Merge branch 'careminster' into careminster-presence-refactor
commit
9920e219dd
|
@ -33,7 +33,7 @@ namespace OpenSim
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|||
private const Flavour VERSION_FLAVOUR = Flavour.Dev;
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public enum Flavour
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{
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{
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Unknown,
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Dev,
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RC1,
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|
|
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@ -5255,7 +5255,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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args.Channel = ch;
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args.From = String.Empty;
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args.Message = Utils.BytesToString(msg);
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args.Type = ChatTypeEnum.Shout;
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args.Type = ChatTypeEnum.Region; //Behaviour in SL is that the response can be heard from any distance
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args.Position = new Vector3();
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args.Scene = Scene;
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args.Sender = this;
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@ -11277,9 +11277,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_groupPowers.Clear();
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for (int i = 0; i < GroupMembership.Length; i++)
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if (GroupMembership != null)
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{
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m_groupPowers[GroupMembership[i].GroupID] = GroupMembership[i].GroupPowers;
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for (int i = 0; i < GroupMembership.Length; i++)
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{
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m_groupPowers[GroupMembership[i].GroupID] = GroupMembership[i].GroupPowers;
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}
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}
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}
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}
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|
|
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@ -406,6 +406,11 @@ namespace Flotsam.RegionModules.AssetCache
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return asset;
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}
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public AssetBase GetCached(string id)
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{
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return Get(id);
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}
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public void Expire(string id)
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{
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if (m_LogLevel >= 2)
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|
|
|
@ -0,0 +1,229 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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||||
* 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
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||||
* 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.
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||||
*/
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using System;
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using System.Collections;
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using System.Collections.Specialized;
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using System.Reflection;
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using System.IO;
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using System.Web;
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using log4net;
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using Nini.Config;
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using OpenMetaverse;
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using OpenMetaverse.StructuredData;
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using OpenSim.Framework;
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using OpenSim.Framework.Servers;
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using OpenSim.Framework.Servers.HttpServer;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Services.Interfaces;
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using Caps = OpenSim.Framework.Capabilities.Caps;
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|
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namespace OpenSim.Region.CoreModules.Avatar.ObjectCaps
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{
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#region Stream Handler
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public delegate byte[] StreamHandlerCallback(string path, Stream request, OSHttpRequest httpRequest, OSHttpResponse httpResponse);
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|
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public class StreamHandler : BaseStreamHandler
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{
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StreamHandlerCallback m_callback;
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|
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public StreamHandler(string httpMethod, string path, StreamHandlerCallback callback)
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: base(httpMethod, path)
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{
|
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m_callback = callback;
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}
|
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|
||||
public override byte[] Handle(string path, Stream request, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
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{
|
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return m_callback(path, request, httpRequest, httpResponse);
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}
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}
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|
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#endregion Stream Handler
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|
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public class GetTextureModule : IRegionModule
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{
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private static readonly ILog m_log =
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LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private Scene m_scene;
|
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private IAssetService m_assetService;
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|
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#region IRegionModule Members
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|
||||
public void Initialise(Scene pScene, IConfigSource pSource)
|
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{
|
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m_scene = pScene;
|
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}
|
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|
||||
public void PostInitialise()
|
||||
{
|
||||
m_assetService = m_scene.RequestModuleInterface<IAssetService>();
|
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m_scene.EventManager.OnRegisterCaps += RegisterCaps;
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}
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|
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public void Close() { }
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|
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public string Name { get { return "GetTextureModule"; } }
|
||||
public bool IsSharedModule { get { return false; } }
|
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|
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public void RegisterCaps(UUID agentID, Caps caps)
|
||||
{
|
||||
UUID capID = UUID.Random();
|
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|
||||
m_log.Info("[GETTEXTURE]: /CAPS/" + capID);
|
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caps.RegisterHandler("GetTexture", new StreamHandler("GET", "/CAPS/" + capID, ProcessGetTexture));
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}
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|
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#endregion
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|
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private byte[] ProcessGetTexture(string path, Stream request, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
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{
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// TODO: Change this to a config option
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const string REDIRECT_URL = null;
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|
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// Try to parse the texture ID from the request URL
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NameValueCollection query = HttpUtility.ParseQueryString(httpRequest.Url.Query);
|
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string textureStr = GetOne(query, "texture_id");
|
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|
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if (m_assetService == null)
|
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{
|
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m_log.Error("[GETTEXTURE]: Cannot fetch texture " + textureStr + " without an asset service");
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httpResponse.StatusCode = (int)System.Net.HttpStatusCode.NotFound;
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return null;
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}
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|
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UUID textureID;
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if (!String.IsNullOrEmpty(textureStr) && UUID.TryParse(textureStr, out textureID))
|
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{
|
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AssetBase texture;
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|
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if (!String.IsNullOrEmpty(REDIRECT_URL))
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{
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// Only try to fetch locally cached textures. Misses are redirected
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texture = m_assetService.GetCached(textureID.ToString());
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if (texture != null)
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{
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SendTexture(httpRequest, httpResponse, texture);
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}
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else
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{
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string textureUrl = REDIRECT_URL + textureID.ToString();
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m_log.Debug("[GETTEXTURE]: Redirecting texture request to " + textureUrl);
