Adding physics actor for {0}, ifFlying = {1} in {2}", +// Name, isFlying, Scene.RegionInfo.RegionName); + if (m_appearance.AvatarHeight == 0) m_appearance.SetHeight(); @@ -3317,7 +3376,7 @@ namespace OpenSim.Region.Framework.Scenes //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents( // as of this comment the interval is set in AddToPhysicalScene - if (Animator!=null) + if (Animator != null) Animator.UpdateMovementAnimations(); CollisionEventUpdate collisionData = (CollisionEventUpdate)e; @@ -3398,7 +3457,8 @@ namespace OpenSim.Region.Framework.Scenes public void Close() { - m_scene.AttachmentsModule.DeleteAttachmentsFromScene(this, false); + if (!IsChildAgent) + m_scene.AttachmentsModule.DeleteAttachmentsFromScene(this, false); lock (m_knownChildRegions) { @@ -3501,8 +3561,10 @@ namespace OpenSim.Region.Framework.Scenes /// /// This is currently just being done for information. /// - public void ValidateAttachments() + public bool ValidateAttachments() { + bool validated = true; + lock (m_attachments) { // Validate @@ -3512,15 +3574,21 @@ namespace OpenSim.Region.Framework.Scenes { m_log.WarnFormat( "[SCENE PRESENCE]: Failed to validate an attachment for {0} since it was null. Continuing", Name); + + validated = false; } else if (gobj.IsDeleted) { m_log.WarnFormat( "[SCENE PRESENCE]: Failed to validate attachment {0} {1} for {2} since it had been deleted. Continuing", gobj.Name, gobj.UUID, Name); + + validated = false; } } } + + return validated; } /// @@ -3552,29 +3620,6 @@ namespace OpenSim.Region.Framework.Scenes } } - - public void initializeScenePresence(IClientAPI client, RegionInfo region, Scene scene) - { - m_controllingClient = client; - m_regionInfo = region; - m_scene = scene; - - RegisterToEvents(); - - /* - AbsolutePosition = client.StartPos; - - Animations = new AvatarAnimations(); - Animations.LoadAnims(); - - m_animations = new List(); - m_animations.Add(Animations.AnimsUUID["STAND"]); - m_animationSeqs.Add(m_controllingClient.NextAnimationSequenceNumber); - - SetDirectionVectors(); - */ - } - internal void PushForce(Vector3 impulse) { if (PhysicsActor != null) @@ -3602,6 +3647,7 @@ namespace OpenSim.Region.Framework.Scenes obj.ignoreControls = (ScriptControlled)controls; obj.eventControls = (ScriptControlled)controls; } + if (pass_on == 1 && accept == 1) { IgnoredControls = ScriptControlled.CONTROL_ZERO; @@ -3622,6 +3668,7 @@ namespace OpenSim.Region.Framework.Scenes scriptedcontrols[Script_item_UUID] = obj; } } + ControllingClient.SendTakeControls(controls, pass_on == 1 ? true : false, true); } @@ -3803,4 +3850,4 @@ namespace OpenSim.Region.Framework.Scenes } } } -} \ No newline at end of file +} diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs index 1ea2329b36..80f198d2d6 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs @@ -52,22 +52,25 @@ namespace OpenSim.Region.Framework.Scenes.Tests TestHelpers.InMethod(); Scene scene = SceneHelpers.SetupScene(); + int partsToTestCount = 3; - string objName = "obj1"; - UUID objUuid = new UUID("00000000-0000-0000-0000-000000000001"); + SceneObjectGroup so + = SceneHelpers.CreateSceneObject(partsToTestCount, TestHelpers.ParseTail(0x1), "obj1", 0x10); + SceneObjectPart[] parts = so.Parts; - SceneObjectPart part - = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero) - { Name = objName, UUID = objUuid }; - - Assert.That(scene.AddNewSceneObject(new SceneObjectGroup(part), false), Is.True); - - SceneObjectPart retrievedPart = scene.GetSceneObjectPart(objUuid); + Assert.That(scene.AddNewSceneObject(so, false), Is.True); + SceneObjectGroup retrievedSo = scene.GetSceneObjectGroup(so.UUID); + SceneObjectPart[] retrievedParts = retrievedSo.Parts; //m_log.Debug("retrievedPart : {0}", retrievedPart); // If the parts have the same UUID then we will consider them as one and the same - Assert.That(retrievedPart.Name, Is.EqualTo(objName)); - Assert.That(retrievedPart.UUID, Is.EqualTo(objUuid)); + Assert.That(retrievedSo.PrimCount, Is.EqualTo(partsToTestCount)); + + for (int i = 0; i < partsToTestCount; i++) + { + Assert.That(retrievedParts[i].Name, Is.EqualTo(parts[i].Name)); + Assert.That(retrievedParts[i].UUID, Is.EqualTo(parts[i].UUID)); + } } [Test] @@ -103,6 +106,39 @@ namespace OpenSim.Region.Framework.Scenes.Tests Assert.That(retrievedPart.Name, Is.EqualTo(obj1Name)); Assert.That(retrievedPart.UUID, Is.EqualTo(objUuid)); } + + /// + /// Test retrieving a scene object via the local id of one of its parts. + /// + [Test] + public void TestGetSceneObjectByPartLocalId() + { + TestHelpers.InMethod(); + + Scene scene = SceneHelpers.SetupScene(); + int partsToTestCount = 3; + + SceneObjectGroup so + = SceneHelpers.CreateSceneObject(partsToTestCount, TestHelpers.ParseTail(0x1), "obj1", 0x10); + SceneObjectPart[] parts = so.Parts; + + scene.AddNewSceneObject(so, false); + + // Test getting via the root part's local id + Assert.That(scene.GetGroupByPrim(so.LocalId), Is.Not.Null); + + // Test getting via a non root part's local id + Assert.That(scene.GetGroupByPrim(parts[partsToTestCount - 1].LocalId), Is.Not.Null); + + // Test that we don't get back an object for a local id that doesn't exist + Assert.That(scene.GetGroupByPrim(999), Is.Null); + + // Now delete the scene object and check again + scene.DeleteSceneObject(so, false); + + Assert.That(scene.GetGroupByPrim(so.LocalId), Is.Null); + Assert.That(scene.GetGroupByPrim(parts[partsToTestCount - 1].LocalId), Is.Null); + } /// /// Test deleting an object from a scene. diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs new file mode 100644 index 0000000000..64c36ffaef --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs @@ -0,0 +1,135 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * 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 System.Collections.Generic; +using System.Reflection; +using log4net; +using Nini.Config; +using NUnit.Framework; +using OpenMetaverse; +using OpenSim.Framework; +using OpenSim.Framework.Communications; +using OpenSim.Region.Framework.Interfaces; +using OpenSim.Region.Framework.Scenes; +using OpenSim.Tests.Common; +using OpenSim.Tests.Common.Mock; + +namespace OpenSim.Region.Framework.Scenes.Tests +{ + [TestFixture] + public class ScenePresenceAutopilotTests + { + private TestScene m_scene; + + [TestFixtureSetUp] + public void FixtureInit() + { + // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread. + Util.FireAndForgetMethod = FireAndForgetMethod.None; + } + + [TestFixtureTearDown] + public void TearDown() + { + // We must set this back afterwards, otherwise later tests will fail since they're expecting multiple + // threads. Possibly, later tests should be rewritten not to worry about such things. + Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod; + } + + [SetUp] + public void Init() + { + m_scene = SceneHelpers.SetupScene(); + } + + [Test] + public void TestMove() + { + TestHelpers.InMethod(); +// log4net.Config.XmlConfigurator.Configure(); + + ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1)); + + Vector3 startPos = sp.AbsolutePosition; +// Vector3 startPos = new Vector3(128, 128, 30); + + // For now, we'll make the scene presence fly to simplify this test, but this needs to change. + sp.PhysicsActor.Flying = true; + + m_scene.Update(); + Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos)); + + Vector3 targetPos = startPos + new Vector3(0, 10, 0); + sp.MoveToTarget(targetPos, false, false); + + Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos)); + Assert.That( + sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001)); + + m_scene.Update(); + + // We should really check the exact figure. + Assert.That(sp.AbsolutePosition.X, Is.EqualTo(startPos.X)); + Assert.That(sp.AbsolutePosition.Y, Is.GreaterThan(startPos.Y)); + Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z)); + Assert.That(sp.AbsolutePosition.Z, Is.LessThan(targetPos.X)); + + for (int i = 0; i < 10; i++) + m_scene.Update(); + + double distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos); + Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on first move"); + Assert.That(sp.AbsolutePosition, Is.EqualTo(targetPos)); + Assert.That(sp.AgentControlFlags, Is.EqualTo((uint)AgentManager.ControlFlags.NONE)); + + // Try a second movement + startPos = sp.AbsolutePosition; + targetPos = startPos + new Vector3(10, 0, 0); + sp.MoveToTarget(targetPos, false, false); + + Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos)); + Assert.That( + sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001)); + + m_scene.Update(); + + // We should really check the exact figure. + Assert.That(sp.AbsolutePosition.X, Is.GreaterThan(startPos.X)); + Assert.That(sp.AbsolutePosition.X, Is.LessThan(targetPos.X)); + Assert.That(sp.AbsolutePosition.Y, Is.EqualTo(startPos.Y)); + Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z)); + + for (int i = 0; i < 10; i++) + m_scene.Update(); + + distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos); + Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on second move"); + Assert.That(sp.AbsolutePosition, Is.EqualTo(targetPos)); + } + } +} \ No newline at end of file diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs index 77b1535563..3acdaf8781 100644 --- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs +++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs @@ -43,11 +43,12 @@ namespace OpenSim.Region.Framework.Scenes /// /// Gather uuids for a given entity. /// - /// + /// /// This does a deep inspection of the entity to retrieve all the assets it uses (whether as textures, as scripts /// contained in inventory, as scripts contained in objects contained in another object's inventory, etc. Assets /// are only retrieved when they are necessary to carry out the inspection (i.e. a serialized object needs to be /// retrieved to work out which assets it references). + /// public class UuidGatherer { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); @@ -76,11 +77,11 @@ namespace OpenSim.Region.Framework.Scenes /// /// Gather all the asset uuids associated with the asset referenced by a given uuid /// - /// + /// /// This includes both those directly associated with /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained /// within this object). - /// + /// /// The uuid of the asset for which to gather referenced assets /// The type of the asset for the uuid given /// The assets gathered @@ -123,11 +124,11 @@ namespace OpenSim.Region.Framework.Scenes /// /// Gather all the asset uuids associated with a given object. /// - /// + /// /// This includes both those directly associated with /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained /// within this object). - /// + /// /// The scene object for which to gather assets /// The assets gathered public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary assetUuids) diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs index c413634c61..f6656c2564 100644 --- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs +++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs @@ -806,7 +806,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server public event ScriptReset OnScriptReset; public event GetScriptRunning OnGetScriptRunning; public event SetScriptRunning OnSetScriptRunning; - public event Action OnAutoPilotGo; + public event Action OnAutoPilotGo; public event TerrainUnacked OnUnackedTerrain; public event ActivateGesture OnActivateGesture; public event DeactivateGesture OnDeactivateGesture; diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs index 31e79fa449..edb618e773 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs @@ -37,11 +37,6 @@ namespace OpenSim.Region.OptionalModules.World.NPC { public class NPCAvatar : IClientAPI { - /// - /// Signal whether the avatar should land when it reaches a move target - /// - public bool LandAtTarget { get; set; } - private readonly string m_firstname; private readonly string m_lastname; private readonly Vector3 m_startPos; @@ -333,7 +328,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC public event ScriptReset OnScriptReset; public event GetScriptRunning OnGetScriptRunning; public event SetScriptRunning OnSetScriptRunning; - public event Action OnAutoPilotGo; + public event Action OnAutoPilotGo; public event TerrainUnacked OnUnackedTerrain; diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs index 2fdeeabe69..bcd9e943ee 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs @@ -53,78 +53,13 @@ namespace OpenSim.Region.OptionalModules.World.NPC if (config != null && config.GetBoolean("Enabled", false)) { scene.RegisterModuleInterface(this); - scene.EventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement; - } - } - - public void HandleOnSignificantClientMovement(ScenePresence presence) - { - lock (m_avatars) - { - if (m_avatars.ContainsKey(presence.UUID) && presence.MovingToTarget) - { - double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget); -// m_log.DebugFormat( -// "[NPC MODULE]: Abs pos of {0} is {1}, target {2}, distance {3}", -// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget); - - // Check the error term of the current position in relation to the target position - if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT) - { - // We are close enough to the target - m_log.DebugFormat("[NPC MODULE]: Stopping movement of npc {0}", presence.Name); - - presence.Velocity = Vector3.Zero; - presence.AbsolutePosition = presence.MoveToPositionTarget; - presence.ResetMoveToTarget(); - - if (presence.PhysicsActor.Flying) - { - // A horrible hack to stop the NPC dead in its tracks rather than having them overshoot - // the target if flying. - // We really need to be more subtle (slow the avatar as it approaches the target) or at - // least be able to set collision status once, rather than 5 times to give it enough - // weighting so that that PhysicsActor thinks it really is colliding. - for (int i = 0; i < 5; i++) - presence.PhysicsActor.IsColliding = true; - -// Vector3 targetPos = presence.MoveToPositionTarget; - if (m_avatars[presence.UUID].LandAtTarget) - presence.PhysicsActor.Flying = false; - -// float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y]; -// if (targetPos.Z - terrainHeight < 0.2) -// { -// presence.PhysicsActor.Flying = false; -// } - } - -// m_log.DebugFormat( -// "[NPC MODULE]: AgentControlFlags {0}, MovementFlag {1} for {2}", -// presence.AgentControlFlags, presence.MovementFlag, presence.Name); - } - else - { -// m_log.DebugFormat( -// "[NPC MODULE]: Updating npc {0} at {1} for next movement to {2}", -// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget); - - Vector3 agent_control_v3 = new Vector3(); - presence.HandleMoveToTargetUpdate(ref agent_control_v3); - presence.AddNewMovement(agent_control_v3); - } -// -//// presence.DoMoveToPositionUpdate((0, presence.MoveToPositionTarget, null); - -// -// - - } } } public bool IsNPC(UUID agentId, Scene scene) { + // FIXME: This implementation could not just use the ScenePresence.PresenceType (and callers could inspect + // that directly). ScenePresence sp = scene.GetScenePresence(agentId); if (sp == null || sp.IsChildAgent) return false; @@ -218,8 +153,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC "[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}", sp.Name, pos, scene.RegionInfo.RegionName, noFly, landAtTarget); - m_avatars[agentID].LandAtTarget = landAtTarget; - sp.MoveToTarget(pos, noFly); + sp.MoveToTarget(pos, noFly, landAtTarget); return true; } diff --git a/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs b/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs index 246bc34219..1a0d0c742d 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs @@ -182,18 +182,21 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests scene.Update(); Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos)); - Vector3 targetPos = startPos + new Vector3(0, 0, 10); + Vector3 targetPos = startPos + new Vector3(0, 10, 0); npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false); Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos)); + //Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0.7071068f, 0.7071068f))); + Assert.That( + npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001)); scene.Update(); // We should really check the exact figure. Assert.That(npc.AbsolutePosition.X, Is.EqualTo(startPos.X)); - Assert.That(npc.AbsolutePosition.Y, Is.EqualTo(startPos.Y)); - Assert.That(npc.AbsolutePosition.Z, Is.GreaterThan(startPos.Z)); - Assert.That(npc.AbsolutePosition.Z, Is.LessThan(targetPos.Z)); + Assert.That(npc.AbsolutePosition.Y, Is.GreaterThan(startPos.Y)); + Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z)); + Assert.That(npc.AbsolutePosition.Z, Is.LessThan(targetPos.X)); for (int i = 0; i < 10; i++) scene.Update(); @@ -208,6 +211,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests targetPos = startPos + new Vector3(10, 0, 0); npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false); + Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos)); +// Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0, 1))); + Assert.That( + npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001)); + scene.Update(); // We should really check the exact figure. diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/AssemblyInfo.cs deleted file mode 100644 index 2830325a3d..0000000000 --- a/OpenSim/Region/Physics/BulletDotNETPlugin/AssemblyInfo.cs +++ /dev/null @@ -1,58 +0,0 @@ -/* - * Copyright (c) Contributors, http://opensimulator.org/ - * See CONTRIBUTORS.TXT for a full list of copyright holders. - * - * 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.Reflection; -using System.Runtime.InteropServices; - -// Information about this assembly is defined by the following -// attributes. -// -// change them to the information which is associated with the assembly -// you compile. - -[assembly : AssemblyTitle("BulletDotNETPlugin")] -[assembly : AssemblyDescription("")] -[assembly : AssemblyConfiguration("")] -[assembly : AssemblyCompany("http://opensimulator.org")] -[assembly : AssemblyProduct("OdePlugin")] -[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")] -[assembly : AssemblyTrademark("")] -[assembly : AssemblyCulture("")] - -// This sets the default COM visibility of types in the assembly to invisible. -// If you need to expose a type to COM, use [ComVisible(true)] on that type. - -[assembly : ComVisible(false)] - -// The assembly version has following format : -// -// Major.Minor.Build.Revision -// -// You can specify all values by your own or you can build default build and revision -// numbers with the '*' character (the default): - -[assembly : AssemblyVersion("0.6.3.*")] diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs deleted file mode 100644 index ac4e2b9c73..0000000000 --- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs +++ /dev/null @@ -1,1191 +0,0 @@ -/* - * Copyright (c) Contributors, http://opensimulator.org/ - * See CONTRIBUTORS.TXT for a full list of copyright holders. - * - * 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 System.Reflection; -using BulletDotNET; -using OpenMetaverse; -using OpenSim.Framework; -using OpenSim.Region.Physics.Manager; -using log4net; - -namespace OpenSim.Region.Physics.BulletDotNETPlugin -{ - public class BulletDotNETCharacter : PhysicsActor - { - private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - - public btRigidBody Body; - public btCollisionShape Shell; - public btVector3 tempVector1; - public btVector3 tempVector2; - public btVector3 tempVector3; - public btVector3 tempVector4; - - public btVector3 tempVector5RayCast; - public btVector3 tempVector6RayCast; - public btVector3 tempVector7RayCast; - - public btQuaternion tempQuat1; - public btTransform tempTrans1; - - public ClosestNotMeRayResultCallback ClosestCastResult; - private btTransform m_bodyTransform; - private btVector3 m_bodyPosition; - private btVector3 m_CapsuleOrientationAxis; - private btQuaternion m_bodyOrientation; - private btDefaultMotionState m_bodyMotionState; - private btGeneric6DofConstraint m_aMotor; - // private Vector3 m_movementComparision; - private Vector3 m_position; - private Vector3 m_zeroPosition; - private bool m_zeroFlag = false; - private bool m_lastUpdateSent = false; - private Vector3 m_velocity; - private Vector3 m_target_velocity; - private Vector3 m_acceleration; - private Vector3 m_rotationalVelocity; - private bool m_pidControllerActive = true; - public float PID_D = 80.0f; - public float PID_P = 90.0f; - public float CAPSULE_RADIUS = 0.37f; - public float CAPSULE_LENGTH = 2.140599f; - public float heightFudgeFactor = 0.52f; - public float walkDivisor = 1.3f; - public float runDivisor = 0.8f; - private float m_mass = 80f; - public float m_density = 60f; - private bool m_flying = false; - private bool m_iscolliding = false; - private bool m_iscollidingGround = false; - private bool m_wascolliding = false; - private bool m_wascollidingGround = false; - private bool m_iscollidingObj = false; - private bool m_alwaysRun = false; - private bool m_hackSentFall = false; - private bool m_hackSentFly = false; - public uint m_localID = 0; - public bool m_returnCollisions = false; - // taints and their non-tainted counterparts - public bool m_isPhysical = false; // the current physical status - public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing) - private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes. - private bool m_taintRemove = false; - // private bool m_taintedPosition = false; - // private Vector3 m_taintedPosition_value; - private Vector3 m_taintedForce; - - private float m_buoyancy = 0f; - - // private CollisionLocker ode; - - // private string m_name = String.Empty; - - private bool[] m_colliderarr = new bool[11]; - private bool[] m_colliderGroundarr = new bool[11]; - - private BulletDotNETScene m_parent_scene; - - public int m_eventsubscription = 0; - private CollisionEventUpdate CollisionEventsThisFrame = null; - private int m_requestedUpdateFrequency = 0; - - public BulletDotNETCharacter(string avName, BulletDotNETScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor) - { - m_position = pos; - m_zeroPosition = pos; - m_parent_scene = parent_scene; - PID_D = pid_d; - PID_P = pid_p; - CAPSULE_RADIUS = capsule_radius; - m_density = density; - heightFudgeFactor = height_fudge_factor; - walkDivisor = walk_divisor; - runDivisor = rundivisor; - - for (int i = 0; i < 11; i++) - { - m_colliderarr[i] = false; - } - for (int i = 0; i < 11; i++) - { - m_colliderGroundarr[i] = false; - } - CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f; - m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH; - m_isPhysical = false; // current status: no ODE information exists - m_tainted_isPhysical = true; // new tainted status: need to create ODE information - - m_parent_scene.AddPhysicsActorTaint(this); - - // m_name = avName; - tempVector1 = new btVector3(0, 0, 0); - tempVector2 = new btVector3(0, 0, 0); - tempVector3 = new btVector3(0, 0, 0); - tempVector4 = new btVector3(0, 0, 0); - - tempVector5RayCast = new btVector3(0, 0, 0); - tempVector6RayCast = new btVector3(0, 0, 0); - tempVector7RayCast = new btVector3(0, 0, 0); - - tempQuat1 = new btQuaternion(0, 0, 0, 1); - tempTrans1 = new btTransform(tempQuat1, tempVector1); - // m_movementComparision = new PhysicsVector(0, 0, 0); - m_CapsuleOrientationAxis = new btVector3(1, 0, 1); - } - - /// - /// This creates the Avatar's physical Surrogate at the position supplied - /// - /// - /// - /// - - // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access - // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only - // place that is safe to call this routine AvatarGeomAndBodyCreation. - private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ) - { - - if (CAPSULE_LENGTH <= 0) - { - m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!"); - CAPSULE_LENGTH = 0.01f; - - } - - if (CAPSULE_RADIUS <= 0) - { - m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!"); - CAPSULE_RADIUS = 0.01f; - - } - - Shell = new btCapsuleShape(CAPSULE_RADIUS, CAPSULE_LENGTH); - - if (m_bodyPosition == null) - m_bodyPosition = new btVector3(npositionX, npositionY, npositionZ); - - m_bodyPosition.setValue(npositionX, npositionY, npositionZ); - - if (m_bodyOrientation == null) - m_bodyOrientation = new btQuaternion(m_CapsuleOrientationAxis, (Utils.DEG_TO_RAD * 90)); - - if (m_bodyTransform == null) - m_bodyTransform = new btTransform(m_bodyOrientation, m_bodyPosition); - else - { - m_bodyTransform.Dispose(); - m_bodyTransform = new btTransform(m_bodyOrientation, m_bodyPosition); - } - - if (m_bodyMotionState == null) - m_bodyMotionState = new btDefaultMotionState(m_bodyTransform); - else - m_bodyMotionState.setWorldTransform(m_bodyTransform); - - m_mass = Mass; - - Body = new btRigidBody(m_mass, m_bodyMotionState, Shell); - // this is used for self identification. User localID instead of body handle - Body.setUserPointer(new IntPtr((int)m_localID)); - - if (ClosestCastResult != null) - ClosestCastResult.Dispose(); - ClosestCastResult = new ClosestNotMeRayResultCallback(Body); - - m_parent_scene.AddRigidBody(Body); - Body.setActivationState(4); - if (m_aMotor != null) - { - if (m_aMotor.Handle != IntPtr.Zero) - { - m_parent_scene.getBulletWorld().removeConstraint(m_aMotor); - m_aMotor.Dispose(); - } - m_aMotor = null; - } - - m_aMotor = new btGeneric6DofConstraint(Body, m_parent_scene.TerrainBody, - m_parent_scene.TransZero, - m_parent_scene.TransZero, false); - m_aMotor.setAngularLowerLimit(m_parent_scene.VectorZero); - m_aMotor.setAngularUpperLimit(m_parent_scene.VectorZero); - - - } - public void Remove() - { - m_taintRemove = true; - } - public override bool Stopped - { - get { return m_zeroFlag; } - } - - public override Vector3 Size - { - get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); } - set - { - m_pidControllerActive = true; - - Vector3 SetSize = value; - m_tainted_CAPSULE_LENGTH = (SetSize.Z * 1.15f) - CAPSULE_RADIUS * 2.0f; - //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString()); - - Velocity = Vector3.Zero; - - m_parent_scene.AddPhysicsActorTaint(this); - } - } - - /// - /// turn the PID controller on or off. - /// The PID Controller will turn on all by itself in many situations - /// - /// - public void SetPidStatus(bool status) - { - m_pidControllerActive = status; - } - - public override PrimitiveBaseShape Shape - { - set { return; } - } - - public override uint LocalID - { - set { m_localID = value; } - } - - public override bool Grabbed - { - set { return; } - } - - public override bool Selected - { - set { return; } - } - - - public override void CrossingFailure() - { - - } - - public override void link(PhysicsActor obj) - { - - } - - public override void delink() - { - - } - - public override void LockAngularMotion(Vector3 axis) - { - - } - - public override Vector3 Position - { - get { return m_position; } - set - { - // m_taintedPosition_value = value; - m_position = value; - // m_taintedPosition = true; - } - } - - public override float Mass - { - get - { - float AVvolume = (float)(Math.PI * Math.Pow(CAPSULE_RADIUS, 2) * CAPSULE_LENGTH); - return