Merge branch 'master' into httptests
commit
9843e3776e
|
@ -221,7 +221,8 @@ namespace OpenSim.Data.MySQL
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cmd.Parameters.AddWithValue("?id", meta.ID);
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cmd.Parameters.AddWithValue("?name", meta.Name);
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cmd.Parameters.AddWithValue("?description", meta.Description);
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cmd.Parameters.AddWithValue("?type", meta.Type.ToString());
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// cmd.Parameters.AddWithValue("?type", meta.Type.ToString());
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cmd.Parameters.AddWithValue("?type", meta.Type);
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cmd.Parameters.AddWithValue("?hash", hash);
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cmd.Parameters.AddWithValue("?asset_flags", meta.Flags);
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@ -239,7 +240,12 @@ namespace OpenSim.Data.MySQL
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//ExecuteNonQuery(cmd);
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}
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return false;
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// return false;
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// if the asset already exits
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// assume it was already correctly stored
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// or regions will keep retry.
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return true;
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}
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catch(Exception e)
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{
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|
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@ -1142,8 +1142,8 @@ namespace OpenSim.Framework
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void SendLayerData(float[] map);
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void SendLayerData(int px, int py, float[] map);
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void SendWindData(Vector2[] windSpeeds);
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void SendCloudData(float[] cloudCover);
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void SendWindData(int version, Vector2[] windSpeeds);
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void SendCloudData(int version, float[] cloudCover);
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/// <summary>
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/// Sent when an agent completes its movement into a region.
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@ -55,6 +55,9 @@ namespace OpenSim.Framework
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/// </summary>
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bool IsChildAgent { get; }
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bool IsInTransit { get; }
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bool isNPC { get;}
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bool Invulnerable { get; set; }
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/// <summary>
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/// Avatar appearance data.
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@ -909,7 +909,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public void MoveAgentIntoRegion(RegionInfo regInfo, Vector3 pos, Vector3 look)
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{
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m_thisAgentUpdateArgs.CameraAtAxis.X = float.MinValue;
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m_thisAgentUpdateArgs.ControlFlags = uint.MaxValue;
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// m_thisAgentUpdateArgs.ControlFlags = uint.MaxValue;
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m_thisAgentUpdateArgs.ControlFlags = 0;
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AgentMovementCompletePacket mov = (AgentMovementCompletePacket)PacketPool.Instance.GetPacket(PacketType.AgentMovementComplete);
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mov.SimData.ChannelVersion = m_channelVersion;
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@ -1375,73 +1376,125 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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// wind caching
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private static Dictionary<ulong,int> lastWindVersion = new Dictionary<ulong,int>();
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private static Dictionary<ulong,List<LayerDataPacket>> lastWindPackets =
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new Dictionary<ulong,List<LayerDataPacket>>();
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/// <summary>
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/// Send the wind matrix to the client
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/// </summary>
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/// <param name="windSpeeds">16x16 array of wind speeds</param>
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public virtual void SendWindData(Vector2[] windSpeeds)
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public virtual void SendWindData(int version, Vector2[] windSpeeds)
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{
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Util.FireAndForget(DoSendWindData, windSpeeds, "LLClientView.SendWindData");
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// Vector2[] windSpeeds = (Vector2[])o;
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ulong handle = this.Scene.RegionInfo.RegionHandle;
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bool isNewData;
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lock(lastWindPackets)
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{
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if(!lastWindVersion.ContainsKey(handle) ||
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!lastWindPackets.ContainsKey(handle))
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{
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lastWindVersion[handle] = 0;
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lastWindPackets[handle] = new List<LayerDataPacket>();
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isNewData = true;
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}
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else
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isNewData = lastWindVersion[handle] != version;
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}
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if(isNewData)
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{
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TerrainPatch[] patches = new TerrainPatch[2];
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patches[0] = new TerrainPatch { Data = new float[16 * 16] };
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patches[1] = new TerrainPatch { Data = new float[16 * 16] };
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for (int x = 0; x < 16 * 16; x++)
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{
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patches[0].Data[x] = windSpeeds[x].X;
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patches[1].Data[x] = windSpeeds[x].Y;
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}
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// neither we or viewers have extended wind
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byte layerType = (byte)TerrainPatch.LayerType.Wind;
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||||
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LayerDataPacket layerpack =
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OpenSimTerrainCompressor.CreateLayerDataPacketStandardSize(
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patches, layerType);
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layerpack.Header.Zerocoded = true;
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lock(lastWindPackets)
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{
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lastWindPackets[handle].Clear();
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lastWindPackets[handle].Add(layerpack);
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lastWindVersion[handle] = version;
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||||
}
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}
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lock(lastWindPackets)
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foreach(LayerDataPacket pkt in lastWindPackets[handle])
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OutPacket(pkt, ThrottleOutPacketType.Wind);
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||||
}
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// cloud caching
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private static Dictionary<ulong,int> lastCloudVersion = new Dictionary<ulong,int>();
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||||
private static Dictionary<ulong,List<LayerDataPacket>> lastCloudPackets =
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||||
new Dictionary<ulong,List<LayerDataPacket>>();
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||||
|
||||
/// <summary>
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||||
/// Send the cloud matrix to the client
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||||
/// </summary>
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||||
/// <param name="windSpeeds">16x16 array of cloud densities</param>
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||||
public virtual void SendCloudData(float[] cloudDensity)
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||||
public virtual void SendCloudData(int version, float[] cloudDensity)
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||||
{
|
||||
Util.FireAndForget(DoSendCloudData, cloudDensity, "LLClientView.SendCloudData");
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||||
}
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||||
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/// <summary>
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/// Send wind layer information to the client.
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/// </summary>
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/// <param name="o"></param>
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||||
private void DoSendWindData(object o)
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{
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Vector2[] windSpeeds = (Vector2[])o;
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||||
TerrainPatch[] patches = new TerrainPatch[2];
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||||
patches[0] = new TerrainPatch { Data = new float[16 * 16] };
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||||
patches[1] = new TerrainPatch { Data = new float[16 * 16] };
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||||
|
||||
for (int x = 0; x < 16 * 16; x++)
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||||
ulong handle = this.Scene.RegionInfo.RegionHandle;
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||||
bool isNewData;
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||||
lock(lastWindPackets)
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||||
{
|
||||
patches[0].Data[x] = windSpeeds[x].X;
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||||
patches[1].Data[x] = windSpeeds[x].Y;
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||||
if(!lastCloudVersion.ContainsKey(handle) ||
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!lastCloudPackets.ContainsKey(handle))
|
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{
|
||||
lastCloudVersion[handle] = 0;
|
||||
lastCloudPackets[handle] = new List<LayerDataPacket>();
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||||
isNewData = true;
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||||
}
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||||
else
|
||||
isNewData = lastCloudVersion[handle] != version;
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||||
}
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||||
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// neither we or viewers have extended wind
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||||
byte layerType = (byte)TerrainPatch.LayerType.Wind;
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||||
|
||||
LayerDataPacket layerpack = OpenSimTerrainCompressor.CreateLayerDataPacketStandardSize(patches, layerType);
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||||
layerpack.Header.Zerocoded = true;
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OutPacket(layerpack, ThrottleOutPacketType.Wind);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Send cloud layer information to the client.