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httpResponse.RedirectLocation = textureUrl;
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}
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}
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else
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{
|
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// Fetch locally or remotely. Misses return a 404
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texture = m_assetService.Get(textureID.ToString());
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||||
|
||||
if (texture != null)
|
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{
|
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SendTexture(httpRequest, httpResponse, texture);
|
||||
}
|
||||
else
|
||||
{
|
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m_log.Warn("[GETTEXTURE]: Texture " + textureID + " not found");
|
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httpResponse.StatusCode = (int)System.Net.HttpStatusCode.NotFound;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
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{
|
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m_log.Warn("[GETTEXTURE]: Failed to parse a texture_id from GetTexture request: " + httpRequest.Url);
|
||||
}
|
||||
|
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httpResponse.Send();
|
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return null;
|
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}
|
||||
|
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private void SendTexture(OSHttpRequest request, OSHttpResponse response, AssetBase texture)
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{
|
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string range = GetOne(request.Headers, "Range");
|
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if (!String.IsNullOrEmpty(range))
|
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{
|
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// Range request
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int start, end;
|
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if (TryParseRange(range, out start, out end))
|
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{
|
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end = Utils.Clamp(end, 1, texture.Data.Length);
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start = Utils.Clamp(start, 0, end - 1);
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|
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m_log.Debug("Serving " + start + " to " + end + " of " + texture.Data.Length + " bytes for texture " + texture.ID);
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|
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if (end - start < texture.Data.Length)
|
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response.StatusCode = (int)System.Net.HttpStatusCode.PartialContent;
|
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|
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response.ContentLength = end - start;
|
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response.ContentType = texture.Metadata.ContentType;
|
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|
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response.Body.Write(texture.Data, start, end - start);
|
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}
|
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else
|
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{
|
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m_log.Warn("Malformed Range header: " + range);
|
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response.StatusCode = (int)System.Net.HttpStatusCode.BadRequest;
|
||||
}
|
||||
}
|
||||
else
|
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{
|
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// Full content request
|
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response.ContentLength = texture.Data.Length;
|
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response.ContentType = texture.Metadata.ContentType;
|
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response.Body.Write(texture.Data, 0, texture.Data.Length);
|
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}
|
||||
}
|
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|
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private bool TryParseRange(string header, out int start, out int end)
|
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{
|
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if (header.StartsWith("bytes="))
|
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{
|
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string[] rangeValues = header.Substring(6).Split('-');
|
||||
if (rangeValues.Length == 2)
|
||||
{
|
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if (Int32.TryParse(rangeValues[0], out start) && Int32.TryParse(rangeValues[1], out end))
|
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return true;
|
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}
|
||||
}
|
||||
|
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start = end = 0;
|
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return false;
|
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}
|
||||
|
||||
private static string GetOne(NameValueCollection collection, string key)
|
||||
{
|
||||
string[] values = collection.GetValues(key);
|
||||
if (values != null && values.Length > 0)
|
||||
return values[0];
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -229,6 +229,14 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset
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|||
return asset;
|
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}
|
||||
|
||||
public AssetBase GetCached(string id)
|
||||
{
|
||||
if (m_Cache != null)
|
||||
return m_Cache.Get(id);
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public AssetMetadata GetMetadata(string id)
|
||||
{
|
||||
AssetBase asset = null;
|
||||
|
|
|
@ -165,6 +165,14 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset
|
|||
return asset;
|
||||
}
|
||||
|
||||
public AssetBase GetCached(string id)
|
||||
{
|
||||
if (m_Cache != null)
|
||||
return m_Cache.Get(id);
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public AssetMetadata GetMetadata(string id)
|
||||
{
|
||||
AssetBase asset = null;
|
||||
|
|
|
@ -73,8 +73,6 @@ namespace OpenSim.Region.Framework.Interfaces
|
|||
/// </summary>
|
||||
void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource);
|
||||
|
||||
ArrayList GetScriptErrors(UUID itemID);
|
||||
|
||||
/// <summary>
|
||||
/// Stop all the scripts in this entity.
|
||||
/// </summary>
|
||||
|
@ -104,6 +102,8 @@ namespace OpenSim.Region.Framework.Interfaces
|
|||
/// <param name="stateSource"></param>
|
||||
void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
|
||||
|
||||
ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
|
||||
|
||||
/// <summary>
|
||||
/// Stop a script which is in this prim's inventory.
|
||||
/// </summary>
|
||||
|
|
|
@ -0,0 +1,12 @@
|
|||
///////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
|
||||
//
|
||||
// This file is not open source. All rights reserved
|
||||
// Mod 2
|
||||
public interface ISnmpModule
|
||||
{
|
||||
void Alert(string message);
|
||||
void Trap(int code,string simname,string Message);
|
||||
void ColdStart(int step , string simname);
|
||||
}
|
|
@ -212,8 +212,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
// Needs to determine which engine was running it and use that
|
||||
//
|
||||
part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0);
|
||||
errors = part.Inventory.GetScriptErrors(item.ItemID);
|
||||
errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -156,6 +156,20 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public IXfer XferManager;
|
||||
|
||||
protected ISnmpModule m_snmpService = null;
|
||||
public ISnmpModule SnmpService
|
||||
{
|
||||
get
|
||||
{
|
||||
if (m_snmpService == null)
|
||||
{
|
||||
m_snmpService = RequestModuleInterface<ISnmpModule>();
|
||||
}
|
||||
|
||||
return m_snmpService;
|
||||
}
|
||||
}
|
||||
|
||||
protected IAssetService m_AssetService;
|
||||
protected IAuthorizationService m_AuthorizationService;
|
||||
|
||||
|
@ -1727,7 +1741,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
public void SaveTerrain()
|
||||
{
|
||||
m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
|
||||
}
|
||||
}
|
||||
|
||||
public void StoreWindlightProfile(RegionLightShareData wl)
|
||||
{
|
||||
|
|
|
@ -104,8 +104,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// since the group's last persistent backup
|
||||
/// </summary>
|
||||
private bool m_hasGroupChanged = false;
|
||||
private long timeFirstChanged;
|
||||
private long timeLastChanged;
|
||||
private long timeFirstChanged = 0;
|
||||
private long timeLastChanged = 0;
|
||||
private long m_maxPersistTime = 0;
|
||||
private long m_minPersistTime = 0;
|
||||
private Random m_rand;
|
||||
|
||||
private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
|
||||
|
||||
public void lockPartsForRead(bool locked)
|
||||
|
@ -182,6 +186,32 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
timeLastChanged = DateTime.Now.Ticks;
|
||||
if (!m_hasGroupChanged)
|
||||
timeFirstChanged = DateTime.Now.Ticks;
|
||||
if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
|
||||
{
|
||||
if (m_rand == null)
|
||||
{
|
||||
byte[] val = new byte[16];
|
||||
m_rootPart.UUID.ToBytes(val, 0);
|
||||
m_rand = new Random(BitConverter.ToInt32(val, 0));
|
||||
}
|
||||
|
||||
if (m_scene.GetRootAgentCount() == 0)
|
||||
{
|
||||
//If the region is empty, this change has been made by an automated process
|
||||
//and thus we delay the persist time by a random amount between 1.5 and 2.5.
|
||||
|
||||
float factor = 1.5f + (float)(m_rand.NextDouble());
|
||||
m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
|
||||
m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
|
||||
}
|
||||
else
|
||||
{
|
||||
//If the region is not empty, we want to obey the minimum and maximum persist times
|
||||
//but add a random factor so we stagger the object persistance a little
|
||||
m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
|
||||
m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
|
||||
}
|
||||
}
|
||||
}
|
||||
m_hasGroupChanged = value;
|
||||
}
|
||||
|
@ -197,8 +227,19 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
return false;
|
||||
if (m_scene.ShuttingDown)
|
||||
return true;
|
||||
|
||||
if (m_minPersistTime == 0 || m_maxPersistTime == 0)
|
||||
{
|
||||
m_maxPersistTime = m_scene.m_persistAfter;
|
||||
m_minPersistTime = m_scene.m_dontPersistBefore;
|
||||
}
|
||||
|
||||
long currentTime = DateTime.Now.Ticks;
|
||||
if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter)
|
||||
|
||||
if (timeLastChanged == 0) timeLastChanged = currentTime;
|
||||
if (timeFirstChanged == 0) timeFirstChanged = currentTime;
|
||||
|
||||
if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
@ -530,6 +571,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </summary>
|
||||
public SceneObjectGroup()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -546,7 +588,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// Constructor. This object is added to the scene later via AttachToScene()
|
||||
/// </summary>
|
||||
public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
|
||||
{
|
||||
{
|
||||
SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
|
||||
}
|
||||
|
||||
|
|
|
@ -45,6 +45,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
private string m_inventoryFileName = String.Empty;
|
||||
private int m_inventoryFileNameSerial = 0;
|
||||
|
||||
private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
|
||||
|
||||
/// <value>
|
||||
/// The part to which the inventory belongs.