m_density * AVvolume; - } - } - - public override Vector3 Force - { - get { return m_target_velocity; } - set { return; } - } - - public override int VehicleType - { - get { return 0; } - set { return; } - } - - public override void VehicleFloatParam(int param, float value) - { - - } - - public override void VehicleVectorParam(int param, Vector3 value) - { - - } - - public override void VehicleRotationParam(int param, Quaternion rotation) - { - - } - - public override void VehicleFlags(int param, bool remove) - { - - } - - public override void SetVolumeDetect(int param) - { - - } - - public override Vector3 GeometricCenter - { - get { return Vector3.Zero; } - } - - public override Vector3 CenterOfMass - { - get { return Vector3.Zero; } - } - - public override Vector3 Velocity - { - get - { - if (m_zeroFlag) - return Vector3.Zero; - m_lastUpdateSent = false; - return m_velocity; - } - set - { - m_pidControllerActive = true; - m_target_velocity = value; - } - } - - public override Vector3 Torque - { - get { return Vector3.Zero; } - set { return; } - } - - public override float CollisionScore - { - get { return 0f; } - set { } - } - - public override Vector3 Acceleration - { - get { return m_acceleration; } - } - - public override Quaternion Orientation - { - get { return Quaternion.Identity; } - set - { - - } - } - - public override int PhysicsActorType - { - get { return (int)ActorTypes.Agent; } - set { return; } - } - - public override bool IsPhysical - { - get { return false; } - set { return; } - } - - public override bool Flying - { - get { return m_flying; } - set { m_flying = value; } - } - - public override bool SetAlwaysRun - { - get { return m_alwaysRun; } - set { m_alwaysRun = value; } - } - - - public override bool ThrottleUpdates - { - get { return false; } - set { return; } - } - - /// - /// Returns if the avatar is colliding in general. - /// This includes the ground and objects and avatar. - /// - public override bool IsColliding - { - get { return m_iscolliding; } - set - { - int i; - int truecount = 0; - int falsecount = 0; - - if (m_colliderarr.Length >= 10) - { - for (i = 0; i < 10; i++) - { - m_colliderarr[i] = m_colliderarr[i + 1]; - } - } - m_colliderarr[10] = value; - - for (i = 0; i < 11; i++) - { - if (m_colliderarr[i]) - { - truecount++; - } - else - { - falsecount++; - } - } - - // Equal truecounts and false counts means we're colliding with something. - m_log.DebugFormat("[PHYSICS]: TrueCount:{0}, FalseCount:{1}",truecount,falsecount); - if (falsecount > 1.2 * truecount) - { - m_iscolliding = false; - } - else - { - m_iscolliding = true; - } - if (m_wascolliding != m_iscolliding) - { - //base.SendCollisionUpdate(new CollisionEventUpdate()); - } - m_wascolliding = m_iscolliding; - } - } - - /// - /// Returns if an avatar is colliding with the ground - /// - public override bool CollidingGround - { - get { return m_iscollidingGround; } - set - { - // Collisions against the ground are not really reliable - // So, to get a consistant value we have to average the current result over time - // Currently we use 1 second = 10 calls to this. - int i; - int truecount = 0; - int falsecount = 0; - - if (m_colliderGroundarr.Length >= 10) - { - for (i = 0; i < 10; i++) - { - m_colliderGroundarr[i] = m_colliderGroundarr[i + 1]; - } - } - m_colliderGroundarr[10] = value; - - for (i = 0; i < 11; i++) - { - if (m_colliderGroundarr[i]) - { - truecount++; - } - else - { - falsecount++; - } - } - - // Equal truecounts and false counts means we're colliding with something. - - if (falsecount > 1.2 * truecount) - { - m_iscollidingGround = false; - } - else - { - m_iscollidingGround = true; - } - if (m_wascollidingGround != m_iscollidingGround) - { - //base.SendCollisionUpdate(new CollisionEventUpdate()); - } - m_wascollidingGround = m_iscollidingGround; - } - } - - /// - /// Returns if the avatar is colliding with an object - /// - public override bool CollidingObj - { - get { return m_iscollidingObj; } - set - { - m_iscollidingObj = value; - if (value) - m_pidControllerActive = false; - else - m_pidControllerActive = true; - } - } - - - public override bool FloatOnWater - { - set { return; } - } - - public override Vector3 RotationalVelocity - { - get { return m_rotationalVelocity; } - set { m_rotationalVelocity = value; } - } - - public override bool Kinematic - { - get { return false; } - set { } - } - - public override float Buoyancy - { - get { return m_buoyancy; } - set { m_buoyancy = value; } - } - - public override Vector3 PIDTarget { set { return; } } - public override bool PIDActive { set { return; } } - public override float PIDTau { set { return; } } - - public override bool PIDHoverActive - { - set { return; } - } - - public override float PIDHoverHeight - { - set { return; } - } - - public override PIDHoverType PIDHoverType - { - set { return; } - } - - public override float PIDHoverTau - { - set { return; } - } - - - public override Quaternion APIDTarget - { - set { return; } - } - - public override bool APIDActive - { - set { return; } - } - - public override float APIDStrength - { - set { return; } - } - - public override float APIDDamping - { - set { return; } - } - - /// - /// Adds the force supplied to the Target Velocity - /// The PID controller takes this target velocity and tries to make it a reality - /// - /// - /// Is this a push by a script? - public override void AddForce(Vector3 force, bool pushforce) - { - if (pushforce) - { - m_pidControllerActive = false; - force *= 100f; - doForce(force, false); - //System.Console.WriteLine("Push!"); - //_target_velocity.X += force.X; - // _target_velocity.Y += force.Y; - //_target_velocity.Z += force.Z; - } - else - { - m_pidControllerActive = true; - m_target_velocity.X += force.X; - m_target_velocity.Y += force.Y; - m_target_velocity.Z += force.Z; - } - //m_lastUpdateSent = false; - } - - public void doForce(Vector3 force, bool now) - { - - tempVector3.setValue(force.X, force.Y, force.Z); - if (now) - { - Body.applyCentralForce(tempVector3); - } - else - { - m_taintedForce += force; - m_parent_scene.AddPhysicsActorTaint(this); - } - } - - public void doImpulse(Vector3 force, bool now) - { - - tempVector3.setValue(force.X, force.Y, force.Z); - if (now) - { - Body.applyCentralImpulse(tempVector3); - } - else - { - m_taintedForce += force; - m_parent_scene.AddPhysicsActorTaint(this); - } - } - - public override void AddAngularForce(Vector3 force, bool pushforce) - { - - } - - public override void SetMomentum(Vector3 momentum) - { - - } - - public override void SubscribeEvents(int ms) - { - m_eventsubscription = ms; - m_requestedUpdateFrequency = ms; - m_parent_scene.addCollisionEventReporting(this); - } - - public override void UnSubscribeEvents() - { - m_parent_scene.remCollisionEventReporting(this); - m_eventsubscription = 0; - m_requestedUpdateFrequency = 0; - } - - public override bool SubscribedEvents() - { - if (m_eventsubscription > 0) - return true; - return false; - } - - public void AddCollision(uint collideWith, ContactPoint contact) - { - if (CollisionEventsThisFrame == null) - { - CollisionEventsThisFrame = new CollisionEventUpdate(); - } - CollisionEventsThisFrame.addCollider(collideWith, contact); - } - - public void SendCollisions() - { - if (m_eventsubscription >= m_requestedUpdateFrequency) - { - if (CollisionEventsThisFrame != null) - { - base.SendCollisionUpdate(CollisionEventsThisFrame); - } - CollisionEventsThisFrame = new CollisionEventUpdate(); - m_eventsubscription = 0; - } - return; - } - - internal void Dispose() - { - if (Body.isInWorld()) - m_parent_scene.removeFromWorld(Body); - - if (m_aMotor.Handle != IntPtr.Zero) - m_parent_scene.getBulletWorld().removeConstraint(m_aMotor); - - m_aMotor.Dispose(); m_aMotor = null; - ClosestCastResult.Dispose(); ClosestCastResult = null; - Body.Dispose(); Body = null; - Shell.Dispose(); Shell = null; - tempQuat1.Dispose(); - tempTrans1.Dispose(); - tempVector1.Dispose(); - tempVector2.Dispose(); - tempVector3.Dispose(); - tempVector4.Dispose(); - tempVector5RayCast.Dispose(); - tempVector6RayCast.Dispose(); - - } - - public void ProcessTaints(float timestep) - { - - if (m_tainted_isPhysical != m_isPhysical) - { - if (m_tainted_isPhysical) - { - // Create avatar capsule and related ODE data - if (!(Shell == null && Body == null)) - { - m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - " - + (Shell != null ? "Shell " : "") - + (Body != null ? "Body " : "")); - } - AvatarGeomAndBodyCreation(m_position.X, m_position.Y, m_position.Z); - - - } - else - { - // destroy avatar capsule and related ODE data - - Dispose(); - tempVector1 = new btVector3(0, 0, 0); - tempVector2 = new btVector3(0, 0, 0); - tempVector3 = new btVector3(0, 0, 0); - tempVector4 = new btVector3(0, 0, 0); - - tempVector5RayCast = new btVector3(0, 0, 0); - tempVector6RayCast = new btVector3(0, 0, 0); - tempVector7RayCast = new btVector3(0, 0, 0); - - tempQuat1 = new btQuaternion(0, 0, 0, 1); - tempTrans1 = new btTransform(tempQuat1, tempVector1); - // m_movementComparision = new PhysicsVector(0, 0, 0); - m_CapsuleOrientationAxis = new btVector3(1, 0, 1); - } - - m_isPhysical = m_tainted_isPhysical; - } - - if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH) - { - if (Body != null) - { - - m_pidControllerActive = true; - // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate() - //d.JointDestroy(Amotor); - float prevCapsule = CAPSULE_LENGTH; - CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH; - //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString()); - Dispose(); - - tempVector1 = new btVector3(0, 0, 0); - tempVector2 = new btVector3(0, 0, 0); - tempVector3 = new btVector3(0, 0, 0); - tempVector4 = new btVector3(0, 0, 0); - - tempVector5RayCast = new btVector3(0, 0, 0); - tempVector6RayCast = new btVector3(0, 0, 0); - tempVector7RayCast = new btVector3(0, 0, 0); - - tempQuat1 = new btQuaternion(0, 0, 0, 1); - tempTrans1 = new btTransform(tempQuat1, tempVector1); - // m_movementComparision = new PhysicsVector(0, 0, 0); - m_CapsuleOrientationAxis = new btVector3(1, 0, 1); - - AvatarGeomAndBodyCreation(m_position.X, m_position.Y, - m_position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2)); - Velocity = Vector3.Zero; - - } - else - { - m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - " - + (Shell == null ? "Shell " : "") - + (Body == null ? "Body " : "")); - } - } - if (m_taintRemove) - { - Dispose(); - } - } - - /// - /// Called from Simulate - /// This is the avatar's movement control + PID Controller - /// - /// - public void Move(float timeStep) - { - // no lock; for now it's only called from within Simulate() - - // If the PID Controller isn't active then we set our force - // calculating base velocity to the current position - if (Body == null) - return; - tempTrans1.Dispose(); - tempTrans1 = Body.getInterpolationWorldTransform(); - tempVector1.Dispose(); - tempVector1 = tempTrans1.getOrigin(); - tempVector2.Dispose(); - tempVector2 = Body.getInterpolationLinearVelocity(); - - if (m_pidControllerActive == false) - { - m_zeroPosition.X = tempVector1.getX(); - m_zeroPosition.Y = tempVector1.getY(); - m_zeroPosition.Z = tempVector1.getZ(); - } - //PidStatus = true; - - Vector3 vec = Vector3.Zero; - - Vector3 vel = new Vector3(tempVector2.getX(), tempVector2.getY(), tempVector2.getZ()); - - float movementdivisor = 1f; - - if (!m_alwaysRun) - { - movementdivisor = walkDivisor; - } - else - { - movementdivisor = runDivisor; - } - - // if velocity is zero, use position control; otherwise, velocity control - if (m_target_velocity.X == 0.0f && m_target_velocity.Y == 0.0f && m_target_velocity.Z == 0.0f && m_iscolliding) - { - // keep track of where we stopped. No more slippin' & slidin' - if (!m_zeroFlag) - { - m_zeroFlag = true; - m_zeroPosition.X = tempVector1.getX(); - m_zeroPosition.Y = tempVector1.getY(); - m_zeroPosition.Z = tempVector1.getZ(); - } - if (m_pidControllerActive) - { - // We only want to deactivate the PID Controller if we think we want to have our surrogate - // react to the physics scene by moving it's position. - // Avatar to Avatar collisions - // Prim to avatar collisions - - Vector3 pos = new Vector3(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ()); - vec.X = (m_target_velocity.X - vel.X) * (PID_D) + (m_zeroPosition.X - pos.X) * (PID_P * 2); - vec.Y = (m_target_velocity.Y - vel.Y) * (PID_D) + (m_zeroPosition.Y - pos.Y) * (PID_P * 2); - if (m_flying) - { - vec.Z = (m_target_velocity.Z - vel.Z) * (PID_D) + (m_zeroPosition.Z - pos.Z) * PID_P; - } - } - //PidStatus = true; - } - else - { - m_pidControllerActive = true; - m_zeroFlag = false; - if (m_iscolliding && !m_flying) - { - // We're standing on something - vec.X = ((m_target_velocity.X / movementdivisor) - vel.X) * (PID_D); - vec.Y = ((m_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D); - } - else if (m_iscolliding && m_flying) - { - // We're flying and colliding with something - vec.X = ((m_target_velocity.X / movementdivisor) - vel.X) * (PID_D / 16); - vec.Y = ((m_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D / 16); - } - else if (!m_iscolliding && m_flying) - { - // we're in mid air suspended - vec.X = ((m_target_velocity.X / movementdivisor) - vel.X) * (PID_D / 6); - vec.Y = ((m_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D / 6); - - // We don't want linear velocity to cause our avatar to bounce, so we check target Z and actual velocity X, Y - // rebound preventing - if (m_target_velocity.Z < 0.025f && m_velocity.X < 0.25f && m_velocity.Y < 0.25f) - m_zeroFlag = true; - } - - if (m_iscolliding && !m_flying && m_target_velocity.Z > 0.0f) - { - // We're colliding with something and we're not flying but we're moving - // This means we're walking or running. - Vector3 pos = new Vector3(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ()); - vec.Z = (m_target_velocity.Z - vel.Z) * PID_D + (m_zeroPosition.Z - pos.Z) * PID_P; - if (m_target_velocity.X > 0) - { - vec.X = ((m_target_velocity.X - vel.X) / 1.2f) * PID_D; - } - if (m_target_velocity.Y > 0) - { - vec.Y = ((m_target_velocity.Y - vel.Y) / 1.2f) * PID_D; - } - } - else if (!m_iscolliding && !m_flying) - { - // we're not colliding and we're not flying so that means we're falling! - // m_iscolliding includes collisions with the ground. - - // d.Vector3 pos = d.BodyGetPosition(Body); - if (m_target_velocity.X > 0) - { - vec.X = ((m_target_velocity.X - vel.X) / 1.2f) * PID_D; - } - if (m_target_velocity.Y > 0) - { - vec.Y = ((m_target_velocity.Y - vel.Y) / 1.2f) * PID_D; - } - } - - - if (m_flying) - { - vec.Z = (m_target_velocity.Z - vel.Z) * (PID_D); - } - } - if (m_flying) - { - // Slight PID correction - vec.Z += (((-1 * m_parent_scene.gravityz) * m_mass) * 0.06f); - - - //auto fly height. Kitto Flora - //d.Vector3 pos = d.BodyGetPosition(Body); - float target_altitude = m_parent_scene.GetTerrainHeightAtXY(m_position.X, m_position.Y) + 5.0f; - - if (m_position.Z < target_altitude) - { - vec.Z += (target_altitude - m_position.Z) * PID_P * 5.0f; - } - - } - if (Body != null && (((m_target_velocity.X > 0.2f || m_target_velocity.X < -0.2f) || (m_target_velocity.Y > 0.2f || m_target_velocity.Y < -0.2f)))) - { - Body.setFriction(0.001f); - //m_log.DebugFormat("[PHYSICS]: Avatar force applied: {0}, Target:{1}", vec.ToString(), m_target_velocity.ToString()); - } - - if (Body != null) - { - int activationstate = Body.getActivationState(); - if (activationstate == 0) - { - Body.forceActivationState(1); - } - - - } - doImpulse(vec, true); - } - - /// - /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence. - /// - public void UpdatePositionAndVelocity() - { - if (Body == null) - return; - //int val = Environment.TickCount; - CheckIfStandingOnObject(); - //m_log.DebugFormat("time:{0}", Environment.TickCount - val); - - //IsColliding = Body.checkCollideWith(m_parent_scene.TerrainBody); - - tempTrans1.Dispose(); - tempTrans1 = Body.getInterpolationWorldTransform(); - tempVector1.Dispose(); - tempVector1 = tempTrans1.getOrigin(); - tempVector2.Dispose(); - tempVector2 = Body.getInterpolationLinearVelocity(); - - // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! - Vector3 vec = new Vector3(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ()); - - // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) - if (vec.X < -10.0f) vec.X = 0.0f; - if (vec.Y < -10.0f) vec.Y = 0.0f; - if (vec.X > (int)Constants.RegionSize + 10.2f) vec.X = (int)Constants.RegionSize + 10.2f; - if (vec.Y > (int)Constants.RegionSize + 10.2f) vec.Y = (int)Constants.RegionSize + 10.2f; - - m_position.X = vec.X; - m_position.Y = vec.Y; - m_position.Z = vec.Z; - - // Did we move last? = zeroflag - // This helps keep us from sliding all over - - if (m_zeroFlag) - { - m_velocity.X = 0.0f; - m_velocity.Y = 0.0f; - m_velocity.Z = 0.0f; - - // Did we send out the 'stopped' message? - if (!m_lastUpdateSent) - { - m_lastUpdateSent = true; - //base.RequestPhysicsterseUpdate(); - - } - } - else - { - m_lastUpdateSent = false; - vec = new Vector3(tempVector2.getX(), tempVector2.getY(), tempVector2.getZ()); - m_velocity.X = (vec.X); - m_velocity.Y = (vec.Y); - - m_velocity.Z = (vec.Z); - //m_log.Debug(m_target_velocity); - if (m_velocity.Z < -6 && !m_hackSentFall) - { - m_hackSentFall = true; - m_pidControllerActive = false; - } - else if (m_flying && !m_hackSentFly) - { - //m_hackSentFly = true; - //base.SendCollisionUpdate(new CollisionEventUpdate()); - } - else - { - m_hackSentFly = false; - m_hackSentFall = false; - } - } - if (Body != null) - { - if (Body.getFriction() < 0.9f) - Body.setFriction(0.9f); - } - //if (Body != null) - // Body.clearForces(); - } - - public void CheckIfStandingOnObject() - { - - float capsuleHalfHeight = ((CAPSULE_LENGTH + 2*CAPSULE_RADIUS)*0.5f); - - tempVector5RayCast.setValue(m_position.X, m_position.Y, m_position.Z); - tempVector6RayCast.setValue(m_position.X, m_position.Y, m_position.Z - 1 * capsuleHalfHeight * 1.1f); - - - ClosestCastResult.Dispose(); - ClosestCastResult = new ClosestNotMeRayResultCallback(Body); - - try - { - m_parent_scene.getBulletWorld().rayTest(tempVector5RayCast, tempVector6RayCast, ClosestCastResult); - } - catch (AccessViolationException) - { - m_log.Debug("BAD!"); - } - if (ClosestCastResult.hasHit()) - { - - if (tempVector7RayCast != null) - tempVector7RayCast.Dispose(); - - //tempVector7RayCast = ClosestCastResult.getHitPointWorld(); - - /*if (tempVector7RayCast == null) // null == no result also - { - CollidingObj = false; - IsColliding = false; - CollidingGround = false; - - return; - } - float zVal = tempVector7RayCast.getZ(); - if (zVal != 0) - m_log.Debug("[PHYSICS]: HAAAA"); - if (zVal < m_position.Z && zVal > ((CAPSULE_LENGTH + 2 * CAPSULE_RADIUS) *0.5f)) - { - CollidingObj = true; - IsColliding = true; - } - else - { - CollidingObj = false; - IsColliding = false; - CollidingGround = false; - }*/ - - //height+2*radius = capsule full length - //CollidingObj = true; - //IsColliding = true; - m_iscolliding = true; - } - else - { - //CollidingObj = false; - //IsColliding = false; - //CollidingGround = false; - m_iscolliding = false; - } - } - } - -} diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPlugin.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPlugin.cs deleted file mode 100644 index cf75c489e3..0000000000 --- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPlugin.cs +++ /dev/null @@ -1,65 +0,0 @@ -/* - * Copyright (c) Contributors, http://opensimulator.org/ - * See CONTRIBUTORS.TXT for a full list of copyright holders. - * - * 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 OpenSim.Region.Physics.Manager; - -namespace OpenSim.Region.Physics.BulletDotNETPlugin -{ - public class BulletDotNetPlugin : IPhysicsPlugin - { - private BulletDotNETScene m_scene; - private const string m_pluginName = "BulletDotNETPlugin"; - - #region IPhysicsPlugin Members - - public bool Init() - { - return true; - } - - public PhysicsScene GetScene(string sceneIdentifier) - { - if (m_scene == null) - { - m_scene = new BulletDotNETScene(sceneIdentifier); - } - return m_scene; - } - - public string GetName() - { - return m_pluginName; - } - - public void Dispose() - { - - } - - #endregion - } -} \ No newline at end of file diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs deleted file mode 100644 index dc3229a752..0000000000 --- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs +++ /dev/null @@ -1,2767 +0,0 @@ -/* - * Copyright (c) Contributors, http://opensimulator.org/ - * See CONTRIBUTORS.TXT for a full list of copyright holders. - * - * 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 System.Collections.Generic; -using System.Reflection; -using System.Runtime.InteropServices; -using System.Threading; -using log4net; -using OpenMetaverse; -using BulletDotNET; -using OpenSim.Framework; -using OpenSim.Region.Physics.Manager; - - -namespace OpenSim.Region.Physics.BulletDotNETPlugin -{ - public class BulletDotNETPrim : PhysicsActor - { - private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - - private Vector3 _position; - private Vector3 m_zeroPosition; - private Vector3 _velocity; - private Vector3 _torque; - private Vector3 m_lastVelocity; - private Vector3 m_lastposition; - private Quaternion m_lastorientation = Quaternion.Identity; - private Vector3 m_rotationalVelocity; - private Vector3 _size; - private Vector3 _acceleration; - // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f); - private Quaternion _orientation; - private Vector3 m_taintposition; - private Vector3 m_taintsize; - private Vector3 m_taintVelocity; - private Vector3 m_taintTorque; - private Quaternion m_taintrot; - private Vector3 m_angularlock = Vector3.One; - private Vector3 m_taintAngularLock = Vector3.One; - // private btGeneric6DofConstraint Amotor; - - private Vector3 m_PIDTarget; - private float m_PIDTau; - private float m_PIDHoverHeight; - private float m_PIDHoverTau; - private bool m_useHoverPID; - private PIDHoverType m_PIDHoverType = PIDHoverType.Ground; - private float m_targetHoverHeight; - private float m_groundHeight; - private float m_waterHeight; - private float PID_D = 35f; - private float PID_G = 25f; - // private float m_tensor = 5f; - // private int body_autodisable_frames = 20; - private IMesh primMesh; - - private bool m_usePID; - - private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom - | CollisionCategories.Space - | CollisionCategories.Body - | CollisionCategories.Character - ); - - private bool m_taintshape; - private bool m_taintPhysics; - // private bool m_collidesLand = true; - private bool m_collidesWater; - public bool m_returnCollisions; - - // Default we're a Geometry - // private CollisionCategories m_collisionCategories = (CollisionCategories.Geom); - - // Default, Collide with Other Geometries, spaces and Bodies - // private CollisionCategories m_collisionFlags = m_default_collisionFlags; - - public bool m_taintremove; - public bool m_taintdisable; - public bool m_disabled; - public bool m_taintadd; - public bool m_taintselected; - public bool m_taintCollidesWater; - - public uint m_localID; - - //public GCHandle gc; - // private CollisionLocker ode; - - private bool m_taintforce; - private bool m_taintaddangularforce; - private Vector3 m_force; - private List m_forcelist = new List(); - private List m_angularforcelist = new List(); - - private IMesh _mesh; - private PrimitiveBaseShape _pbs; - private BulletDotNETScene _parent_scene; - public btCollisionShape prim_geom; - public IntPtr _triMeshData; - - private PhysicsActor _parent; - private PhysicsActor m_taintparent; - - private List childrenPrim = new List(); - - private bool iscolliding; - private bool m_isphysical; - private bool m_isSelected; - - internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively - - private bool m_throttleUpdates; - // private int throttleCounter; - public int m_interpenetrationcount; - public float m_collisionscore; - public int m_roundsUnderMotionThreshold; - private int m_crossingfailures; - - public float m_buoyancy; - - public bool outofBounds; - private float m_density = 10.000006836f; // Aluminum g/cm3; - - public bool _zeroFlag; - private bool m_lastUpdateSent; - - - private String m_primName; - private Vector3 _target_velocity; - - public int m_eventsubscription; - private int m_requestedUpdateFrequency = 0; - private CollisionEventUpdate CollisionEventsThisFrame = null; - - public volatile bool childPrim; - - private btVector3 tempPosition1; - private btVector3 tempPosition2; - private btVector3 tempPosition3; - private btVector3 tempSize1; - private btVector3 tempSize2; - private btVector3 tempLinearVelocity1; - private btVector3 tempLinearVelocity2; - private btVector3 tempAngularVelocity1; - private btVector3 tempAngularVelocity2; - private btVector3 tempInertia1; - private btVector3 tempInertia2; - private btVector3 tempAddForce; - private btQuaternion tempOrientation1; - private btQuaternion tempOrientation2; - private btMotionState tempMotionState1; - private btMotionState tempMotionState2; - private btMotionState tempMotionState3; - private btTransform tempTransform1; - private btTransform tempTransform2; - private btTransform tempTransform3; - private btTransform tempTransform4; - private btTriangleIndexVertexArray btshapeArray; - private btVector3 AxisLockAngleHigh; - private btVector3 AxisLockLinearLow; - private btVector3 AxisLockLinearHigh; - private bool forceenable = false; - - private btGeneric6DofConstraint m_aMotor; - - public btRigidBody Body; - - public BulletDotNETPrim(String primName, BulletDotNETScene parent_scene, Vector3 pos, Vector3 size, - Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical) - { - tempPosition1 = new btVector3(0, 0, 0); - tempPosition2 = new btVector3(0, 0, 0); - tempPosition3 = new btVector3(0, 0, 0); - tempSize1 = new btVector3(0, 0, 0); - tempSize2 = new btVector3(0, 0, 0); - tempLinearVelocity1 = new btVector3(0, 0, 0); - tempLinearVelocity2 = new btVector3(0, 0, 0); - tempAngularVelocity1 = new btVector3(0, 0, 0); - tempAngularVelocity2 = new btVector3(0, 0, 0); - tempInertia1 = new btVector3(0, 0, 0); - tempInertia2 = new btVector3(0, 0, 0); - tempOrientation1 = new btQuaternion(0, 0, 0, 1); - tempOrientation2 = new btQuaternion(0, 0, 0, 1); - _parent_scene = parent_scene; - tempTransform1 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); - tempTransform2 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ; - tempTransform3 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ; - tempTransform4 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ; - - tempMotionState1 = new btDefaultMotionState(_parent_scene.TransZero); - tempMotionState2 = new btDefaultMotionState(_parent_scene.TransZero); - tempMotionState3 = new btDefaultMotionState(_parent_scene.TransZero); - - - AxisLockLinearLow = new btVector3(-1 * (int)Constants.RegionSize, -1 * (int)Constants.RegionSize, -1 * (int)Constants.RegionSize); - int regionsize = (int)Constants.RegionSize; - - if (regionsize == 256) - regionsize = 512; - - AxisLockLinearHigh = new btVector3((int)Constants.RegionSize, (int)Constants.RegionSize, (int)Constants.RegionSize); - - _target_velocity = Vector3.Zero; - _velocity = Vector3.Zero; - _position = pos; - m_taintposition = pos; - PID_D = parent_scene.bodyPIDD; - PID_G = parent_scene.bodyPIDG; - m_density = parent_scene.geomDefaultDensity; - // m_tensor = parent_scene.bodyMotorJointMaxforceTensor; - // body_autodisable_frames = parent_scene.bodyFramesAutoDisable; - - prim_geom = null; - Body = null; - - if (size.X <= 0) size.X = 0.01f; - if (size.Y <= 0) size.Y = 0.01f; - if (size.Z <= 0) size.Z = 0.01f; - - _size = size; - m_taintsize = _size; - _acceleration = Vector3.Zero; - m_rotationalVelocity = Vector3.Zero; - _orientation = rotation; - m_taintrot = _orientation; - _mesh = mesh; - _pbs = pbs; - - _parent_scene = parent_scene; - - if (pos.Z < 0) - m_isphysical = false; - else - { - m_isphysical = pisPhysical; - // If we're physical, we need to be in the master space for now. - // linksets *should* be in a space together.. but are not currently - } - m_primName = primName; - m_taintadd = true; - _parent_scene.AddPhysicsActorTaint(this); - - } - - #region PhysicsActor overrides - - public override bool Stopped - { - get { return _zeroFlag; } - } - - public override Vector3 Size - { - get { return _size; } - set { _size = value; } - } - - public override PrimitiveBaseShape Shape - { - set - { - _pbs = value; - m_taintshape = true; - } - } - - public override uint LocalID - { - set - { - //m_log.Info("[PHYSICS]: Setting TrackerID: " + value); - m_localID = value; - } - } - - public override bool Grabbed - { - set { return; } - } - - public override bool Selected - { - set - { - // This only makes the object not collidable if the object - // is physical or the object is modified somehow *IN THE FUTURE* - // without this, if an avatar selects prim, they can walk right - // through it while it's selected - m_collisionscore = 0; - if ((m_isphysical && !