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||||
/// </summary>
|
||||
/// <param name="o"></param>
|
||||
private void DoSendCloudData(object o)
|
||||
{
|
||||
float[] cloudCover = (float[])o;
|
||||
TerrainPatch[] patches = new TerrainPatch[1];
|
||||
patches[0] = new TerrainPatch();
|
||||
patches[0].Data = new float[16 * 16];
|
||||
|
||||
for (int y = 0; y < 16; y++)
|
||||
if(isNewData)
|
||||
{
|
||||
for (int x = 0; x < 16; x++)
|
||||
TerrainPatch[] patches = new TerrainPatch[1];
|
||||
patches[0] = new TerrainPatch();
|
||||
patches[0].Data = new float[16 * 16];
|
||||
|
||||
for (int y = 0; y < 16; y++)
|
||||
{
|
||||
patches[0].Data[y * 16 + x] = cloudCover[y * 16 + x];
|
||||
for (int x = 0; x < 16; x++)
|
||||
{
|
||||
patches[0].Data[y * 16 + x] = cloudDensity[y * 16 + x];
|
||||
}
|
||||
}
|
||||
// neither we or viewers have extended clouds
|
||||
byte layerType = (byte)TerrainPatch.LayerType.Cloud;
|
||||
|
||||
LayerDataPacket layerpack =
|
||||
OpenSimTerrainCompressor.CreateLayerDataPacketStandardSize(
|
||||
patches, layerType);
|
||||
layerpack.Header.Zerocoded = true;
|
||||
lock(lastCloudPackets)
|
||||
{
|
||||
lastCloudPackets[handle].Clear();
|
||||
lastCloudPackets[handle].Add(layerpack);
|
||||
lastCloudVersion[handle] = version;
|
||||
}
|
||||
}
|
||||
// neither we or viewers have extended clouds
|
||||
byte layerType = (byte)TerrainPatch.LayerType.Cloud;
|
||||
|
||||
LayerDataPacket layerpack = OpenSimTerrainCompressor.CreateLayerDataPacketStandardSize(patches, layerType);
|
||||
layerpack.Header.Zerocoded = true;
|
||||
OutPacket(layerpack, ThrottleOutPacketType.Cloud);
|
||||
lock(lastCloudPackets)
|
||||
foreach(LayerDataPacket pkt in lastCloudPackets[handle])
|
||||
OutPacket(pkt, ThrottleOutPacketType.Cloud);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -6144,27 +6197,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
/// <param name='x'></param>
|
||||
private bool CheckAgentMovementUpdateSignificance(AgentUpdatePacket.AgentDataBlock x)
|
||||
{
|
||||
float qdelta1 = Math.Abs(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation));
|
||||
//qdelta2 = Math.Abs(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation));
|
||||
|
||||
bool movementSignificant =
|
||||
if(
|
||||
(x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) // significant if control flags changed
|
||||
|| (x.ControlFlags != (byte)AgentManager.ControlFlags.NONE) // significant if user supplying any movement update commands
|
||||
|| ((x.ControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0 &&
|
||||
(x.ControlFlags & 0x3f8dfff) != 0) // we need to rotate the av on fly
|
||||
|| (x.Flags != m_thisAgentUpdateArgs.Flags) // significant if Flags changed
|
||||
|| (x.State != m_thisAgentUpdateArgs.State) // significant if Stats changed
|
||||
|| (qdelta1 < QDELTABody) // significant if body rotation above(below cos) threshold
|
||||
// Ignoring head rotation altogether, because it's not being used for anything interesting up the stack
|
||||
// || (qdelta2 < QDELTAHead) // significant if head rotation above(below cos) threshold
|
||||
|| (Math.Abs(x.Far - m_thisAgentUpdateArgs.Far) >= 32) // significant if far distance changed
|
||||
;
|
||||
//if (movementSignificant)
|
||||
//{
|
||||
//m_log.DebugFormat("[LLCLIENTVIEW]: Bod {0} {1}",
|
||||
// qdelta1, qdelta2);
|
||||
//m_log.DebugFormat("[LLCLIENTVIEW]: St {0} {1} {2} {3}",
|
||||
// x.ControlFlags, x.Flags, x.Far, x.State);
|
||||
//}
|
||||
return movementSignificant;
|
||||
)
|
||||
return true;
|
||||
|
||||
float qdelta1 = Math.Abs(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation));
|
||||
//qdelta2 = Math.Abs(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation));
|
||||
|
||||
if(
|
||||
qdelta1 < QDELTABody // significant if body rotation above(below cos) threshold
|
||||
// Ignoring head rotation altogether, because it's not being used for anything interesting up the stack
|
||||
// || qdelta2 < QDELTAHead // significant if head rotation above(below cos) threshold
|
||||
)
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -6175,33 +6228,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
/// <param name='x'></param>
|
||||
private bool CheckAgentCameraUpdateSignificance(AgentUpdatePacket.AgentDataBlock x)
|
||||
{
|
||||
float vdelta1 = Vector3.Distance(x.CameraAtAxis, m_thisAgentUpdateArgs.CameraAtAxis);
|
||||
float vdelta2 = Vector3.Distance(x.CameraCenter, m_thisAgentUpdateArgs.CameraCenter);
|
||||
float vdelta3 = Vector3.Distance(x.CameraLeftAxis, m_thisAgentUpdateArgs.CameraLeftAxis);
|
||||
float vdelta4 = Vector3.Distance(x.CameraUpAxis, m_thisAgentUpdateArgs.CameraUpAxis);
|
||||
float vdelta = Vector3.Distance(x.CameraAtAxis, m_thisAgentUpdateArgs.CameraAtAxis);
|
||||
if((vdelta > VDELTA))
|
||||
return true;
|
||||
|
||||
bool cameraSignificant =
|
||||
(vdelta1 > VDELTA) ||
|
||||
(vdelta2 > VDELTA) ||
|
||||
(vdelta3 > VDELTA) ||
|
||||
(vdelta4 > VDELTA)
|
||||
;
|
||||
vdelta = Vector3.Distance(x.CameraCenter, m_thisAgentUpdateArgs.CameraCenter);
|
||||
if((vdelta > VDELTA))
|
||||
return true;
|
||||
|
||||
//if (cameraSignificant)
|
||||
//{
|
||||
//m_log.DebugFormat("[LLCLIENTVIEW]: Cam1 {0} {1}",
|
||||
// x.CameraAtAxis, x.CameraCenter);
|
||||
//m_log.DebugFormat("[LLCLIENTVIEW]: Cam2 {0} {1}",
|
||||
// x.CameraLeftAxis, x.CameraUpAxis);
|
||||
//}
|
||||
vdelta = Vector3.Distance(x.CameraLeftAxis, m_thisAgentUpdateArgs.CameraLeftAxis);
|
||||
if((vdelta > VDELTA))
|
||||
return true;
|
||||
|
||||
return cameraSignificant;
|
||||
vdelta = Vector3.Distance(x.CameraUpAxis, m_thisAgentUpdateArgs.CameraUpAxis);
|
||||
if((vdelta > VDELTA))
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private bool HandleAgentUpdate(IClientAPI sender, Packet packet)
|
||||
{
|
||||
// We got here, which means that something in agent update was significant
|
||||
|
||||
AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet;
|
||||
AgentUpdatePacket.AgentDataBlock x = agentUpdate.AgentData;
|
||||
|
||||
|
@ -6212,6 +6259,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
}
|
||||
|
||||
TotalAgentUpdates++;
|
||||
// dont let ignored updates pollute this throttles
|
||||
if(SceneAgent == null || SceneAgent.IsChildAgent || SceneAgent.IsInTransit)
|
||||
{
|
||||
// throttle reset is done at MoveAgentIntoRegion()
|
||||
// called by scenepresence on completemovement
|
||||
PacketPool.Instance.ReturnPacket(packet);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool movement = CheckAgentMovementUpdateSignificance(x);
|
||||
bool camera = CheckAgentCameraUpdateSignificance(x);
|
||||
|
@ -6224,7 +6279,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
m_thisAgentUpdateArgs.Far = x.Far;
|
||||
m_thisAgentUpdateArgs.Flags = x.Flags;
|
||||
m_thisAgentUpdateArgs.HeadRotation = x.HeadRotation;
|
||||
// m_thisAgentUpdateArgs.SessionID = x.SessionID;
|
||||
m_thisAgentUpdateArgs.State = x.State;
|
||||
|
||||
UpdateAgent handlerAgentUpdate = OnAgentUpdate;
|
||||
|
@ -6236,8 +6290,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
if (handlerAgentUpdate != null)
|
||||
OnAgentUpdate(this, m_thisAgentUpdateArgs);
|
||||
|
||||
handlerAgentUpdate = null;
|
||||
handlerPreAgentUpdate = null;
|
||||
}
|
||||
|
||||
// Was there a significant camera(s) change?
|
||||
|
@ -6253,7 +6305,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
if (handlerAgentCameraUpdate != null)
|
||||
handlerAgentCameraUpdate(this, m_thisAgentUpdateArgs);
|
||||
|
||||
handlerAgentCameraUpdate = null;
|
||||
}
|
||||
|
||||
PacketPool.Instance.ReturnPacket(packet);
|
||||
|
|
|
@ -374,9 +374,11 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
|
|||
if (channel == DEBUG_CHANNEL)
|
||||
return;
|
||||
|
||||
// Is id an avatar?
|
||||
ScenePresence sp = m_scene.GetScenePresence(target);
|
||||
if(target == UUID.Zero)
|
||||
return;
|
||||
|
||||
// Is target an avatar?
|
||||
ScenePresence sp = m_scene.GetScenePresence(target);
|
||||
if (sp != null)
|
||||
{
|
||||
// Send message to avatar
|
||||
|
@ -401,19 +403,22 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
|
|||
foreach (SceneObjectGroup sog in attachments)
|
||||
{
|
||||
if (!sog.IsDeleted)
|
||||
targets.Add(sog.UUID);
|
||||
{
|
||||
SceneObjectPart[] parts = sog.Parts;
|
||||
foreach(SceneObjectPart p in parts)
|
||||
targets.Add(p.UUID);
|
||||
}
|
||||
}
|
||||
|
||||
// Need to check each attachment
|
||||
foreach (ListenerInfo li in m_listenerManager.GetListeners(UUID.Zero, channel, name, id, msg))
|
||||
{
|
||||
if (li.GetHostID().Equals(id))
|
||||
UUID liHostID = li.GetHostID();
|
||||
if (liHostID.Equals(id))
|
||||
continue;
|
||||
if (m_scene.GetSceneObjectPart(liHostID) == null)
|
||||
continue;
|
||||
|
||||
if (m_scene.GetSceneObjectPart(li.GetHostID()) == null)
|
||||
continue;
|
||||
|
||||
if (targets.Contains(li.GetHostID()))
|
||||
if (targets.Contains(liHostID))
|
||||
QueueMessage(new ListenerInfo(li, name, id, msg));
|
||||
}
|
||||
|
||||
|
@ -426,16 +431,15 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
|
|||
|
||||
foreach (ListenerInfo li in m_listenerManager.GetListeners(UUID.Zero, channel, name, id, msg))
|
||||
{
|
||||
UUID liHostID = li.GetHostID();
|
||||
// Dont process if this message is from yourself!