|
||||
|
@ -210,7 +212,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
public ArrayList GetScriptErrors(UUID itemID)
|
||||
private ArrayList GetScriptErrors(UUID itemID)
|
||||
{
|
||||
ArrayList ret = new ArrayList();
|
||||
|
||||
|
@ -269,7 +271,10 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// item.Name, item.ItemID, Name, UUID);
|
||||
|
||||
if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
|
||||
{
|
||||
StoreScriptError(item.ItemID, "no permission");
|
||||
return;
|
||||
}
|
||||
|
||||
m_part.AddFlag(PrimFlags.Scripted);
|
||||
|
||||
|
@ -284,6 +289,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_items.LockItemsForWrite(false);
|
||||
m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
|
||||
m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
|
||||
StoreScriptErrors(item.ItemID, GetScriptErrors(item.ItemID));
|
||||
m_part.ParentGroup.AddActiveScriptCount(1);
|
||||
m_part.ScheduleFullUpdate();
|
||||
return;
|
||||
|
@ -293,11 +299,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
if (null == asset)
|
||||
{
|
||||
string msg = String.Format("asset ID {0} could not be found", item.AssetID);
|
||||
StoreScriptError(item.ItemID, msg);
|
||||
m_log.ErrorFormat(
|
||||
"[PRIM INVENTORY]: " +
|
||||
"Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
|
||||
"Couldn't start script {0}, {1} at {2} in {3} since {4}",
|
||||
item.Name, item.ItemID, m_part.AbsolutePosition,
|
||||
m_part.ParentGroup.Scene.RegionInfo.RegionName, item.AssetID);
|
||||
m_part.ParentGroup.Scene.RegionInfo.RegionName, msg);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -310,11 +318,16 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
string script = Utils.BytesToString(asset.Data);
|
||||
m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
|
||||
m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
|
||||
StoreScriptErrors(item.ItemID, GetScriptErrors(item.ItemID));
|
||||
m_part.ParentGroup.AddActiveScriptCount(1);
|
||||
m_part.ScheduleFullUpdate();
|
||||
}
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
StoreScriptError(item.ItemID, "scripts disabled");
|
||||
}
|
||||
}
|
||||
|
||||
private void RestoreSavedScriptState(UUID oldID, UUID newID)
|
||||
|
@ -391,24 +404,71 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
else
|
||||
{
|
||||
m_items.LockItemsForRead(false);
|
||||
string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
|
||||
m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
|
||||
StoreScriptError(itemId, msg);
|
||||
m_log.ErrorFormat(
|
||||
"[PRIM INVENTORY]: " +
|
||||
"Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
|
||||
itemId, m_part.Name, m_part.UUID,
|
||||
m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
|
||||
"Couldn't start script with ID {0} since it {1}", itemId, msg);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_items.LockItemsForRead(false);
|
||||
string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
|
||||
StoreScriptError(itemId, msg);
|
||||
m_log.ErrorFormat(
|
||||
"[PRIM INVENTORY]: " +
|
||||
"Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2}",
|
||||
itemId, m_part.Name, m_part.UUID);
|
||||
"Couldn't start script with ID {0} since it {1}", itemId, msg);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
|
||||
{
|
||||
ArrayList errors;
|
||||
|
||||
lock (m_scriptErrors)
|
||||
{
|
||||
m_scriptErrors.Remove(itemId);
|
||||
}
|
||||
CreateScriptInstance(itemId, startParam, postOnRez, engine, stateSource);
|
||||
lock (m_scriptErrors)
|
||||
{
|
||||
while (!m_scriptErrors.TryGetValue(itemId, out errors))
|
||||
{
|
||||
if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
|
||||
{
|
||||
m_log.ErrorFormat(
|
||||
"[PRIM INVENTORY]: " +
|
||||
"timedout waiting for script {0} errors", itemId);
|
||||
if (!m_scriptErrors.TryGetValue(itemId, out errors))
|
||||
{
|
||||
errors = new ArrayList(1);
|
||||
errors.Add("timedout waiting for errors");
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
m_scriptErrors.Remove(itemId);
|
||||
}
|
||||
return errors;
|
||||
}
|
||||
private void StoreScriptErrors(UUID itemId, ArrayList errors)
|
||||
{
|
||||
lock (m_scriptErrors)
|
||||
{
|
||||
m_scriptErrors[itemId] = errors;
|
||||
System.Threading.Monitor.PulseAll(m_scriptErrors);
|
||||
}
|
||||
}
|
||||
private void StoreScriptError(UUID itemId, string message)
|
||||
{
|
||||
ArrayList errors = new ArrayList(1);
|
||||
errors.Add(message);
|
||||
StoreScriptErrors(itemId, errors);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stop a script which is in this prim's inventory.
|
||||
/// </summary>
|
||||
|
|
|
@ -180,6 +180,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
internal int m_material = (int)Material.Wood;
|
||||
|
||||
private int frcount = 0; // Used to limit dynamics debug output to
|
||||
private int revcount = 0; // Reverse motion while > 0
|
||||
|
||||
private IntPtr m_body = IntPtr.Zero;
|
||||
|
||||
|
@ -1888,22 +1889,19 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
public void changemove(float timestep)
|
||||
{
|
||||
//Console.WriteLine("changemove for {0}", m_primName );
|
||||
|
||||
//Console.WriteLine("changemove sing/root {0} to {1}", m_primName, _position );
|
||||
if (m_isphysical)
|
||||
{
|
||||
//Console.WriteLine("phys {0} {1} {2}", m_disabled, m_taintremove, childPrim);
|
||||
// if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
|
||||
if (!m_taintremove && !childPrim)
|
||||
{
|
||||
//Console.WriteLine("physOK");
|
||||
if (Body == IntPtr.Zero)
|
||||
enableBody();
|
||||
//Prim auto disable after 20 frames,
|
||||
//if you move it, re-enable the prim manually.
|
||||
if (_parent != null)
|
||||
{
|
||||
//Console.WriteLine("physChild");
|
||||
if (m_linkJoint != IntPtr.Zero)
|
||||
{
|
||||
d.JointDestroy(m_linkJoint);
|
||||
|
@ -1912,7 +1910,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
if (Body != IntPtr.Zero)
|
||||
{
|
||||
//Console.WriteLine("physNotIPZ");
|
||||
d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
|
||||
|
||||
if (_parent != null)
|
||||
|
@ -1945,7 +1942,6 @@ Console.WriteLine(" JointCreateFixed");
|
|||
}
|
||||
else
|
||||
{
|
||||
//Console.WriteLine("NONphys");
|
||||
// string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
|
||||
// int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
|
||||
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
||||
|
@ -2382,9 +2378,7 @@ Console.WriteLine(" JointCreateFixed");
|
|||
if (IsPhysical)
|
||||
{
|
||||
if (Body != IntPtr.Zero)
|
||||
{
|
||||
d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
|
||||
}
|
||||
}
|
||||
|
||||
//resetCollisionAccounting();
|
||||
|
@ -2394,31 +2388,9 @@ Console.WriteLine(" JointCreateFixed");
|
|||
|
||||
public void UpdatePositionAndVelocity()
|
||||
{
|
||||
return; // moved to the Move() method
|
||||
return; // moved to the Move () method
|
||||
}
|
||||
/* No one uses this?