_zeroFlag) || !value) - { - m_taintselected = value; - _parent_scene.AddPhysicsActorTaint(this); - } - else - { - m_taintselected = value; - m_isSelected = value; - } - } - } - - public override void CrossingFailure() - { - m_crossingfailures++; - if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds) - { - base.RaiseOutOfBounds(_position); - return; - } - else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds) - { - m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName); - } - } - public override void link(PhysicsActor obj) - { - m_taintparent = obj; - } - - public override void delink() - { - m_taintparent = null; - } - - public override void LockAngularMotion(Vector3 axis) - { - m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z); - m_taintAngularLock = axis; - } - - public override Vector3 Position - { - get { return _position; } - - set - { - _position = value; - //m_log.Info("[PHYSICS]: " + _position.ToString()); - } - } - - public override float Mass - { - get { return CalculateMass(); } - } - - public override Vector3 Force - { - //get { return Vector3.Zero; } - get { return m_force; } - set { m_force = value; } - } - - public override int VehicleType - { - get { return 0; } - set { return; } - } - - public override void VehicleFloatParam(int param, float value) - { - //TODO: - } - - public override void VehicleVectorParam(int param, Vector3 value) - { - //TODO: - } - - public override void VehicleRotationParam(int param, Quaternion rotation) - { - //TODO: - } - - public override void VehicleFlags(int param, bool remove) - { - - } - - public override void SetVolumeDetect(int param) - { - //TODO: GhostObject - m_isVolumeDetect = (param != 0); - - } - - public override Vector3 GeometricCenter - { - get { return Vector3.Zero; } - } - - public override Vector3 CenterOfMass - { - get { return Vector3.Zero; } - } - - public override Vector3 Velocity - { - get - { - // Averate previous velocity with the new one so - // client object interpolation works a 'little' better - Vector3 returnVelocity; - returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2; - returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2; - returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2; - return returnVelocity; - } - set - { - _velocity = value; - - m_taintVelocity = value; - _parent_scene.AddPhysicsActorTaint(this); - } - } - - public override Vector3 Torque - { - get - { - if (!m_isphysical || Body.Handle == IntPtr.Zero) - return Vector3.Zero; - - return _torque; - } - - set - { - m_taintTorque = value; - _parent_scene.AddPhysicsActorTaint(this); - } - } - - public override float CollisionScore - { - get { return m_collisionscore; } - set { m_collisionscore = value; } - } - - public override Vector3 Acceleration - { - get { return _acceleration; } - } - - public override Quaternion Orientation - { - get { return _orientation; } - set { _orientation = value; } - } - - public override int PhysicsActorType - { - get { return (int)ActorTypes.Prim; } - set { return; } - } - - public override bool IsPhysical - { - get { return m_isphysical; } - set { m_isphysical = value; } - } - - public override bool Flying - { - // no flying prims for you - get { return false; } - set { } - } - - public override bool SetAlwaysRun - { - get { return false; } - set { return; } - } - - public override bool ThrottleUpdates - { - get { return m_throttleUpdates; } - set { m_throttleUpdates = value; } - } - - public override bool IsColliding - { - get { return iscolliding; } - set { iscolliding = value; } - } - - public override bool CollidingGround - { - get { return false; } - set { return; } - } - - public override bool CollidingObj - { - get { return false; } - set { return; } - } - - public override bool FloatOnWater - { - set - { - m_taintCollidesWater = value; - _parent_scene.AddPhysicsActorTaint(this); - } - } - - public override Vector3 RotationalVelocity - { - get - { - Vector3 pv = Vector3.Zero; - if (_zeroFlag) - return pv; - m_lastUpdateSent = false; - - if (m_rotationalVelocity.ApproxEquals(pv, 0.2f)) - return pv; - - return m_rotationalVelocity; - } - set { m_rotationalVelocity = value; } - } - - public override bool Kinematic - { - get { return false; } - set { } - } - - public override float Buoyancy - { - get { return m_buoyancy; } - set { m_buoyancy = value; } - } - - public override Vector3 PIDTarget { set { m_PIDTarget = value; ; } } - public override bool PIDActive { set { m_usePID = value; } } - public override float PIDTau { set { m_PIDTau = value; } } - - public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } - public override bool PIDHoverActive { set { m_useHoverPID = value; } } - public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } - public override float PIDHoverTau { set { m_PIDHoverTau = value; } } - - public override Quaternion APIDTarget { set { return; } } - public override bool APIDActive { set { return; } } - public override float APIDStrength { set { return; } } - public override float APIDDamping { set { return; } } - - public override void AddForce(Vector3 force, bool pushforce) - { - m_forcelist.Add(force); - m_taintforce = true; - //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString()); - } - - public override void AddAngularForce(Vector3 force, bool pushforce) - { - m_angularforcelist.Add(force); - m_taintaddangularforce = true; - } - - public override void SetMomentum(Vector3 momentum) - { - } - - public override void SubscribeEvents(int ms) - { - m_eventsubscription = ms; - m_requestedUpdateFrequency = ms; - _parent_scene.addCollisionEventReporting(this); - } - - public override void UnSubscribeEvents() - { - _parent_scene.remCollisionEventReporting(this); - m_eventsubscription = 0; - m_requestedUpdateFrequency = 0; - } - - public override bool SubscribedEvents() - { - return (m_eventsubscription > 0); - } - - #endregion - - public void AddCollision(uint collideWith, ContactPoint contact) - { - if (CollisionEventsThisFrame == null) - { - CollisionEventsThisFrame = new CollisionEventUpdate(); - } - CollisionEventsThisFrame.addCollider(collideWith, contact); - } - - public void SendCollisions() - { - if (m_eventsubscription >= m_requestedUpdateFrequency) - { - if (CollisionEventsThisFrame != null) - { - base.SendCollisionUpdate(CollisionEventsThisFrame); - } - CollisionEventsThisFrame = null; - // m_eventsubscription = 0; - } - return; - } - - internal void Dispose() - { - //TODO: - DisableAxisMotor(); - DisposeOfBody(); - SetCollisionShape(null); - - if (tempMotionState3 != null && tempMotionState3.Handle != IntPtr.Zero) - { - tempMotionState3.Dispose(); - tempMotionState3 = null; - } - - if (tempMotionState2 != null && tempMotionState2.Handle != IntPtr.Zero) - { - tempMotionState2.Dispose(); - tempMotionState2 = null; - } - - if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero) - { - tempMotionState1.Dispose(); - tempMotionState1 = null; - } - - if (tempTransform4 != null && tempTransform4.Handle != IntPtr.Zero) - { - tempTransform4.Dispose(); - tempTransform4 = null; - } - - if (tempTransform3 != null && tempTransform3.Handle != IntPtr.Zero) - { - tempTransform3.Dispose(); - tempTransform3 = null; - } - - if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero) - { - tempTransform2.Dispose(); - tempTransform2 = null; - } - - if (tempTransform1 != null && tempTransform1.Handle != IntPtr.Zero) - { - tempTransform1.Dispose(); - tempTransform1 = null; - } - - if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) - { - tempOrientation2.Dispose(); - tempOrientation2 = null; - } - - if (tempOrientation1 != null && tempOrientation1.Handle != IntPtr.Zero) - { - tempOrientation1.Dispose(); - tempOrientation1 = null; - } - - if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero) - { - tempInertia1.Dispose(); - tempInertia1 = null; - } - - if (tempInertia2 != null && tempInertia2.Handle != IntPtr.Zero) - { - tempInertia2.Dispose(); - tempInertia1 = null; - } - - - if (tempAngularVelocity2 != null && tempAngularVelocity2.Handle != IntPtr.Zero) - { - tempAngularVelocity2.Dispose(); - tempAngularVelocity2 = null; - } - - if (tempAngularVelocity1 != null && tempAngularVelocity1.Handle != IntPtr.Zero) - { - tempAngularVelocity1.Dispose(); - tempAngularVelocity1 = null; - } - - if (tempLinearVelocity2 != null && tempLinearVelocity2.Handle != IntPtr.Zero) - { - tempLinearVelocity2.Dispose(); - tempLinearVelocity2 = null; - } - - if (tempLinearVelocity1 != null && tempLinearVelocity1.Handle != IntPtr.Zero) - { - tempLinearVelocity1.Dispose(); - tempLinearVelocity1 = null; - } - - if (tempSize2 != null && tempSize2.Handle != IntPtr.Zero) - { - tempSize2.Dispose(); - tempSize2 = null; - } - - if (tempSize1 != null && tempSize1.Handle != IntPtr.Zero) - { - tempSize1.Dispose(); - tempSize1 = null; - } - - if (tempPosition3 != null && tempPosition3.Handle != IntPtr.Zero) - { - tempPosition3.Dispose(); - tempPosition3 = null; - } - - if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero) - { - tempPosition2.Dispose(); - tempPosition2 = null; - } - - if (tempPosition1 != null && tempPosition1.Handle != IntPtr.Zero) - { - tempPosition1.Dispose(); - tempPosition1 = null; - } - if (AxisLockLinearLow != null && AxisLockLinearLow.Handle != IntPtr.Zero) - { - AxisLockLinearLow.Dispose(); - AxisLockLinearLow = null; - } - if (AxisLockLinearHigh != null && AxisLockLinearHigh.Handle != IntPtr.Zero) - { - AxisLockLinearHigh.Dispose(); - AxisLockLinearHigh = null; - } - - } - - - - public void ProcessTaints(float timestep) - { - if (m_taintadd) - { - // m_log.Debug("[PHYSICS]: TaintAdd"); - changeadd(timestep); - } - - if (prim_geom == null) - { - CreateGeom(IntPtr.Zero, primMesh); - - if (IsPhysical) - SetBody(Mass); - else - SetBody(0); - // m_log.Debug("[PHYSICS]: GEOM_DOESNT_EXSIT"); - } - - if (prim_geom.Handle == IntPtr.Zero) - { - CreateGeom(IntPtr.Zero, primMesh); - - if (IsPhysical) - SetBody(Mass); - else - SetBody(0); - // m_log.Debug("[PHYSICS]: GEOM_DOESNT_EXSIT"); - - } - - if (!_position.ApproxEquals(m_taintposition, 0f)) - { - // m_log.Debug("[PHYSICS]: TaintMove"); - changemove(timestep); - } - if (m_taintrot != _orientation) - { - // m_log.Debug("[PHYSICS]: TaintRotate"); - rotate(timestep); - } // - - if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent)) - { - // m_log.Debug("[PHYSICS]: TaintPhysics"); - changePhysicsStatus(timestep); - } - // - - if (!_size.ApproxEquals(m_taintsize, 0f)) - { - // m_log.Debug("[PHYSICS]: TaintSize"); - changesize(timestep); - } - - // - - if (m_taintshape) - { - // m_log.Debug("[PHYSICS]: TaintShape"); - changeshape(timestep); - } // - - if (m_taintforce) - { - // m_log.Debug("[PHYSICS]: TaintForce"); - changeAddForce(timestep); - } - if (m_taintaddangularforce) - { - // m_log.Debug("[PHYSICS]: TaintAngularForce"); - changeAddAngularForce(timestep); - } - if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f)) - { - // m_log.Debug("[PHYSICS]: TaintTorque"); - changeSetTorque(timestep); - } - if (m_taintdisable) - { - // m_log.Debug("[PHYSICS]: TaintDisable"); - changedisable(timestep); - } - if (m_taintselected != m_isSelected) - { - // m_log.Debug("[PHYSICS]: TaintSelected"); - changeSelectedStatus(timestep); - } - if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f)) - { - // m_log.Debug("[PHYSICS]: TaintVelocity"); - changevelocity(timestep); - } - if (m_taintparent != _parent) - { - // m_log.Debug("[PHYSICS]: TaintLink"); - changelink(timestep); - } - if (m_taintCollidesWater != m_collidesWater) - { - changefloatonwater(timestep); - } - if (!m_angularlock.ApproxEquals(m_taintAngularLock, 0)) - { - // m_log.Debug("[PHYSICS]: TaintAngularLock"); - changeAngularLock(timestep); - } - if (m_taintremove) - { - DisposeOfBody(); - Dispose(); - } - - } - - #region Physics Scene Change Action routines - - private void changeadd(float timestep) - { - //SetCollisionShape(null); - // Construction of new prim - if (Body != null) - { - if (Body.Handle != IntPtr.Zero) - { - DisableAxisMotor(); - _parent_scene.removeFromWorld(this, Body); - //Body.Dispose(); - } - //Body = null; - // TODO: dispose parts that make up body - } - if (_parent_scene.needsMeshing(_pbs)) - { - // Don't need to re-enable body.. it's done in SetMesh - float meshlod = _parent_scene.meshSculptLOD; - - if (IsPhysical) - meshlod = _parent_scene.MeshSculptphysicalLOD; - - IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); - // createmesh returns null when it doesn't mesh. - CreateGeom(IntPtr.Zero, mesh); - } - else - { - _mesh = null; - CreateGeom(IntPtr.Zero, null); - } - - if (IsPhysical) - SetBody(Mass); - else - SetBody(0); - //changeSelectedStatus(timestep); - m_taintadd = false; - - } - - private void changemove(float timestep) - { - - // m_log.Debug("[PHYSICS]: _________ChangeMove"); - if (!m_isphysical) - { - tempTransform2 = Body.getWorldTransform(); - btQuaternion quat = tempTransform2.getRotation(); - tempPosition2.setValue(_position.X, _position.Y, _position.Z); - tempTransform2.Dispose(); - tempTransform2 = new btTransform(quat, tempPosition2); - Body.setWorldTransform(tempTransform2); - - changeSelectedStatus(timestep); - - resetCollisionAccounting(); - } - else - { - if (Body != null) - { - if (Body.Handle != IntPtr.Zero) - { - DisableAxisMotor(); - _parent_scene.removeFromWorld(this, Body); - //Body.Dispose(); - } - //Body = null; - // TODO: dispose parts that make up body - } - /* - if (_parent_scene.needsMeshing(_pbs)) - { - // Don't need to re-enable body.. it's done in SetMesh - float meshlod = _parent_scene.meshSculptLOD; - - if (IsPhysical) - meshlod = _parent_scene.MeshSculptphysicalLOD; - - IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); - // createmesh returns null when it doesn't mesh. - CreateGeom(IntPtr.Zero, mesh); - } - else - { - _mesh = null; - CreateGeom(IntPtr.Zero, null); - } - SetCollisionShape(prim_geom); - */ - if (m_isphysical) - SetBody(Mass); - else - SetBody(0); - changeSelectedStatus(timestep); - - resetCollisionAccounting(); - } - m_taintposition = _position; - } - - private void rotate(float timestep) - { - // m_log.Debug("[PHYSICS]: _________ChangeRotate"); - tempTransform2 = Body.getWorldTransform(); - tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W); - tempTransform2.setRotation(tempOrientation2); - Body.setWorldTransform(tempTransform2); - - resetCollisionAccounting(); - m_taintrot = _orientation; - } - - private void changePhysicsStatus(float timestep) - { - if (Body != null) - { - if (Body.Handle != IntPtr.Zero) - { - DisableAxisMotor(); - _parent_scene.removeFromWorld(this, Body); - //Body.Dispose(); - } - //Body = null; - // TODO: dispose parts that make up body - } - // m_log.Debug("[PHYSICS]: _________ChangePhysics"); - - ProcessGeomCreation(); - - if (m_isphysical) - SetBody(Mass); - else - SetBody(0); - changeSelectedStatus(timestep); - - resetCollisionAccounting(); - m_taintPhysics = m_isphysical; - } - - - - internal void ProcessGeomCreation() - { - if (_parent_scene.needsMeshing(_pbs)) - { - ProcessGeomCreationAsTriMesh(Vector3.Zero, Quaternion.Identity); - // createmesh returns null when it doesn't mesh. - CreateGeom(IntPtr.Zero, _mesh); - } - else - { - _mesh = null; - CreateGeom(IntPtr.Zero, null); - } - SetCollisionShape(prim_geom); - } - - internal bool NeedsMeshing() - { - return _parent_scene.needsMeshing(_pbs); - } - - internal void ProcessGeomCreationAsTriMesh(Vector3 positionOffset, Quaternion orientation) - { - // Don't need to re-enable body.. it's done in SetMesh - float meshlod = _parent_scene.meshSculptLOD; - - if (IsPhysical) - meshlod = _parent_scene.MeshSculptphysicalLOD; - - IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); - if (!positionOffset.ApproxEquals(Vector3.Zero, 0.001f) || orientation != Quaternion.Identity) - { - - float[] xyz = new float[3]; - xyz[0] = positionOffset.X; - xyz[1] = positionOffset.Y; - xyz[2] = positionOffset.Z; - - Matrix4 m4 = Matrix4.CreateFromQuaternion(orientation); - - float[,] matrix = new float[3, 3]; - - matrix[0, 0] = m4.M11; - matrix[0, 1] = m4.M12; - matrix[0, 2] = m4.M13; - matrix[1, 0] = m4.M21; - matrix[1, 1] = m4.M22; - matrix[1, 2] = m4.M23; - matrix[2, 0] = m4.M31; - matrix[2, 1] = m4.M32; - matrix[2, 2] = m4.M33; - - - mesh.TransformLinear(matrix, xyz); - - - - } - - _mesh = mesh; - } - - private void changesize(float timestep) - { - if (Body != null) - { - if (Body.Handle != IntPtr.Zero) - { - DisableAxisMotor(); - _parent_scene.removeFromWorld(this, Body); - //Body.Dispose(); - } - //Body = null; - // TODO: dispose parts that make up body - } - - // m_log.Debug("[PHYSICS]: _________ChangeSize"); - SetCollisionShape(null); - // Construction of new prim - ProcessGeomCreation(); - - if (IsPhysical) - SetBody(Mass); - else - SetBody(0); - - m_taintsize = _size; - - } - - private void changeshape(float timestep) - { - if (Body != null) - { - if (Body.Handle != IntPtr.Zero) - { - DisableAxisMotor(); - _parent_scene.removeFromWorld(this, Body); - //Body.Dispose(); - } - //Body = null; - // TODO: dispose parts that make up body - } - // Cleanup of old prim geometry and Bodies - if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero) - { - if (childPrim) - { - if (_parent != null) - { - BulletDotNETPrim parent = (BulletDotNETPrim)_parent; - parent.ChildDelink(this); - } - } - else - { - //disableBody(); - } - } - try - { - //SetCollisionShape(null); - } - catch (System.AccessViolationException) - { - //prim_geom = IntPtr.Zero; - m_log.Error("[PHYSICS]: PrimGeom dead"); - } - - // 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; - if (_size.Z <= 0) _size.Z = 0.01f; - // Construction of new prim - - ProcessGeomCreation(); - - tempPosition1.setValue(_position.X, _position.Y, _position.Z); - if (tempOrientation1.Handle != IntPtr.Zero) - tempOrientation1.Dispose(); - tempOrientation1 = new btQuaternion(_orientation.X, Orientation.Y, _orientation.Z, _orientation.W); - if (tempTransform1 != null && tempTransform1.Handle != IntPtr.Zero) - tempTransform1.Dispose(); - tempTransform1 = new btTransform(tempOrientation1, tempPosition1); - - - - - //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); - if (IsPhysical) - { - SetBody(Mass); - // Re creates body on size. - // EnableBody also does setMass() - - } - else - { - SetBody(0); - } - - changeSelectedStatus(timestep); - if (childPrim) - { - if (_parent is BulletDotNETPrim) - { - BulletDotNETPrim parent = (BulletDotNETPrim)_parent; - parent.ChildSetGeom(this); - } - } - resetCollisionAccounting(); - - m_taintshape = false; - } - - private void resetCollisionAccounting() - { - m_collisionscore = 0; - } - - private void ChildSetGeom(BulletDotNETPrim bulletDotNETPrim) - { - // TODO: throw new NotImplementedException(); - } - - private void changeAddForce(float timestep) - { - if (!m_isSelected) - { - lock (m_forcelist) - { - //m_log.Info("[PHYSICS]: dequeing forcelist"); - if (IsPhysical) - { - Vector3 iforce = Vector3.Zero; - for (int i = 0; i < m_forcelist.Count; i++) - { - iforce = iforce + m_forcelist[i]; - } - - if (Body != null && Body.Handle != IntPtr.Zero) - { - if (tempAddForce != null && tempAddForce.Handle != IntPtr.Zero) - tempAddForce.Dispose(); - enableBodySoft(); - tempAddForce = new btVector3(iforce.X, iforce.Y, iforce.Z); - Body.applyCentralImpulse(tempAddForce); - } - } - m_forcelist.Clear(); - } - - m_collisionscore = 0; - m_interpenetrationcount = 0; - } - - m_taintforce = false; - - } - - private void changeAddAngularForce(float timestep) - { - if (!m_isSelected) - { - lock (m_angularforcelist) - { - //m_log.Info("[PHYSICS]: dequeing forcelist"); - if (IsPhysical) - { - Vector3 iforce = Vector3.Zero; - for (int i = 0; i < m_angularforcelist.Count; i++) - { - iforce = iforce + m_angularforcelist[i]; - } - - if (Body != null && Body.Handle != IntPtr.Zero) - { - if (tempAddForce != null && tempAddForce.Handle != IntPtr.Zero) - tempAddForce.Dispose(); - enableBodySoft(); - tempAddForce = new btVector3(iforce.X, iforce.Y, iforce.Z); - Body.applyTorqueImpulse(tempAddForce); - } - - } - m_angularforcelist.Clear(); - } - - m_collisionscore = 0; - m_interpenetrationcount = 0; - } - - m_taintaddangularforce = false; - } - - private void changeSetTorque(float timestep) - { - if (!m_isSelected) - { - if (IsPhysical) - { - if (Body != null && Body.Handle != IntPtr.Zero) - { - tempAngularVelocity2.setValue(m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z); - Body.applyTorque(tempAngularVelocity2); - } - } - } - m_taintTorque = Vector3.Zero; - } - - private void changedisable(float timestep) - { - // TODO: throw new NotImplementedException(); - } - - private void changeSelectedStatus(float timestep) - { - // TODO: throw new NotImplementedException(); - if (m_taintselected) - { - // Body.setCollisionFlags((int)ContactFlags.CF_NO_CONTACT_RESPONSE); - disableBodySoft(); - - } - else - { - // Body.setCollisionFlags(0 | (int)ContactFlags.CF_CUSTOM_MATERIAL_CALLBACK); - enableBodySoft(); - } - m_isSelected = m_taintselected; - - } - - private void changevelocity(float timestep) - { - if (!m_isSelected) - { - if (IsPhysical) - { - if (Body != null && Body.Handle != IntPtr.Zero) - { - tempLinearVelocity2.setValue(m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z); - Body.setLinearVelocity(tempLinearVelocity2); - } - } - - //resetCollisionAccounting(); - } - m_taintVelocity = Vector3.Zero; - } - - private void changelink(float timestep) - { - if (IsPhysical) - { - // Construction of new prim - if (Body != null) - { - if (Body.Handle != IntPtr.Zero) - { - DisableAxisMotor(); - _parent_scene.removeFromWorld(this, Body); - //Body.Dispose(); - } - //Body = null; - // TODO: dispose parts that make up body - } - - if (_parent == null && m_taintparent != null) - { - - if (m_taintparent is BulletDotNETPrim) - { - BulletDotNETPrim obj = (BulletDotNETPrim)m_taintparent; - obj.ParentPrim(this); - childPrim = true; - - } - } - else if (_parent != null && m_taintparent == null) - { - if (_parent is BulletDotNETPrim) - { - BulletDotNETPrim obj = (BulletDotNETPrim)_parent; - obj.ChildDelink(obj); - - childPrim = false; - } - } - - if (m_taintparent != null) - { - Vector3 taintparentPosition = m_taintparent.Position; - taintparentPosition.Z = m_taintparent.Position.Z + 0.02f; - m_taintparent.Position = taintparentPosition; - _parent_scene.AddPhysicsActorTaint(m_taintparent); - } - } - _parent = m_taintparent; - - m_taintPhysics = m_isphysical; - - } - - private void changefloatonwater(float timestep) - { - // TODO: throw new NotImplementedException(); - } - - private void changeAngularLock(float timestep) - { - if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero) - { - if (_parent == null) - { - if (!m_taintAngularLock.ApproxEquals(Vector3.One, 0f)) - { - //d.BodySetFiniteRotationMode(Body, 0); - //d.BodySetFiniteRotationAxis(Body,m_taintAngularLock.X,m_taintAngularLock.Y,m_taintAngularLock.Z); - EnableAxisMotor(m_taintAngularLock); - } - else - { - DisableAxisMotor(); - } - } - - } - m_angularlock = m_taintAngularLock; - - } - #endregion - - - - - internal void Move(float timestep) - { - //TODO: - float fx = 0; - float fy = 0; - float fz = 0; - - if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero && !m_isSelected) - { - float m_mass = CalculateMass(); - - fz = 0f; - //m_log.Info(m_collisionFlags.ToString()); - - if (m_buoyancy != 0) - { - if (m_buoyancy > 0) - { - fz = (((-1 * _parent_scene.gravityz) * m_buoyancy) * m_mass) * 0.035f; - - //d.Vector3 l_velocity = d.BodyGetLinearVel(Body); - //m_log.Info("Using Buoyancy: " + buoyancy + " G: " + (_parent_scene.gravityz * m_buoyancy) + "mass:" + m_mass + " Pos: " + Position.ToString()); - } - else - { - fz = (-1 * (((-1 * _parent_scene.gravityz) * (-1 * m_buoyancy)) * m_mass) * 0.035f); - } - } - - if (m_usePID) - { - PID_D = 61f; - PID_G = 65f; - //if (!d.BodyIsEnabled(Body)) - //d.BodySetForce(Body, 0f, 0f, 0f); - // If we're using the PID controller, then we have no gravity - fz = ((-1 * _parent_scene.gravityz) * m_mass) * 1.025f; - - // no lock; for now it's only called from within Simulate() - - // If the PID Controller isn't active then we set our force - // calculating base velocity to the current position - - if ((m_PIDTau < 1) && (m_PIDTau != 0)) - { - //PID_G = PID_G / m_PIDTau; - m_PIDTau = 1; - } - - if ((PID_G - m_PIDTau) <= 0) - { - PID_G = m_PIDTau + 1; - } - - // TODO: NEED btVector3 for Linear Velocity - // NEED btVector3 for Position - - Vector3 pos = _position; //TODO: Insert values gotten from bullet - Vector3 vel = _velocity; - - _target_velocity = - new Vector3( - (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep), - (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep), - (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep) - ); - - if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) - { - - /* TODO: Do Bullet equiv - * - d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z); - d.BodySetLinearVel(Body, 0, 0, 0); - d.BodyAddForce(Body, 0, 0, fz); - return; - */ - } - else - { - _zeroFlag = false; - - fx = ((_target_velocity.X) - vel.X) * (PID_D); - fy = ((_target_velocity.Y) - vel.Y) * (PID_D); - fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); - - } - - } - - if (m_useHoverPID && !m_usePID) - { - // If we're using the PID controller, then we have no gravity - fz = (-1 * _parent_scene.gravityz) * m_mass; - - // no lock; for now it's only called from within Simulate() - - // If the PID Controller isn't active then we set our force - // calculating base velocity to the current position - - if ((m_PIDTau < 1)) - { - PID_G = PID_G / m_PIDTau; - } - - if ((PID_G - m_PIDTau) <= 0) - { - PID_G = m_PIDTau + 1; - } - Vector3 pos = Vector3.Zero; //TODO: Insert values gotten from bullet - Vector3 vel = Vector3.Zero; - - // determine what our target height really is based on HoverType - switch (m_PIDHoverType) - { - case PIDHoverType.Absolute: - m_targetHoverHeight = m_PIDHoverHeight; - break; - case PIDHoverType.Ground: - m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); - m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; - break; - case PIDHoverType.GroundAndWater: - m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); - m_waterHeight = _parent_scene.GetWaterLevel(); - if (m_groundHeight > m_waterHeight) - { - m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; - } - else - { - m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight; - } - break; - case PIDHoverType.Water: - m_waterHeight = _parent_scene.GetWaterLevel(); - m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight; - break; - } - - - _target_velocity = - new Vector3(0.0f, 0.0f, - (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep) - ); - - // if velocity is zero, use position control; otherwise, velocity control - - if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) - { - - /* TODO: Do Bullet Equiv - d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight); - d.BodySetLinearVel(Body, vel.X, vel.Y, 0); - d.BodyAddForce(Body, 0, 0, fz); - */ - if (Body != null && Body.Handle != IntPtr.Zero) - { - Body.setLinearVelocity(_parent_scene.VectorZero); - Body.clearForces(); - } - return; - } - else - { - _zeroFlag = false; - - // We're flying and colliding with something - fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); - } - } - - fx *= m_mass; - fy *= m_mass; - //fz *= m_mass; - - fx += m_force.X; - fy += m_force.Y; - fz += m_force.Z; - - //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString()); - if (fx != 0 || fy != 0 || fz != 0) - { - /* - * TODO: Do Bullet Equiv - if (!d.BodyIsEnabled(Body)) - { - d.BodySetLinearVel(Body, 0f, 0f, 0f); - d.BodySetForce(Body, 0, 0, 0); - enableBodySoft(); - } - */ - if (!Body.isActive()) - { - Body.clearForces(); - enableBodySoft(); - } - // 35x10 = 350n times the mass per second applied maximum. - - float nmax = 35f * m_mass; - float nmin = -35f * m_mass; - - - if (fx > nmax) - fx = nmax; - if (fx < nmin) - fx = nmin; - if (fy > nmax) - fy = nmax; - if (fy < nmin) - fy = nmin; - - // TODO: Do Bullet Equiv - // d.BodyAddForce(Body, fx, fy, fz); - if (Body != null && Body.Handle != IntPtr.Zero) - { - Body.activate(true); - if (tempAddForce != null && tempAddForce.Handle != IntPtr.Zero) - tempAddForce.Dispose(); - - tempAddForce = new btVector3(fx * 0.01f, fy * 0.01f, fz * 0.01f); - Body.applyCentralImpulse(tempAddForce); - } - } - else - { - // if no forces on the prim, make sure everything is zero - Body.clearForces(); - enableBodySoft(); - } - } - else - { - if (m_zeroPosition == null) - m_zeroPosition = Vector3.Zero; - m_zeroPosition = _position; - return; - } - } - - - - - #region Mass Calculation - - private float CalculateMass() - { - float volume = 0; - - // No material is passed to the physics engines yet.. soo.. - // we're using the m_density constant in the class definition - - float returnMass = 0; - - switch (_pbs.ProfileShape) - { - case ProfileShape.Square: - // Profile Volume - - volume = _size.X * _size.Y * _size.Z; - - // If the user has 'hollowed out' - // ProfileHollow is one of those 0 to 50000 values :P - // we like percentages better.. so turning into a percentage - - if (((float)_pbs.ProfileHollow / 50000f) > 0.0) - { - float hollowAmount = (float)_pbs.ProfileHollow / 50000f; - - // calculate the hollow volume by it's shape compared to the prim shape - float hollowVolume = 0; - switch (_pbs.HollowShape) - { - case HollowShape.Square: - case HollowShape.Same: - // Cube Hollow volume calculation - float hollowsizex = _size.X * hollowAmount; - float hollowsizey = _size.Y * hollowAmount; - float hollowsizez = _size.Z * hollowAmount; - hollowVolume = hollowsizex * hollowsizey * hollowsizez; - break; - - case HollowShape.Circle: - // Hollow shape is a perfect cyllinder in respect to the cube's scale - // Cyllinder hollow volume calculation - float hRadius = _size.X / 2; - float hLength = _size.Z; - - // pi * r2 * h - hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount); - break; - - case HollowShape.Triangle: - // Equilateral Triangular Prism volume hollow calculation - // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y - - float aLength = _size.Y; - // 1/2 abh - hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount); - break; - - default: - hollowVolume = 0; - break; - } - volume = volume - hollowVolume; - } - - break; - case ProfileShape.Circle: - if (_pbs.PathCurve == (byte)Extrusion.Straight) - { - // Cylinder - float volume1 = (float)(Math.PI * Math.Pow(_size.X / 2, 2) * _size.Z); - float volume2 = (float)(Math.PI * Math.Pow(_size.Y / 2, 2) * _size.Z); - - // Approximating the cylinder's irregularity. - if (volume1 > volume2) - { - volume = (float)volume1 - (volume1 - volume2); - } - else if (volume2 > volume1) - { - volume = (float)volume2 - (volume2 - volume1); - } - else - { - // Regular cylinder - volume = volume1; - } - } - else - { - // We don't know what the shape is yet, so use default - volume = _size.X * _size.Y * _size.Z; - } - // If the user has 'hollowed out' - // ProfileHollow is one of those 0 to 50000 values :P - // we like percentages better.. so turning into a percentage - - if (((float)_pbs.ProfileHollow / 50000f) > 0.0) - { - float hollowAmount = (float)_pbs.ProfileHollow / 50000f; - - // calculate the hollow volume by it's shape compared to the prim shape - float hollowVolume = 0; - switch (_pbs.HollowShape) - { - case HollowShape.Same: - case HollowShape.Circle: - // Hollow shape is a perfect cyllinder in respect to the cube's scale - // Cyllinder hollow volume calculation - float hRadius = _size.X / 2; - float hLength = _size.Z; - - // pi * r2 * h - hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount); - break; - - case HollowShape.Square: - // Cube Hollow volume calculation - float hollowsizex = _size.X * hollowAmount; - float hollowsizey = _size.Y * hollowAmount; - float hollowsizez = _size.Z * hollowAmount; - hollowVolume = hollowsizex * hollowsizey * hollowsizez; - break; - - case HollowShape.Triangle: - // Equilateral Triangular Prism volume hollow calculation - // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y - - float aLength = _size.Y; - // 1/2 abh - hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount); - break; - - default: - hollowVolume = 0; - break; - } - volume = volume - hollowVolume; - } - break; - - case ProfileShape.HalfCircle: - if (_pbs.PathCurve == (byte)Extrusion.Curve1) - { - if (_size.X == _size.Y && _size.Z == _size.X) - { - // regular sphere - // v = 4/3 * pi * r^3 - float sradius3 = (float)Math.Pow((_size.X / 2), 3); - volume = (float)((4 / 3f) * Math.PI * sradius3); - } - else - { - // we treat this as a box currently - volume = _size.X * _size.Y * _size.Z; - } - } - else - { - // We don't know what the shape is yet, so use default - volume = _size.X * _size.Y * _size.Z; - } - break; - - case ProfileShape.EquilateralTriangle: - /* - v = (abs((xB*yA-xA*yB)+(xC*yB-xB*yC)+(xA*yC-xC*yA))/2) * h - - // seed mesh - Vertex MM = new Vertex(-0.25f, -0.45f, 0.0f); - Vertex PM = new Vertex(+0.5f, 0f, 0.0f); - Vertex PP = new Vertex(-0.25f, +0.45f, 0.0f); - */ - float xA = -0.25f * _size.X; - float yA = -0.45f * _size.Y; - - float xB = 0.5f * _size.X; - float yB = 0; - - float xC = -0.25f * _size.X; - float yC = 0.45f * _size.Y; - - volume = (float)((Math.Abs((xB * yA - xA * yB) + (xC * yB - xB * yC) + (xA * yC - xC * yA)) / 2) * _size.Z); - - // If the user has 'hollowed out' - // ProfileHollow is one of those 0 to 50000 values :P - // we like percentages better.. so turning into a percentage - float fhollowFactor = ((float)_pbs.ProfileHollow / 1.9f); - if (((float)fhollowFactor / 50000f) > 0.0) - { - float hollowAmount = (float)fhollowFactor / 50000f; - - // calculate the hollow volume by it's shape compared to the prim shape - float hollowVolume = 0; - switch (_pbs.HollowShape) - { - case HollowShape.Same: - case HollowShape.Triangle: - // Equilateral Triangular Prism volume hollow calculation - // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y - - float aLength = _size.Y; - // 1/2 abh - hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount); - break; - - case HollowShape.Square: - // Cube Hollow volume calculation - float hollowsizex = _size.X * hollowAmount; - float hollowsizey = _size.Y * hollowAmount; - float hollowsizez = _size.Z * hollowAmount; - hollowVolume = hollowsizex * hollowsizey * hollowsizez; - break; - - case HollowShape.Circle: - // Hollow shape is a perfect cyllinder in respect to the cube's scale - // Cyllinder hollow volume calculation - float hRadius = _size.X / 2; - float hLength = _size.Z; - - // pi * r2 * h - hollowVolume = ((float)((Math.PI * Math.Pow(hRadius, 2) * hLength) / 2) * hollowAmount); - break; - - default: - hollowVolume = 0; - break; - } - volume = volume - hollowVolume; - } - break; - - default: - // we don't have all of the volume formulas yet so - // use the common volume formula for all - volume = _size.X * _size.Y * _size.Z; - break; - } - - // Calculate Path cut effect on volume - // Not exact, in the triangle hollow example - // They should never be zero or less then zero.. - // we'll ignore it if it's less then zero - - // ProfileEnd and ProfileBegin are values - // from 0 to 50000 - - // Turning them back into percentages so that I can cut that percentage off the volume - - float PathCutEndAmount = _pbs.ProfileEnd; - float PathCutStartAmount = _pbs.ProfileBegin; - if (((PathCutStartAmount + PathCutEndAmount) / 50000f) > 0.0f) - { - float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount) / 50000f); - - // Check the return amount for sanity - if (pathCutAmount >= 0.99f) - pathCutAmount = 0.99f; - - volume = volume - (volume * pathCutAmount); - } - UInt16 taperX = _pbs.PathScaleX; - UInt16 taperY = _pbs.PathScaleY; - float taperFactorX = 0; - float taperFactorY = 0; - - // Mass = density * volume - if (taperX != 100) - { - if (taperX > 100) - { - taperFactorX = 1.0f - ((float)taperX / 200); - //m_log.Warn("taperTopFactorX: " + extr.taperTopFactorX.ToString()); - } - else - { - taperFactorX = 1.0f - ((100 - (float)taperX) / 100); - //m_log.Warn("taperBotFactorX: " + extr.taperBotFactorX.ToString()); - } - volume = (float)volume * ((taperFactorX / 3f) + 0.001f); - } - - if (taperY != 100) - { - if (taperY > 100) - { - taperFactorY = 1.0f - ((float)taperY / 200); - //m_log.Warn("taperTopFactorY: " + extr.taperTopFactorY.ToString()); - } - else - { - taperFactorY = 1.0f - ((100 - (float)taperY) / 100); - //m_log.Warn("taperBotFactorY: " + extr.taperBotFactorY.ToString()); - } - volume = (float)volume * ((taperFactorY / 3f) + 0.001f); - } - returnMass = m_density * volume; - if (returnMass <= 0) returnMass = 0.0001f;//ckrinke: Mass must be greater then zero. - - - - // Recursively calculate mass - bool HasChildPrim = false; - lock (childrenPrim) - { - if (childrenPrim.Count > 0) - { - HasChildPrim = true; - } - - } - if (HasChildPrim) - { - BulletDotNETPrim[] childPrimArr = new BulletDotNETPrim[0]; - - lock (childrenPrim) - childPrimArr = childrenPrim.ToArray(); - - for (int i = 0; i < childPrimArr.Length; i++) - { - if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove) - returnMass += childPrimArr[i].CalculateMass(); - // failsafe, this shouldn't happen but with OpenSim, you never know :) - if (i > 256) - break; - } - } - - - - - - return returnMass; - } - - #endregion - - - public void CreateGeom(IntPtr m_targetSpace, IMesh p_mesh) - { - // m_log.Debug("[PHYSICS]: _________CreateGeom"); - if (p_mesh != null) - { - //_mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical); - _mesh = p_mesh; - setMesh(_parent_scene, _mesh); - - } - else - { - if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) - { - if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) - { - if (((_size.X / 2f) > 0f)) - { - //SetGeom to a Regular Sphere - if (tempSize1 == null) - tempSize1 = new btVector3(0, 0, 0); - tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); - SetCollisionShape(new btSphereShape(_size.X * 0.5f)); - } - else - { - // uses halfextents - if (tempSize1 == null) - tempSize1 = new btVector3(0, 0, 0); - tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); - SetCollisionShape(new btBoxShape(tempSize1)); - } - } - else - { - // uses halfextents - if (tempSize1 == null) - tempSize1 = new btVector3(0, 0, 0); - tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); - SetCollisionShape(new btBoxShape(tempSize1)); - } - - } - else - { - if (tempSize1 == null) - tempSize1 = new btVector3(0, 0, 0); - // uses halfextents - tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); - SetCollisionShape(new btBoxShape(tempSize1)); - } - } - } - - private void setMesh(BulletDotNETScene _parent_scene, IMesh mesh) - { - // TODO: Set Collision Body Mesh - // This sleeper is there to moderate how long it takes between - // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object - // m_log.Debug("_________SetMesh"); - Thread.Sleep(10); - - //Kill Body so that mesh can re-make the geom - if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero) - { - if (childPrim) - { - if (_parent != null) - { - BulletDotNETPrim parent = (BulletDotNETPrim)_parent; - parent.ChildDelink(this); - } - } - else - { - //disableBody(); - } - } - - //IMesh oldMesh = primMesh; - - //primMesh = mesh; - - //float[] vertexList = primMesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory - //int[] indexList = primMesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage - ////Array.Reverse(indexList); - //primMesh.releaseSourceMeshData(); // free up the original mesh data to save memory - - IMesh oldMesh = primMesh; - - primMesh = mesh; - - float[] vertexList = mesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory - int[] indexList = mesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage - //Array.Reverse(indexList); - mesh.releaseSourceMeshData(); // free up the original mesh data to save memory - - - int VertexCount = vertexList.GetLength(0) / 3; - int IndexCount = indexList.GetLength(0); - - if (btshapeArray != null && btshapeArray.Handle != IntPtr.Zero) - btshapeArray.Dispose(); - //Array.Reverse(indexList); - btshapeArray = new btTriangleIndexVertexArray(IndexCount / 3, indexList, (3 * sizeof(int)), - VertexCount, vertexList, 3 * sizeof(float)); - SetCollisionShape(new btGImpactMeshShape(btshapeArray)); - //((btGImpactMeshShape) prim_geom).updateBound(); - ((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1, 1, 1)); - ((btGImpactMeshShape)prim_geom).updateBound(); - _parent_scene.SetUsingGImpact(); - //if (oldMesh != null) - //{ - // oldMesh.releasePinned(); - // oldMesh = null; - //} - - } - - private void SetCollisionShape(btCollisionShape shape) - { - /* - if (shape == null) - m_log.Debug("[PHYSICS]:SetShape!Null"); - else - m_log.Debug("[PHYSICS]:SetShape!"); - - if (Body != null) - { - DisposeOfBody(); - } - - if (prim_geom != null) - { - prim_geom.Dispose(); - prim_geom = null; - } - */ - prim_geom = shape; - - //Body.set - } - - public void SetBody(float mass) - { - - if (!IsPhysical || childrenPrim.Count == 0) - { - if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero) - tempMotionState1.Dispose(); - if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero) - tempTransform2.Dispose(); - if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) - tempOrientation2.Dispose(); - - if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero) - tempPosition2.Dispose(); - - tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W); - tempPosition2 = new btVector3(_position.X, _position.Y, _position.Z); - tempTransform2 = new btTransform(tempOrientation2, tempPosition2); - tempMotionState1 = new btDefaultMotionState(tempTransform2, _parent_scene.TransZero); - if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero) - tempInertia1.Dispose(); - tempInertia1 = new btVector3(0, 0, 0); - - - prim_geom.calculateLocalInertia(mass, tempInertia1); - - if (mass != 0) - _parent_scene.addActivePrim(this); - else - _parent_scene.remActivePrim(this); - - // Body = new btRigidBody(mass, tempMotionState1, prim_geom); - //else - // Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1); - if (Body == null) - { - Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1); - // add localID so we can later map bullet object back to OpenSim object - Body.setUserPointer(new IntPtr((int)m_localID)); - } - - - if (prim_geom is btGImpactMeshShape) - { - ((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1, 1, 1)); - ((btGImpactMeshShape)prim_geom).updateBound(); - } - //Body.setCollisionFlags(Body.getCollisionFlags() | (int)ContactFlags.CF_CUSTOM_MATERIAL_CALLBACK); - //Body.setUserPointer((IntPtr) (int)m_localID); - _parent_scene.AddPrimToScene(this); - } - else - { - // bool hasTrimesh = false; - lock (childrenPrim) - { - foreach (BulletDotNETPrim chld in childrenPrim) - { - if (chld == null) - continue; - - // if (chld.NeedsMeshing()) - // hasTrimesh = true; - } - } - - //if (hasTrimesh) - //{ - ProcessGeomCreationAsTriMesh(Vector3.Zero, Quaternion.Identity); - // createmesh returns null when it doesn't mesh. - - /* - if (_mesh is Mesh) - { - } - else - { - m_log.Warn("[PHYSICS]: Can't link a OpenSim.Region.Physics.Meshing.Mesh object"); - return; - } - */ - - - - foreach (BulletDotNETPrim chld in childrenPrim) - { - if (chld == null) - continue; - Vector3 offset = chld.Position - Position; - Vector3 pos = new Vector3(offset.X, offset.Y, offset.Z); - pos *= Quaternion.Inverse(Orientation); - //pos *= Orientation; - offset = pos; - chld.ProcessGeomCreationAsTriMesh(offset, chld.Orientation); - - _mesh.Append(chld._mesh); - - - } - setMesh(_parent_scene, _mesh); - - //} - - if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero) - tempMotionState1.Dispose(); - if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero) - tempTransform2.Dispose(); - if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) - tempOrientation2.Dispose(); - - if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero) - tempPosition2.Dispose(); - - tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W); - tempPosition2 = new btVector3(_position.X, _position.Y, _position.Z); - tempTransform2 = new btTransform(tempOrientation2, tempPosition2); - tempMotionState1 = new btDefaultMotionState(tempTransform2, _parent_scene.TransZero); - if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero) - tempInertia1.Dispose(); - tempInertia1 = new btVector3(0, 0, 0); - - - prim_geom.calculateLocalInertia(mass, tempInertia1); - - if (mass != 0) - _parent_scene.addActivePrim(this); - else - _parent_scene.remActivePrim(this); - - // Body = new btRigidBody(mass, tempMotionState1, prim_geom); - //else - // Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1); - if (Body == null) - { - Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1); - // each body has the localID stored into it so we can identify collision objects - Body.setUserPointer(new IntPtr((int)m_localID)); - } - - if (prim_geom is btGImpactMeshShape) - { - ((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1, 1, 1)); - ((btGImpactMeshShape)prim_geom).updateBound(); - } - _parent_scene.AddPrimToScene(this); - - } - - if (IsPhysical) - changeAngularLock(0); - } - - private void DisposeOfBody() - { - if (Body != null) - { - if (Body.Handle != IntPtr.Zero) - { - DisableAxisMotor(); - _parent_scene.removeFromWorld(this, Body); - Body.Dispose(); - } - Body = null; - // TODO: dispose parts that make up body - } - } - - private void ChildDelink(BulletDotNETPrim pPrim) - { - // Okay, we have a delinked child.. need to rebuild the body. - lock (childrenPrim) - { - foreach (BulletDotNETPrim prm in childrenPrim) - { - prm.childPrim = true; - prm.disableBody(); - - } - } - disableBody(); - - lock (childrenPrim) - { - childrenPrim.Remove(pPrim); - } - - - - - if (Body != null && Body.Handle != IntPtr.Zero) - { - _parent_scene.remActivePrim(this); - } - - - - lock (childrenPrim) - { - foreach (BulletDotNETPrim prm in childrenPrim) - { - ParentPrim(prm); - } - } - - } - - internal void ParentPrim(BulletDotNETPrim prm) - { - if (prm == null) - return; - - - - lock (childrenPrim) - { - if (!childrenPrim.Contains(prm)) - { - childrenPrim.Add(prm); - } - } - - - } - - public void disableBody() - { - //this kills the body so things like 'mesh' can re-create it. - /* - lock (this) - { - if (!childPrim) - { - if (Body != null && Body.Handle != IntPtr.Zero) - { - _parent_scene.remActivePrim(this); - - m_collisionCategories &= ~CollisionCategories.Body; - m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); - - if (prim_geom != null && prim_geom.Handle != IntPtr.Zero) - { - // TODO: Set Category bits and Flags - } - - // TODO: destroy body - DisposeOfBody(); - - lock (childrenPrim) - { - if (childrenPrim.Count > 0) - { - foreach (BulletDotNETPrim prm in childrenPrim) - { - _parent_scene.remActivePrim(prm); - prm.DisposeOfBody(); - prm.SetCollisionShape(null); - } - } - - } - - DisposeOfBody(); - } - } - else - { - _parent_scene.remActivePrim(this); - m_collisionCategories &= ~CollisionCategories.Body; - m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); - - if (prim_geom != null && prim_geom.Handle != IntPtr.Zero) - { - // TODO: Set Category bits and Flags - } - - DisposeOfBody(); - } - - } - */ - DisableAxisMotor(); - m_disabled = true; - m_collisionscore = 0; - } - - public void disableBodySoft() - { - m_disabled = true; - - if (m_isphysical && Body.Handle != IntPtr.Zero) - { - Body.clearForces(); - Body.forceActivationState(0); - - } - - } - - public void enableBodySoft() - { - if (!childPrim) - { - if (m_isphysical && Body.Handle != IntPtr.Zero) - { - Body.clearForces(); - Body.forceActivationState(4); - forceenable = true; - - } - m_disabled = false; - } - } - - public void enableBody() - { - if (!childPrim) - { - //SetCollisionShape(prim_geom); - if (IsPhysical) - SetBody(Mass); - else - SetBody(0); - - // TODO: Set Collision Category Bits and Flags - // TODO: Set Auto Disable data - - m_interpenetrationcount = 0; - m_collisionscore = 0; - m_disabled = false; - // The body doesn't already have a finite rotation mode set here - if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) - { - // TODO: Create Angular Motor on Axis Lock! - } - _parent_scene.addActivePrim(this); - } - } - - public void UpdatePositionAndVelocity() - { - if (!m_isSelected) - { - if (_parent == null) - { - Vector3 pv = Vector3.Zero; - bool lastZeroFlag = _zeroFlag; - if (tempPosition3 != null && tempPosition3.Handle != IntPtr.Zero) - tempPosition3.Dispose(); - if (tempTransform3 != null && tempTransform3.Handle != IntPtr.Zero) - tempTransform3.Dispose(); - - if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) - tempOrientation2.Dispose(); - - if (tempAngularVelocity1 != null && tempAngularVelocity1.Handle != IntPtr.Zero) - tempAngularVelocity1.Dispose(); - - if (tempLinearVelocity1 != null && tempLinearVelocity1.Handle != IntPtr.Zero) - tempLinearVelocity1.Dispose(); - - - - tempTransform3 = Body.getInterpolationWorldTransform(); - tempPosition3 = tempTransform3.getOrigin(); // vec - tempOrientation2 = tempTransform3.getRotation(); // ori - tempAngularVelocity1 = Body.getInterpolationAngularVelocity(); //rotvel - tempLinearVelocity1 = Body.getInterpolationLinearVelocity(); // vel - - _torque = new Vector3(tempAngularVelocity1.getX(), tempAngularVelocity1.getX(), - tempAngularVelocity1.getZ()); - Vector3 l_position = Vector3.Zero; - Quaternion l_orientation = Quaternion.Identity; - m_lastposition = _position; - m_lastorientation = _orientation; - - l_position.X = tempPosition3.getX(); - l_position.Y = tempPosition3.getY(); - l_position.Z = tempPosition3.getZ(); - l_orientation.X = tempOrientation2.getX(); - l_orientation.Y = tempOrientation2.getY(); - l_orientation.Z = tempOrientation2.getZ(); - l_orientation.W = tempOrientation2.getW(); - - if (l_position.X > ((int)Constants.RegionSize - 0.05f) || l_position.X < 0f || l_position.Y > ((int)Constants.RegionSize - 0.05f) || l_position.Y < 0f) - { - //base.RaiseOutOfBounds(l_position); - - if (m_crossingfailures < _parent_scene.geomCrossingFailuresBeforeOutofbounds) - { - _position = l_position; - //_parent_scene.remActivePrim(this); - if (_parent == null) - base.RequestPhysicsterseUpdate(); - return; - } - else - { - if (_parent == null) - base.RaiseOutOfBounds(l_position); - return; - } - } - - if (l_position.Z < -200000f) - { - // This is so prim that get lost underground don't fall forever and suck up - // - // Sim resources and memory. - // Disables the prim's movement physics.... - // It's a hack and will generate a console message if it fails. - - //IsPhysical = false; - //if (_parent == null) - //base.RaiseOutOfBounds(_position); - - _acceleration.X = 0; - _acceleration.Y = 0; - _acceleration.Z = 0; - - _velocity.X = 0; - _velocity.Y = 0; - _velocity.Z = 0; - m_rotationalVelocity.X = 0; - m_rotationalVelocity.Y = 0; - m_rotationalVelocity.Z = 0; - - if (_parent == null) - base.RequestPhysicsterseUpdate(); - - m_throttleUpdates = false; - // throttleCounter = 0; - _zeroFlag = true; - //outofBounds = true; - } - - if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) - && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) - && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) - && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.01)) - { - _zeroFlag = true; - m_throttleUpdates = false; - } - else - { - //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString()); - _zeroFlag = false; - } - - if (_zeroFlag) - { - _velocity.X = 0.0f; - _velocity.Y = 0.0f; - _velocity.Z = 0.0f; - - _acceleration.X = 0; - _acceleration.Y = 0; - _acceleration.Z = 0; - - //_orientation.w = 0f; - //_orientation.X = 0f; - //_orientation.Y = 0f; - //_orientation.Z = 0f; - m_rotationalVelocity.X = 0; - m_rotationalVelocity.Y = 0; - m_rotationalVelocity.Z = 0; - if (!m_lastUpdateSent) - { - m_throttleUpdates = false; - // throttleCounter = 0; - m_rotationalVelocity = pv; - - if (_parent == null) - base.RequestPhysicsterseUpdate(); - - m_lastUpdateSent = true; - } - } - else - { - if (lastZeroFlag != _zeroFlag) - { - if (_parent == null) - base.RequestPhysicsterseUpdate(); - } - - m_lastVelocity = _velocity; - - _position = l_position; - - _velocity.X = tempLinearVelocity1.getX(); - _velocity.Y = tempLinearVelocity1.getY(); - _velocity.Z = tempLinearVelocity1.getZ(); - - _acceleration = ((_velocity - m_lastVelocity) / 0.1f); - _acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, - _velocity.Y - m_lastVelocity.Y / 0.1f, - _velocity.Z - m_lastVelocity.Z / 0.1f); - //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); - - if (_velocity.ApproxEquals(pv, 0.5f)) - { - m_rotationalVelocity = pv; - } - else - { - m_rotationalVelocity = new Vector3(tempAngularVelocity1.getX(), tempAngularVelocity1.getY(), tempAngularVelocity1.getZ()); - } - - //m_log.Debug("ODE: " + m_rotationalVelocity.ToString()); - - _orientation.X = l_orientation.X; - _orientation.Y = l_orientation.Y; - _orientation.Z = l_orientation.Z; - _orientation.W = l_orientation.W; - m_lastUpdateSent = false; - - //if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate) - //{ - if (_parent == null) - base.RequestPhysicsterseUpdate(); - // } - // else - // { - // throttleCounter++; - //} - - } - m_lastposition = l_position; - if (forceenable) - { - Body.forceActivationState(1); - forceenable = false; - } - } - else - { - // Not a body.. so Make sure the client isn't interpolating - _velocity.X = 0; - _velocity.Y = 0; - _velocity.Z = 0; - - _acceleration.X = 0; - _acceleration.Y = 0; - _acceleration.Z = 0; - - m_rotationalVelocity.X = 0; - m_rotationalVelocity.Y = 0; - m_rotationalVelocity.Z = 0; - _zeroFlag = true; - } - } - } - - - internal void setPrimForRemoval() - { - m_taintremove = true; - } - - internal void EnableAxisMotor(Vector3 axislock) - { - if (m_aMotor != null) - DisableAxisMotor(); - - if (Body == null) - return; - - if (Body.Handle == IntPtr.Zero) - return; - - if (AxisLockAngleHigh != null && AxisLockAngleHigh.Handle != IntPtr.Zero) - AxisLockAngleHigh.Dispose(); - - - - m_aMotor = new btGeneric6DofConstraint(Body, _parent_scene.TerrainBody, _parent_scene.TransZero, - _parent_scene.TransZero, false); - - float endNoLock = (360 * Utils.DEG_TO_RAD); - AxisLockAngleHigh = new btVector3((axislock.X == 0) ? 