|
||||
if (li.GetHostID().Equals(id))
|
||||
if (liHostID.Equals(id))
|
||||
continue;
|
||||
|
||||
SceneObjectPart sPart = m_scene.GetSceneObjectPart(
|
||||
li.GetHostID());
|
||||
if (sPart == null)
|
||||
if (m_scene.GetSceneObjectPart(liHostID) == null)
|
||||
continue;
|
||||
|
||||
if (li.GetHostID().Equals(target))
|
||||
if (liHostID.Equals(target))
|
||||
{
|
||||
QueueMessage(new ListenerInfo(li, name, id, msg));
|
||||
break;
|
||||
|
|
|
@ -227,8 +227,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver
|
|||
if (boOption != m_boundingOrigin)
|
||||
{
|
||||
m_boundingOrigin = boOption;
|
||||
m_boundingBox = true;
|
||||
}
|
||||
m_boundingBox = true;
|
||||
}
|
||||
|
||||
if (options.ContainsKey("bounding-size"))
|
||||
|
@ -936,6 +936,12 @@ namespace OpenSim.Region.CoreModules.World.Archiver
|
|||
|
||||
if (m_assetService.GetMetadata(uuid) != null)
|
||||
{
|
||||
sbyte asype = ArchiveConstants.EXTENSION_TO_ASSET_TYPE[extension];
|
||||
if(asype == -2)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// m_log.DebugFormat("[ARCHIVER]: found existing asset {0}",uuid);
|
||||
return true;
|
||||
}
|
||||
|
@ -944,6 +950,10 @@ namespace OpenSim.Region.CoreModules.World.Archiver
|
|||
{
|
||||
sbyte assetType = ArchiveConstants.EXTENSION_TO_ASSET_TYPE[extension];
|
||||
|
||||
if(assetType == -2)
|
||||
{
|
||||
|
||||
}
|
||||
if (assetType == (sbyte)AssetType.Unknown)
|
||||
{
|
||||
m_log.WarnFormat("[ARCHIVER]: Importing {0} byte asset {1} with unknown type", data.Length, uuid);
|
||||
|
|
|
@ -285,11 +285,16 @@ namespace OpenSim.Region.CoreModules.World.Archiver
|
|||
if (m_foundAssetUuids.Count + m_notFoundAssetUuids.Count >= m_repliesRequired)
|
||||
{
|
||||
m_requestState = RequestState.Completed;
|
||||
|
||||
m_log.DebugFormat(
|
||||
"[ARCHIVER]: Successfully added {0} assets ({1} assets not found but these may be expected invalid references)",
|
||||
if(m_notFoundAssetUuids.Count == 0)
|
||||
m_log.DebugFormat(
|
||||
"[ARCHIVER]: Successfully added {0} assets",
|
||||
m_foundAssetUuids.Count);
|
||||
else
|
||||
m_log.DebugFormat(
|
||||
"[ARCHIVER]: Successfully added {0} assets ({1} assets not found but these may be expected invalid references)",
|
||||
m_foundAssetUuids.Count, m_notFoundAssetUuids.Count);
|
||||
|
||||
|
||||
// We want to stop using the asset cache thread asap
|
||||
// as we now need to do the work of producing the rest of the archive
|
||||
WorkManager.RunInThread(PerformAssetsRequestCallback, false, "Archive Assets Request Callback");
|
||||
|
|
|
@ -27,6 +27,7 @@
|
|||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading;
|
||||
using Mono.Addins;
|
||||
using Nini.Config;
|
||||
using OpenMetaverse;
|
||||
|
@ -43,12 +44,16 @@ namespace OpenSim.Region.CoreModules.World
|
|||
// = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
|
||||
private uint m_frame = 0;
|
||||
private int m_frameUpdateRate = 1000;
|
||||
private Random m_rndnums = new Random(Environment.TickCount);
|
||||
private Random m_rndnums;
|
||||
private Scene m_scene = null;
|
||||
private bool m_ready = false;
|
||||
private bool m_enabled = false;
|
||||
private float m_cloudDensity = 1.0F;
|
||||
private float[] cloudCover = new float[16 * 16];
|
||||
private int m_dataVersion;
|
||||
private bool m_busy;
|
||||
private object cloudlock = new object();
|
||||
|
||||
|
||||
public void Initialise(IConfigSource config)
|
||||
{
|
||||
|
@ -70,11 +75,17 @@ namespace OpenSim.Region.CoreModules.World
|
|||
|
||||
m_scene = scene;
|
||||
|
||||
scene.EventManager.OnNewClient += CloudsToClient;
|
||||
scene.RegisterModuleInterface<ICloudModule>(this);
|
||||
scene.EventManager.OnFrame += CloudUpdate;
|
||||
int seed = Environment.TickCount;
|
||||
seed += (int)(scene.RegionInfo.RegionLocX << 16);
|
||||
seed += (int)(scene.RegionInfo.RegionLocY);
|
||||
m_rndnums = new Random(seed);
|
||||
|
||||
GenerateCloudCover();
|
||||
m_dataVersion = (int)m_scene.AllocateLocalId();
|
||||
|
||||
scene.EventManager.OnNewClient += CloudsToClient;
|
||||
scene.EventManager.OnFrame += CloudUpdate;
|
||||
|
||||
m_ready = true;
|
||||
}
|
||||
|
@ -89,7 +100,6 @@ namespace OpenSim.Region.CoreModules.World
|
|||
m_scene.EventManager.OnNewClient -= CloudsToClient;
|
||||
m_scene.EventManager.OnFrame -= CloudUpdate;
|
||||
m_scene.UnregisterModuleInterface<ICloudModule>(this);
|
||||
|
||||
m_scene = null;
|
||||
}
|
||||
|
||||
|
@ -127,7 +137,8 @@ namespace OpenSim.Region.CoreModules.World
|
|||
|
||||
if (cloudCover != null)
|
||||
{
|
||||
cover = cloudCover[y * 16 + x];
|
||||
lock(cloudlock)
|
||||
cover = cloudCover[y * 16 + x];
|
||||
}
|
||||
|
||||
return cover;
|
||||
|
@ -188,22 +199,47 @@ namespace OpenSim.Region.CoreModules.World
|
|||
}
|
||||
}
|
||||
Array.Copy(newCover, cloudCover, 16 * 16);
|
||||
m_dataVersion++;
|
||||
}
|
||||
|
||||
private void CloudUpdate()
|
||||
{
|
||||
if (((m_frame++ % m_frameUpdateRate) != 0) || !m_ready || (m_cloudDensity == 0))
|
||||
{
|
||||
return;
|
||||
}
|
||||
UpdateCloudCover();
|
||||
private void CloudUpdate()
|
||||
{
|
||||
if ((!m_ready || m_busy || m_cloudDensity == 0 ||
|
||||
(m_frame++ % m_frameUpdateRate) != 0))
|
||||
return;
|
||||
|
||||
if(Monitor.TryEnter(cloudlock))
|
||||
{
|
||||
m_busy = true;
|
||||
Util.FireAndForget(delegate
|
||||
{
|
||||
try
|
||||
{
|
||||
lock(cloudlock)
|
||||
{
|
||||
UpdateCloudCover();
|
||||
m_scene.ForEachClient(delegate(IClientAPI client)
|
||||
{
|
||||
client.SendCloudData(m_dataVersion, cloudCover);
|
||||
});
|
||||
}
|
||||
}
|
||||
finally
|
||||
{
|
||||
m_busy = false;
|
||||
}
|
||||
},
|
||||
null, "CloudModuleUpdate");
|
||||
Monitor.Exit(cloudlock);
|
||||
}
|
||||
}
|
||||
|
||||
public void CloudsToClient(IClientAPI client)
|
||||
{
|
||||
if (m_ready)
|
||||
{
|
||||
client.SendCloudData(cloudCover);
|
||||
lock(cloudlock)
|
||||
client.SendCloudData(m_dataVersion, cloudCover);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1360,7 +1360,8 @@ namespace OpenSim.Region.CoreModules.World.Estate
|
|||
|
||||
public void sendRegionInfoPacketToAll()
|
||||
{
|
||||
Scene.ForEachRootClient(delegate(IClientAPI client)
|
||||
// Scene.ForEachRootClient(delegate(IClientAPI client)
|
||||
Scene.ForEachClient(delegate(IClientAPI client)
|
||||
{
|
||||
HandleRegionInfoRequest(client);
|
||||
});
|
||||
|
|
|
@ -63,7 +63,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
|
|||
sr.Close();
|
||||
body = body.Trim();
|
||||
|
||||
m_log.DebugFormat("[XESTATE HANDLER]: query String: {0}", body);
|
||||
// m_log.DebugFormat("[XESTATE HANDLER]: query String: {0}", body);
|
||||
|
||||
try
|
||||
{
|
||||
|
|
|
@ -212,7 +212,6 @@ namespace OpenSim.Region.CoreModules.World.Land
|
|||
client.OnParcelReclaim += ClientOnParcelReclaim;
|
||||
client.OnParcelInfoRequest += ClientOnParcelInfoRequest;
|
||||
client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup;
|
||||
client.OnPreAgentUpdate += ClientOnPreAgentUpdate;
|
||||
client.OnParcelEjectUser += ClientOnParcelEjectUser;
|
||||
client.OnParcelFreezeUser += ClientOnParcelFreezeUser;
|
||||
client.OnSetStartLocationRequest += ClientOnSetHome;
|
||||
|
@ -223,10 +222,6 @@ namespace OpenSim.Region.CoreModules.World.Land
|
|||
avatar.currentParcelUUID = UUID.Zero;
|
||||
}
|
||||
|
||||
void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
|
||||
{
|
||||
}
|
||||
|
||||
public void Close()
|
||||
{
|
||||
}
|
||||
|
|
|
@ -103,7 +103,7 @@ namespace OpenSim.Region.CoreModules.World.Wind.Plugins
|
|||
}
|
||||
}
|
||||
|
||||
public void WindUpdate(uint frame)
|
||||
public bool WindUpdate(uint frame)
|
||||
{
|
||||
double avgAng = m_avgDirection * (Math.PI/180.0f);
|
||||
double varDir = m_varDirection * (Math.PI/180.0f);
|
||||
|
@ -125,10 +125,8 @@ namespace OpenSim.Region.CoreModules.World.Wind.Plugins
|
|||
offset = Math.Sin(theta) * Math.Sin(theta*4) + (Math.Sin(theta*13) / 3);
|
||||
double windSpeed = m_avgStrength + (m_varStrength * offset);
|
||||
|
||||
if (windSpeed<0)
|
||||
windSpeed=0;
|
||||
|
||||
|
||||
if (windSpeed < 0)
|
||||
windSpeed = -windSpeed;
|
||||
|
||||
m_curPredominateWind.X = (float)Math.Cos(windDir);
|
||||
m_curPredominateWind.Y = (float)Math.Sin(windDir);
|
||||
|
@ -144,6 +142,7 @@ namespace OpenSim.Region.CoreModules.World.Wind.Plugins
|
|||
m_windSpeeds[y * 16 + x] = m_curPredominateWind;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public Vector3 WindSpeed(float fX, float fY, float fZ)
|
||||
|
|
|
@ -82,22 +82,23 @@ namespace OpenSim.Region.CoreModules.World.Wind.Plugins
|
|||
}
|
||||
}
|
||||
|
||||
public void WindUpdate(uint frame)
|
||||
public bool WindUpdate(uint frame)
|
||||
{
|
||||
//Make sure our object is valid (we haven't been disposed of yet)
|
||||
if (m_windSpeeds != null)
|
||||
if (m_windSpeeds == null)
|
||||
return false;
|
||||
|
||||
for (int y = 0; y < 16; y++)
|
||||
{
|
||||
for (int y = 0; y < 16; y++)
|
||||
for (int x = 0; x < 16; x++)
|
||||
{
|
||||
for (int x = 0; x < 16; x++)
|
||||
{
|
||||
m_windSpeeds[y * 16 + x].X = (float)(m_rndnums.NextDouble() * 2d - 1d); // -1 to 1
|
||||
m_windSpeeds[y * 16 + x].Y = (float)(m_rndnums.NextDouble() * 2d - 1d); // -1 to 1
|
||||
m_windSpeeds[y * 16 + x].X *= m_strength;
|
||||
m_windSpeeds[y * 16 + x].Y *= m_strength;
|
||||
}
|
||||
m_windSpeeds[y * 16 + x].X = (float)(m_rndnums.NextDouble() * 2d - 1d); // -1 to 1
|
||||
m_windSpeeds[y * 16 + x].Y = (float)(m_rndnums.NextDouble() * 2d - 1d); // -1 to 1
|
||||
m_windSpeeds[y * 16 + x].X *= m_strength;
|
||||
m_windSpeeds[y * 16 + x].Y *= m_strength;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public Vector3 WindSpeed(float fX, float fY, float fZ)
|
||||
|
|
|
@ -46,11 +46,13 @@ namespace OpenSim.Region.CoreModules
|
|||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
private uint m_frame = 0;
|
||||
private uint m_frameLastUpdateClientArray = 0;
|
||||
private int m_dataVersion = 0;
|
||||
private int m_regionID = 0;
|
||||
private int m_frameUpdateRate = 150;
|
||||
//private Random m_rndnums = new Random(Environment.TickCount);
|
||||
private Scene m_scene = null;
|
||||
private bool m_ready = false;
|
||||
private bool m_inUpdate = false;
|
||||
|
||||
private bool m_enabled = false;
|
||||
private IConfig m_windConfig;
|
||||
|
@ -96,7 +98,6 @@ namespace OpenSim.Region.CoreModules
|
|||
|
||||
m_scene = scene;
|
||||
m_frame = 0;
|
||||
|
||||
// Register all the Wind Model Plug-ins
|
||||
foreach (IWindModelPlugin windPlugin in AddinManager.GetExtensionObjects("/OpenSim/WindModule", false))
|
||||
{
|
||||
|
@ -118,7 +119,6 @@ namespace OpenSim.Region.CoreModules
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
// if the plug-in wasn't found, default to no wind.