|
||||
public Matrix4 FromDMass(d.Mass pMass)
|
||||
{
|
||||
Matrix4 obj;
|
||||
obj.M11 = pMass.I.M00;
|
||||
obj.M12 = pMass.I.M01;
|
||||
obj.M13 = pMass.I.M02;
|
||||
obj.M14 = 0;
|
||||
obj.M21 = pMass.I.M10;
|
||||
obj.M22 = pMass.I.M11;
|
||||
obj.M23 = pMass.I.M12;
|
||||
obj.M24 = 0;
|
||||
obj.M31 = pMass.I.M20;
|
||||
obj.M32 = pMass.I.M21;
|
||||
obj.M33 = pMass.I.M22;
|
||||
obj.M34 = 0;
|
||||
obj.M41 = 0;
|
||||
obj.M42 = 0;
|
||||
obj.M43 = 0;
|
||||
obj.M44 = 1;
|
||||
return obj;
|
||||
}
|
||||
*/
|
||||
|
||||
public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
|
||||
{
|
||||
obj.I.M00 = pMat[0, 0];
|
||||
|
@ -2654,15 +2626,15 @@ Console.WriteLine(" JointCreateFixed");
|
|||
// m_angularDeflectionEfficiency = pValue;
|
||||
break;
|
||||
case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
if (pValue < 0.1f) pValue = 0.1f;
|
||||
// m_angularDeflectionTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
if (pValue < 0.3f) pValue = 0.3f;
|
||||
m_angularMotorDecayTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.ANGULAR_MOTOR_TIMESCALE:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
if (pValue < 0.3f) pValue = 0.3f;
|
||||
m_angularMotorTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.BANKING_EFFICIENCY:
|
||||
|
@ -2691,7 +2663,7 @@ Console.WriteLine(" JointCreateFixed");
|
|||
m_VhoverHeight = pValue;
|
||||
break;
|
||||
case Vehicle.HOVER_TIMESCALE:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
if (pValue < 0.1f) pValue = 0.1f;
|
||||
m_VhoverTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
|
||||
|
@ -2703,11 +2675,11 @@ Console.WriteLine(" JointCreateFixed");
|
|||
// m_linearDeflectionTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
if (pValue < 0.3f) pValue = 0.3f;
|
||||
m_linearMotorDecayTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_TIMESCALE:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
if (pValue < 0.1f) pValue = 0.1f;
|
||||
m_linearMotorTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
|
||||
|
@ -2716,7 +2688,7 @@ Console.WriteLine(" JointCreateFixed");
|
|||
m_verticalAttractionEfficiency = pValue;
|
||||
break;
|
||||
case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
|
||||
if (pValue < 0.01f) pValue = 0.01f;
|
||||
if (pValue < 0.1f) pValue = 0.1f;
|
||||
m_verticalAttractionTimescale = pValue;
|
||||
break;
|
||||
|
||||
|
@ -2732,6 +2704,7 @@ Console.WriteLine(" JointCreateFixed");
|
|||
UpdateAngDecay();
|
||||
break;
|
||||
case Vehicle.LINEAR_FRICTION_TIMESCALE:
|
||||
if (pValue < 0.1f) pValue = 0.1f;
|
||||
m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_DIRECTION:
|
||||
|
@ -2771,6 +2744,9 @@ Console.WriteLine(" JointCreateFixed");
|
|||
UpdateAngDecay();
|
||||
break;
|
||||
case Vehicle.LINEAR_FRICTION_TIMESCALE:
|
||||
if (pValue.X < 0.1f) pValue.X = 0.1f;
|
||||
if (pValue.Y < 0.1f) pValue.Y = 0.1f;
|
||||
if (pValue.Z < 0.1f) pValue.Z = 0.1f;
|
||||
m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_DIRECTION:
|
||||
|
@ -2967,7 +2943,7 @@ Console.WriteLine(" JointCreateFixed");
|
|||
|
||||
internal void Halt()
|
||||
{ // Kill all motions, when non-physical
|
||||
m_linearMotorDirection = Vector3.Zero;
|
||||
// m_linearMotorDirection = Vector3.Zero;
|
||||
m_lLinMotorDVel = Vector3.Zero;
|
||||
m_lLinObjectVel = Vector3.Zero;
|
||||
m_wLinObjectVel = Vector3.Zero;
|
||||
|
@ -2979,16 +2955,22 @@ Console.WriteLine(" JointCreateFixed");
|
|||
|
||||
private void UpdateLinDecay()
|
||||
{
|
||||
if (Math.Abs(m_linearMotorDirection.X) > Math.Abs(m_lLinMotorDVel.X)) m_lLinMotorDVel.X = m_linearMotorDirection.X;
|
||||
if (Math.Abs(m_linearMotorDirection.Y) > Math.Abs(m_lLinMotorDVel.Y)) m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
|
||||
if (Math.Abs(m_linearMotorDirection.Z) > Math.Abs(m_lLinMotorDVel.Z)) m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
|
||||
// if (Math.Abs(m_linearMotorDirection.X) > Math.Abs(m_lLinMotorDVel.X)) m_lLinMotorDVel.X = m_linearMotorDirection.X;
|
||||
// if (Math.Abs(m_linearMotorDirection.Y) > Math.Abs(m_lLinMotorDVel.Y)) m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
|
||||
// if (Math.Abs(m_linearMotorDirection.Z) > Math.Abs(m_lLinMotorDVel.Z)) m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
|
||||
m_lLinMotorDVel.X = m_linearMotorDirection.X;
|
||||
m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
|
||||
m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
|
||||
} // else let the motor decay on its own
|
||||
|
||||
private void UpdateAngDecay()
|
||||
{
|
||||
if (Math.Abs(m_angularMotorDirection.X) > Math.Abs(m_angularMotorDVel.X)) m_angularMotorDVel.X = m_angularMotorDirection.X;
|
||||
if (Math.Abs(m_angularMotorDirection.Y) > Math.Abs(m_angularMotorDVel.Y)) m_angularMotorDVel.Y = m_angularMotorDirection.Y;
|
||||
if (Math.Abs(m_angularMotorDirection.Z) > Math.Abs(m_angularMotorDVel.Z)) m_angularMotorDVel.Z = m_angularMotorDirection.Z;
|
||||
// if (Math.Abs(m_angularMotorDirection.X) > Math.Abs(m_angularMotorDVel.X)) m_angularMotorDVel.X = m_angularMotorDirection.X;
|
||||
// if (Math.Abs(m_angularMotorDirection.Y) > Math.Abs(m_angularMotorDVel.Y)) m_angularMotorDVel.Y = m_angularMotorDirection.Y;
|
||||
// if (Math.Abs(m_angularMotorDirection.Z) > Math.Abs(m_angularMotorDVel.Z)) m_angularMotorDVel.Z = m_angularMotorDirection.Z;
|
||||
m_angularMotorDVel.X = m_angularMotorDirection.X;
|
||||
m_angularMotorDVel.Y = m_angularMotorDirection.Y;
|
||||
m_angularMotorDVel.Z = m_angularMotorDirection.Z;
|
||||
} // else let the motor decay on its own
|
||||
|
||||
public void Move(float timestep)
|
||||
|
@ -2996,44 +2978,114 @@ Console.WriteLine(" JointCreateFixed");
|
|||
float fx = 0;
|
||||
float fy = 0;
|
||||
float fz = 0;
|
||||
Vector3 linvel; // velocity applied, including any reversal
|
||||
int outside = 0;
|
||||
|
||||
// If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
|
||||
// This is a temp patch until proper region crossing is developed.