0 : endNoLock, (axislock.Y == 0) ? 0 : endNoLock, (axislock.Z == 0) ? 0 : endNoLock); - - m_aMotor.setAngularLowerLimit(_parent_scene.VectorZero); - m_aMotor.setAngularUpperLimit(AxisLockAngleHigh); - m_aMotor.setLinearLowerLimit(AxisLockLinearLow); - m_aMotor.setLinearUpperLimit(AxisLockLinearHigh); - _parent_scene.getBulletWorld().addConstraint((btTypedConstraint)m_aMotor); - //m_aMotor. - - - } - internal void DisableAxisMotor() - { - if (m_aMotor != null && m_aMotor.Handle != IntPtr.Zero) - { - _parent_scene.getBulletWorld().removeConstraint(m_aMotor); - m_aMotor.Dispose(); - m_aMotor = null; - } - } - - } -} - diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs deleted file mode 100644 index 0d1bd82741..0000000000 --- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs +++ /dev/null @@ -1,776 +0,0 @@ -/* - * Copyright (c) Contributors, http://opensimulator.org/ - * See CONTRIBUTORS.TXT for a full list of copyright holders. - * - * 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 System.Collections.Generic; -using System.Reflection; -using System.IO; -using System.Diagnostics; -using System.Threading; -using log4net; -using Nini.Config; -using OpenSim.Framework; -using OpenSim.Region.Physics.Manager; -using OpenMetaverse; -using BulletDotNET; - -namespace OpenSim.Region.Physics.BulletDotNETPlugin -{ - public class BulletDotNETScene : PhysicsScene - { - private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - - // private string m_sceneIdentifier = string.Empty; - - private List m_characters = new List(); - private Dictionary m_charactersLocalID = new Dictionary(); - private List m_prims = new List(); - private Dictionary m_primsLocalID = new Dictionary(); - private List m_activePrims = new List(); - private List m_taintedActors = new List(); - private btDiscreteDynamicsWorld m_world; - private btAxisSweep3 m_broadphase; - private btCollisionConfiguration m_collisionConfiguration; - private btConstraintSolver m_solver; - private btCollisionDispatcher m_dispatcher; - private btHeightfieldTerrainShape m_terrainShape; - public btRigidBody TerrainBody; - private btVector3 m_terrainPosition; - private btVector3 m_gravity; - public btMotionState m_terrainMotionState; - public btTransform m_terrainTransform; - public btVector3 VectorZero; - public btQuaternion QuatIdentity; - public btTransform TransZero; - - public float geomDefaultDensity = 10.000006836f; - - private float avPIDD = 65f; - private float avPIDP = 21f; - private float avCapRadius = 0.37f; - private float avStandupTensor = 2000000f; - private float avDensity = 80f; - private float avHeightFudgeFactor = 0.52f; - private float avMovementDivisorWalk = 1.8f; - private float avMovementDivisorRun = 0.8f; - - // private float minimumGroundFlightOffset = 3f; - - public bool meshSculptedPrim = true; - - public float meshSculptLOD = 32; - public float MeshSculptphysicalLOD = 16; - - public float bodyPIDD = 35f; - public float bodyPIDG = 25; - internal int geomCrossingFailuresBeforeOutofbounds = 4; - - public float bodyMotorJointMaxforceTensor = 2; - - public int bodyFramesAutoDisable = 20; - - public float WorldTimeStep = 10f/60f; - public const float WorldTimeComp = 1/60f; - public float gravityz = -9.8f; - - private float[] _origheightmap; // Used for Fly height. Kitto Flora - private bool usingGImpactAlgorithm = false; - - // private IConfigSource m_config; - private readonly btVector3 worldAabbMin = new btVector3(-10f, -10f, 0); - private readonly btVector3 worldAabbMax = new btVector3((int)Constants.RegionSize + 10f, (int)Constants.RegionSize + 10f, 9000); - - public IMesher mesher; - private ContactAddedCallbackHandler m_CollisionInterface; - - public BulletDotNETScene(string sceneIdentifier) - { - // m_sceneIdentifier = sceneIdentifier; - VectorZero = new btVector3(0, 0, 0); - QuatIdentity = new btQuaternion(0, 0, 0, 1); - TransZero = new btTransform(QuatIdentity, VectorZero); - m_gravity = new btVector3(0, 0, gravityz); - _origheightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize]; - - } - - public override void Initialise(IMesher meshmerizer, IConfigSource config) - { - mesher = meshmerizer; - // m_config = config; - /* - if (Environment.OSVersion.Platform == PlatformID.Unix) - { - m_log.Fatal("[BulletDotNET]: This configuration is not supported on *nix currently"); - Thread.Sleep(5000); - Environment.Exit(0); - } - */ - m_broadphase = new btAxisSweep3(worldAabbMin, worldAabbMax, 16000); - m_collisionConfiguration = new btDefaultCollisionConfiguration(); - m_solver = new btSequentialImpulseConstraintSolver(); - m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration); - m_world = new btDiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, m_collisionConfiguration); - m_world.setGravity(m_gravity); - EnableCollisionInterface(); - - - } - - public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) - { - BulletDotNETCharacter chr = new BulletDotNETCharacter(avName, this, position, size, avPIDD, avPIDP, - avCapRadius, avStandupTensor, avDensity, - avHeightFudgeFactor, avMovementDivisorWalk, - avMovementDivisorRun); - try - { - m_characters.Add(chr); - m_charactersLocalID.Add(chr.m_localID, chr); - } - catch - { - // noop if it's already there - m_log.Debug("[PHYSICS] BulletDotNet: adding duplicate avatar localID"); - } - AddPhysicsActorTaint(chr); - return chr; - } - - public override void RemoveAvatar(PhysicsActor actor) - { - BulletDotNETCharacter chr = (BulletDotNETCharacter) actor; - - m_charactersLocalID.Remove(chr.m_localID); - m_characters.Remove(chr); - m_world.removeRigidBody(chr.Body); - m_world.removeCollisionObject(chr.Body); - - chr.Remove(); - AddPhysicsActorTaint(chr); - //chr = null; - } - - public override void RemovePrim(PhysicsActor prim) - { - if (prim is BulletDotNETPrim) - { - - BulletDotNETPrim p = (BulletDotNETPrim)prim; - - p.setPrimForRemoval(); - AddPhysicsActorTaint(prim); - //RemovePrimThreadLocked(p); - - } - } - - private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation, - IMesh mesh, PrimitiveBaseShape pbs, bool isphysical) - { - Vector3 pos = position; - //pos.X = position.X; - //pos.Y = position.Y; - //pos.Z = position.Z; - Vector3 siz = Vector3.Zero; - siz.X = size.X; - siz.Y = size.Y; - siz.Z = size.Z; - Quaternion rot = rotation; - - BulletDotNETPrim newPrim; - - newPrim = new BulletDotNETPrim(name, this, pos, siz, rot, mesh, pbs, isphysical); - - //lock (m_prims) - // m_prims.Add(newPrim); - - - return newPrim; - } - - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation, bool isPhysical, uint localid) - { - PhysicsActor result; - IMesh mesh = null; - - //switch (pbs.ProfileShape) - //{ - // case ProfileShape.Square: - // //support simple box & hollow box now; later, more shapes - // if (needsMeshing(pbs)) - // { - // mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical); - // } - - // break; - //} - - if (needsMeshing(pbs)) - mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical); - - result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical); - - return result; - } - - public override void AddPhysicsActorTaint(PhysicsActor prim) - { - lock (m_taintedActors) - { - if (!m_taintedActors.Contains(prim)) - { - m_taintedActors.Add(prim); - } - } - } - internal void SetUsingGImpact() - { - if (!usingGImpactAlgorithm) - btGImpactCollisionAlgorithm.registerAlgorithm(m_dispatcher); - usingGImpactAlgorithm = true; - } - - public override float Simulate(float timeStep) - { - - lock (m_taintedActors) - { - foreach (PhysicsActor act in m_taintedActors) - { - if (act is BulletDotNETCharacter) - ((BulletDotNETCharacter) act).ProcessTaints(timeStep); - if (act is BulletDotNETPrim) - ((BulletDotNETPrim)act).ProcessTaints(timeStep); - } - m_taintedActors.Clear(); - } - - lock (m_characters) - { - foreach (BulletDotNETCharacter chr in m_characters) - { - chr.Move(timeStep); - } - } - - lock (m_prims) - { - foreach (BulletDotNETPrim prim in m_prims) - { - if (prim != null) - prim.Move(timeStep); - } - } - float steps = m_world.stepSimulation(timeStep, 10, WorldTimeComp); - - foreach (BulletDotNETCharacter chr in m_characters) - { - chr.UpdatePositionAndVelocity(); - } - - foreach (BulletDotNETPrim prm in m_activePrims) - { - /* - if (prm != null) - if (prm.Body != null) - */ - prm.UpdatePositionAndVelocity(); - } - if (m_CollisionInterface != null) - { - List primsWithCollisions = new List(); - List charactersWithCollisions = new List(); - - // get the collisions that happened this tick - List collisions = m_CollisionInterface.GetContactList(); - // passed back the localID of the prim so we can associate the prim - foreach (BulletDotNET.ContactAddedCallbackHandler.ContactInfo ci in collisions) - { - // ContactPoint = { contactPoint, contactNormal, penetrationDepth } - ContactPoint contact = new ContactPoint(new Vector3(ci.pX, ci.pY, ci.pZ), - new Vector3(ci.nX, ci.nY, ci.nZ), ci.depth); - - ProcessContact(ci.contact, ci.contactWith, contact, ref primsWithCollisions, ref charactersWithCollisions); - ProcessContact(ci.contactWith, ci.contact, contact, ref primsWithCollisions, ref charactersWithCollisions); - - } - m_CollisionInterface.Clear(); - // for those prims and characters that had collisions cause collision events - foreach (BulletDotNETPrim bdnp in primsWithCollisions) - { - bdnp.SendCollisions(); - } - foreach (BulletDotNETCharacter bdnc in charactersWithCollisions) - { - bdnc.SendCollisions(); - } - } - return steps; - } - - private void ProcessContact(uint cont, uint contWith, ContactPoint contact, - ref List primsWithCollisions, - ref List charactersWithCollisions) - { - BulletDotNETPrim bdnp; - // collisions with a normal prim? - if (m_primsLocalID.TryGetValue(cont, out bdnp)) - { - // Added collision event to the prim. This creates a pile of events - // that will be sent to any subscribed listeners. - bdnp.AddCollision(contWith, contact); - if (!primsWithCollisions.Contains(bdnp)) - { - primsWithCollisions.Add(bdnp); - } - } - else - { - BulletDotNETCharacter bdnc; - // if not a prim, maybe it's one of the characters - if (m_charactersLocalID.TryGetValue(cont, out bdnc)) - { - bdnc.AddCollision(contWith, contact); - if (!charactersWithCollisions.Contains(bdnc)) - { - charactersWithCollisions.Add(bdnc); - } - } - } - } - - public override void GetResults() - { - - } - - public override void SetTerrain(float[] heightMap) - { - if (m_terrainShape != null) - DeleteTerrain(); - - float hfmax = -9000; - float hfmin = 90000; - - for (int i = 0; i hfmax) ? heightMap[i] : hfmax; - } - // store this for later reference. - // Note, we're storing it after we check it for anomolies above - _origheightmap = heightMap; - - hfmin = 0; - hfmax = 256; - - m_terrainShape = new btHeightfieldTerrainShape((int)Constants.RegionSize, (int)Constants.RegionSize, heightMap, - 1.0f, hfmin, hfmax, (int)btHeightfieldTerrainShape.UPAxis.Z, - (int)btHeightfieldTerrainShape.PHY_ScalarType.PHY_FLOAT, false); - float AabbCenterX = Constants.RegionSize/2f; - float AabbCenterY = Constants.RegionSize/2f; - - float AabbCenterZ = 0; - float temphfmin, temphfmax; - - temphfmin = hfmin; - temphfmax = hfmax; - - if (temphfmin < 0) - { - temphfmax = 0 - temphfmin; - temphfmin = 0 - temphfmin; - } - else if (temphfmin > 0) - { - temphfmax = temphfmax + (0 - temphfmin); - //temphfmin = temphfmin + (0 - temphfmin); - } - AabbCenterZ = temphfmax/2f; - - if (m_terrainPosition == null) - { - m_terrainPosition = new btVector3(AabbCenterX, AabbCenterY, AabbCenterZ); - } - else - { - try - { - m_terrainPosition.setValue(AabbCenterX, AabbCenterY, AabbCenterZ); - } - catch (ObjectDisposedException) - { - m_terrainPosition = new btVector3(AabbCenterX, AabbCenterY, AabbCenterZ); - } - } - if (m_terrainMotionState != null) - { - m_terrainMotionState.Dispose(); - m_terrainMotionState = null; - } - m_terrainTransform = new btTransform(QuatIdentity, m_terrainPosition); - m_terrainMotionState = new btDefaultMotionState(m_terrainTransform); - TerrainBody = new btRigidBody(0, m_terrainMotionState, m_terrainShape); - TerrainBody.setUserPointer((IntPtr)0); - m_world.addRigidBody(TerrainBody); - - - } - - public override void SetWaterLevel(float baseheight) - { - - } - - public override void DeleteTerrain() - { - if (TerrainBody != null) - { - m_world.removeRigidBody(TerrainBody); - } - - if (m_terrainShape != null) - { - m_terrainShape.Dispose(); - m_terrainShape = null; - } - - if (m_terrainMotionState != null) - { - m_terrainMotionState.Dispose(); - m_terrainMotionState = null; - } - - if (m_terrainTransform != null) - { - m_terrainTransform.Dispose(); - m_terrainTransform = null; - } - - if (m_terrainPosition != null) - { - m_terrainPosition.Dispose(); - m_terrainPosition = null; - } - } - - public override void Dispose() - { - disposeAllBodies(); - m_world.Dispose(); - m_broadphase.Dispose(); - ((btDefaultCollisionConfiguration) m_collisionConfiguration).Dispose(); - ((btSequentialImpulseConstraintSolver) m_solver).Dispose(); - worldAabbMax.Dispose(); - worldAabbMin.Dispose(); - VectorZero.Dispose(); - QuatIdentity.Dispose(); - m_gravity.Dispose(); - VectorZero = null; - QuatIdentity = null; - } - - public override Dictionary GetTopColliders() - { - return new Dictionary(); - } - - public btDiscreteDynamicsWorld getBulletWorld() - { - return m_world; - } - - private void disposeAllBodies() - { - lock (m_prims) - { - m_primsLocalID.Clear(); - foreach (BulletDotNETPrim prim in m_prims) - { - if (prim.Body != null) - m_world.removeRigidBody(prim.Body); - - prim.Dispose(); - } - m_prims.Clear(); - - foreach (BulletDotNETCharacter chr in m_characters) - { - if (chr.Body != null) - m_world.removeRigidBody(chr.Body); - chr.Dispose(); - } - m_characters.Clear(); - } - } - - public override bool IsThreaded - { - get { return false; } - } - - internal void addCollisionEventReporting(PhysicsActor bulletDotNETCharacter) - { - //TODO: FIXME: - } - - internal void remCollisionEventReporting(PhysicsActor bulletDotNETCharacter) - { - //TODO: FIXME: - } - - internal void AddRigidBody(btRigidBody Body) - { - m_world.addRigidBody(Body); - } - [Obsolete("bad!")] - internal void removeFromWorld(btRigidBody body) - { - - m_world.removeRigidBody(body); - } - - internal void removeFromWorld(BulletDotNETPrim prm ,btRigidBody body) - { - lock (m_prims) - { - if (m_prims.Contains(prm)) - { - m_world.removeRigidBody(body); - } - remActivePrim(prm); - m_primsLocalID.Remove(prm.m_localID); - m_prims.Remove(prm); - } - - } - - internal float GetWaterLevel() - { - throw new NotImplementedException(); - } - - // Recovered for use by fly height. Kitto Flora - public float GetTerrainHeightAtXY(float x, float y) - { - // Teravus: Kitto, this code causes recurring errors that stall physics permenantly unless - // the values are checked, so checking below. - // Is there any reason that we don't do this in ScenePresence? - // The only physics engine that benefits from it in the physics plugin is this one - - if (x > (int)Constants.RegionSize || y > (int)Constants.RegionSize || - x < 0.001f || y < 0.001f) - return 0; - - return _origheightmap[(int)y * Constants.RegionSize + (int)x]; - } - // End recovered. Kitto Flora - - /// - /// Routine to figure out if we need to mesh this prim with our mesher - /// - /// - /// - public bool needsMeshing(PrimitiveBaseShape pbs) - { - // most of this is redundant now as the mesher will return null if it cant mesh a prim - // but we still need to check for sculptie meshing being enabled so this is the most - // convenient place to do it for now... - - // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f) - // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString()); - int iPropertiesNotSupportedDefault = 0; - - if (pbs.SculptEntry && !meshSculptedPrim) - { -#if SPAM - m_log.Warn("NonMesh"); -#endif - return false; - } - - // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since ODE can use an internal representation for the prim - if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight) - || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 - && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z)) - { - - if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 - && pbs.ProfileHollow == 0 - && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0 - && pbs.PathBegin == 0 && pbs.PathEnd == 0 - && pbs.PathTaperX == 0 && pbs.PathTaperY == 0 - && pbs.PathScaleX == 100 && pbs.PathScaleY == 100 - && pbs.PathShearX == 0 && pbs.PathShearY == 0) - { -#if SPAM - m_log.Warn("NonMesh"); -#endif - return false; - } - } - - if (pbs.ProfileHollow != 0) - iPropertiesNotSupportedDefault++; - - if ((pbs.PathBegin != 0) || pbs.PathEnd != 0) - iPropertiesNotSupportedDefault++; - - if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0)) - iPropertiesNotSupportedDefault++; - - if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0) - iPropertiesNotSupportedDefault++; - - if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100)) - iPropertiesNotSupportedDefault++; - - if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0)) - iPropertiesNotSupportedDefault++; - - if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight) - iPropertiesNotSupportedDefault++; - - if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X)) - iPropertiesNotSupportedDefault++; - - if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1) - iPropertiesNotSupportedDefault++; - - // test for torus - if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square) - { - if (pbs.PathCurve == (byte)Extrusion.Curve1) - { - iPropertiesNotSupportedDefault++; - } - } - else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle) - { - if (pbs.PathCurve == (byte)Extrusion.Straight) - { - iPropertiesNotSupportedDefault++; - } - - // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits - else if (pbs.PathCurve == (byte)Extrusion.Curve1) - { - iPropertiesNotSupportedDefault++; - } - } - else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle) - { - if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2) - { - iPropertiesNotSupportedDefault++; - } - } - else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle) - { - if (pbs.PathCurve == (byte)Extrusion.Straight) - { - iPropertiesNotSupportedDefault++; - } - else if (pbs.PathCurve == (byte)Extrusion.Curve1) - { - iPropertiesNotSupportedDefault++; - } - } - - - if (iPropertiesNotSupportedDefault == 0) - { -#if SPAM - m_log.Warn("NonMesh"); -#endif - return false; - } -#if SPAM - m_log.Debug("Mesh"); -#endif - return true; - } - - internal void addActivePrim(BulletDotNETPrim pPrim) - { - lock (m_activePrims) - { - if (!m_activePrims.Contains(pPrim)) - { - m_activePrims.Add(pPrim); - } - } - } - - public void remActivePrim(BulletDotNETPrim pDeactivatePrim) - { - lock (m_activePrims) - { - m_activePrims.Remove(pDeactivatePrim); - } - } - - internal void AddPrimToScene(BulletDotNETPrim pPrim) - { - lock (m_prims) - { - if (!m_prims.Contains(pPrim)) - { - try - { - m_prims.Add(pPrim); - m_primsLocalID.Add(pPrim.m_localID, pPrim); - } - catch - { - // noop if it's already there - m_log.Debug("[PHYSICS] BulletDotNet: adding duplicate prim localID"); - } - m_world.addRigidBody(pPrim.Body); - // m_log.Debug("[PHYSICS] added prim to scene"); - } - } - } - internal void EnableCollisionInterface() - { - if (m_CollisionInterface == null) - { - m_CollisionInterface = new ContactAddedCallbackHandler(m_world); - // m_world.SetCollisionAddedCallback(m_CollisionInterface); - } - } - - - - } -} diff --git a/OpenSim/Region/Physics/BulletXPlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/BulletXPlugin/AssemblyInfo.cs deleted file mode 100644 index 6383f2638f..0000000000 --- a/OpenSim/Region/Physics/BulletXPlugin/AssemblyInfo.cs +++ /dev/null @@ -1,58 +0,0 @@ -/* - * Copyright (c) Contributors, http://opensimulator.org/ - * See CONTRIBUTORS.TXT for a full list of copyright holders. - * - * 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.Reflection; -using System.Runtime.InteropServices; - -// Information about this assembly is defined by the following -// attributes. -// -// change them to the information which is associated with the assembly -// you compile. - -[assembly : AssemblyTitle("BulletXPlugin")] -[assembly : AssemblyDescription("")] -[assembly : AssemblyConfiguration("")] -[assembly : AssemblyCompany("http://opensimulator.org")] -[assembly : AssemblyProduct("BulletXPlugin")] -[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")] -[assembly : AssemblyTrademark("")] -[assembly : AssemblyCulture("")] - -// This sets the default COM visibility of types in the assembly to invisible. -// If you need to expose a type to COM, use [ComVisible(true)] on that type. - -[assembly : ComVisible(false)] - -// The assembly version has following format : -// -// Major.Minor.Build.Revision -// -// You can specify all values by your own or you can build default build and revision -// numbers with the '*' character (the default): - -[assembly : AssemblyVersion("0.6.5.*")] diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs deleted file mode 100644 index df62dbcab3..0000000000 --- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs +++ /dev/null @@ -1,1855 +0,0 @@ -/* - * Copyright (c) Contributors, http://opensimulator.org/ - * See CONTRIBUTORS.TXT for a full list of copyright holders. - * - * 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. - */ - -#region References - -using System; -using System.Collections.Generic; -using OpenMetaverse; -using MonoXnaCompactMaths; -using OpenSim.Framework; -using OpenSim.Region.Physics.Manager; -using XnaDevRu.BulletX; -using XnaDevRu.BulletX.Dynamics; -using Nini.Config; -using Vector3 = MonoXnaCompactMaths.Vector3; -using Quaternion = MonoXnaCompactMaths.Quaternion; - -#endregion - -namespace OpenSim.Region.Physics.BulletXPlugin -{ - /// - /// BulletXConversions are called now BulletXMaths - /// This Class converts objects and types for BulletX and give some operations - /// - public class BulletXMaths - { - //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); - - //Vector3 - public static Vector3 PhysicsVectorToXnaVector3(OpenMetaverse.Vector3 physicsVector) - { - return new Vector3(physicsVector.X, physicsVector.Y, physicsVector.Z); - } - - public static OpenMetaverse.Vector3 XnaVector3ToPhysicsVector(Vector3 xnaVector3) - { - return new OpenMetaverse.Vector3(xnaVector3.X, xnaVector3.Y, xnaVector3.Z); - } - - //Quaternion - public static Quaternion QuaternionToXnaQuaternion(OpenMetaverse.Quaternion quaternion) - { - return new Quaternion(quaternion.X, quaternion.Y, quaternion.Z, quaternion.W); - } - - public static OpenMetaverse.Quaternion XnaQuaternionToQuaternion(Quaternion xnaQuaternion) - { - return new OpenMetaverse.Quaternion(xnaQuaternion.W, xnaQuaternion.X, xnaQuaternion.Y, xnaQuaternion.Z); - } - - //Next methods are extracted from XnaDevRu.BulletX(See 3rd party license): - //- SetRotation (class MatrixOperations) - //- GetRotation (class MatrixOperations) - //- GetElement (class MathHelper) - //- SetElement (class MathHelper) - internal static void SetRotation(ref Matrix m, Quaternion q) - { - float d = q.LengthSquared(); - float s = 2f/d; - float xs = q.X*s, ys = q.Y*s, zs = q.Z*s; - float wx = q.W*xs, wy = q.W*ys, wz = q.W*zs; - float xx = q.X*xs, xy = q.X*ys, xz = q.X*zs; - float yy = q.Y*ys, yz = q.Y*zs, zz = q.Z*zs; - m = new Matrix(1 - (yy + zz), xy - wz, xz + wy, 0, - xy + wz, 1 - (xx + zz), yz - wx, 0, - xz - wy, yz + wx, 1 - (xx + yy), 0, - m.M41, m.M42, m.M43, 1); - } - - internal static Quaternion GetRotation(Matrix m) - { - Quaternion q; - - float trace = m.M11 + m.M22 + m.M33; - - if (trace > 0) - { - float s = (float) Math.Sqrt(trace + 1); - q.W = s*0.5f; - s = 0.5f/s; - - q.X = (m.M32 - m.M23)*s; - q.Y = (m.M13 - m.M31)*s; - q.Z = (m.M21 - m.M12)*s; - } - else - { - q.X = q.Y = q.Z = q.W = 0f; - - int i = m.M11 < m.M22 - ? - (m.M22 < m.M33 ? 2 : 1) - : - (m.M11 < m.M33 ? 