|
||||
if (m_activeWindPlugin == null)
|
||||
{
|
||||
|
@ -154,14 +154,14 @@ namespace OpenSim.Region.CoreModules
|
|||
|
||||
// Register event handlers for when Avatars enter the region, and frame ticks
|
||||
m_scene.EventManager.OnFrame += WindUpdate;
|
||||
m_scene.EventManager.OnMakeRootAgent += OnAgentEnteredRegion;
|
||||
|
||||
// Register the wind module
|
||||
m_scene.RegisterModuleInterface<IWindModule>(this);
|
||||
|
||||
// Generate initial wind values
|
||||
GenWindPos();
|
||||
|
||||
GenWind();
|
||||
// hopefully this will not be the same for all regions on same instance
|
||||
m_dataVersion = (int)m_scene.AllocateLocalId();
|
||||
// Mark Module Ready for duty
|
||||
m_ready = true;
|
||||
}
|
||||
|
@ -184,7 +184,7 @@ namespace OpenSim.Region.CoreModules
|
|||
|
||||
// Remove our hooks
|
||||
m_scene.EventManager.OnFrame -= WindUpdate;
|
||||
m_scene.EventManager.OnMakeRootAgent -= OnAgentEnteredRegion;
|
||||
// m_scene.EventManager.OnMakeRootAgent -= OnAgentEnteredRegion;
|
||||
|
||||
}
|
||||
|
||||
|
@ -416,67 +416,43 @@ namespace OpenSim.Region.CoreModules
|
|||
/// </summary>
|
||||
public void WindUpdate()
|
||||
{
|
||||
if (((m_frame++ % m_frameUpdateRate) != 0) || !m_ready)
|
||||
{
|
||||
if ((!m_ready || m_inUpdate || (m_frame++ % m_frameUpdateRate) != 0))
|
||||
return;
|
||||
}
|
||||
|
||||
GenWindPos();
|
||||
|
||||
SendWindAllClients();
|
||||
}
|
||||
|
||||
public void OnAgentEnteredRegion(ScenePresence avatar)
|
||||
{
|
||||
if (m_ready)
|
||||
m_inUpdate = true;
|
||||
Util.FireAndForget(delegate
|
||||
{
|
||||
if (m_activeWindPlugin != null)
|
||||
try
|
||||
{
|
||||
// Ask wind plugin to generate a LL wind array to be cached locally
|
||||
// Try not to update this too often, as it may involve array copies
|
||||
if (m_frame >= (m_frameLastUpdateClientArray + m_frameUpdateRate))
|
||||
GenWind();
|
||||
m_scene.ForEachClient(delegate(IClientAPI client)
|
||||
{
|
||||
windSpeeds = m_activeWindPlugin.WindLLClientArray();
|
||||
m_frameLastUpdateClientArray = m_frame;
|
||||
}
|
||||
}
|
||||
|
||||
avatar.ControllingClient.SendWindData(windSpeeds);
|
||||
}
|
||||
}
|
||||
|
||||
private void SendWindAllClients()
|
||||
{
|
||||
if (m_ready)
|
||||
{
|
||||
if (m_scene.GetRootAgentCount() > 0)
|
||||
{
|
||||
// Ask wind plugin to generate a LL wind array to be cached locally
|
||||
// Try not to update this too often, as it may involve array copies
|
||||
if (m_frame >= (m_frameLastUpdateClientArray + m_frameUpdateRate))
|
||||
{
|
||||
windSpeeds = m_activeWindPlugin.WindLLClientArray();
|
||||
m_frameLastUpdateClientArray = m_frame;
|
||||
}
|
||||
|
||||
m_scene.ForEachRootClient(delegate(IClientAPI client)
|
||||
{
|
||||
client.SendWindData(windSpeeds);
|
||||
client.SendWindData(m_dataVersion, windSpeeds);
|
||||
});
|
||||
|
||||
}
|
||||
}
|
||||
finally
|
||||
{
|
||||
m_inUpdate = false;
|
||||
}
|
||||
},
|
||||
null, "WindModuleUpdate");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculate the sun's orbital position and its velocity.
|
||||
/// Calculate new wind
|
||||
/// returns false if no change
|
||||
/// </summary>
|
||||
|
||||
private void GenWindPos()
|
||||
private bool GenWind()
|
||||
{
|
||||
if (m_activeWindPlugin != null)
|
||||
if (m_activeWindPlugin != null && m_activeWindPlugin.WindUpdate(m_frame))
|
||||
{
|
||||
// Tell Wind Plugin to update it's wind data
|
||||
m_activeWindPlugin.WindUpdate(m_frame);
|
||||
windSpeeds = m_activeWindPlugin.WindLLClientArray();
|
||||
m_dataVersion++;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -53,7 +53,7 @@ namespace OpenSim.Region.Framework.Interfaces
|
|||
/// <summary>
|
||||
/// Update wind.
|
||||
/// </summary>
|
||||
void WindUpdate(uint frame);
|
||||
bool WindUpdate(uint frame);
|
||||
|
||||
/// <summary>
|
||||
/// Returns the wind vector at the given local region coordinates.
|
||||
|
|
|
@ -274,50 +274,46 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
private uint GetPriorityByAngularDistance(IClientAPI client, ISceneEntity entity)
|
||||
{
|
||||
uint pqueue = 2; // keep compiler happy
|
||||
|
||||
ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
|
||||
if (presence == null)
|
||||
return PriorityQueue.NumberOfQueues - 1;
|
||||
|
||||
// All avatars other than our own go into pqueue 1
|
||||
if (entity is ScenePresence)
|
||||
return 1;
|
||||
|
||||
if (entity is SceneObjectPart)
|
||||
{
|
||||
// Attachments are high priority,
|
||||
if (((SceneObjectPart)entity).ParentGroup.IsAttachment)
|
||||
return 2;
|
||||
|
||||
pqueue = ComputeAngleDistancePriority(presence, entity);
|
||||
|
||||
// Non physical prims are lower priority than physical prims
|
||||
PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
|
||||
if (physActor == null || !physActor.IsPhysical)
|
||||
pqueue++;
|
||||
}
|
||||
|
||||
uint pqueue = ComputeAngleDistancePriority(presence, entity);
|
||||
return pqueue;
|
||||
}
|
||||
|
||||
private uint ComputeAngleDistancePriority(ScenePresence presence, ISceneEntity entity)
|
||||
{
|
||||
double distance;
|
||||
|
||||
Vector3 presencePos = presence.AbsolutePosition;
|
||||
|
||||
SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup;
|
||||
float bradius = group.GetBoundsRadius();
|
||||
Vector3 grppos = group.AbsolutePosition + group.getBoundsCenter();
|
||||
distance = Vector3.Distance(presencePos, grppos);
|
||||
distance -= bradius;
|
||||
distance *= group.getAreaFactor();
|
||||
|
||||
// And convert the distance to a priority queue, this computation gives queues
|
||||
// at 10, 20, 40, 80, 160, 320, 640, and 1280m
|
||||
uint pqueue = PriorityQueue.NumberOfImmediateQueues + 1; // reserve attachments queue
|
||||
uint queues = PriorityQueue.NumberOfQueues - PriorityQueue.NumberOfImmediateQueues;
|
||||
// uint minpqueue = PriorityQueue.NumberOfImmediateQueues;
|
||||
uint maxqueue = PriorityQueue.NumberOfQueues - PriorityQueue.NumberOfImmediateQueues -1;
|
||||
// uint pqueue = minpqueue;
|
||||
uint pqueue = PriorityQueue.NumberOfImmediateQueues;
|
||||
float distance;
|
||||
|
||||
Vector3 presencePos = presence.AbsolutePosition;
|
||||
if(entity is ScenePresence)
|
||||
{
|
||||
ScenePresence sp = entity as ScenePresence;
|
||||
distance = Vector3.Distance(presencePos, sp.AbsolutePosition);
|
||||
distance *= 0.5f;
|
||||
}
|
||||
else
|
||||
{
|
||||
SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup;
|
||||
float bradius = group.GetBoundsRadius();
|
||||
Vector3 grppos = group.AbsolutePosition + group.getBoundsCenter();
|
||||
distance = Vector3.Distance(presencePos, grppos);
|
||||
distance -= bradius;
|
||||
distance *= group.getAreaFactor();
|
||||
if(group.IsAttachment)
|
||||
distance *= 0.5f;
|
||||
else if(group.UsesPhysics)
|
||||
distance *= 0.6f;
|
||||
else if(group.GetSittingAvatarsCount() > 0)
|
||||
distance *= 0.5f;
|
||||
}
|
||||
|
||||
if (distance > 10f)
|
||||
{
|
||||
|
@ -328,8 +324,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// 2st constant makes it be log2(distance/10)
|
||||
|
||||
pqueue += (uint)tmp;
|
||||
if (pqueue > queues - 1)
|
||||
pqueue = queues - 1;
|
||||
if (pqueue > maxqueue)
|
||||
pqueue = maxqueue;
|
||||
}
|
||||
|
||||
return pqueue;
|
||||
|
|
|
@ -1865,7 +1865,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
// this is here so physics gets updated!