|
||||
|
||||
int failureLimit = _parent_scene.geomCrossingFailuresBeforeOutofbounds;
|
||||
int fence = _parent_scene.geomRegionFence;
|
||||
|
||||
float border_limit = 0.05f; // original limit
|
||||
if (fence == 1) border_limit = 0.5f; // bounce point
|
||||
|
||||
frcount++; // used to limit debug comment output
|
||||
if (frcount > 100)
|
||||
if (frcount > 10)
|
||||
frcount = 0;
|
||||
|
||||
if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // KF: Only move root prims.
|
||||
if(revcount > 0) revcount--;
|
||||
|
||||
if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // Only move root prims.
|
||||
{
|
||||
|
||||
// Old public void UpdatePositionAndVelocity(), more accuratley calculated here
|
||||
// Old public void UpdatePositionAndVelocity(), more accuratley calculated here
|
||||
bool lastZeroFlag = _zeroFlag; // was it stopped
|
||||
|
||||
d.Vector3 vec = d.BodyGetPosition(Body);
|
||||
d.Quaternion ori = d.BodyGetQuaternion(Body);
|
||||
d.Vector3 vel = d.BodyGetLinearVel(Body);
|
||||
// d.Vector3 rotvel = d.BodyGetAngularVel(Body);
|
||||
d.Vector3 torque = d.BodyGetTorque(Body);
|
||||
_torque = new Vector3(torque.X, torque.Y, torque.Z);
|
||||
Vector3 l_position = Vector3.Zero;
|
||||
Quaternion l_orientation = Quaternion.Identity;
|
||||
|
||||
m_lastposition = _position;
|
||||
m_lastorientation = _orientation;
|
||||
|
||||
l_position.X = vec.X;
|
||||
l_position.Y = vec.Y;
|
||||
l_position.Z = vec.Z;
|
||||
l_orientation.X = ori.X;
|
||||
l_orientation.Y = ori.Y;
|
||||
l_orientation.Z = ori.Z;
|
||||
l_orientation.W = ori.W;
|
||||
m_lastposition = _position;
|
||||
_position = l_position;
|
||||
|
||||
d.Quaternion ori = d.BodyGetQuaternion(Body);
|
||||
// Quaternion l_orientation = Quaternion.Identity;
|
||||
_orientation.X = ori.X;
|
||||
_orientation.Y = ori.Y;
|
||||
_orientation.Z = ori.Z;
|
||||
_orientation.W = ori.W;
|
||||
m_lastorientation = _orientation;
|
||||
|
||||
d.Vector3 vel = d.BodyGetLinearVel(Body);
|
||||
m_lastVelocity = _velocity;
|
||||
_velocity.X = vel.X;
|
||||
_velocity.Y = vel.Y;
|
||||
_velocity.Z = vel.Z;
|
||||
_acceleration = ((_velocity - m_lastVelocity) / timestep);
|
||||
|
||||
d.Vector3 torque = d.BodyGetTorque(Body);
|
||||
_torque = new Vector3(torque.X, torque.Y, torque.Z);
|
||||
|
||||
base.RequestPhysicsterseUpdate();
|
||||
|
||||
//Console.WriteLine("Move {0} at {1}", m_primName, l_position);
|
||||
|
||||
// Check if outside region horizontally
|
||||
if (l_position.X > ((int)_parent_scene.WorldExtents.X - 0.05f) ||
|
||||
l_position.X < 0f ||
|
||||
l_position.Y > ((int)_parent_scene.WorldExtents.Y - 0.05f) ||
|
||||
l_position.Y < 0f)
|
||||
// Check if outside region
|
||||
// In Scene.cs/CrossPrimGroupIntoNewRegion the object is checked for 0.1M from border!
|
||||
if (l_position.X > ((float)_parent_scene.WorldExtents.X - border_limit))
|
||||
{
|
||||
if (m_crossingfailures < _parent_scene.geomCrossingFailuresBeforeOutofbounds)
|
||||
l_position.X = ((float)_parent_scene.WorldExtents.X - border_limit);
|
||||
outside = 1;
|
||||
}
|
||||
|
||||
if (l_position.X < border_limit)
|
||||
{
|
||||
l_position.X = border_limit;
|
||||
outside = 2;
|
||||
}
|
||||
if (l_position.Y > ((float)_parent_scene.WorldExtents.Y - border_limit))
|
||||
{
|
||||
l_position.Y = ((float)_parent_scene.WorldExtents.Y - border_limit);
|
||||
outside = 3;
|
||||
}
|
||||
|
||||
if (l_position.Y < border_limit)
|
||||
{
|
||||
l_position.Y = border_limit;
|
||||
outside = 4;
|
||||
}
|
||||
|
||||
if (outside > 0)
|
||||
{
|
||||
//Console.WriteLine(" fence = {0}",fence);
|
||||
|
||||
//Console.WriteLine("Border {0}", l_position);
|
||||
if (fence == 1) // bounce object off boundary
|
||||
{
|
||||
if (revcount == 0)
|
||||
{
|
||||
if (outside < 3)
|
||||
{
|
||||
_velocity.X = -_velocity.X;
|
||||
}
|
||||
else
|
||||
{
|
||||
_velocity.Y = -_velocity.Y;
|
||||
}
|
||||
if (m_type != Vehicle.TYPE_NONE) Halt();
|
||||
_position = l_position;
|
||||
m_taintposition = _position;
|
||||
m_lastVelocity = _velocity;
|
||||
_acceleration = Vector3.Zero;
|
||||
d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
|
||||
d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
|
||||
base.RequestPhysicsterseUpdate();
|
||||
|
||||
revcount = 25; // wait for object to move away from border
|
||||
}
|
||||
} // else old crossing mode
|
||||
else if (m_crossingfailures < failureLimit)
|
||||
{ // keep trying to cross?