2 : 0); - int j = (i + 1)%3; - int k = (i + 2)%3; - - float s = (float) Math.Sqrt(GetElement(m, i, i) - GetElement(m, j, j) - GetElement(m, k, k) + 1); - SetElement(ref q, i, s*0.5f); - s = 0.5f/s; - - q.W = (GetElement(m, k, j) - GetElement(m, j, k))*s; - SetElement(ref q, j, (GetElement(m, j, i) + GetElement(m, i, j))*s); - SetElement(ref q, k, (GetElement(m, k, i) + GetElement(m, i, k))*s); - } - - return q; - } - - internal static float SetElement(ref Quaternion q, int index, float value) - { - switch (index) - { - case 0: - q.X = value; - break; - case 1: - q.Y = value; - break; - case 2: - q.Z = value; - break; - case 3: - q.W = value; - break; - } - - return 0; - } - - internal static float GetElement(Matrix mat, int row, int col) - { - switch (row) - { - case 0: - switch (col) - { - case 0: - return mat.M11; - case 1: - return mat.M12; - case 2: - return mat.M13; - } - break; - case 1: - switch (col) - { - case 0: - return mat.M21; - case 1: - return mat.M22; - case 2: - return mat.M23; - } - break; - case 2: - switch (col) - { - case 0: - return mat.M31; - case 1: - return mat.M32; - case 2: - return mat.M33; - } - break; - } - - return 0; - } - } - - /// - /// PhysicsPlugin Class for BulletX - /// - public class BulletXPlugin : IPhysicsPlugin - { - private BulletXScene _mScene; - - public BulletXPlugin() - { - } - - public bool Init() - { - return true; - } - - public PhysicsScene GetScene(string sceneIdentifier) - { - if (_mScene == null) - { - _mScene = new BulletXScene(sceneIdentifier); - } - return (_mScene); - } - - public string GetName() - { - return ("modified_BulletX"); //Changed!! "BulletXEngine" To "modified_BulletX" - } - - public void Dispose() - { - } - } - - - // Class to detect and debug collisions - // Mainly used for debugging purposes - internal class CollisionDispatcherLocal : CollisionDispatcher - { - private BulletXScene relatedScene; - - public CollisionDispatcherLocal(BulletXScene s) - : base() - { - relatedScene = s; - } - - public override bool NeedsCollision(CollisionObject bodyA, CollisionObject bodyB) - { - RigidBody rb; - BulletXCharacter bxcA = null; - BulletXPrim bxpA = null; - Type t = bodyA.GetType(); - if (t == typeof (RigidBody)) - { - rb = (RigidBody) bodyA; - relatedScene._characters.TryGetValue(rb, out bxcA); - relatedScene._prims.TryGetValue(rb, out bxpA); - } -// String nameA; -// if (bxcA != null) -// nameA = bxcA._name; -// else if (bxpA != null) -// nameA = bxpA._name; -// else -// nameA = "null"; - - - - BulletXCharacter bxcB = null; - BulletXPrim bxpB = null; - t = bodyB.GetType(); - if (t == typeof (RigidBody)) - { - rb = (RigidBody) bodyB; - relatedScene._characters.TryGetValue(rb, out bxcB); - relatedScene._prims.TryGetValue(rb, out bxpB); - } - -// String nameB; -// if (bxcB != null) -// nameB = bxcB._name; -// else if (bxpB != null) -// nameB = bxpB._name; -// else - // nameB = "null"; - bool needsCollision;// = base.NeedsCollision(bodyA, bodyB); - int c1 = 3; - int c2 = 3; - - //////////////////////////////////////////////////////// - //BulletX Mesh Collisions - //added by Jed zhu - //data: May 07,2005 - //////////////////////////////////////////////////////// - #region BulletXMeshCollisions Fields - - - if (bxcA != null && bxpB != null) - c1 = Collision(bxcA, bxpB); - if (bxpA != null && bxcB != null) - c2 = Collision(bxcB, bxpA); - if (c1 < 2) - needsCollision = (c1 > 0) ? true : false; - else if (c2 < 2) - needsCollision = (c2 > 0) ? true : false; - else - needsCollision = base.NeedsCollision(bodyA, bodyB); - - - #endregion - - - //m_log.DebugFormat("[BulletX]: A collision was detected between {0} and {1} --> {2}", nameA, nameB, - //needsCollision); - - - return needsCollision; - } - //added by jed zhu - //calculas the collision between the Prim and Actor - // - private int Collision(BulletXCharacter actorA, BulletXPrim primB) - { - int[] indexBase; - Vector3[] vertexBase; - Vector3 vNormal; - // Vector3 vP1; - // Vector3 vP2; - // Vector3 vP3; - IMesh mesh = primB.GetMesh(); - - float fdistance; - if (primB == null) - return 3; - if (mesh == null) - return 2; - if (actorA == null) - return 3; - - int iVertexCount = mesh.getVertexList().Count; - int iIndexCount = mesh.getIndexListAsInt().Length; - if (iVertexCount == 0) - return 3; - if (iIndexCount == 0) - return 3; - lock (BulletXScene.BulletXLock) - { - indexBase = mesh.getIndexListAsInt(); - vertexBase = new Vector3[iVertexCount]; - - for (int i = 0; i < iVertexCount; i++) - { - OpenMetaverse.Vector3 v = mesh.getVertexList()[i]; - if (v != null) // Note, null has special meaning. See meshing code for details - vertexBase[i] = BulletXMaths.PhysicsVectorToXnaVector3(v); - else - vertexBase[i] = Vector3.Zero; - } - - for (int ix = 0; ix < iIndexCount; ix += 3) - { - int ia = indexBase[ix + 0]; - int ib = indexBase[ix + 1]; - int ic = indexBase[ix + 2]; - // - Vector3 v1 = vertexBase[ib] - vertexBase[ia]; - Vector3 v2 = vertexBase[ic] - vertexBase[ia]; - - Vector3.Cross(ref v1, ref v2, out vNormal); - Vector3.Normalize(ref vNormal, out vNormal); - - fdistance = Vector3.Dot(vNormal, vertexBase[ia]) + 0.50f; - if (preCheckCollision(actorA, vNormal, fdistance) == 1) - { - if (CheckCollision(actorA, ia, ib, ic, vNormal, vertexBase) == 1) - { - //PhysicsVector v = actorA.Position; - //Vector3 v3 = BulletXMaths.PhysicsVectorToXnaVector3(v); - //Vector3 vp = vNormal * (fdistance - Vector3.Dot(vNormal, v3) + 0.2f); - //actorA.Position += BulletXMaths.XnaVector3ToPhysicsVector(vp); - return 1; - } - } - } - } - - - return 0; - } - //added by jed zhu - //return value 1: need second check - //return value 0: no need check - - private int preCheckCollision(BulletXActor actA, Vector3 vNormal, float fDist) - { - float fstartSide; - OpenMetaverse.Vector3 v = actA.Position; - Vector3 v3 = BulletXMaths.PhysicsVectorToXnaVector3(v); - - fstartSide = Vector3.Dot(vNormal, v3) - fDist; - if (fstartSide > 0) return 0; - else return 1; - } - //added by jed zhu - private int CheckCollision(BulletXActor actA, int ia, int ib, int ic, Vector3 vNormal, Vector3[] vertBase) - { - Vector3 perPlaneNormal; - float fPerPlaneDist; - OpenMetaverse.Vector3 v = actA.Position; - Vector3 v3 = BulletXMaths.PhysicsVectorToXnaVector3(v); - //check AB - Vector3 v1; - v1 = vertBase[ib] - vertBase[ia]; - Vector3.Cross(ref vNormal, ref v1, out perPlaneNormal); - Vector3.Normalize(ref perPlaneNormal, out perPlaneNormal); - - if (Vector3.Dot((vertBase[ic] - vertBase[ia]), perPlaneNormal) < 0) - perPlaneNormal = -perPlaneNormal; - fPerPlaneDist = Vector3.Dot(perPlaneNormal, vertBase[ia]) - 0.50f; - - - - if ((Vector3.Dot(perPlaneNormal, v3) - fPerPlaneDist) < 0) - return 0; - fPerPlaneDist = Vector3.Dot(perPlaneNormal, vertBase[ic]) + 0.50f; - if ((Vector3.Dot(perPlaneNormal, v3) - fPerPlaneDist) > 0) - return 0; - - //check BC - - v1 = vertBase[ic] - vertBase[ib]; - Vector3.Cross(ref vNormal, ref v1, out perPlaneNormal); - Vector3.Normalize(ref perPlaneNormal, out perPlaneNormal); - - if (Vector3.Dot((vertBase[ia] - vertBase[ib]), perPlaneNormal) < 0) - perPlaneNormal = -perPlaneNormal; - fPerPlaneDist = Vector3.Dot(perPlaneNormal, vertBase[ib]) - 0.50f; - - - if ((Vector3.Dot(perPlaneNormal, v3) - fPerPlaneDist) < 0) - return 0; - fPerPlaneDist = Vector3.Dot(perPlaneNormal, vertBase[ia]) + 0.50f; - if ((Vector3.Dot(perPlaneNormal, v3) - fPerPlaneDist) > 0) - return 0; - //check CA - v1 = vertBase[ia] - vertBase[ic]; - Vector3.Cross(ref vNormal, ref v1, out perPlaneNormal); - Vector3.Normalize(ref perPlaneNormal, out perPlaneNormal); - - if (Vector3.Dot((vertBase[ib] - vertBase[ic]), perPlaneNormal) < 0) - perPlaneNormal = -perPlaneNormal; - fPerPlaneDist = Vector3.Dot(perPlaneNormal, vertBase[ic]) - 0.50f; - - - if ((Vector3.Dot(perPlaneNormal, v3) - fPerPlaneDist) < 0) - return 0; - fPerPlaneDist = Vector3.Dot(perPlaneNormal, vertBase[ib]) + 0.50f; - if ((Vector3.Dot(perPlaneNormal, v3) - fPerPlaneDist) > 0) - return 0; - - return 1; - - } - } - - /// - /// PhysicsScene Class for BulletX - /// - public class BulletXScene : PhysicsScene - { - #region BulletXScene Fields - - public DiscreteDynamicsWorld ddWorld; - private CollisionDispatcher cDispatcher; - private OverlappingPairCache opCache; - private SequentialImpulseConstraintSolver sicSolver; - public static Object BulletXLock = new Object(); - - private const int minXY = 0; - private const int minZ = 0; - private const int maxXY = (int)Constants.RegionSize; - private const int maxZ = 4096; - private const int maxHandles = 32766; //Why? I don't know - private const float gravity = 9.8f; - private const float heightLevel0 = 77.0f; - private const float heightLevel1 = 200.0f; - private const float lowGravityFactor = 0.2f; - //OpenSim calls Simulate 10 times per seconds. So FPS = "Simulate Calls" * simulationSubSteps = 100 FPS - private const int simulationSubSteps = 10; - //private float[] _heightmap; - private BulletXPlanet _simFlatPlanet; - internal Dictionary _characters = new Dictionary(); - internal Dictionary _prims = new Dictionary(); - - public IMesher mesher; - // private IConfigSource m_config; - - // protected internal String identifier; - - public BulletXScene(String sceneIdentifier) - { - //identifier = sceneIdentifier; - cDispatcher = new CollisionDispatcherLocal(this); - Vector3 worldMinDim = new Vector3((float)minXY, (float)minXY, (float)minZ); - Vector3 worldMaxDim = new Vector3((float)maxXY, (float)maxXY, (float)maxZ); - opCache = new AxisSweep3(worldMinDim, worldMaxDim, maxHandles); - sicSolver = new SequentialImpulseConstraintSolver(); - - lock (BulletXLock) - { - ddWorld = new DiscreteDynamicsWorld(cDispatcher, opCache, sicSolver); - ddWorld.Gravity = new Vector3(0, 0, -gravity); - } - //this._heightmap = new float[65536]; - } - - public static float Gravity - { - get { return gravity; } - } - - public static float HeightLevel0 - { - get { return heightLevel0; } - } - - public static float HeightLevel1 - { - get { return heightLevel1; } - } - - public static float LowGravityFactor - { - get { return lowGravityFactor; } - } - - public static int MaxXY - { - get { return maxXY; } - } - - public static int MaxZ - { - get { return maxZ; } - } - - private List _forgottenRigidBodies = new List(); - internal string is_ex_message = "Can't remove rigidBody!: "; - - #endregion - - public BulletXScene() - { - cDispatcher = new CollisionDispatcherLocal(this); - Vector3 worldMinDim = new Vector3((float) minXY, (float) minXY, (float) minZ); - Vector3 worldMaxDim = new Vector3((float) maxXY, (float) maxXY, (float) maxZ); - opCache = new AxisSweep3(worldMinDim, worldMaxDim, maxHandles); - sicSolver = new SequentialImpulseConstraintSolver(); - - lock (BulletXLock) - { - ddWorld = new DiscreteDynamicsWorld(cDispatcher, opCache, sicSolver); - ddWorld.Gravity = new Vector3(0, 0, -gravity); - } - //this._heightmap = new float[65536]; - } - - public override void Initialise(IMesher meshmerizer, IConfigSource config) - { - mesher = meshmerizer; - // m_config = config; - } - - public override void Dispose() - { - - } - - public override Dictionary GetTopColliders() - { - Dictionary returncolliders = new Dictionary(); - return returncolliders; - } - - public override void SetWaterLevel(float baseheight) - { - - } - - public override PhysicsActor AddAvatar(string avName, OpenMetaverse.Vector3 position, OpenMetaverse.Vector3 size, bool isFlying) - { - OpenMetaverse.Vector3 pos = OpenMetaverse.Vector3.Zero; - pos.X = position.X; - pos.Y = position.Y; - pos.Z = position.Z + 20; - BulletXCharacter newAv = null; - lock (BulletXLock) - { - newAv = new BulletXCharacter(avName, this, pos); - _characters.Add(newAv.RigidBody, newAv); - } - newAv.Flying = isFlying; - return newAv; - } - - public override void RemoveAvatar(PhysicsActor actor) - { - if (actor is BulletXCharacter) - { - lock (BulletXLock) - { - try - { - ddWorld.RemoveRigidBody(((BulletXCharacter) actor).RigidBody); - } - catch (Exception ex) - { - BulletXMessage(is_ex_message + ex.Message, true); - ((BulletXCharacter) actor).RigidBody.ActivationState = ActivationState.DisableSimulation; - AddForgottenRigidBody(((BulletXCharacter) actor).RigidBody); - } - _characters.Remove(((BulletXCharacter) actor).RigidBody); - } - GC.Collect(); - } - } - - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, OpenMetaverse.Vector3 position, - OpenMetaverse.Vector3 size, OpenMetaverse.Quaternion rotation, bool isPhysical, uint localid) - { - PhysicsActor result; - - switch (pbs.ProfileShape) - { - case ProfileShape.Square: - /// support simple box & hollow box now; later, more shapes - if (pbs.ProfileHollow == 0) - { - result = AddPrim(primName, position, size, rotation, null, null, isPhysical); - } - else - { - IMesh mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical); - result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical); - } - break; - - default: - result = AddPrim(primName, position, size, rotation, null, null, isPhysical); - break; - } - - return result; - } - - public PhysicsActor AddPrim(String name, OpenMetaverse.Vector3 position, OpenMetaverse.Vector3 size, OpenMetaverse.Quaternion rotation, - IMesh mesh, PrimitiveBaseShape pbs, bool isPhysical) - { - BulletXPrim newPrim = null; - lock (BulletXLock) - { - newPrim = new BulletXPrim(name, this, position, size, rotation, mesh, pbs, isPhysical); - _prims.Add(newPrim.RigidBody, newPrim); - } - return newPrim; - } - - public override void RemovePrim(PhysicsActor prim) - { - if (prim is BulletXPrim) - { - lock (BulletXLock) - { - try - { - ddWorld.RemoveRigidBody(((BulletXPrim) prim).RigidBody); - } - catch (Exception ex) - { - BulletXMessage(is_ex_message + ex.Message, true); - ((BulletXPrim) prim).RigidBody.ActivationState = ActivationState.DisableSimulation; - AddForgottenRigidBody(((BulletXPrim) prim).RigidBody); - } - _prims.Remove(((BulletXPrim) prim).RigidBody); - } - GC.Collect(); - } - } - - public override void AddPhysicsActorTaint(PhysicsActor prim) - { - } - - public override float Simulate(float timeStep) - { - float fps = 0; - lock (BulletXLock) - { - //Try to remove garbage - RemoveForgottenRigidBodies(); - //End of remove - MoveAPrimitives(timeStep); - - - fps = (timeStep*simulationSubSteps); - - ddWorld.StepSimulation(timeStep, simulationSubSteps, timeStep); - //Extra Heightmap Validation: BulletX's HeightFieldTerrain somestimes doesn't work so fine. - ValidateHeightForAll(); - //End heightmap validation. - UpdateKineticsForAll(); - } - return fps; - } - - private void MoveAPrimitives(float timeStep) - { - foreach (BulletXCharacter actor in _characters.Values) - { - actor.Move(timeStep); - } - } - - private void ValidateHeightForAll() - { - float _height; - foreach (BulletXCharacter actor in _characters.Values) - { - //_height = HeightValue(actor.RigidBodyPosition); - _height = _simFlatPlanet.HeightValue(actor.RigidBodyPosition); - actor.ValidateHeight(_height); - //if (_simFlatPlanet.heightIsNotValid(actor.RigidBodyPosition, out _height)) actor.ValidateHeight(_height); - } - foreach (BulletXPrim prim in _prims.Values) - { - //_height = HeightValue(prim.RigidBodyPosition); - _height = _simFlatPlanet.HeightValue(prim.RigidBodyPosition); - prim.ValidateHeight(_height); - //if (_simFlatPlanet.heightIsNotValid(prim.RigidBodyPosition, out _height)) prim.ValidateHeight(_height); - } - //foreach (BulletXCharacter actor in _characters) - //{ - // actor.ValidateHeight(0); - //} - //foreach (BulletXPrim prim in _prims) - //{ - // prim.ValidateHeight(0); - //} - } - - private void UpdateKineticsForAll() - { - //UpdatePosition > UpdateKinetics. - //Not only position will be updated, also velocity cause acceleration. - foreach (BulletXCharacter actor in _characters.Values) - { - actor.UpdateKinetics(); - } - foreach (BulletXPrim prim in _prims.Values) - { - prim.UpdateKinetics(); - } - //if (this._simFlatPlanet!=null) this._simFlatPlanet.Restore(); - } - - public override void GetResults() - { - } - - public override bool IsThreaded - { - get - { - return (false); // for now we won't be multithreaded - } - } - - public override void SetTerrain(float[] heightMap) - { - ////As the same as ODE, heightmap (x,y) must be swapped for BulletX - //for (int i = 0; i < 65536; i++) - //{ - // // this._heightmap[i] = (double)heightMap[i]; - // // dbm (danx0r) -- heightmap x,y must be swapped for Ode (should fix ODE, but for now...) - // int x = i & 0xff; - // int y = i >> 8; - // this._heightmap[i] = heightMap[x * 256 + y]; - //} - - //float[] swappedHeightMap = new float[65536]; - ////As the same as ODE, heightmap (x,y) must be swapped for BulletX - //for (int i = 0; i < 65536; i++) - //{ - // // this._heightmap[i] = (double)heightMap[i]; - // // dbm (danx0r) -- heightmap x,y must be swapped for Ode (should fix ODE, but for now...) - // int x = i & 0xff; - // int y = i >> 8; - // swappedHeightMap[i] = heightMap[x * 256 + y]; - //} - DeleteTerrain(); - //There is a BulletXLock inside the constructor of BulletXPlanet - //this._simFlatPlanet = new BulletXPlanet(this, swappedHeightMap); - _simFlatPlanet = new BulletXPlanet(this, heightMap); - //this._heightmap = heightMap; - } - - public override void DeleteTerrain() - { - if (_simFlatPlanet != null) - { - lock (BulletXLock) - { - try - { - ddWorld.RemoveRigidBody(_simFlatPlanet.RigidBody); - } - catch (Exception ex) - { - BulletXMessage(is_ex_message + ex.Message, true); - _simFlatPlanet.RigidBody.ActivationState = ActivationState.DisableSimulation; - AddForgottenRigidBody(_simFlatPlanet.RigidBody); - } - } - _simFlatPlanet = null; - GC.Collect(); - BulletXMessage("Terrain erased!", false); - } - - - - //this._heightmap = null; - } - - - - internal void AddForgottenRigidBody(RigidBody forgottenRigidBody) - { - _forgottenRigidBodies.Add(forgottenRigidBody); - } - - private void RemoveForgottenRigidBodies() - { - RigidBody forgottenRigidBody; - int nRigidBodies = _forgottenRigidBodies.Count; - for (int i = nRigidBodies - 1; i >= 0; i--) - { - forgottenRigidBody = _forgottenRigidBodies[i]; - try - { - ddWorld.RemoveRigidBody(forgottenRigidBody); - _forgottenRigidBodies.Remove(forgottenRigidBody); - BulletXMessage("Forgotten Rigid Body Removed", false); - } - catch (Exception ex) - { - BulletXMessage("Can't remove forgottenRigidBody!: " + ex.Message, false); - } - } - GC.Collect(); - } - - internal static void BulletXMessage(string message, bool isWarning) - { - PhysicsPluginManager.PhysicsPluginMessage("[Modified BulletX]:\t" + message, isWarning); - } - - //temp - //private float HeightValue(MonoXnaCompactMaths.Vector3 position) - //{ - // int li_x, li_y; - // float height; - // li_x = (int)Math.Round(position.X); if (li_x < 0) li_x = 0; - // li_y = (int)Math.Round(position.Y); if (li_y < 0) li_y = 0; - - // height = this._heightmap[li_y * 256 + li_x]; - // if (height < 0) height = 0; - // else if (height > maxZ) height = maxZ; - - // return height; - //} - } - - /// - /// Generic Physics Actor for BulletX inherit from PhysicActor - /// - public class BulletXActor : PhysicsActor - { - protected bool flying = false; - protected bool _physical = false; - protected OpenMetaverse.Vector3 _position; - protected OpenMetaverse.Vector3 _velocity; - protected OpenMetaverse.Vector3 _size; - protected OpenMetaverse.Vector3 _acceleration; - protected OpenMetaverse.Quaternion _orientation; - protected OpenMetaverse.Vector3 m_rotationalVelocity; - protected RigidBody rigidBody; - protected int m_PhysicsActorType; - private Boolean iscolliding = false; - internal string _name; - - public BulletXActor(String name) - { - _name = name; - } - - public override bool Stopped - { - get { return false; } - } - - public override OpenMetaverse.Vector3 Position - { - get { return _position; } - set - { - lock (BulletXScene.BulletXLock) - { - _position = value; - Translate(); - } - } - } - - public override OpenMetaverse.Vector3 RotationalVelocity - { - get { return m_rotationalVelocity; } - set { m_rotationalVelocity = value; } - } - - public override OpenMetaverse.Vector3 Velocity - { - get { return _velocity; } - set - { - lock (BulletXScene.BulletXLock) - { - //Static objects don' have linear velocity - if (_physical) - { - _velocity = value; - Speed(); - } - else - { - _velocity = OpenMetaverse.Vector3.Zero; - } - } - } - } - public override float CollisionScore - { - get { return 0f; } - set { } - } - public override OpenMetaverse.Vector3 Size - { - get { return _size; } - set - { - lock (BulletXScene.BulletXLock) - { - _size = value; - } - } - } - - public override OpenMetaverse.Vector3 Force - { - get { return OpenMetaverse.Vector3.Zero; } - set { return; } - } - - public override int VehicleType - { - get { return 0; } - set { return; } - } - - public override void VehicleFloatParam(int param, float value) - { - - } - - public override void VehicleVectorParam(int param, OpenMetaverse.Vector3 value) - { - - } - - public override void VehicleRotationParam(int param, OpenMetaverse.Quaternion rotation) - { - - } - - public override void VehicleFlags(int param, bool remove) - { - - } - - public override void SetVolumeDetect(int param) - { - - } - - public override OpenMetaverse.Vector3 CenterOfMass - { - get { return OpenMetaverse.Vector3.Zero; } - } - - public override OpenMetaverse.Vector3 GeometricCenter - { - get { return OpenMetaverse.Vector3.Zero; } - } - - public override PrimitiveBaseShape Shape - { - set { return; } - } - - public override bool SetAlwaysRun - { - get { return false; } - set { return; } - } - - public override OpenMetaverse.Vector3 Acceleration - { - get { return _acceleration; } - } - - public override OpenMetaverse.Quaternion Orientation - { - get { return _orientation; } - set - { - lock (BulletXScene.BulletXLock) - { - _orientation = value; - ReOrient(); - } - } - } - public override void link(PhysicsActor obj) - { - - } - - public override void delink() - { - - } - - public override void LockAngularMotion(OpenMetaverse.Vector3 axis) - { - - } - - public override float Mass - { - get { return ActorMass; } - } - - public virtual float ActorMass - { - get { return 0; } - } - - public override int PhysicsActorType - { - get { return (int) m_PhysicsActorType; } - set { m_PhysicsActorType = value; } - } - - public RigidBody RigidBody - { - get { return rigidBody; } - } - - public Vector3 RigidBodyPosition - { - get { return rigidBody.CenterOfMassPosition; } - } - - public override bool IsPhysical - { - get { return _physical; } - set { _physical = value; } - } - - public override bool Flying - { - get { return flying; } - set { flying = value; } - } - - public override bool ThrottleUpdates - { - get { return false; } - set { return; } - } - - public override bool IsColliding - { - get { return iscolliding; } - set { iscolliding = value; } - } - - public override bool CollidingGround - { - get { return false; } - set { return; } - } - - public override bool CollidingObj - { - get { return false; } - set { return; } - } - - public override uint LocalID - { - set { return; } - } - - public override bool Grabbed - { - set { return; } - } - - public override bool Selected - { - set { return; } - } - - public override float Buoyancy - { - get { return 0f; } - set { return; } - } - - public override bool FloatOnWater - { - set { return; } - } - - public virtual void SetAcceleration(OpenMetaverse.Vector3 accel) - { - lock (BulletXScene.BulletXLock) - { - _acceleration = accel; - } - } - - public override bool Kinematic - { - get { return false; } - set { } - } - - public override void AddForce(OpenMetaverse.Vector3 force, bool pushforce) - { - } - public override OpenMetaverse.Vector3 Torque - { - get { return OpenMetaverse.Vector3.Zero; } - set { return; } - } - public override void AddAngularForce(OpenMetaverse.Vector3 force, bool pushforce) - { - } - - public override void SetMomentum(OpenMetaverse.Vector3 momentum) - { - } - - internal virtual void ValidateHeight(float heighmapPositionValue) - { - } - - internal virtual void UpdateKinetics() - { - } - - #region Methods for updating values of RigidBody - - protected internal void Translate() - { - Translate(_position); - } - - protected internal void Translate(OpenMetaverse.Vector3 _newPos) - { - Vector3 _translation; - _translation = BulletXMaths.PhysicsVectorToXnaVector3(_newPos) - rigidBody.CenterOfMassPosition; - rigidBody.Translate(_translation); - } - - protected internal void Speed() - { - Speed(_velocity); - } - - protected internal void Speed(OpenMetaverse.Vector3 _newSpeed) - { - Vector3 _speed; - _speed = BulletXMaths.PhysicsVectorToXnaVector3(_newSpeed); - rigidBody.LinearVelocity = _speed; - } - - protected internal void ReOrient() - { - ReOrient(_orientation); - } - - protected internal void ReOrient(OpenMetaverse.Quaternion _newOrient) - { - Quaternion _newOrientation; - _newOrientation = BulletXMaths.QuaternionToXnaQuaternion(_newOrient); - Matrix _comTransform = rigidBody.CenterOfMassTransform; - BulletXMaths.SetRotation(ref _comTransform, _newOrientation); - rigidBody.CenterOfMassTransform = _comTransform; - } - - protected internal void ReSize() - { - ReSize(_size); - } - - protected internal virtual void ReSize(OpenMetaverse.Vector3 _newSize) - { - } - - public virtual void ScheduleTerseUpdate() - { - base.RequestPhysicsterseUpdate(); - } - - #endregion - - public override void CrossingFailure() - { - - } - public override OpenMetaverse.Vector3 PIDTarget { set { return; } } - public override bool PIDActive { set { return; } } - public override float PIDTau { set { return; } } - - public override float PIDHoverHeight { set { return; } } - public override bool PIDHoverActive { set { return; } } - public override PIDHoverType PIDHoverType { set { return; } } - public override float PIDHoverTau { set { return; } } - - public override OpenMetaverse.Quaternion APIDTarget - { - set { return; } - } - - public override bool APIDActive - { - set { return; } - } - - public override float APIDStrength - { - set { return; } - } - - public override float APIDDamping - { - set { return; } - } - - - public override void SubscribeEvents(int ms) - { - - } - public override void UnSubscribeEvents() - { - - } - public override bool SubscribedEvents() - { - return false; - } - } - - /// - /// PhysicsActor Character Class for BulletX - /// - public class BulletXCharacter : BulletXActor - { - public BulletXCharacter(BulletXScene parent_scene, OpenMetaverse.Vector3 pos) - : this(String.Empty, parent_scene, pos) - { - } - - public BulletXCharacter(String avName, BulletXScene parent_scene, OpenMetaverse.Vector3 pos) - : this(avName, parent_scene, pos, OpenMetaverse.Vector3.Zero, OpenMetaverse.Vector3.Zero, OpenMetaverse.Vector3.Zero, - OpenMetaverse.Quaternion.Identity) - { - } - - public BulletXCharacter(String avName, BulletXScene parent_scene, OpenMetaverse.Vector3 pos, OpenMetaverse.Vector3 velocity, - OpenMetaverse.Vector3 size, OpenMetaverse.Vector3 acceleration, OpenMetaverse.Quaternion orientation) - : base(avName) - { - //This fields will be removed. They're temporal - float _sizeX = 0.5f; - float _sizeY = 0.5f; - float _sizeZ = 1.6f; - //. - _position = pos; - _velocity = velocity; - _size = size; - //--- - _size.X = _sizeX; - _size.Y = _sizeY; - _size.Z = _sizeZ; - //. - _acceleration = acceleration; - _orientation = orientation; - _physical = true; - - float _mass = 50.0f; //This depends of avatar's dimensions - //For RigidBody Constructor. The next values might change - float _linearDamping = 0.0f; - float _angularDamping = 0.0f; - float _friction = 0.5f; - float _restitution = 0.0f; - Matrix _startTransform = Matrix.Identity; - Matrix _centerOfMassOffset = Matrix.Identity; - lock (BulletXScene.BulletXLock) - { - _startTransform.Translation = BulletXMaths.PhysicsVectorToXnaVector3(pos); - //CollisionShape _collisionShape = new BoxShape(new MonoXnaCompactMaths.Vector3(1.0f, 1.0f, 1.60f)); - //For now, like ODE, collisionShape = sphere of radious = 1.0 - CollisionShape _collisionShape = new SphereShape(1.0f); - DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset); - Vector3 _localInertia = new Vector3(); - _collisionShape.CalculateLocalInertia(_mass, out _localInertia); //Always when mass > 0 - rigidBody = - new RigidBody(_mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, - _friction, _restitution); - //rigidBody.ActivationState = ActivationState.DisableDeactivation; - //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition - Vector3 _vDebugTranslation; - _vDebugTranslation = _startTransform.Translation - rigidBody.CenterOfMassPosition; - rigidBody.Translate(_vDebugTranslation); - parent_scene.ddWorld.AddRigidBody(rigidBody); - } - } - - public override int PhysicsActorType - { - get { return (int) ActorTypes.Agent; } - set { return; } - } - - public override OpenMetaverse.Vector3 Position - { - get { return base.Position; } - set { base.Position = value; } - } - - public override OpenMetaverse.Vector3 Velocity - { - get { return base.Velocity; } - set { base.Velocity = value; } - } - - public override OpenMetaverse.Vector3 Size - { - get { return base.Size; } - set { base.Size = value; } - } - - public override OpenMetaverse.Vector3 Acceleration - { - get { return base.Acceleration; } - } - - public override OpenMetaverse.Quaternion Orientation - { - get { return base.Orientation; } - set { base.Orientation = value; } - } - - public override bool Flying - { - get { return base.Flying; } - set { base.Flying = value; } - } - - public override bool IsColliding - { - get { return base.IsColliding; } - set { base.IsColliding = value; } - } - - public override bool Kinematic - { - get { return base.Kinematic; } - set { base.Kinematic = value; } - } - - public override void SetAcceleration(OpenMetaverse.Vector3 accel) - { - base.SetAcceleration(accel); - } - - public override void AddForce(OpenMetaverse.Vector3 force, bool pushforce) - { - base.AddForce(force, pushforce); - } - - public override void SetMomentum(OpenMetaverse.Vector3 momentum) - { - base.SetMomentum(momentum); - } - - internal void Move(float timeStep) - { - Vector3 vec = new Vector3(); - //At this point it's supossed that: - //_velocity == rigidBody.LinearVelocity - vec.X = _velocity.X; - vec.Y = _velocity.Y; - vec.Z = _velocity.Z; - if ((vec.X != 0.0f) || (vec.Y != 0.0f) || (vec.Z != 0.0f)) rigidBody.Activate(); - if (flying) - { - //Antigravity with movement - if (_position.Z <= BulletXScene.HeightLevel0) - { - vec.Z += BulletXScene.Gravity*timeStep; - } - //Lowgravity with movement - else if ((_position.Z > BulletXScene.HeightLevel0) - && (_position.Z <= BulletXScene.HeightLevel1)) - { - vec.Z += BulletXScene.Gravity*timeStep*(1.0f - BulletXScene.LowGravityFactor); - } - //Lowgravity with... - else if (_position.Z > BulletXScene.HeightLevel1) - { - if (vec.Z > 0) //no movement - vec.Z = BulletXScene.Gravity*timeStep*(1.0f - BulletXScene.LowGravityFactor); - else - vec.Z += BulletXScene.Gravity*timeStep*(1.0f - BulletXScene.LowGravityFactor); - } - } - rigidBody.LinearVelocity = vec; - } - - //This validation is very basic - internal override void ValidateHeight(float heighmapPositionValue) - { - if (rigidBody.CenterOfMassPosition.Z < heighmapPositionValue + _size.Z/2.0f) - { - Matrix m = rigidBody.WorldTransform; - Vector3 v3 = m.Translation; - v3.Z = heighmapPositionValue + _size.Z/2.0f; - m.Translation = v3; - rigidBody.WorldTransform = m; - //When an Avie touch the ground it's vertical velocity it's reduced to ZERO - Speed(new OpenMetaverse.Vector3(rigidBody.LinearVelocity.X, rigidBody.LinearVelocity.Y, 0.0f)); - } - } - - internal override void UpdateKinetics() - { - _position = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.CenterOfMassPosition); - _velocity = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.LinearVelocity); - //Orientation it seems that it will be the default. - ReOrient(); - } - } - - /// - /// PhysicsActor Prim Class for BulletX - /// - public class BulletXPrim : BulletXActor - { - //Density it will depends of material. - //For now all prims have the same density, all prims are made of water. Be water my friend! :D - private const float _density = 1000.0f; - private BulletXScene _parent_scene; - private OpenMetaverse.Vector3 m_prev_position; - private bool m_lastUpdateSent = false; - //added by jed zhu - private IMesh _mesh; - public IMesh GetMesh() { return _mesh; } - - - - public BulletXPrim(String primName, BulletXScene parent_scene, OpenMetaverse.Vector3 pos, OpenMetaverse.Vector3 size, - OpenMetaverse.Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool isPhysical) - : this( - primName, parent_scene, pos, OpenMetaverse.Vector3.Zero, size, OpenMetaverse.Vector3.Zero, rotation, mesh, pbs, - isPhysical) - { - } - - public BulletXPrim(String primName, BulletXScene parent_scene, OpenMetaverse.Vector3 pos, OpenMetaverse.Vector3 velocity, - OpenMetaverse.Vector3 size, - OpenMetaverse.Vector3 acceleration, OpenMetaverse.Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, - bool isPhysical) - : base(primName) - { - if ((size.X == 0) || (size.Y == 0) || (size.Z == 0)) - throw new Exception("Size 0"); - if (OpenMetaverse.Quaternion.Normalize(rotation).Length() == 0f) - rotation = OpenMetaverse.Quaternion.Identity; - - _position = pos; - _physical = isPhysical; - _velocity = _physical ? velocity : OpenMetaverse.Vector3.Zero; - _size = size; - _acceleration = acceleration; - _orientation = rotation; - - _parent_scene = parent_scene; - - CreateRigidBody(parent_scene, mesh, pos, size); - } - - public override int PhysicsActorType - { - get { return (int) ActorTypes.Prim; } - set { return; } - } - - public override OpenMetaverse.Vector3 Position - { - get { return base.Position; } - set { base.Position = value; } - } - - public override OpenMetaverse.Vector3 Velocity - { - get { return base.Velocity; } - set { base.Velocity = value; } - } - - public override OpenMetaverse.Vector3 Size - { - get { return _size; } - set - { - lock (BulletXScene.BulletXLock) - { - _size = value; - ReSize(); - } - } - } - - public override OpenMetaverse.Vector3 Acceleration - { - get { return base.Acceleration; } - } - - public override OpenMetaverse.Quaternion Orientation - { - get { return base.Orientation; } - set { base.Orientation = value; } - } - - public override float ActorMass - { - get - { - //For now all prims are boxes - return (_physical ? 1 : 0)*_density*_size.X*_size.Y*_size.Z; - } - } - - public override bool IsPhysical - { - get { return base.IsPhysical; } - set - { - base.IsPhysical = value; - if (value) - { - //--- - PhysicsPluginManager.PhysicsPluginMessage("Physical - Recreate", true); - //--- - ReCreateRigidBody(_size); - } - else - { - //--- - PhysicsPluginManager.PhysicsPluginMessage("Physical - SetMassProps", true); - //--- - rigidBody.SetMassProps(Mass, new Vector3()); - } - } - } - - public override bool Flying - { - get { return base.Flying; } - set { base.Flying = value; } - } - - public override bool IsColliding - { - get { return base.IsColliding; } - set { base.IsColliding = value; } - } - - public override bool Kinematic - { - get { return base.Kinematic; } - set { base.Kinematic = value; } - } - - public override void SetAcceleration(OpenMetaverse.Vector3 accel) - { - lock (BulletXScene.BulletXLock) - { - _acceleration = accel; - } - } - - public override void AddForce(OpenMetaverse.Vector3 force, bool pushforce) - { - base.AddForce(force,pushforce); - } - - public override void SetMomentum(OpenMetaverse.Vector3 momentum) - { - base.SetMomentum(momentum); - } - - internal override void ValidateHeight(float heighmapPositionValue) - { - if (rigidBody.CenterOfMassPosition.Z < heighmapPositionValue + _size.Z/2.0f) - { - Matrix m = rigidBody.WorldTransform; - Vector3 v3 = m.Translation; - v3.Z = heighmapPositionValue + _size.Z/2.0f; - m.Translation = v3; - rigidBody.WorldTransform = m; - //When a Prim touch the ground it's vertical velocity it's reduced to ZERO - //Static objects don't have linear velocity - if (_physical) - Speed(new OpenMetaverse.Vector3(rigidBody.LinearVelocity.X, rigidBody.LinearVelocity.Y, 0.0f)); - } - } - - internal override void UpdateKinetics() - { - if (_physical) //Updates properties. Prim updates its properties physically - { - _position = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.CenterOfMassPosition); - - _velocity = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.LinearVelocity); - _orientation = BulletXMaths.XnaQuaternionToQuaternion(rigidBody.Orientation); - - if ((Math.Abs(m_prev_position.X - _position.X) < 0.03) - && (Math.Abs(m_prev_position.Y - _position.Y) < 0.03) - && (Math.Abs(m_prev_position.Z - _position.Z) < 0.03)) - { - if (!m_lastUpdateSent) - { - _velocity = OpenMetaverse.Vector3.Zero; - base.ScheduleTerseUpdate(); - m_lastUpdateSent = true; - } - } - else - { - m_lastUpdateSent = false; - base.ScheduleTerseUpdate(); - } - m_prev_position = _position; - } - else //Doesn't updates properties. That's a cancel - { - Translate(); - //Speed(); //<- Static objects don't have linear velocity - ReOrient(); - } - } - - #region Methods for updating values of RigidBody - - protected internal void CreateRigidBody(BulletXScene parent_scene, IMesh mesh, OpenMetaverse.Vector3 pos, - OpenMetaverse.Vector3 size) - { - //For RigidBody Constructor. The next values might change - float _linearDamping = 0.0f; - float _angularDamping = 0.0f; - float _friction = 1.0f; - float _restitution = 0.0f; - Matrix _startTransform = Matrix.Identity; - Matrix _centerOfMassOffset = Matrix.Identity; - //added by jed zhu - _mesh = mesh; - - lock (BulletXScene.BulletXLock) - { - _startTransform.Translation = BulletXMaths.PhysicsVectorToXnaVector3(pos); - //For now all prims are boxes - CollisionShape _collisionShape; - if (mesh == null) - { - _collisionShape = new BoxShape(BulletXMaths.PhysicsVectorToXnaVector3(size)/2.0f); - } - else - { - int iVertexCount = mesh.getVertexList().Count; - int[] indices = mesh.getIndexListAsInt(); - Vector3[] v3Vertices = new Vector3[iVertexCount]; - for (int i = 0; i < iVertexCount; i++) - { - OpenMetaverse.Vector3 v = mesh.getVertexList()[i]; - if (v != null) // Note, null has special meaning. See meshing code for details - v3Vertices[i] = BulletXMaths.PhysicsVectorToXnaVector3(v); - else - v3Vertices[i] = Vector3.Zero; - } - TriangleIndexVertexArray triMesh = new TriangleIndexVertexArray(indices, v3Vertices); - - _collisionShape = new TriangleMeshShape(triMesh); - } - DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset); - Vector3 _localInertia = new Vector3(); - if (_physical) _collisionShape.CalculateLocalInertia(Mass, out _localInertia); //Always when mass > 0 - rigidBody = - new RigidBody(Mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, - _friction, _restitution); - //rigidBody.ActivationState = ActivationState.DisableDeactivation; - //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition - Vector3 _vDebugTranslation; - _vDebugTranslation = _startTransform.Translation - rigidBody.CenterOfMassPosition; - rigidBody.Translate(_vDebugTranslation); - //--- - parent_scene.ddWorld.AddRigidBody(rigidBody); - } - } - - protected internal void ReCreateRigidBody(OpenMetaverse.Vector3 size) - { - //There is a bug when trying to remove a rigidBody that is colliding with something.. - try - { - _parent_scene.ddWorld.RemoveRigidBody(rigidBody); - } - catch (Exception ex) - { - BulletXScene.BulletXMessage(_parent_scene.is_ex_message + ex.Message, true); - rigidBody.ActivationState = ActivationState.DisableSimulation; - _parent_scene.AddForgottenRigidBody(rigidBody); - } - CreateRigidBody(_parent_scene, null, _position, size); - // Note, null for the meshing definitely is wrong. It's here for the moment to apease the compiler - if (_physical) Speed(); //Static objects don't have linear velocity - ReOrient(); - GC.Collect(); - } - - protected internal override void ReSize(OpenMetaverse.Vector3 _newSize) - { - //I wonder to know how to resize with a simple instruction in BulletX. It seems that for now there isn't - //so i have to do it manually. That's recreating rigidbody - ReCreateRigidBody(_newSize); - } - - #endregion - } - - /// - /// This Class manage a HeighField as a RigidBody. This is for to be added in the BulletXScene - /// - internal class BulletXPlanet - { - private OpenMetaverse.Vector3 _staticPosition; -// private Vector3 _staticVelocity; -// private OpenMetaverse.Quaternion _staticOrientation; - private float _mass; - // private BulletXScene _parentscene; - internal float[] _heightField; - private RigidBody _flatPlanet; - - internal RigidBody RigidBody - { - get { return _flatPlanet; } - } - - internal BulletXPlanet(BulletXScene parent_scene, float[] heightField) - { - _staticPosition = new OpenMetaverse.Vector3(BulletXScene.MaxXY / 2, BulletXScene.MaxXY / 2, 0); -// _staticVelocity = new PhysicsVector(); -// _staticOrientation = OpenMetaverse.Quaternion.Identity; - _mass = 0; //No active - // _parentscene = parent_scene; - _heightField = heightField; - - float _linearDamping = 0.0f; - float _angularDamping = 0.0f; - float _friction = 0.5f; - float _restitution = 0.0f; - Matrix _startTransform = Matrix.Identity; - Matrix _centerOfMassOffset = Matrix.Identity; - - lock (BulletXScene.BulletXLock) - { - try - { - _startTransform.Translation = BulletXMaths.PhysicsVectorToXnaVector3(_staticPosition); - CollisionShape _collisionShape = - new HeightfieldTerrainShape(BulletXScene.MaxXY, BulletXScene.MaxXY, _heightField, - (float) BulletXScene.MaxZ, 2, true, false); - DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset); - Vector3 _localInertia = new Vector3(); - //_collisionShape.CalculateLocalInertia(_mass, out _localInertia); //Always when mass > 0 - _flatPlanet = - new RigidBody(_mass, _motionState, _collisionShape, _localInertia, _linearDamping, - _angularDamping, _friction, _restitution); - //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition - Vector3 _vDebugTranslation; - _vDebugTranslation = _startTransform.Translation - _flatPlanet.CenterOfMassPosition; - _flatPlanet.Translate(_vDebugTranslation); - parent_scene.ddWorld.AddRigidBody(_flatPlanet); - } - catch (Exception ex) - { - BulletXScene.BulletXMessage(ex.Message, true); - } - } - BulletXScene.BulletXMessage("BulletXPlanet created.", false); - } - - internal float HeightValue(Vector3 position) - { - int li_x, li_y; - float height; - li_x = (int) Math.Round(position.X); - if (li_x < 0) li_x = 0; - if (li_x >= BulletXScene.MaxXY) li_x = BulletXScene.MaxXY - 1; - li_y = (int) Math.Round(position.Y); - if (li_y < 0) li_y = 0; - if (li_y >= BulletXScene.MaxXY) li_y = BulletXScene.MaxXY - 1; - - height = ((HeightfieldTerrainShape) _flatPlanet.CollisionShape).getHeightFieldValue(li_x, li_y); - if (height < 0) height = 0; - else if (height > BulletXScene.MaxZ) height = BulletXScene.MaxZ; - - return height; - } - } -} diff --git a/OpenSim/Region/Physics/BulletXPlugin/TriangleIndexVertexArray.cs b/OpenSim/Region/Physics/BulletXPlugin/TriangleIndexVertexArray.cs deleted file mode 100644 index 637cf6e20c..0000000000 --- a/OpenSim/Region/Physics/BulletXPlugin/TriangleIndexVertexArray.cs +++ /dev/null @@ -1,197 +0,0 @@ -/* - Bullet for XNA Copyright (c) 2003-2007 Vsevolod Klementjev http://www.codeplex.com/xnadevru - Bullet original C++ version Copyright (c) 2003-2007 Erwin Coumans http://bulletphysics.com - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ - -/* - This file contains a class TriangleIndexVertexArray. I tried using the class with the same name - from the BulletX implementation and found it unusable for the purpose of using triangle meshes - within BulletX as the implementation was painfully incomplete. - The attempt to derive from the original class failed as viable members were hidden. - Fiddling around with BulletX itself was not my intention. - So I copied the class to the BulletX-plugin and modified it. - If you want to fiddle around with it it's up to you to move all this to BulletX. - If someone someday implements the missing functionality in BulletX, feel free to remove this class. - It's just an ugly hack. -*/ - -using System; -using System.Collections.Generic; -using MonoXnaCompactMaths; -using XnaDevRu.BulletX; - -namespace OpenSim.Region.Physics.BulletXPlugin -{ - /// - /// IndexedMesh indexes into existing vertex and index arrays, in a similar way OpenGL glDrawElements - /// instead of the number of indices, we pass the number of triangles - /// - public struct IndexedMesh - { - private int _numTriangles; - private int[] _triangleIndexBase; - private int _triangleIndexStride; - private int _numVertices; - private Vector3[] _vertexBase; - private int _vertexStride; - - public IndexedMesh(int numTriangleIndices, int[] triangleIndexBase, int triangleIndexStride, int numVertices, - Vector3[] vertexBase, int vertexStride) - { - _numTriangles = numTriangleIndices; - _triangleIndexBase = triangleIndexBase; - _triangleIndexStride = triangleIndexStride; - _vertexBase = vertexBase; - _numVertices = numVertices; - _vertexStride = vertexStride; - } - - public IndexedMesh(int[] triangleIndexBase, Vector3[] vertexBase) - { - _numTriangles = triangleIndexBase.Length; - _triangleIndexBase = triangleIndexBase; - _triangleIndexStride = 32; - _vertexBase = vertexBase; - _numVertices = vertexBase.Length; - _vertexStride = 24; - } - - public int TriangleCount - { - get { return _numTriangles; } - set { _numTriangles = value; } - } - - public int[] TriangleIndexBase - { - get { return _triangleIndexBase; } - set { _triangleIndexBase = value; } - } - - public int TriangleIndexStride - { - get { return _triangleIndexStride; } - set { _triangleIndexStride = value; } - } - - public int VertexCount - { - get { return _numVertices; } - set { _numVertices = value; } - } - - public Vector3[] VertexBase - { - get { return _vertexBase; } - set { _vertexBase = value; } - } - - public int VertexStride - { - get { return _vertexStride; } - set { _vertexStride = value; } - } - } - - /// - /// TriangleIndexVertexArray allows to use multiple meshes, by indexing into existing triangle/index arrays. - /// Additional meshes can be added using addIndexedMesh - /// - public class TriangleIndexVertexArray : StridingMeshInterface - { - private List _indexedMeshes = new List(); - - public TriangleIndexVertexArray() - { - } - - public TriangleIndexVertexArray(int numTriangleIndices, int[] triangleIndexBase, int triangleIndexStride, - int numVertices, Vector3[] vertexBase, int vertexStride) - { - IndexedMesh mesh = new IndexedMesh(); - mesh.TriangleCount = numTriangleIndices; - mesh.TriangleIndexBase = triangleIndexBase; - mesh.TriangleIndexStride = triangleIndexStride; - mesh.VertexBase = vertexBase; - mesh.VertexCount = numVertices; - mesh.VertexStride = vertexStride; - - AddIndexedMesh(mesh); - } - - public TriangleIndexVertexArray(int[] triangleIndexBase, Vector3[] vertexBase) - : this(triangleIndexBase.Length, triangleIndexBase, 32, vertexBase.Length, vertexBase, 24) - { - } - - public void AddIndexedMesh(IndexedMesh indexedMesh) - { - _indexedMeshes.Add(indexedMesh); - } - - public override void GetLockedVertexIndexBase(out List verts, out List indicies, out int numfaces, - int subpart) - { - throw new Exception("The method or operation is not implemented."); - } - - public override void GetLockedReadOnlyVertexIndexBase(out List verts, out List indicies, - out int numfaces, int subpart) - { - IndexedMesh m = _indexedMeshes[0]; - Vector3[] vertexBase = m.VertexBase; - verts = new List(); - foreach (Vector3 v in vertexBase) - { - verts.Add(v); - } - int[] indexBase = m.TriangleIndexBase; - indicies = new List(); - foreach (int i in indexBase) - { - indicies.Add(i); - } - numfaces = vertexBase.GetLength(0); - } - - public override void UnLockVertexBase(int subpart) - { - throw new Exception("The method or operation is not implemented."); - } - - public override void UnLockReadOnlyVertexBase(int subpart) - { - } - - public override int SubPartsCount() - { - return _indexedMeshes.Count; - } - - public override void PreallocateVertices(int numverts) - { - throw new Exception("The method or operation is not implemented."); - } - - public override void PreallocateIndices(int numindices) - { - throw new Exception("The method or operation is not implemented."); - } - } -} diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs index 0a0d13fcc2..4cc8c59f28 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs @@ -464,10 +464,12 @@ namespace OpenSim.Region.Physics.OdePlugin m_pidControllerActive = true; Vector3 SetSize = value; - m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f; - //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString()); + m_tainted_CAPSULE_LENGTH = (SetSize.Z * 1.15f) - CAPSULE_RADIUS * 2.0f; +// m_log.Info("[SIZE]: " + CAPSULE_LENGTH); - Velocity = Vector3.Zero; + // If we reset velocity here, then an avatar stalls when it crosses a border for the first time + // (as the height of the new root agent is set). +// Velocity = Vector3.Zero; _parent_scene.AddPhysicsActorTaint(this); } @@ -785,6 +787,8 @@ namespace OpenSim.Region.Physics.OdePlugin { m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character"); } + +// m_log.DebugFormat("[PHYSICS]: Set target velocity of {0}", _target_velocity); } } @@ -1325,7 +1329,8 @@ namespace OpenSim.Region.Physics.OdePlugin { if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero) { - +// m_log.DebugFormat("[PHYSICS]: Changing capsule size"); + m_pidControllerActive = true; // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate() d.JointDestroy(Amotor); @@ -1336,7 +1341,10 @@ namespace OpenSim.Region.Physics.OdePlugin d.GeomDestroy(Shell); AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor); - Velocity = Vector3.Zero; + + // As with Size, we reset velocity. However, this isn't strictly necessary since it doesn't + // appear to stall initial region crossings when done here. Being done for consistency. +// Velocity = Vector3.Zero; _parent_scene.geom_name_map[Shell] = m_name; _parent_scene.actor_name_map[Shell] = (PhysicsActor)this; @@ -1361,7 +1369,6 @@ namespace OpenSim.Region.Physics.OdePlugin _position.Z = m_taintPosition.Z; } } - } internal void AddCollisionFrameTime(int p) diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index 924d7c2d77..ac92b8b963 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs @@ -1526,6 +1526,7 @@ Console.WriteLine("changeadd 1"); { if (Body == IntPtr.Zero) enableBody(); + //Prim auto disable after 20 frames, //if you move it, re-enable the prim manually. if (_parent != null) @@ -1536,6 +1537,7 @@ Console.WriteLine("changeadd 1"); m_linkJoint = IntPtr.Zero; } } + if (Body != IntPtr.Zero) { d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); @@ -1599,7 +1601,6 @@ Console.WriteLine(" JointCreateFixed"); float fy = 0; float fz = 0; - if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // KF: Only move root prims. { if (m_vehicle.Type != Vehicle.TYPE_NONE) @@ -1818,7 +1819,6 @@ Console.WriteLine(" JointCreateFixed"); // 35x10 = 350n times the mass per second applied maximum. float nmax = 35f * m_mass; float nmin = -35f * m_mass; - if (fx > nmax) fx = nmax; diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 88e884dabc..070cdc04b9 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -3591,7 +3591,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api parentPrim.ScheduleGroupForFullUpdate(); if (client != null) - parentPrim.GetProperties(client); + parentPrim.SendPropertiesToClient(client); ScriptSleep(1000); } @@ -6570,6 +6570,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve) { + float tempFloat; // Use in float expressions below to avoid byte cast precision issues. ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && @@ -6651,8 +6652,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { twist.y = 1.0f; } - shapeBlock.PathTwistBegin = (sbyte)(100 * twist.x); - shapeBlock.PathTwist = (sbyte)(100 * twist.y); + // A fairly large precision error occurs for some calculations, + // if a float or double is directly cast to a byte or sbyte + // variable, in both .Net and Mono. In .Net, coding + // "(sbyte)(float)(some expression)" corrects the precision + // errors. But this does not work for Mono. This longer coding + // form of creating a tempoary float variable from the + // expression first, then casting that variable to a byte or + // sbyte, works for both .Net and Mono. These types of + // assignments occur in SetPrimtiveBlockShapeParams and + // SetPrimitiveShapeParams in support of llSetPrimitiveParams. + tempFloat = (float)(100.0d * twist.x); + shapeBlock.PathTwistBegin = (sbyte)tempFloat; + tempFloat = (float)(100.0d * twist.y); + shapeBlock.PathTwist = (sbyte)tempFloat; shapeBlock.ObjectLocalID = part.LocalId; @@ -6663,6 +6676,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api // Prim type box, cylinder and prism. protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte profileshape, byte pathcurve) { + float tempFloat; // Use in float expressions below to avoid byte cast precision issues. ObjectShapePacket.ObjectDataBlock shapeBlock; shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve); @@ -6683,8 +6697,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { taper_b.y = 2f; } - shapeBlock.PathScaleX = (byte)(100 * (2.0 - taper_b.x)); - shapeBlock.PathScaleY = (byte)(100 * (2.0 - taper_b.y)); + tempFloat = (float)(100.0d * (2.0d - taper_b.x)); + shapeBlock.PathScaleX = (byte)tempFloat; + tempFloat = (float)(100.0d * (2.0d - taper_b.y)); + shapeBlock.PathScaleY = (byte)tempFloat; if (topshear.x < -0.5f) { topshear.x = -0.5f; @@ -6701,8 +6717,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { topshear.y = 0.5f; } - shapeBlock.PathShearX = (byte)(100 * topshear.x); - shapeBlock.PathShearY = (byte)(100 * topshear.y); + tempFloat = (float)(100.0d * topshear.x); + shapeBlock.PathShearX = (byte)tempFloat; + tempFloat = (float)(100.0d * topshear.y); + shapeBlock.PathShearY = (byte)tempFloat; part.Shape.SculptEntry = false; part.UpdateShape(shapeBlock); @@ -6752,6 +6770,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api // Prim type torus, tube and ring. protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector holesize, LSL_Vector topshear, LSL_Vector profilecut, LSL_Vector taper_a, float revolutions, float radiusoffset, float skew, byte profileshape, byte pathcurve) { + float tempFloat; // Use in float expressions below to avoid byte cast precision issues. ObjectShapePacket.ObjectDataBlock shapeBlock; shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve); @@ -6776,8 +6795,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { holesize.y = 0.5f; } - shapeBlock.PathScaleX = (byte)(100 * (2 - holesize.x)); - shapeBlock.PathScaleY = (byte)(100 * (2 - holesize.y)); + tempFloat = (float)(100.0d * (2.0d - holesize.x)); + shapeBlock.PathScaleX = (byte)tempFloat; + tempFloat = (float)(100.0d * (2.0d - holesize.y)); + shapeBlock.PathScaleY = (byte)tempFloat; if (topshear.x < -0.5f) { topshear.x = -0.5f; @@ -6794,8 +6815,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { topshear.y = 0.5f; } - shapeBlock.PathShearX = (byte)(100 * topshear.x); - shapeBlock.PathShearY = (byte)(100 * topshear.y); + tempFloat = (float)(100.0d * topshear.x); + shapeBlock.PathShearX = (byte)tempFloat; + tempFloat = (float)(100.0d * topshear.y); + shapeBlock.PathShearY = (byte)tempFloat; if (profilecut.x < 0f) { profilecut.x = 0f; @@ -6839,8 +6862,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { taper_a.y = 1f; } - shapeBlock.PathTaperX = (sbyte)(100 * taper_a.x); - shapeBlock.PathTaperY = (sbyte)(100 * taper_a.y); + tempFloat = (float)(100.0d * taper_a.x); + shapeBlock.PathTaperX = (sbyte)tempFloat; + tempFloat = (float)(100.0d * taper_a.y); + shapeBlock.PathTaperY = (sbyte)tempFloat; if (revolutions < 1f) { revolutions = 1f; @@ -6849,7 +6874,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { revolutions = 4f; } - shapeBlock.PathRevolutions = (byte)(66.666667 * (revolutions - 1.0)); + tempFloat = 66.66667f * (revolutions - 1.0f); + shapeBlock.PathRevolutions = (byte)tempFloat; // limits on radiusoffset depend on revolutions and hole size (how?) seems like the maximum range is 0 to 1 if (radiusoffset < 0f) { @@ -6859,7 +6885,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { radiusoffset = 1f; } - shapeBlock.PathRadiusOffset = (sbyte)(100 * radiusoffset); + tempFloat = 100.0f * radiusoffset; + shapeBlock.PathRadiusOffset = (sbyte)tempFloat; if (skew < -0.95f) { skew = -0.95f; @@ -6868,7 +6895,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { skew = 0.95f; } - shapeBlock.PathSkew = (sbyte)(100 * skew); + tempFloat = 100.0f * skew; + shapeBlock.PathSkew = (sbyte)tempFloat; part.Shape.SculptEntry = false; part.UpdateShape(shapeBlock); @@ -7681,10 +7709,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api res.Add(new LSL_Vector(Shape.PathTaperX / 100.0, Shape.PathTaperY / 100.0, 0)); // float revolutions - res.Add(new LSL_Float((Shape.PathRevolutions * 0.015) + 1.0)); // Slightly inaccurate, because an unsigned - // byte is being used to represent the entire - // range of floating-point values from 1.0 - // through 4.0 (which is how SL does it). + res.Add(new LSL_Float(Math.Round(Shape.PathRevolutions * 0.015d, 2, MidpointRounding.AwayFromZero)) + 1.0d); + // Slightly inaccurate, because an unsigned byte is being used to represent + // the entire range of floating-point values from 1.0 through 4.0 (which is how + // SL does it). + // + // Using these formulas to store and retrieve PathRevolutions, it is not + // possible to use all values between 1.00 and 4.00. For instance, you can't + // represent 1.10. You can represent 1.09 and 1.11, but not 1.10. So, if you + // use llSetPrimitiveParams to set revolutions to 1.10 and then retreive them + // with llGetPrimitiveParams, you'll retrieve 1.09. You can also see a similar + // behavior in the viewer as you cannot set 1.10. The viewer jumps to 1.11. + // In SL, llSetPrimitveParams and llGetPrimitiveParams can set and get a value + // such as 1.10. So, SL must store and retreive the actual user input rather + // than only storing the encoded value. // float radiusoffset res.Add(new LSL_Float(Shape.PathRadiusOffset / 100.0)); diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs index 8cd1e84623..0cbad418bd 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs @@ -49,7 +49,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests private const double ANGLE_ACCURACY_IN_RADIANS = 1E-6; private const double VECTOR_COMPONENT_ACCURACY = 0.0000005d; - private const double FLOAT_ACCURACY = 0.00005d; + private const float FLOAT_ACCURACY = 0.00005f; private LSL_Api m_lslApi; [SetUp] @@ -194,10 +194,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests ScriptBaseClass.PRIM_TYPE_SPHERE, // Prim type ScriptBaseClass.PRIM_HOLE_DEFAULT, // Prim hole type new LSL_Types.Vector3(0.0d, 0.075d, 0.0d), // Prim cut - 0.80d, // Prim hollow + 0.80f, // Prim hollow new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim twist new LSL_Types.Vector3(0.32d, 0.76d, 0.0d), // Prim dimple - 0.80d); // Prim hollow check + 0.80f); // Prim hollow check // Test a prism. CheckllSetPrimitiveParams( @@ -206,11 +206,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests ScriptBaseClass.PRIM_TYPE_PRISM, // Prim type ScriptBaseClass.PRIM_HOLE_CIRCLE, // Prim hole type new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut - 0.90d, // Prim hollow + 0.90f, // Prim hollow new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim twist new LSL_Types.Vector3(2.0d, 1.0d, 0.0d), // Prim taper new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim shear - 0.90d); // Prim hollow check + 0.90f); // Prim hollow check // Test a box. CheckllSetPrimitiveParams( @@ -219,11 +219,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests ScriptBaseClass.PRIM_TYPE_BOX, // Prim type ScriptBaseClass.PRIM_HOLE_TRIANGLE, // Prim hole type new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut - 0.95d, // Prim hollow + 0.95f, // Prim hollow new LSL_Types.Vector3(1.0d, 0.0d, 0.0d), // Prim twist new LSL_Types.Vector3(1.0d, 1.0d, 0.0d), // Prim taper new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim shear - 0.95d); // Prim hollow check + 0.95f); // Prim hollow check // Test a tube. CheckllSetPrimitiveParams( @@ -232,16 +232,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests ScriptBaseClass.PRIM_TYPE_TUBE, // Prim type ScriptBaseClass.PRIM_HOLE_SQUARE, // Prim hole type new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut - 0.00d, // Prim hollow + 0.00f, // Prim hollow new LSL_Types.Vector3(1.0d, -1.0d, 0.0d), // Prim twist - new LSL_Types.Vector3(1.0d, 0.5d, 0.0d), // Prim hole size - new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim shear + new LSL_Types.Vector3(1.0d, 0.05d, 0.0d), // Prim hole size + // Expression for y selected to test precision problems during byte + // cast in SetPrimitiveShapeParams. + new LSL_Types.Vector3(0.0d, 0.35d + 0.1d, 0.0d), // Prim shear new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim profile cut - new LSL_Types.Vector3(-1.0d, 1.0d, 0.0d), // Prim taper - 1.0d, // Prim revolutions - 1.0d, // Prim radius - 0.0d, // Prim skew - 0.00d); // Prim hollow check + // Expression for y selected to test precision problems during sbyte + // cast in SetPrimitiveShapeParams. + new LSL_Types.Vector3(-1.0d, 0.70d + 0.1d + 0.1d, 0.0d), // Prim taper + 1.11f, // Prim revolutions + 0.88f, // Prim radius + 0.95f, // Prim skew + 0.00f); // Prim hollow check // Test a prism. CheckllSetPrimitiveParams( @@ -250,11 +254,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests ScriptBaseClass.PRIM_TYPE_PRISM, // Prim type ScriptBaseClass.PRIM_HOLE_SQUARE, // Prim hole type new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut - 0.95d, // Prim hollow - new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim twist - new LSL_Types.Vector3(2.0d, 1.0d, 0.0d), // Prim taper + 0.95f, // Prim hollow + // Expression for x selected to test precision problems during sbyte + // cast in SetPrimitiveShapeBlockParams. + new LSL_Types.Vector3(0.7d + 0.2d, 0.0d, 0.0d), // Prim twist + // Expression for y selected to test precision problems during sbyte + // cast in SetPrimitiveShapeParams. + new LSL_Types.Vector3(2.0d, (1.3d + 0.1d), 0.0d), // Prim taper new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim shear - 0.70d); // Prim hollow check + 0.70f); // Prim hollow check // Test a sculpted prim. CheckllSetPrimitiveParams( @@ -268,8 +276,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests // Set prim params for a box, cylinder or prism and check results. public void CheckllSetPrimitiveParams(string primTest, LSL_Types.Vector3 primSize, int primType, int primHoleType, LSL_Types.Vector3 primCut, - double primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primTaper, LSL_Types.Vector3 primShear, - double primHollowCheck) + float primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primTaper, LSL_Types.Vector3 primShear, + float primHollowCheck) { // Set the prim params. m_lslApi.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize, @@ -297,7 +305,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests // Set prim params for a sphere and check results. public void CheckllSetPrimitiveParams(string primTest, LSL_Types.Vector3 primSize, int primType, int primHoleType, LSL_Types.Vector3 primCut, - double primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primDimple, double primHollowCheck) + float primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primDimple, float primHollowCheck) { // Set the prim params. m_lslApi.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize, @@ -324,9 +332,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests // Set prim params for a torus, tube or ring and check results. public void CheckllSetPrimitiveParams(string primTest, LSL_Types.Vector3 primSize, int primType, int primHoleType, LSL_Types.Vector3 primCut, - double primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primHoleSize, + float primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primHoleSize, LSL_Types.Vector3 primShear, LSL_Types.Vector3 primProfCut, LSL_Types.Vector3 primTaper, - double primRev, double primRadius, double primSkew, double primHollowCheck) + float primRev, float primRadius, float primSkew, float primHollowCheck) { // Set the prim params. m_lslApi.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize, @@ -353,7 +361,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests CheckllSetPrimitiveParamsVector(primProfCut, m_lslApi.llList2Vector(primParams, 8), primTest + " prim profile cut"); CheckllSetPrimitiveParamsVector(primTaper, m_lslApi.llList2Vector(primParams, 9), primTest + " prim taper"); Assert.AreEqual(primRev, m_lslApi.llList2Float(primParams, 10), FLOAT_ACCURACY, - "TestllSetPrimitiveParams " + primTest + " prim revolution fail"); + "TestllSetPrimitiveParams " + primTest + " prim revolutions fail"); Assert.AreEqual(primRadius, m_lslApi.llList2Float(primParams, 11), FLOAT_ACCURACY, "TestllSetPrimitiveParams " + primTest + " prim radius fail"); Assert.AreEqual(primSkew, m_lslApi.llList2Float(primParams, 12), FLOAT_ACCURACY, diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs index c44366970e..156fd579dc 100644 --- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs +++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs @@ -339,7 +339,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine m_ThreadPool.QueueWorkItem(new WorkItemCallback(this.DoBackup), new Object[] { m_SaveTime }); } + } + public void StartProcessing() + { m_ThreadPool.Start(); } @@ -591,7 +594,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine SceneObjectPart part = m_Scene.GetSceneObjectPart(localID); if (part == null) { - m_log.Error("[Script] SceneObjectPart unavailable. Script NOT started."); + m_log.ErrorFormat("[Script]: SceneObjectPart with localID {0} unavailable. Script NOT started.", localID); m_ScriptErrorMessage += "SceneObjectPart unavailable. Script NOT started.\n"; m_ScriptFailCount++; return false; diff --git a/OpenSim/Services/Connectors/Simulation/EstateDataService.cs b/OpenSim/Services/Connectors/Simulation/EstateDataService.cs index 7184ba188e..cdcdecf9b1 100644 --- a/OpenSim/Services/Connectors/Simulation/EstateDataService.cs +++ b/OpenSim/Services/Connectors/Simulation/EstateDataService.cs @@ -1,4 +1,4 @@ -/* +/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * @@ -90,6 +90,11 @@ namespace OpenSim.Services.Connectors { return m_database.LoadEstateSettings(estateID); } + + public EstateSettings CreateNewEstate() + { + return m_database.CreateNewEstate(); + } public List LoadEstateSettingsAll() { diff --git a/OpenSim/Services/InventoryService/XInventoryService.cs b/OpenSim/Services/InventoryService/XInventoryService.cs index eeab67a666..1648b51bd8 100644 --- a/OpenSim/Services/InventoryService/XInventoryService.cs +++ b/OpenSim/Services/InventoryService/XInventoryService.cs @@ -40,9 +40,9 @@ namespace OpenSim.Services.InventoryService { public class XInventoryService : ServiceBase, IInventoryService { - //private static readonly ILog m_log = - // LogManager.GetLogger( - // MethodBase.GetCurrentMethod().DeclaringType); +// private static readonly ILog m_log = +// LogManager.GetLogger( +// MethodBase.GetCurrentMethod().DeclaringType); protected IXInventoryData m_Database; protected bool m_AllowDelete = true; @@ -385,18 +385,22 @@ namespace OpenSim.Services.InventoryService public virtual bool AddItem(InventoryItemBase item) { - //m_log.DebugFormat( - // "[XINVENTORY SERVICE]: Adding item {0} to folder {1} for {2}", item.ID, item.Folder, item.Owner); +// m_log.DebugFormat( +// "[XINVENTORY SERVICE]: Adding item {0} to folder {1} for {2}", item.ID, item.Folder, item.Owner); return m_Database.StoreItem(ConvertFromOpenSim(item)); } public virtual bool UpdateItem(InventoryItemBase item) { +// throw new Exception("urrgh"); if (!m_AllowDelete) if (item.AssetType == (sbyte)AssetType.Link || item.AssetType == (sbyte)AssetType.LinkFolder) return false; +// m_log.InfoFormat( +// "[XINVENTORY SERVICE]: Updating item {0} {1} in folder {2}", item.Name, item.ID, item.Folder); + return m_Database.StoreItem(ConvertFromOpenSim(item)); } diff --git a/OpenSim/Services/UserAccountService/UserAccountService.cs b/OpenSim/Services/UserAccountService/UserAccountService.cs index 8b8a8f9fe8..e071b94dd5 100644 --- a/OpenSim/Services/UserAccountService/UserAccountService.cs +++ b/OpenSim/Services/UserAccountService/UserAccountService.cs @@ -28,15 +28,15 @@ using System; using System.Collections.Generic; using System.Reflection; +using log4net; using Nini.Config; +using OpenMetaverse; using OpenSim.Data; +using OpenSim.Framework; using OpenSim.Services.Interfaces; using OpenSim.Framework.Console; using GridRegion = OpenSim.Services.Interfaces.GridRegion; -using OpenMetaverse; -using log4net; - namespace OpenSim.Services.UserAccountService { public class UserAccountService : UserAccountServiceBase, IUserAccountService @@ -44,10 +44,16 @@ namespace OpenSim.Services.UserAccountService private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private static UserAccountService m_RootInstance; + /// + /// Should we create default entries (minimum body parts/clothing, avatar wearable entries) for a new avatar? + /// + private bool m_CreateDefaultAvatarEntries; + protected IGridService m_GridService; protected IAuthenticationService m_AuthenticationService; protected IGridUserService m_GridUserService; protected IInventoryService m_InventoryService; + protected IAvatarService m_AvatarService; public UserAccountService(IConfigSource config) : base(config) @@ -77,6 +83,12 @@ namespace OpenSim.Services.UserAccountService if (invServiceDll != string.Empty) m_InventoryService = LoadPlugin(invServiceDll, new Object[] { config }); + string avatarServiceDll = userConfig.GetString("AvatarService", string.Empty); + if (avatarServiceDll != string.Empty) + m_AvatarService = LoadPlugin(avatarServiceDll, new Object[] { config }); + + m_CreateDefaultAvatarEntries = userConfig.GetBoolean("CreateDefaultAvatarEntries", false); + if (MainConsole.Instance != null) { MainConsole.Instance.Commands.AddCommand("UserService", false, @@ -102,9 +114,7 @@ namespace OpenSim.Services.UserAccountService "show account ", "Show account details for the given user", HandleShowAccount); } - } - } #region IUserAccountService @@ -330,7 +340,7 @@ namespace OpenSim.Services.UserAccountService email = MainConsole.Instance.CmdPrompt("Email", ""); else email = cmdparams[5]; - CreateUser(firstName, lastName, password, email); + CreateUser(UUID.Zero, firstName, lastName, password, email); } protected void HandleShowAccount(string module, string[] cmdparams) @@ -442,11 +452,12 @@ namespace OpenSim.Services.UserAccountService /// /// Create a user /// + /// Allows hosting of multiple grids in a single database. Normally left as UUID.Zero /// /// /// /// - private void CreateUser(string firstName, string lastName, string password, string email) + public UserAccount CreateUser(UUID scopeID, string firstName, string lastName, string password, string email) { UserAccount account = GetUserAccount(UUID.Zero, firstName, lastName); if (null == account) @@ -493,12 +504,20 @@ namespace OpenSim.Services.UserAccountService { success = m_InventoryService.CreateUserInventory(account.PrincipalID); if (!success) + { m_log.WarnFormat("[USER ACCOUNT SERVICE]: Unable to create inventory for account {0} {1}.", firstName, lastName); + } + else if (m_CreateDefaultAvatarEntries) + { + CreateDefaultAppearanceEntries(account.PrincipalID); + } } m_log.InfoFormat("[USER ACCOUNT SERVICE]: Account {0} {1} created successfully", firstName, lastName); - } else { + } + else + { m_log.ErrorFormat("[USER ACCOUNT SERVICE]: Account creation failed for account {0} {1}", firstName, lastName); } } @@ -506,6 +525,128 @@ namespace OpenSim.Services.UserAccountService { m_log.ErrorFormat("[USER ACCOUNT SERVICE]: A user with the name {0} {1} already exists!", firstName, lastName); } + + return account; + } + + private void CreateDefaultAppearanceEntries(UUID principalID) + { + m_log.DebugFormat("[USER ACCOUNT SERVICE]: Creating default appearance items for {0}", principalID); + + InventoryFolderBase bodyPartsFolder = m_InventoryService.GetFolderForType(principalID, AssetType.Bodypart); + + InventoryItemBase eyes = new InventoryItemBase(UUID.Random(), principalID); + eyes.AssetID = new UUID("4bb6fa4d-1cd2-498a-a84c-95c1a0e745a7"); + eyes.Name = "Default Eyes"; + eyes.CreatorId = principalID.ToString(); + eyes.AssetType = (int)AssetType.Bodypart; + eyes.InvType = (int)InventoryType.Wearable; + eyes.Folder = bodyPartsFolder.ID; + eyes.BasePermissions = (uint)PermissionMask.All; + eyes.CurrentPermissions = (uint)PermissionMask.All; + eyes.EveryOnePermissions = (uint)PermissionMask.All; + eyes.GroupPermissions = (uint)PermissionMask.All; + eyes.NextPermissions = (uint)PermissionMask.All; + eyes.Flags = (uint)WearableType.Eyes; + m_InventoryService.AddItem(eyes); + + InventoryItemBase shape = new InventoryItemBase(UUID.Random(), principalID); + shape.AssetID = AvatarWearable.DEFAULT_BODY_ASSET; + shape.Name = "Default Shape"; + shape.CreatorId = principalID.ToString(); + shape.AssetType = (int)AssetType.Bodypart; + shape.InvType = (int)InventoryType.Wearable; + shape.Folder = bodyPartsFolder.ID; + shape.BasePermissions = (uint)PermissionMask.All; + shape.CurrentPermissions = (uint)PermissionMask.All; + shape.EveryOnePermissions = (uint)PermissionMask.All; + shape.GroupPermissions = (uint)PermissionMask.All; + shape.NextPermissions = (uint)PermissionMask.All; + shape.Flags = (uint)WearableType.Shape; + m_InventoryService.AddItem(shape); + + InventoryItemBase skin = new InventoryItemBase(UUID.Random(), principalID); + skin.AssetID = AvatarWearable.DEFAULT_SKIN_ASSET; + skin.Name = "Default Skin"; + skin.CreatorId = principalID.ToString(); + skin.AssetType = (int)AssetType.Bodypart; + skin.InvType = (int)InventoryType.Wearable; + skin.Folder = bodyPartsFolder.ID; + skin.BasePermissions = (uint)PermissionMask.All; + skin.CurrentPermissions = (uint)PermissionMask.All; + skin.EveryOnePermissions = (uint)PermissionMask.All; + skin.GroupPermissions = (uint)PermissionMask.All; + skin.NextPermissions = (uint)PermissionMask.All; + skin.Flags = (uint)WearableType.Skin; + m_InventoryService.AddItem(skin); + + InventoryItemBase hair = new InventoryItemBase(UUID.Random(), principalID); + hair.AssetID = AvatarWearable.DEFAULT_HAIR_ASSET; + hair.Name = "Default Hair"; + hair.CreatorId = principalID.ToString(); + hair.AssetType = (int)AssetType.Bodypart; + hair.InvType = (int)InventoryType.Wearable; + hair.Folder = bodyPartsFolder.ID; + hair.BasePermissions = (uint)PermissionMask.All; + hair.CurrentPermissions = (uint)PermissionMask.All; + hair.EveryOnePermissions = (uint)PermissionMask.All; + hair.GroupPermissions = (uint)PermissionMask.All; + hair.NextPermissions = (uint)PermissionMask.All; + hair.Flags = (uint)WearableType.Hair; + m_InventoryService.AddItem(hair); + + InventoryFolderBase clothingFolder = m_InventoryService.GetFolderForType(principalID, AssetType.Clothing); + + InventoryItemBase shirt = new InventoryItemBase(UUID.Random(), principalID); + shirt.AssetID = AvatarWearable.DEFAULT_SHIRT_ASSET; + shirt.Name = "Default Shirt"; + shirt.CreatorId = principalID.ToString(); + shirt.AssetType = (int)AssetType.Clothing; + shirt.InvType = (int)InventoryType.Wearable; + shirt.Folder = clothingFolder.ID; + shirt.BasePermissions = (uint)PermissionMask.All; + shirt.CurrentPermissions = (uint)PermissionMask.All; + shirt.EveryOnePermissions = (uint)PermissionMask.All; + shirt.GroupPermissions = (uint)PermissionMask.All; + shirt.NextPermissions = (uint)PermissionMask.All; + shirt.Flags = (uint)WearableType.Shirt; + m_InventoryService.AddItem(shirt); + + InventoryItemBase pants = new InventoryItemBase(UUID.Random(), principalID); + pants.AssetID = AvatarWearable.DEFAULT_PANTS_ASSET; + pants.Name = "Default Pants"; + pants.CreatorId = principalID.ToString(); + pants.AssetType = (int)AssetType.Clothing; + pants.InvType = (int)InventoryType.Wearable; + pants.Folder = clothingFolder.ID; + pants.BasePermissions = (uint)PermissionMask.All; + pants.CurrentPermissions = (uint)PermissionMask.All; + pants.EveryOnePermissions = (uint)PermissionMask.All; + pants.GroupPermissions = (uint)PermissionMask.All; + pants.NextPermissions = (uint)PermissionMask.All; + pants.Flags = (uint)WearableType.Pants; + m_InventoryService.AddItem(pants); + + if (m_AvatarService != null) + { + m_log.DebugFormat("[USER ACCOUNT SERVICE]: Creating default avatar entries for {0}", principalID); + + AvatarWearable[] wearables = new AvatarWearable[6]; + wearables[AvatarWearable.EYES] = new AvatarWearable(eyes.ID, eyes.AssetID); + wearables[AvatarWearable.BODY] = new AvatarWearable(shape.ID, shape.AssetID); + wearables[AvatarWearable.SKIN] = new AvatarWearable(skin.ID, skin.AssetID); + wearables[AvatarWearable.HAIR] = new AvatarWearable(hair.ID, hair.AssetID); + wearables[AvatarWearable.SHIRT] = new AvatarWearable(shirt.ID, shirt.AssetID); + wearables[AvatarWearable.PANTS] = new AvatarWearable(pants.ID, pants.AssetID); + + AvatarAppearance ap = new AvatarAppearance(); + for (int i = 0; i < 6; i++) + { + ap.SetWearable(i, wearables[i]); + } + + m_AvatarService.SetAppearance(principalID, ap); + } } } -} +} \ No newline at end of file diff --git a/OpenSim/Tests/Common/Mock/TestClient.cs b/OpenSim/Tests/Common/Mock/TestClient.cs index b7cefeb9b5..71f2bf4582 100644 --- a/OpenSim/Tests/Common/Mock/TestClient.cs +++ b/OpenSim/Tests/Common/Mock/TestClient.cs @@ -234,7 +234,7 @@ namespace OpenSim.Tests.Common.Mock public event ScriptReset OnScriptReset; public event GetScriptRunning OnGetScriptRunning; public event SetScriptRunning OnSetScriptRunning; - public event Action OnAutoPilotGo; + public event Action OnAutoPilotGo; public event TerrainUnacked OnUnackedTerrain; diff --git a/OpenSim/Tests/Common/QuaternionToleranceConstraint.cs b/OpenSim/Tests/Common/QuaternionToleranceConstraint.cs new file mode 100644 index 0000000000..b38c382f53 --- /dev/null +++ b/OpenSim/Tests/Common/QuaternionToleranceConstraint.cs @@ -0,0 +1,82 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * 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 OpenMetaverse; +using NUnit.Framework; +using NUnit.Framework.Constraints; + +namespace OpenSim.Tests.Common +{ + public class QuaternionToleranceConstraint : ANumericalToleranceConstraint + { + private Quaternion _baseValue; + private Quaternion _valueToBeTested; + + public QuaternionToleranceConstraint(Quaternion baseValue, double tolerance) : base(tolerance) + { + _baseValue = baseValue; + } + + /// + /// Test whether the constraint is satisfied by a given value + /// + /// The value to be tested + /// + /// True for success, false for failure + /// + public override bool Matches(object valueToBeTested) + { + if (valueToBeTested == null) + { + throw new ArgumentException("Constraint cannot be used upon null values."); + } + if (valueToBeTested.GetType() != typeof (Quaternion)) + { + throw new ArgumentException("Constraint cannot be used upon non quaternion values."); + } + + _valueToBeTested = (Quaternion)valueToBeTested; + + return (IsWithinDoubleConstraint(_valueToBeTested.X, _baseValue.X) && + IsWithinDoubleConstraint(_valueToBeTested.Y, _baseValue.Y) && + IsWithinDoubleConstraint(_valueToBeTested.Z, _baseValue.Z) && + IsWithinDoubleConstraint(_valueToBeTested.W, _baseValue.W)); + } + + public override void WriteDescriptionTo(MessageWriter writer) + { + writer.WriteExpectedValue( + string.Format("A value {0} within tolerance of plus or minus {1}", _baseValue, _tolerance)); + } + + public override void WriteActualValueTo(MessageWriter writer) + { + writer.WriteActualValue(_valueToBeTested); + } + } +} \ No newline at end of file diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example index c36d2a4ea6..925c343aa1 100644 --- a/bin/OpenSim.ini.example +++ b/bin/OpenSim.ini.example @@ -149,14 +149,13 @@ ;; Choose one of the physics engines below ;; OpenDynamicsEngine is by some distance the most developed physics engine - ;; basicphysics effectively does not model physics at all, making all - ;; objects phantom - ;; The Bullet plugins do not work properly right now. A better Bullet plugin is on the way. + ;; BulletSim is incomplete and experimental but in active development + ;; basicphysics effectively does not model physics at all, making all objects phantom ;; Default is OpenDynamicsEngine ; physics = OpenDynamicsEngine + ; physics = BulletSim ; physics = basicphysics ; physics = POS - ; physics = modified_BulletX ;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by space} {} DefaultPermissionsModule ;; Permission modules to use, separated by space. diff --git a/bin/Robust.HG.ini.example b/bin/Robust.HG.ini.example index 910ba02f56..7f2636ccad 100644 --- a/bin/Robust.HG.ini.example +++ b/bin/Robust.HG.ini.example @@ -166,6 +166,14 @@ ServiceConnectors = "8003/OpenSim.Server.Handlers.dll:AssetServiceConnector,8003 PresenceService = "OpenSim.Services.PresenceService.dll:PresenceService" GridService = "OpenSim.Services.GridService.dll:GridService" InventoryService = "OpenSim.Services.InventoryService.dll:XInventoryService" + ; AvatarService = "OpenSim.Services.AvatarService.dll:AvatarService" + + ;; This switch creates the minimum set of body parts and avatar entries for a viewer 2 + ;; to show a default "Ruth" avatar rather than a cloud for a newly created user. + ;; Default is false + ;; If you enable this you will also need to uncomment the AvatarService line above + ; CreateDefaultAvatarEntries = false + [GridUserService] ; for the server connector diff --git a/bin/Robust.ini.example b/bin/Robust.ini.example index f7781ab271..a299a73790 100644 --- a/bin/Robust.ini.example +++ b/bin/Robust.ini.example @@ -149,6 +149,14 @@ ServiceConnectors = "8003/OpenSim.Server.Handlers.dll:AssetServiceConnector,8003 PresenceService = "OpenSim.Services.PresenceService.dll:PresenceService" GridService = "OpenSim.Services.GridService.dll:GridService" InventoryService = "OpenSim.Services.InventoryService.dll:XInventoryService" + ; AvatarService = "OpenSim.Services.AvatarService.dll:AvatarService" + + ;; This switch creates the minimum set of body parts and avatar entries for a viewer 2 + ;; to show a default "Ruth" avatar rather than a cloud for a newly created user. + ;; Default is false + ;; If you enable this you will also need to uncomment the AvatarService line above + ; CreateDefaultAvatarEntries = false + [GridUserService] ; for the server connector diff --git a/bin/assets/BodyPartsAssetSet/BodyPartsAssetSet.xml b/bin/assets/BodyPartsAssetSet/BodyPartsAssetSet.xml index 8ef0fe72f7..a3d7ba3a07 100644 --- a/bin/assets/BodyPartsAssetSet/BodyPartsAssetSet.xml +++ b/bin/assets/BodyPartsAssetSet/BodyPartsAssetSet.xml @@ -4,7 +4,7 @@ - +
@@ -34,6 +34,14 @@
+ +
+ + + + +
+