|
||||
// Don't remove! Bad juju! Stay away! or fix physics!
|
||||
child.AbsolutePosition = child.AbsolutePosition;
|
||||
// already done in LinkToGroup
|
||||
// child.AbsolutePosition = child.AbsolutePosition;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1912,31 +1913,36 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
//
|
||||
foreach (SceneObjectPart part in prims)
|
||||
{
|
||||
if (part != null)
|
||||
{
|
||||
if (part.KeyframeMotion != null)
|
||||
{
|
||||
part.KeyframeMotion.Stop();
|
||||
part.KeyframeMotion = null;
|
||||
}
|
||||
if (part.ParentGroup.PrimCount != 1) // Skip single
|
||||
{
|
||||
if (part.LinkNum < 2) // Root
|
||||
{
|
||||
rootParts.Add(part);
|
||||
}
|
||||
else
|
||||
{
|
||||
part.LastOwnerID = part.ParentGroup.RootPart.LastOwnerID;
|
||||
childParts.Add(part);
|
||||
}
|
||||
if(part == null)
|
||||
continue;
|
||||
SceneObjectGroup parentSOG = part.ParentGroup;
|
||||
if(parentSOG == null ||
|
||||
parentSOG.IsDeleted ||
|
||||
parentSOG.inTransit ||
|
||||
parentSOG.PrimCount == 1)
|
||||
continue;
|
||||
|
||||
SceneObjectGroup group = part.ParentGroup;
|
||||
if (!affectedGroups.Contains(group))
|
||||
{
|
||||
affectedGroups.Add(group);
|
||||
}
|
||||
}
|
||||
if (!affectedGroups.Contains(parentSOG))
|
||||
{
|
||||
affectedGroups.Add(parentSOG);
|
||||
if(parentSOG.RootPart.PhysActor != null)
|
||||
parentSOG.RootPart.PhysActor.Building = true;
|
||||
}
|
||||
|
||||
if (part.KeyframeMotion != null)
|
||||
{
|
||||
part.KeyframeMotion.Stop();
|
||||
part.KeyframeMotion = null;
|
||||
}
|
||||
|
||||
if (part.LinkNum < 2) // Root
|
||||
{
|
||||
rootParts.Add(part);
|
||||
}
|
||||
else
|
||||
{
|
||||
part.LastOwnerID = part.ParentGroup.RootPart.LastOwnerID;
|
||||
childParts.Add(part);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1945,8 +1951,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
foreach (SceneObjectPart child in childParts)
|
||||
{
|
||||
// Unlink all child parts from their groups
|
||||
//
|
||||
child.ParentGroup.DelinkFromGroup(child, true);
|
||||
//child.ParentGroup is now other
|
||||
child.ParentGroup.HasGroupChanged = true;
|
||||
child.ParentGroup.ScheduleGroupForFullUpdate();
|
||||
}
|
||||
|
@ -1961,72 +1967,49 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
SceneObjectGroup group = root.ParentGroup;
|
||||
|
||||
List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
|
||||
int numChildren = newSet.Count;
|
||||
|
||||
if (numChildren == 1)
|
||||
newSet.Remove(root);
|
||||
int numChildren = newSet.Count;
|
||||
if(numChildren == 0)
|
||||
break;
|
||||
|
||||
// If there are prims left in a link set, but the root is
|
||||
// slated for unlink, we need to do this
|
||||
// Unlink the remaining set
|
||||
//
|
||||
bool sendEventsToRemainder = false;
|
||||
if (numChildren == 2) // only one child prim no re-link needed
|
||||
sendEventsToRemainder = true;
|
||||
|
||||
foreach (SceneObjectPart p in newSet)
|
||||
{
|
||||
if (p != group.RootPart)
|
||||
{
|
||||
group.DelinkFromGroup(p, sendEventsToRemainder);
|
||||
if (sendEventsToRemainder) // finish single child prim now
|
||||
{
|
||||
p.ParentGroup.HasGroupChanged = true;
|
||||
p.ParentGroup.ScheduleGroupForFullUpdate();
|
||||
}
|
||||
}
|
||||
}
|
||||
group.DelinkFromGroup(p, false);
|
||||
|
||||
SceneObjectPart newRoot = newSet[0];
|
||||
|
||||
// If there is more than one prim remaining, we
|
||||
// need to re-link
|
||||
//
|
||||
if (numChildren > 2)
|
||||
if (numChildren > 1)
|
||||
{
|
||||
// Remove old root
|
||||
//
|
||||
if (newSet.Contains(root))
|
||||
newSet.Remove(root);
|
||||
|
||||
// Preserve link ordering
|
||||
//
|
||||
newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
|
||||
{
|
||||
return a.LinkNum.CompareTo(b.LinkNum);
|
||||
});
|
||||
|
||||
// Determine new root
|
||||
//
|
||||
SceneObjectPart newRoot = newSet[0];
|
||||
newSet.RemoveAt(0);
|
||||
|
||||
foreach (SceneObjectPart newChild in newSet)
|
||||
newChild.ClearUpdateSchedule();
|
||||
foreach (SceneObjectPart newChild in newSet)
|
||||
newChild.ClearUpdateSchedule();
|
||||
|
||||
LinkObjects(newRoot, newSet);
|
||||
// if (!affectedGroups.Contains(newRoot.ParentGroup))
|
||||
// affectedGroups.Add(newRoot.ParentGroup);
|
||||
}
|
||||
else
|
||||
{
|
||||
newRoot.TriggerScriptChangedEvent(Changed.LINK);
|
||||
newRoot.ParentGroup.HasGroupChanged = true;
|
||||
newRoot.ParentGroup.ScheduleGroupForFullUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
// Finally, trigger events in the roots
|
||||
// trigger events in the roots
|
||||
//
|
||||
foreach (SceneObjectGroup g in affectedGroups)
|
||||
{
|
||||
if(g.RootPart.PhysActor != null)
|
||||
g.RootPart.PhysActor.Building = false;
|
||||
g.AdjustChildPrimPermissions(false);
|
||||
// Child prims that have been unlinked and deleted will
|
||||
// return unless the root is deleted. This will remove them
|
||||
// from the database. They will be rewritten immediately,
|
||||
// minus the rows for the unlinked child prims.
|
||||
g.AdjustChildPrimPermissions(false);
|
||||
m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
|
||||
g.TriggerScriptChangedEvent(Changed.LINK);
|
||||
g.HasGroupChanged = true; // Persist
|
||||
|
|
|
@ -3168,10 +3168,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (insert)
|
||||
{
|
||||
linkNum = 2;
|
||||
int insertSize = objectGroup.PrimCount;
|
||||
foreach (SceneObjectPart part in Parts)
|
||||
{
|
||||
if (part.LinkNum > 1)
|
||||
part.LinkNum++;
|
||||
part.LinkNum += insertSize;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -3200,14 +3201,14 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
linkPart.LinkNum = linkNum++;
|
||||
linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
|
||||
|
||||
// Get a list of the SOP's in the old group in order of their linknum's.
|
||||
// Get a list of the SOP's in the source group in order of their linknum's.
|
||||
SceneObjectPart[] ogParts = objectGroup.Parts;
|
||||
Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b)
|
||||
{
|
||||
return a.LinkNum - b.LinkNum;
|
||||
});
|
||||
|
||||
// Add each of the SOP's from the old linkset to our linkset
|
||||
// Add each of the SOP's from the source linkset to our linkset
|
||||
for (int i = 0; i < ogParts.Length; i++)
|
||||
{
|
||||
SceneObjectPart part = ogParts[i];
|
||||
|
@ -3415,6 +3416,110 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
return objectGroup;
|
||||
}
|
||||
|
||||
/* working on it
|
||||
public void DelinkFromGroup(List<SceneObjectPart> linkParts, bool sendEvents)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
|
||||
// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
|
||||
|
||||
if(PrimCount == 1)
|
||||
return;
|
||||
|
||||
if (m_rootPart.PhysActor != null)
|
||||
m_rootPart.PhysActor.Building = true;
|
||||
|
||||
bool unlinkroot = false;
|
||||
foreach(SceneObjectPart linkPart in linkParts)
|
||||
{
|
||||
// first we only remove child parts
|
||||
if(linkPart.LocalId == m_rootPart.LocalId)
|
||||
{
|
||||
unlinkroot = true;
|
||||
continue;
|
||||
}
|
||||
|
||||
lock (m_parts.SyncRoot)
|
||||
if(!m_parts.Remove(linkPart.UUID))
|
||||
continue;
|
||||
|
||||
linkPart.ClearUndoState();
|
||||
|
||||
Vector3 worldPos = linkPart.GetWorldPosition();
|
||||
Quaternion worldRot = linkPart.GetWorldRotation();
|
||||
|
||||
linkPart.ParentID = 0;
|
||||
linkPart.LinkNum = 0;
|
||||
|
||||
PhysicsActor linkPartPa = linkPart.PhysActor;
|
||||
|
||||
// Remove the SOP from the physical scene.
|
||||
// If the new SOG is physical, it is re-created later.
|
||||
// (There is a problem here in that we have not yet told the physics
|
||||
// engine about the delink. Someday, linksets should be made first
|
||||
// class objects in the physics engine interface).