|
||||
_position = l_position;
|
||||
//_parent_scene.remActivePrim(this);
|
||||
|
@ -3043,9 +3095,12 @@ Console.WriteLine(" JointCreateFixed");
|
|||
else
|
||||
{ // Too many tries
|
||||
if (_parent == null) base.RaiseOutOfBounds(l_position);
|
||||
//Console.WriteLine("ROOB 2");
|
||||
|
||||
return; // Dont process any other motion?
|
||||
}
|
||||
} // end various methods
|
||||
} // end outside region horizontally
|
||||
|
||||
|
||||
if (l_position.Z < 0)
|
||||
{
|
||||
|
@ -3057,6 +3112,8 @@ Console.WriteLine(" JointCreateFixed");
|
|||
|
||||
//IsPhysical = false;
|
||||
if (_parent == null) base.RaiseOutOfBounds(_position);
|
||||
//Console.WriteLine("ROOB 3");
|
||||
|
||||
|
||||
_acceleration.X = 0; // This stuff may stop client display but it has no
|
||||
_acceleration.Y = 0; // effect on the object in phys engine!
|
||||
|
@ -3081,10 +3138,9 @@ Console.WriteLine(" JointCreateFixed");
|
|||
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)) < 0.0001)) // KF 0.01 is far to large
|
||||
&& (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001)) // KF 0.01 is far to large
|
||||
{
|
||||
_zeroFlag = true;
|
||||
//Console.WriteLine("ZFT 2");
|
||||
m_throttleUpdates = false;
|
||||
}
|
||||
else
|
||||
|
@ -3104,10 +3160,7 @@ Console.WriteLine(" JointCreateFixed");
|
|||
_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;
|
||||
|
@ -3132,26 +3185,6 @@ Console.WriteLine(" JointCreateFixed");
|
|||
base.RequestPhysicsterseUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
m_lastVelocity = _velocity;
|
||||
|
||||
_position = l_position;
|
||||
|
||||
_velocity.X = vel.X;
|
||||
_velocity.Y = vel.Y;
|
||||
_velocity.Z = vel.Z;
|
||||
// Why 2 calcs???
|
||||
// _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);
|
||||
|
||||
_acceleration = ((_velocity - m_lastVelocity) / timestep);
|
||||
|
||||
_orientation.X = ori.X;
|
||||
_orientation.Y = ori.Y;
|
||||
_orientation.Z = ori.Z;
|
||||
_orientation.W = ori.W;
|
||||
m_lastUpdateSent = false;
|
||||
if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
|
||||
{
|
||||
|
@ -3167,11 +3200,8 @@ Console.WriteLine(" JointCreateFixed");
|
|||
}
|
||||
m_lastposition = l_position;
|
||||
|
||||
/// End of old UpdatePositionAndVelocity insert
|
||||
/// End UpdatePositionAndVelocity insert
|
||||
|
||||
//if (!Acceleration.ApproxEquals(Vector3.Zero, 0.01f)) Console.WriteLine("Move " + m_primName + " Accel=" + Acceleration);
|
||||
// if(frcount == 0) Console.WriteLine("Move " + m_primName + " VTyp " + m_type +
|
||||
// " usePID=" + m_usePID + " seHover=" + m_useHoverPID + " useAPID=" + m_useAPID);
|
||||
if (m_type != Vehicle.TYPE_NONE)
|
||||
{
|
||||
// get body attitude
|
||||
|
@ -3202,12 +3232,13 @@ Console.WriteLine(" JointCreateFixed");
|
|||
{
|
||||
m_lLinMotorDVel = Vector3.Zero;
|
||||
}
|
||||
else
|
||||
|
||||
/* else
|
||||
{
|
||||
if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
|
||||
if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
|
||||
if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
|
||||
}
|
||||
if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
|
||||
} */
|
||||
} // end linear motor decay
|
||||
|
||||
if ( (! m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
|
||||
|
@ -3235,7 +3266,6 @@ Console.WriteLine(" JointCreateFixed");
|
|||
if (m_linearFrictionTimescale.Z < 300.0f)
|
||||
{
|
||||
float fricfactor = m_linearFrictionTimescale.Z / timestep;
|
||||
//if(frcount == 0) Console.WriteLine("Zfric={0}", fricfactor);
|
||||
float fricZ = m_lLinObjectVel.Z / fricfactor;
|
||||
m_lLinObjectVel.Z -= fricZ;
|
||||
}
|
||||
|
@ -3296,14 +3326,17 @@ Console.WriteLine(" JointCreateFixed");
|
|||
}
|
||||
}
|
||||
else
|
||||
{ // not hovering, Gravity rules
|
||||
m_wLinObjectVel.Z = vel_now.Z;
|
||||
{ // not hovering
|
||||
if (m_wLinObjectVel.Z == 0f)
|
||||
{ // Gravity rules
|
||||
m_wLinObjectVel.Z = vel_now.Z;
|
||||
} // else the motor has it
|
||||
}
|
||||
|
||||
|
||||
linvel = m_wLinObjectVel;
|
||||
|
||||
// Vehicle Linear Motion done =======================================
|
||||
// Apply velocity
|
||||
d.BodySetLinearVel(Body, m_wLinObjectVel.X, m_wLinObjectVel.Y, m_wLinObjectVel.Z);
|
||||
d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
|
||||
// apply gravity force
|
||||
d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
|
||||
//if(frcount == 0) Console.WriteLine("Grav {0}", grav);
|
||||
|
@ -3626,9 +3659,10 @@ Console.WriteLine(" JointCreateFixed");
|
|||
// react to the physics scene by moving it's position.
|
||||
// Avatar to Avatar collisions
|
||||
// Prim to avatar collisions
|
||||
d.Vector3 dlinvel = vel;
|
||||
|
||||
d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
|
||||
d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
|
||||
d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
|
||||
d.BodyAddForce(Body, 0, 0, fz);
|
||||
//KF this prevents furthur motions return;
|
||||
}
|
||||
|
|
|
@ -224,6 +224,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
public float bodyPIDG = 25;
|
||||
|
||||
public int geomCrossingFailuresBeforeOutofbounds = 5;
|
||||
public int geomRegionFence = 0;
|
||||
|
||||
public float bodyMotorJointMaxforceTensor = 2;
|
||||
|
||||
|
@ -447,6 +448,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
|
||||
geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
|
||||
geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
|
||||
geomRegionFence = physicsconfig.GetInt("region_border_fence", 0);
|
||||
|
||||
geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
|
||||
bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
|
||||
|
@ -3419,76 +3421,56 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
public void SetTerrain(float[] heightMap, Vector3 pOffset)
|
||||
{
|
||||
// this._heightmap[i] = (double)heightMap[i];
|
||||
// dbm (danx0r) -- creating a buffer zone of one extra sample all around
|
||||
//_origheightmap = heightMap;
|
||||
|
||||
uint regionsize = (uint) Constants.RegionSize; // visible region size eg. 256(M)
|
||||
|
||||
uint heightmapWidth = regionsize + 1; // ODE map size 257 x 257 (Meters) (1 extra
|
||||
uint heightmapHeight = regionsize + 1;
|
||||
|
||||
uint heightmapWidthSamples = (uint)regionsize + 2; // Sample file size, 258 x 258 samples
|
||||
uint heightmapHeightSamples = (uint)regionsize + 2;
|
||||
|
||||
// Array of height samples for ODE
|
||||
float[] _heightmap;
|
||||
_heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
|
||||
|
||||
// zero out a heightmap array float array (single dimension [flattened]))
|
||||
//if ((int)Constants.RegionSize == 256)
|
||||
// _heightmap = new float[514 * 514];
|
||||
//else
|
||||
|
||||
_heightmap = new float[(((int)Constants.RegionSize + 2) * ((int)Constants.RegionSize + 2))];
|
||||
|
||||
uint heightmapWidth = Constants.RegionSize + 1;
|
||||
uint heightmapHeight = Constants.RegionSize + 1;
|
||||
|
||||
uint heightmapWidthSamples;
|
||||
|
||||
uint heightmapHeightSamples;
|
||||
|
||||
//if (((int)Constants.RegionSize) == 256)
|
||||
//{
|
||||
// heightmapWidthSamples = 2 * (uint)Constants.RegionSize + 2;
|
||||
// heightmapHeightSamples = 2 * (uint)Constants.RegionSize + 2;
|
||||
// heightmapWidth++;
|
||||
// heightmapHeight++;
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
|
||||
heightmapWidthSamples = (uint)Constants.RegionSize + 1;
|
||||
heightmapHeightSamples = (uint)Constants.RegionSize + 1;
|
||||
//}
|
||||
|
||||
// Other ODE parameters
|
||||
const float scale = 1.0f;
|
||||
const float offset = 0.0f;
|
||||
const float thickness = 0.2f;
|
||||
const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through
|
||||
const int wrap = 0;
|
||||
|
||||
int regionsize = (int) Constants.RegionSize + 2;
|
||||
//Double resolution
|
||||
//if (((int)Constants.RegionSize) == 256)
|
||||
// heightMap = ResizeTerrain512Interpolation(heightMap);
|
||||
|
||||
|
||||
// if (((int)Constants.RegionSize) == 256 && (int)Constants.RegionSize == 256)
|
||||
// regionsize = 512;
|
||||
|
||||
float hfmin = 2000;
|
||||
float hfmax = -2000;
|
||||
float hfmin = 2000f;
|
||||
float hfmax = -2000f;
|
||||
float minele = 0.0f; // Dont allow -ve heights
|
||||
|
||||
for (int x = 0; x < heightmapWidthSamples; x++)
|
||||
uint x = 0;
|
||||
uint y = 0;
|
||||
uint xx = 0;
|
||||
uint yy = 0;
|
||||
|
||||
// load the height samples array from the heightMap
|
||||
for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
|
||||
{
|
||||
for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257
|
||||
{
|
||||
for (int y = 0; y < heightmapHeightSamples; y++)
|
||||
{
|
||||
int xx = Util.Clip(x - 1, 0, regionsize - 1);
|
||||
int yy = Util.Clip(y - 1, 0, regionsize - 1);
|
||||
|
||||
|
||||
float val= heightMap[yy * (int)Constants.RegionSize + xx];
|
||||
_heightmap[x * ((int)Constants.RegionSize + 2) + y] = val;
|
||||
|
||||
hfmin = (val < hfmin) ? val : hfmin;
|
||||
hfmax = (val > hfmax) ? val : hfmax;
|
||||
}
|
||||
xx = x - 1;
|
||||
if (xx < 0) xx = 0;
|
||||
if (xx > (regionsize - 1)) xx = regionsize - 1;
|
||||
|
||||
yy = y - 1;
|
||||
if (yy < 0) yy = 0;
|
||||
if (yy > (regionsize - 1)) yy = regionsize - 1;
|
||||
// Input xx = 0 0 1 2 ..... 254 255 255 256 total in
|
||||
// Output x = 0 1 2 3 ..... 255 256 257 258 total out
|
||||
float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
|
||||
if (val < minele) val = minele;
|
||||
_heightmap[x * (regionsize + 2) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
|
||||
hfmin = (val < hfmin) ? val : hfmin;
|
||||
hfmax = (val > hfmax) ? val : hfmax;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
lock (OdeLock)
|
||||
{
|
||||
IntPtr GroundGeom = IntPtr.Zero;
|
||||
|
@ -3504,19 +3486,17 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
d.SpaceRemove(space, GroundGeom);
|
||||
d.GeomDestroy(GroundGeom);
|
||||
}
|
||||
|
||||
}
|
||||
IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
|
||||
d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0, heightmapWidth + 1, heightmapHeight + 1,
|
||||
(int)heightmapWidthSamples + 1, (int)heightmapHeightSamples + 1, scale,
|
||||
offset, thickness, wrap);
|
||||
d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
|
||||
heightmapWidth, heightmapHeight, (int)heightmapWidthSamples,
|
||||
(int)heightmapHeightSamples, scale, offset, thickness, wrap);
|
||||
d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
|
||||
GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
|
||||
if (GroundGeom != IntPtr.Zero)
|
||||
{
|
||||
d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
|
||||
d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
|
||||
|
||||
}
|
||||
geom_name_map[GroundGeom] = "Terrain";
|
||||
|
||||
|
@ -3534,7 +3514,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
|
||||
d.GeomSetRotation(GroundGeom, ref R);
|
||||
d.GeomSetPosition(GroundGeom, (pOffset.X + ((int)Constants.RegionSize * 0.5f)) - 1, (pOffset.Y + ((int)Constants.RegionSize * 0.5f)) - 1, 0);
|
||||
d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
|
||||
IntPtr testGround = IntPtr.Zero;
|
||||
if (RegionTerrain.TryGetValue(pOffset, out testGround))
|
||||
{
|
||||
|
@ -3542,7 +3522,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
|
||||
TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -112,6 +112,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
wComm.DeliverMessage(ChatTypeEnum.Shout, ScriptBaseClass.DEBUG_CHANNEL, m_host.Name, m_host.UUID, message);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Like osGetAgents but returns enough info for a radar
|
||||
/// </summary>
|
||||
/// <returns>Strided list of the UUID, position and name of each avatar in the region</returns>
|
||||
public LSL_List cmGetAvatarList()
|
||||
{
|
||||
LSL_List result = new LSL_List();
|
||||
World.ForEachScenePresence(delegate (ScenePresence avatar)
|
||||
{
|
||||
if (avatar.UUID != m_host.OwnerID)
|
||||
{
|
||||
if (avatar.IsChildAgent == false)
|
||||
{
|
||||
result.Add(avatar.UUID);
|
||||
result.Add(avatar.PhysicsActor.Position);
|
||||
result.Add(avatar.Name);
|
||||
}
|
||||
}
|
||||
});
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the current Windlight scene
|
||||
/// </summary>
|
||||
|
|
|
@ -2881,6 +2881,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
|
||||
public void llLookAt(LSL_Vector target, double strength, double damping)
|
||||
{
|
||||
/*
|
||||
m_host.AddScriptLPS(1);
|
||||
// Determine where we are looking from
|
||||
LSL_Vector from = llGetPos();
|
||||
|
@ -2900,12 +2901,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
// the angles of rotation in radians into rotation value
|
||||
|
||||
LSL_Types.Quaternion rot = llEuler2Rot(angle);
|
||||
/*
|
||||
Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s);
|
||||
m_host.startLookAt(rotation, (float)damping, (float)strength);
|
||||
This would only work if your physics system contains an APID controller */
|
||||
|
||||
// This would only work if your physics system contains an APID controller:
|
||||
// Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s);
|
||||
// m_host.startLookAt(rotation, (float)damping, (float)strength);
|
||||
|
||||
// Orient the object to the angle calculated
|
||||
llSetRot(rot);
|
||||
*/
|
||||
|
||||
//The above code, while nice, doesn't replicate the behaviour of SL and tends to "roll" the object.