|
||||
if (linkPartPa != null)
|
||||
{
|
||||
m_scene.PhysicsScene.RemovePrim(linkPartPa);
|
||||
linkPart.PhysActor = null;
|
||||
}
|
||||
|
||||
linkPart.setGroupPosition(worldPos);
|
||||
linkPart.setOffsetPosition(Vector3.Zero);
|
||||
linkPart.setRotationOffset(worldRot);
|
||||
|
||||
// Create a new SOG to go around this unlinked and unattached SOP
|
||||
SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart);
|
||||
|
||||
m_scene.AddNewSceneObject(objectGroup, true);
|
||||
|
||||
linkPart.Rezzed = RootPart.Rezzed;
|
||||
|
||||
// this is as it seems to be in sl now
|
||||
if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
|
||||
linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
|
||||
|
||||
objectGroup.HasGroupChangedDueToDelink = true;
|
||||
if (sendEvents)
|
||||
linkPart.TriggerScriptChangedEvent(Changed.LINK);
|
||||
}
|
||||
|
||||
if(unlinkroot)
|
||||
{
|
||||
//TODO
|
||||
}
|
||||
|
||||
lock (m_parts.SyncRoot)
|
||||
{
|
||||
SceneObjectPart[] parts = m_parts.GetArray();
|
||||
if (parts.Length == 1)
|
||||
{
|
||||
// Single prim left
|
||||
m_rootPart.LinkNum = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_rootPart.LinkNum = 1;
|
||||
int linknum = 2;
|
||||
for (int i = 1; i < parts.Length; i++)
|
||||
parts[i].LinkNum = linknum++;
|
||||
}
|
||||
}
|
||||
|
||||
InvalidBoundsRadius();
|
||||
|
||||
if (m_rootPart.PhysActor != null)
|
||||
m_rootPart.PhysActor.Building = false;
|
||||
|
||||
// When we delete a group, we currently have to force persist to the database if the object id has changed
|
||||
// (since delete works by deleting all rows which have a given object id)
|
||||
|
||||
Scene.SimulationDataService.RemoveObject(UUID, Scene.RegionInfo.RegionID);
|
||||
HasGroupChangedDueToDelink = true;
|
||||
TriggerScriptChangedEvent(Changed.LINK);
|
||||
return;
|
||||
}
|
||||
*/
|
||||
/// <summary>
|
||||
/// Stop this object from being persisted over server restarts.
|
||||
/// </summary>
|
||||
|
|
|
@ -281,7 +281,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
private bool m_followCamAuto = false;
|
||||
|
||||
private Vector3? m_forceToApply;
|
||||
// private object m_forceToApplyLock = new object();
|
||||
// private bool m_forceToApplyValid;
|
||||
// private Vector3 m_forceToApply;
|
||||
private int m_userFlags;
|
||||
public int UserFlags
|
||||
{
|
||||
|
@ -582,11 +584,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
get
|
||||
{
|
||||
return m_drawDistance;
|
||||
return m_drawDistance;
|
||||
}
|
||||
set
|
||||
{
|
||||
m_drawDistance = Util.Clamp(value, 32f, m_scene.MaxDrawDistance);
|
||||
m_drawDistance = Util.Clamp(value, 32f, m_scene.MaxDrawDistance);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -594,7 +596,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
get
|
||||
{
|
||||
return Util.Clamp(m_drawDistance, 32f, m_scene.MaxRegionViewDistance);
|
||||
return Util.Clamp(m_drawDistance, 32f, m_scene.MaxRegionViewDistance);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2120,6 +2122,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (haveAnims)
|
||||
SendAnimPackToAgent(this, animIDs, animseqs, animsobjs);
|
||||
|
||||
|
||||
// we should be able to receive updates, etc
|
||||
// so release them
|
||||
m_inTransit = false;
|
||||
|
@ -2238,6 +2241,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
finally
|
||||
{
|
||||
haveGroupInformation = false;
|
||||
gotCrossUpdate = false;
|
||||
crossingFlags = 0;
|
||||
m_inTransit = false;
|
||||
}
|
||||
// if hide force a check
|
||||
|
@ -2247,9 +2253,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// m_currentParcelHide = newhide;
|
||||
// }
|
||||
|
||||
haveGroupInformation = false;
|
||||
gotCrossUpdate = false;
|
||||
crossingFlags = 0;
|
||||
|
||||
m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
|
||||
|
||||
|
@ -3006,7 +3009,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
MovingToTarget = false;
|
||||
// MoveToPositionTarget = Vector3.Zero;
|
||||
m_forceToApply = null; // cancel possible last action
|
||||
// lock(m_forceToApplyLock)
|
||||
// m_forceToApplyValid = false; // cancel possible last action
|
||||
|
||||
// We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct
|
||||
// resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag.
|
||||
|
@ -3638,8 +3642,14 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
|
||||
// m_log.DebugFormat("[SCENE PRESENCE]: Setting force to apply to {0} for {1}", direc, Name);
|
||||
|
||||
m_forceToApply = direc;
|
||||
/*
|
||||
lock(m_forceToApplyLock)
|
||||
{
|
||||
m_forceToApply = direc;
|
||||
m_forceToApplyValid = true;
|
||||
}
|
||||
*/
|
||||
Velocity = direc;
|
||||
Animator.UpdateMovementAnimations();
|
||||
}
|
||||
|
||||
|
@ -4734,17 +4744,21 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </summary>
|
||||
public void UpdateMovement()
|
||||
{
|
||||
/*
|
||||
if (IsInTransit)
|
||||
return;
|
||||
if (m_forceToApply.HasValue)
|
||||
|
||||
lock(m_forceToApplyLock)
|
||||
{
|
||||
Vector3 force = m_forceToApply.Value;
|
||||
if (m_forceToApplyValid)
|
||||
{
|
||||
Velocity = m_forceToApply;
|
||||
|
||||
Velocity = force;
|
||||
|
||||
m_forceToApply = null;
|
||||
TriggerScenePresenceUpdated();
|
||||
m_forceToApplyValid = false;
|
||||
TriggerScenePresenceUpdated();
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -4767,6 +4781,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// Appearance.SetHeight();
|
||||
Appearance.SetSize(new Vector3(0.45f,0.6f,1.9f));
|
||||
|
||||
// lock(m_forceToApplyLock)
|
||||
// m_forceToApplyValid = false;
|
||||
|
||||
PhysicsScene scene = m_scene.PhysicsScene;
|
||||
Vector3 pVec = AbsolutePosition;
|
||||
|
||||
|
|
|
@ -178,8 +178,10 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (part.Shape.ProjectionTextureUUID != UUID.Zero)
|
||||
GatheredUuids[part.Shape.ProjectionTextureUUID] = (sbyte)AssetType.Texture;
|
||||
|
||||
if (part.CollisionSound != UUID.Zero)
|
||||
GatheredUuids[part.CollisionSound] = (sbyte)AssetType.Sound;
|
||||
UUID collisionSound = part.CollisionSound;
|
||||
if ( collisionSound != UUID.Zero &&
|
||||
collisionSound != part.invalidCollisionSoundUUID)
|
||||
GatheredUuids[collisionSound] = (sbyte)AssetType.Sound;
|
||||
|
||||
if (part.ParticleSystem.Length > 0)
|
||||
{
|
||||
|
|
|
@ -1023,12 +1023,12 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
|
|||
|
||||
}
|
||||
|
||||
public void SendWindData(Vector2[] windSpeeds)
|
||||
public void SendWindData(int version, Vector2[] windSpeeds)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void SendCloudData(float[] cloudCover)
|
||||
public void SendCloudData(int version, float[] cloudCover)
|
||||
{
|
||||
|
||||
}
|
||||
|
|
|
@ -724,9 +724,9 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
{
|
||||
}
|
||||
|
||||
public virtual void SendWindData(Vector2[] windSpeeds) { }
|
||||
public virtual void SendWindData(int version, Vector2[] windSpeeds) { }
|
||||
|
||||
public virtual void SendCloudData(float[] cloudCover) { }
|
||||
public virtual void SendCloudData(int version, float[] cloudCover) { }
|
||||
|
||||
public virtual void MoveAgentIntoRegion(RegionInfo regInfo, Vector3 pos, Vector3 look)
|
||||
{
|
||||
|
|
|
@ -52,7 +52,6 @@ public sealed class BSCharacter : BSPhysObject
|
|||
private bool _setAlwaysRun;
|
||||
private bool _throttleUpdates;
|
||||
private bool _floatOnWater;
|
||||
private OMV.Vector3 _rotationalVelocity;
|
||||
private bool _kinematic;
|
||||
private float _buoyancy;
|
||||
|
||||
|
@ -291,7 +290,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
{
|
||||
RawVelocity = OMV.Vector3.Zero;
|
||||
_acceleration = OMV.Vector3.Zero;
|
||||
_rotationalVelocity = OMV.Vector3.Zero;
|
||||
RawRotationalVelocity = OMV.Vector3.Zero;
|
||||
|
||||
// Zero some other properties directly into the physics engine
|
||||
PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate()
|
||||
|
@ -303,7 +302,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
|
||||
public override void ZeroAngularMotion(bool inTaintTime)
|
||||
{
|
||||
_rotationalVelocity = OMV.Vector3.Zero;
|
||||
RawRotationalVelocity = OMV.Vector3.Zero;
|
||||
|
||||
PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate()
|
||||
{
|
||||
|
@ -351,7 +350,6 @@ public sealed class BSCharacter : BSPhysObject
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
// Check that the current position is sane and, if not, modify the position to make it so.
|
||||
// Check for being below terrain or on water.
|
||||
// Returns 'true' of the position was made sane by some action.
|
||||
|
@ -503,6 +501,17 @@ public sealed class BSCharacter : BSPhysObject
|
|||
}
|
||||
}
|
||||
|
||||
// SetMomentum just sets the velocity without a target. We need to stop the movement actor if a character.