|
||||
//There's probably a smarter way of doing this, my rotation math-fu is weak.
|
||||
// http://bugs.meta7.com/view.php?id=28
|
||||
// - Tom
|
||||
|
||||
LSL_Rotation newrot = llGetRot() * llRotBetween(new LSL_Vector(1.0d, 0.0d, 0.0d) * llGetRot(), new LSL_Vector(0.0d, 0.0d, -1.0d));
|
||||
llSetRot(newrot * llRotBetween(new LSL_Vector(0.0d,0.0d,1.0d) * newrot, target - llGetPos()));
|
||||
|
||||
}
|
||||
|
||||
public void llRotLookAt(LSL_Rotation target, double strength, double damping)
|
||||
|
@ -6222,6 +6234,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
tempf = (float)rules.GetLSLFloatItem(i + 1);
|
||||
prules.OuterAngle = (float)tempf;
|
||||
break;
|
||||
|
||||
case (int)ScriptBaseClass.PSYS_SRC_INNERANGLE:
|
||||
tempf = (float)rules.GetLSLFloatItem(i + 1);
|
||||
prules.InnerAngle = (float)tempf;
|
||||
break;
|
||||
|
||||
case (int)ScriptBaseClass.PSYS_SRC_OUTERANGLE:
|
||||
tempf = (float)rules.GetLSLFloatItem(i + 1);
|
||||
prules.OuterAngle = (float)tempf;
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -44,5 +44,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
|
|||
LSL_List cmGetWindlightScene(LSL_List rules);
|
||||
int cmSetWindlightScene(LSL_List rules);
|
||||
int cmSetWindlightSceneTargeted(LSL_List rules, key target);
|
||||
LSL_List cmGetAvatarList();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -72,5 +72,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
|
|||
{
|
||||
return m_CM_Functions.cmSetWindlightSceneTargeted(rules, target);
|
||||
}
|
||||
public LSL_List cmGetAvatarList()
|
||||
{
|
||||
return m_CM_Functions.cmGetAvatarList();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -274,6 +274,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
|
|||
public const int CHANGED_ALLOWED_DROP = 64;
|
||||
public const int CHANGED_OWNER = 128;
|
||||
public const int CHANGED_REGION_RESTART = 256;
|
||||
public const int CHANGED_REGION_START = 256; //LL Changed the constant from CHANGED_REGION_RESTART
|
||||
public const int CHANGED_REGION = 512;
|
||||
public const int CHANGED_TELEPORT = 1024;
|
||||
public const int CHANGED_ANIMATION = 16384;
|
||||
|
|
|
@ -93,6 +93,11 @@ namespace OpenSim.Services.AssetService
|
|||
return m_Database.GetAsset(assetID);
|
||||
}
|
||||
|
||||
public AssetBase GetCached(string id)
|
||||
{
|
||||
return Get(id);
|
||||
}
|
||||
|
||||
public AssetMetadata GetMetadata(string id)
|
||||
{
|
||||
UUID assetID;
|
||||
|
|
|
@ -111,6 +111,14 @@ namespace OpenSim.Services.Connectors
|
|||
return asset;
|
||||
}
|
||||
|
||||
public AssetBase GetCached(string id)
|
||||
{
|
||||
if (m_Cache != null)
|
||||
return m_Cache.Get(id);
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public AssetMetadata GetMetadata(string id)
|
||||
{
|
||||
if (m_Cache != null)
|
||||
|
|
|
@ -116,6 +116,20 @@ namespace OpenSim.Services.Connectors
|
|||
return null;
|
||||
}
|
||||
|
||||
public AssetBase GetCached(string id)
|
||||
{
|
||||
string url = string.Empty;
|
||||
string assetID = string.Empty;
|
||||
|
||||
if (StringToUrlAndAssetID(id, out url, out assetID))
|
||||
{
|
||||
IAssetService connector = GetConnector(url);
|
||||
return connector.GetCached(assetID);
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public AssetMetadata GetMetadata(string id)
|
||||
{
|
||||
string url = string.Empty;
|
||||
|
|
|
@ -406,5 +406,13 @@ namespace OpenSim.Services.Connectors.SimianGrid
|
|||
}
|
||||
|
||||
#endregion IAssetService
|
||||
|
||||
public AssetBase GetCached(string id)
|
||||
{
|
||||
if (m_cache != null)
|
||||
return m_cache.Get(id);
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -51,7 +51,15 @@ namespace OpenSim.Services.Interfaces
|
|||
byte[] GetData(string id);
|
||||
|
||||
/// <summary>
|
||||
/// Get an asset asynchronously
|
||||
/// Synchronously fetches an asset from the local cache only
|
||||
/// </summary>
|
||||
/// <param name="id">Asset ID</param>
|
||||
/// <returns>The fetched asset, or null if it did not exist in the local cache</returns>
|
||||
AssetBase GetCached(string id);
|
||||
|
||||
/// <summary>
|
||||
/// Get an asset synchronously or asynchronously (depending on whether
|
||||
/// it is locally cached) and fire a callback with the fetched asset
|
||||
/// </summary>
|
||||
/// <param name="id">The asset id</param>
|
||||
/// <param name="sender">Represents the requester. Passed back via the handler</param>
|
||||
|
|
|
@ -65,6 +65,11 @@ namespace OpenSim.Tests.Common.Mock
|
|||
return asset;
|
||||
}
|
||||
|
||||
public AssetBase GetCached(string id)
|
||||
{
|
||||
return Get(id);
|
||||
}
|
||||
|
||||
public AssetMetadata GetMetadata(string id)
|
||||
{
|
||||
throw new System.NotImplementedException();
|
||||
|
|
Loading…
Reference in New Issue