|
||||
public override void SetMomentum(OMV.Vector3 momentum)
|
||||
{
|
||||
if (m_moveActor != null)
|
||||
{
|
||||
m_moveActor.SetVelocityAndTarget(OMV.Vector3.Zero, OMV.Vector3.Zero, false /* inTaintTime */);
|
||||
}
|
||||
base.SetMomentum(momentum);
|
||||
}
|
||||
|
||||
|
||||
public override OMV.Vector3 Torque {
|
||||
get { return RawTorque; }
|
||||
set { RawTorque = value;
|
||||
|
@ -618,14 +627,6 @@ public sealed class BSCharacter : BSPhysObject
|
|||
});
|
||||
}
|
||||
}
|
||||
public override OMV.Vector3 RotationalVelocity {
|
||||
get { return _rotationalVelocity; }
|
||||
set { _rotationalVelocity = value; }
|
||||
}
|
||||
public override OMV.Vector3 ForceRotationalVelocity {
|
||||
get { return _rotationalVelocity; }
|
||||
set { _rotationalVelocity = value; }
|
||||
}
|
||||
public override bool Kinematic {
|
||||
get { return _kinematic; }
|
||||
set { _kinematic = value; }
|
||||
|
@ -716,8 +717,6 @@ public sealed class BSCharacter : BSPhysObject
|
|||
|
||||
public override void AddAngularForce(bool inTaintTime, OMV.Vector3 force) {
|
||||
}
|
||||
public override void SetMomentum(OMV.Vector3 momentum) {
|
||||
}
|
||||
|
||||
// The avatar's physical shape (whether capsule or cube) is unit sized. BulletSim sets
|
||||
// the scale of that unit shape to create the avatars full size.
|
||||
|
@ -841,7 +840,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
RawVelocity = entprop.Velocity;
|
||||
|
||||
_acceleration = entprop.Acceleration;
|
||||
_rotationalVelocity = entprop.RotationalVelocity;
|
||||
RawRotationalVelocity = entprop.RotationalVelocity;
|
||||
|
||||
// Do some sanity checking for the avatar. Make sure it's above ground and inbounds.
|
||||
if (PositionSanityCheck(true))
|
||||
|
@ -861,7 +860,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
// PhysScene.PostUpdate(this);
|
||||
|
||||
DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
|
||||
LocalID, RawPosition, RawOrientation, RawVelocity, _acceleration, _rotationalVelocity);
|
||||
LocalID, RawPosition, RawOrientation, RawVelocity, _acceleration, RawRotationalVelocity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -239,6 +239,8 @@ public abstract class BSPhysObject : PhysicsActor
|
|||
public virtual OMV.Vector3 RawVelocity { get; set; }
|
||||
public abstract OMV.Vector3 ForceVelocity { get; set; }
|
||||
|
||||
public OMV.Vector3 RawRotationalVelocity { get; set; }
|
||||
|
||||
// RawForce is a constant force applied to object (see Force { set; } )
|
||||
public OMV.Vector3 RawForce { get; set; }
|
||||
public OMV.Vector3 RawTorque { get; set; }
|
||||
|
@ -250,7 +252,48 @@ public abstract class BSPhysObject : PhysicsActor
|
|||
public abstract void AddAngularForce(bool inTaintTime, OMV.Vector3 force);
|
||||
public abstract void AddForce(bool inTaintTime, OMV.Vector3 force);
|
||||
|
||||
public abstract OMV.Vector3 ForceRotationalVelocity { get; set; }
|
||||
// PhysicsActor.SetMomentum
|
||||
// All the physics engined use this as a way of forcing the velocity to something.
|
||||
public override void SetMomentum(OMV.Vector3 momentum)
|
||||
{
|
||||
// This doesn't just set Velocity=momentum because velocity is ramped up to (see MoveActor)
|
||||
RawVelocity = momentum;
|
||||
PhysScene.TaintedObject(LocalID, TypeName + ".SetMomentum", delegate()
|
||||
{
|
||||
// DetailLog("{0},BSPrim.SetMomentum,taint,vel={1}", LocalID, RawVelocity);
|
||||
ForceVelocity = RawVelocity;
|
||||
});
|
||||
}
|
||||
|
||||
public override OMV.Vector3 RotationalVelocity {
|
||||
get {
|
||||
return RawRotationalVelocity;
|
||||
}
|
||||
set {
|
||||
RawRotationalVelocity = value;
|
||||
Util.ClampV(RawRotationalVelocity, BSParam.MaxAngularVelocity);
|
||||
// m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
|
||||
PhysScene.TaintedObject(LocalID, TypeName + ".setRotationalVelocity", delegate()
|
||||
{
|
||||
ForceRotationalVelocity = RawRotationalVelocity;
|
||||
});
|
||||
}
|
||||
}
|
||||
public OMV.Vector3 ForceRotationalVelocity {
|
||||
get {
|
||||
return RawRotationalVelocity;
|
||||
}
|
||||
set {
|
||||
RawRotationalVelocity = Util.ClampV(value, BSParam.MaxAngularVelocity);
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
DetailLog("{0},{1}.ForceRotationalVel,taint,rotvel={2}", LocalID, TypeName, RawRotationalVelocity);
|
||||
PhysScene.PE.SetAngularVelocity(PhysBody, RawRotationalVelocity);
|
||||
// PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity);
|
||||
ActivateIfPhysical(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public abstract float ForceBuoyancy { get; set; }
|
||||
|
||||
|
@ -582,7 +625,7 @@ public abstract class BSPhysObject : PhysicsActor
|
|||
{
|
||||
CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
DetailLog("{0},{1}.SubscribeEvents,setting collision. ms={2}, collisionFlags={3:x}",
|
||||
LocalID, TypeName, ms, CurrentCollisionFlags);
|
||||
LocalID, TypeName, SubscribedEventsMs, CurrentCollisionFlags);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
|
|
@ -59,7 +59,6 @@ public class BSPrim : BSPhysObject
|
|||
private bool _setAlwaysRun;
|
||||
private bool _throttleUpdates;
|
||||
private bool _floatOnWater;
|
||||
private OMV.Vector3 _rotationalVelocity;
|
||||
private bool _kinematic;
|
||||
private float _buoyancy;
|
||||
|
||||
|
@ -90,7 +89,7 @@ public class BSPrim : BSPhysObject
|
|||
RawOrientation = rotation;
|
||||
_buoyancy = 0f;
|
||||
RawVelocity = OMV.Vector3.Zero;
|
||||
_rotationalVelocity = OMV.Vector3.Zero;
|
||||
RawRotationalVelocity = OMV.Vector3.Zero;
|
||||
BaseShape = pbs;
|
||||
_isPhysical = pisPhysical;
|
||||
_isVolumeDetect = false;
|
||||
|
@ -256,7 +255,7 @@ public class BSPrim : BSPhysObject
|
|||
{
|
||||
RawVelocity = OMV.Vector3.Zero;
|
||||
_acceleration = OMV.Vector3.Zero;
|
||||
_rotationalVelocity = OMV.Vector3.Zero;
|
||||
RawRotationalVelocity = OMV.Vector3.Zero;
|
||||
|
||||
// Zero some other properties in the physics engine
|
||||
PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ZeroMotion", delegate()
|
||||
|
@ -267,15 +266,15 @@ public class BSPrim : BSPhysObject
|
|||
}
|
||||
public override void ZeroAngularMotion(bool inTaintTime)
|
||||
{
|
||||
_rotationalVelocity = OMV.Vector3.Zero;
|
||||
RawRotationalVelocity = OMV.Vector3.Zero;
|
||||
// Zero some other properties in the physics engine
|
||||
PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ZeroMotion", delegate()
|
||||
{
|
||||
// DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity);
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
PhysScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity);
|
||||
PhysScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity);
|
||||
PhysScene.PE.SetInterpolationAngularVelocity(PhysBody, RawRotationalVelocity);
|
||||
PhysScene.PE.SetAngularVelocity(PhysBody, RawRotationalVelocity);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
@ -426,9 +425,9 @@ public class BSPrim : BSPhysObject
|
|||
RawVelocity = Util.ClampV(RawVelocity, BSParam.MaxLinearVelocity);
|
||||
ret = true;
|
||||
}
|
||||
if (_rotationalVelocity.LengthSquared() > BSParam.MaxAngularVelocitySquared)
|
||||
if (RawRotationalVelocity.LengthSquared() > BSParam.MaxAngularVelocitySquared)
|
||||
{
|
||||
_rotationalVelocity = Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity);
|
||||
RawRotationalVelocity = Util.ClampV(RawRotationalVelocity, BSParam.MaxAngularVelocity);
|
||||
ret = true;
|
||||
}
|
||||
|
||||
|
@ -1008,7 +1007,7 @@ public class BSPrim : BSPhysObject
|
|||
// For good measure, make sure the transform is set through to the motion state
|
||||
ForcePosition = RawPosition;
|
||||
ForceVelocity = RawVelocity;
|
||||
ForceRotationalVelocity = _rotationalVelocity;
|
||||
ForceRotationalVelocity = RawRotationalVelocity;
|
||||
|
||||
// A dynamic object has mass
|
||||
UpdatePhysicalMassProperties(RawMass, false);
|
||||
|
@ -1128,35 +1127,6 @@ public class BSPrim : BSPhysObject
|
|||
});
|
||||
}
|
||||
}
|
||||
public override OMV.Vector3 RotationalVelocity {
|
||||
get {
|
||||
return _rotationalVelocity;
|
||||
}
|
||||
set {
|
||||
_rotationalVelocity = value;
|
||||
Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity);
|
||||
// m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.setRotationalVelocity", delegate()
|
||||
{
|
||||
ForceRotationalVelocity = _rotationalVelocity;
|
||||
});
|
||||
}
|
||||
}
|
||||
public override OMV.Vector3 ForceRotationalVelocity {
|
||||
get {
|
||||
return _rotationalVelocity;
|
||||
}
|
||||
set {
|
||||
_rotationalVelocity = Util.ClampV(value, BSParam.MaxAngularVelocity);
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
DetailLog("{0},BSPrim.ForceRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
|
||||
PhysScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity);
|
||||
// PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity);
|
||||
ActivateIfPhysical(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
public override bool Kinematic {
|
||||
get { return _kinematic; }
|
||||
set { _kinematic = value;
|
||||
|
@ -1358,9 +1328,6 @@ public class BSPrim : BSPhysObject
|
|||
});
|
||||
}
|
||||
|
||||
public override void SetMomentum(OMV.Vector3 momentum) {
|
||||
// DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum);
|
||||
}
|
||||
#region Mass Calculation
|
||||
|
||||
private float CalculateMass()
|
||||
|
@ -1930,7 +1897,7 @@ public class BSPrim : BSPhysObject
|
|||
if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(RawVelocity, BSParam.UpdateVelocityChangeThreshold))
|
||||
RawVelocity = entprop.Velocity;
|
||||
_acceleration = entprop.Acceleration;
|
||||
_rotationalVelocity = entprop.RotationalVelocity;
|
||||
RawRotationalVelocity = entprop.RotationalVelocity;
|
||||
|
||||
// DetailLog("{0},BSPrim.UpdateProperties,afterAssign,entprop={1}", LocalID, entprop); // DEBUG DEBUG
|
||||
|
||||
|
@ -1939,7 +1906,7 @@ public class BSPrim : BSPhysObject
|
|||
{
|
||||
entprop.Position = RawPosition;
|
||||
entprop.Velocity = RawVelocity;
|
||||
entprop.RotationalVelocity = _rotationalVelocity;
|
||||
entprop.RotationalVelocity = RawRotationalVelocity;
|
||||
entprop.Acceleration = _acceleration;
|
||||
}
|
||||
|
||||
|
|
|
@ -2664,13 +2664,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
private LSL_Key NpcCreate(
|
||||
string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent, bool hostGroupID)
|
||||
{
|
||||
|
||||
if (!World.Permissions.CanRezObject(1, m_host.OwnerID, new Vector3((float)position.x, (float)position.y, (float)position.z)))
|
||||
{
|
||||
OSSLError("no permission to rez NPC at requested location");
|
||||
return new LSL_Key(UUID.Zero.ToString());
|
||||
}
|
||||
|
||||
INPCModule module = World.RequestModuleInterface<INPCModule>();
|
||||
if(module == null)
|
||||
new LSL_Key(UUID.Zero.ToString());
|
||||
{
|
||||
OSSLError("NPC module not enabled");
|
||||
return new LSL_Key(UUID.Zero.ToString());
|
||||
}
|
||||
|
||||
string groupTitle = String.Empty;
|
||||
UUID groupID = UUID.Zero;
|
||||
|
@ -3878,11 +3883,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
m_host.AddScriptLPS(1);
|
||||
|
||||
UUID targetUUID;
|
||||
ScenePresence target;
|
||||
if(!UUID.TryParse(avatar.ToString(), out targetUUID))
|
||||
return;
|
||||
|
||||
if (attachmentPoints.Length >= 1 && UUID.TryParse(avatar.ToString(), out targetUUID) && World.TryGetScenePresence(targetUUID, out target))
|
||||
if(targetUUID == UUID.Zero)
|
||||
return;
|
||||
|
||||
ScenePresence target;
|
||||
if(!World.TryGetScenePresence(targetUUID, out target))
|
||||
return;
|
||||
|
||||
if(target.IsDeleted || target.IsInTransit)
|
||||
return;
|
||||
|
||||
List<int> aps = new List<int>();
|
||||
if(attachmentPoints.Length != 0)
|
||||
{
|
||||
List<int> aps = new List<int>();
|
||||
foreach (object point in attachmentPoints.Data)
|
||||
{
|
||||
int ipoint;
|
||||
|
@ -3891,115 +3907,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
aps.Add(ipoint);
|
||||
}
|
||||
}
|
||||
|
||||
List<SceneObjectGroup> attachments = new List<SceneObjectGroup>();
|
||||
|
||||
bool msgAll = aps.Contains(ScriptBaseClass.OS_ATTACH_MSG_ALL);
|
||||
bool invertPoints = (options & ScriptBaseClass.OS_ATTACH_MSG_INVERT_POINTS) != 0;
|
||||
|
||||
if (msgAll && invertPoints)
|
||||
{
|
||||
// parsing failed
|
||||
if(aps.Count != attachmentPoints.Length)
|
||||
return;
|
||||
}
|
||||
else if (msgAll || invertPoints)
|
||||
{
|
||||
attachments = target.GetAttachments();
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (int point in aps)
|
||||
{
|
||||
if (point > 0)
|
||||
{
|
||||
attachments.AddRange(target.GetAttachments((uint)point));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// if we have no attachments at this point, exit now
|
||||
if (attachments.Count == 0)
|
||||
{
|
||||
List<SceneObjectGroup> attachments = new List<SceneObjectGroup>();
|
||||
|
||||
bool msgAll;
|
||||
bool invertPoints = (options & ScriptBaseClass.OS_ATTACH_MSG_INVERT_POINTS) != 0;
|
||||
|
||||
if(aps.Count == 0)
|
||||
{
|
||||
if(!invertPoints)
|
||||
return;
|
||||
}
|
||||
msgAll = true;
|
||||
invertPoints = false;
|
||||
}
|
||||
else
|
||||
msgAll = aps.Contains(ScriptBaseClass.OS_ATTACH_MSG_ALL);
|
||||
|
||||
List<SceneObjectGroup> ignoreThese = new List<SceneObjectGroup>();
|
||||
if (msgAll && invertPoints)
|
||||
return;
|
||||
|
||||
if (invertPoints)
|
||||
if (msgAll || invertPoints)
|
||||
{
|
||||
attachments = target.GetAttachments();
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (int point in aps)
|
||||
{
|
||||
foreach (SceneObjectGroup attachment in attachments)
|
||||
if (point > 0)
|
||||
{
|
||||
if (aps.Contains((int)attachment.AttachmentPoint))
|
||||
{
|
||||
ignoreThese.Add(attachment);
|
||||
}
|
||||
attachments.AddRange(target.GetAttachments((uint)point));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (SceneObjectGroup attachment in ignoreThese)
|
||||
{
|
||||
attachments.Remove(attachment);
|
||||
}
|
||||
ignoreThese.Clear();
|
||||
// if we have no attachments at this point, exit now
|
||||
if (attachments.Count == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// if inverting removed all attachments to check, exit now
|
||||
if (attachments.Count < 1)
|
||||
{
|
||||
return;
|
||||
}
|
||||
bool optionObjCreator = (options &
|
||||
ScriptBaseClass.OS_ATTACH_MSG_OBJECT_CREATOR) != 0;
|
||||
bool optionScriptCreator = (options &
|
||||
ScriptBaseClass.OS_ATTACH_MSG_SCRIPT_CREATOR) != 0;
|
||||
|
||||
if ((options & ScriptBaseClass.OS_ATTACH_MSG_OBJECT_CREATOR) != 0)
|
||||
{
|
||||
foreach (SceneObjectGroup attachment in attachments)
|
||||
{
|
||||
if (attachment.RootPart.CreatorID != m_host.CreatorID)
|
||||
{
|
||||
ignoreThese.Add(attachment);
|
||||
}
|
||||
}
|
||||
UUID hostCreatorID = m_host.CreatorID;
|
||||
UUID itemCreatorID = m_item.CreatorID;
|
||||
|
||||
foreach (SceneObjectGroup attachment in ignoreThese)
|
||||
{
|
||||
attachments.Remove(attachment);
|
||||
}
|
||||
ignoreThese.Clear();
|
||||
foreach (SceneObjectGroup sog in attachments)
|
||||
{
|
||||
if(sog.IsDeleted || sog.inTransit)
|
||||
continue;
|
||||
|
||||
// if filtering by same object creator removed all
|
||||
// attachments to check, exit now
|
||||
if (attachments.Count == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
if (invertPoints && aps.Contains((int)sog.AttachmentPoint))
|
||||
continue;
|
||||
|
||||
if ((options & ScriptBaseClass.OS_ATTACH_MSG_SCRIPT_CREATOR) != 0)
|
||||
{
|
||||
foreach (SceneObjectGroup attachment in attachments)
|
||||
{
|
||||
if (attachment.RootPart.CreatorID != m_item.CreatorID)
|
||||
{
|
||||
ignoreThese.Add(attachment);
|
||||
}
|
||||
}
|
||||
UUID CreatorID = sog.RootPart.CreatorID;
|
||||
if (optionObjCreator && CreatorID != hostCreatorID)
|
||||
continue;
|
||||
|
||||
foreach (SceneObjectGroup attachment in ignoreThese)
|
||||
{
|
||||
attachments.Remove(attachment);
|
||||
}
|
||||
ignoreThese.Clear();
|
||||
if (optionScriptCreator && CreatorID != itemCreatorID)
|
||||
continue;
|
||||
|
||||
// if filtering by object creator must match originating
|
||||
// script creator removed all attachments to check,
|
||||
// exit now
|
||||
if (attachments.Count == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (SceneObjectGroup attachment in attachments)
|
||||
{
|
||||
MessageObject(attachment.RootPart.UUID, message);
|
||||
}
|
||||
SceneObjectPart[] parts = sog.Parts;
|
||||
foreach(SceneObjectPart p in parts)
|
||||
MessageObject(p.UUID, message);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -659,9 +659,9 @@ namespace OpenSim.Tests.Common
|
|||
{
|
||||
}
|
||||
|
||||
public virtual void SendWindData(Vector2[] windSpeeds) { }
|
||||
public virtual void SendWindData(int version, Vector2[] windSpeeds) { }
|
||||
|
||||
public virtual void SendCloudData(float[] cloudCover) { }
|
||||
public virtual void SendCloudData(int version, float[] cloudCover) { }
|
||||
|
||||
public virtual void MoveAgentIntoRegion(RegionInfo regInfo, Vector3 pos, Vector3 look)
|
||||
{
|
||||
|
|
|
@ -293,7 +293,7 @@
|
|||
;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.
|
||||
;; It continues to provide a workable physics implementation. It does not currently support varregions.
|
||||
;; basicphysics effectively does not model physics at all, making all objects phantom.
|
||||
;; Default is OpenDynamicsEngine
|
||||
;; Default is BulletSim
|
||||
physics = BulletSim
|
||||
;physics = modified_BulletX
|
||||
;physics = OpenDynamicsEngine
|
||||
|
|
Loading…
Reference in New Issue