Merge branch 'careminster' into careminster-presence-refactor

avinationmerge
Melanie 2010-04-13 04:36:08 +01:00
commit 9920e219dd
25 changed files with 694 additions and 203 deletions

View File

@ -33,7 +33,7 @@ namespace OpenSim
private const Flavour VERSION_FLAVOUR = Flavour.Dev;
public enum Flavour
{
{
Unknown,
Dev,
RC1,

View File

@ -5255,7 +5255,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
args.Channel = ch;
args.From = String.Empty;
args.Message = Utils.BytesToString(msg);
args.Type = ChatTypeEnum.Shout;
args.Type = ChatTypeEnum.Region; //Behaviour in SL is that the response can be heard from any distance
args.Position = new Vector3();
args.Scene = Scene;
args.Sender = this;
@ -11277,9 +11277,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_groupPowers.Clear();
for (int i = 0; i < GroupMembership.Length; i++)
if (GroupMembership != null)
{
m_groupPowers[GroupMembership[i].GroupID] = GroupMembership[i].GroupPowers;
for (int i = 0; i < GroupMembership.Length; i++)
{
m_groupPowers[GroupMembership[i].GroupID] = GroupMembership[i].GroupPowers;
}
}
}
}

View File

@ -406,6 +406,11 @@ namespace Flotsam.RegionModules.AssetCache
return asset;
}
public AssetBase GetCached(string id)
{
return Get(id);
}
public void Expire(string id)
{
if (m_LogLevel >= 2)

View File

@ -0,0 +1,229 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections;
using System.Collections.Specialized;
using System.Reflection;
using System.IO;
using System.Web;
using log4net;
using Nini.Config;
using OpenMetaverse;
using OpenMetaverse.StructuredData;
using OpenSim.Framework;
using OpenSim.Framework.Servers;
using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
using Caps = OpenSim.Framework.Capabilities.Caps;
namespace OpenSim.Region.CoreModules.Avatar.ObjectCaps
{
#region Stream Handler
public delegate byte[] StreamHandlerCallback(string path, Stream request, OSHttpRequest httpRequest, OSHttpResponse httpResponse);
public class StreamHandler : BaseStreamHandler
{
StreamHandlerCallback m_callback;
public StreamHandler(string httpMethod, string path, StreamHandlerCallback callback)
: base(httpMethod, path)
{
m_callback = callback;
}
public override byte[] Handle(string path, Stream request, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
{
return m_callback(path, request, httpRequest, httpResponse);
}
}
#endregion Stream Handler
public class GetTextureModule : IRegionModule
{
private static readonly ILog m_log =
LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private Scene m_scene;
private IAssetService m_assetService;
#region IRegionModule Members
public void Initialise(Scene pScene, IConfigSource pSource)
{
m_scene = pScene;
}
public void PostInitialise()
{
m_assetService = m_scene.RequestModuleInterface<IAssetService>();
m_scene.EventManager.OnRegisterCaps += RegisterCaps;
}
public void Close() { }
public string Name { get { return "GetTextureModule"; } }
public bool IsSharedModule { get { return false; } }
public void RegisterCaps(UUID agentID, Caps caps)
{
UUID capID = UUID.Random();
m_log.Info("[GETTEXTURE]: /CAPS/" + capID);
caps.RegisterHandler("GetTexture", new StreamHandler("GET", "/CAPS/" + capID, ProcessGetTexture));
}
#endregion
private byte[] ProcessGetTexture(string path, Stream request, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
{
// TODO: Change this to a config option
const string REDIRECT_URL = null;
// Try to parse the texture ID from the request URL
NameValueCollection query = HttpUtility.ParseQueryString(httpRequest.Url.Query);
string textureStr = GetOne(query, "texture_id");
if (m_assetService == null)
{
m_log.Error("[GETTEXTURE]: Cannot fetch texture " + textureStr + " without an asset service");
httpResponse.StatusCode = (int)System.Net.HttpStatusCode.NotFound;
return null;
}
UUID textureID;
if (!String.IsNullOrEmpty(textureStr) && UUID.TryParse(textureStr, out textureID))
{
AssetBase texture;
if (!String.IsNullOrEmpty(REDIRECT_URL))
{
// Only try to fetch locally cached textures. Misses are redirected
texture = m_assetService.GetCached(textureID.ToString());
if (texture != null)
{
SendTexture(httpRequest, httpResponse, texture);
}
else
{
string textureUrl = REDIRECT_URL + textureID.ToString();
m_log.Debug("[GETTEXTURE]: Redirecting texture request to " + textureUrl);
httpResponse.RedirectLocation = textureUrl;
}
}
else
{
// Fetch locally or remotely. Misses return a 404
texture = m_assetService.Get(textureID.ToString());
if (texture != null)
{
SendTexture(httpRequest, httpResponse, texture);
}
else
{
m_log.Warn("[GETTEXTURE]: Texture " + textureID + " not found");
httpResponse.StatusCode = (int)System.Net.HttpStatusCode.NotFound;
}
}
}
else
{
m_log.Warn("[GETTEXTURE]: Failed to parse a texture_id from GetTexture request: " + httpRequest.Url);
}
httpResponse.Send();
return null;
}
private void SendTexture(OSHttpRequest request, OSHttpResponse response, AssetBase texture)
{
string range = GetOne(request.Headers, "Range");
if (!String.IsNullOrEmpty(range))
{
// Range request
int start, end;
if (TryParseRange(range, out start, out end))
{
end = Utils.Clamp(end, 1, texture.Data.Length);
start = Utils.Clamp(start, 0, end - 1);
m_log.Debug("Serving " + start + " to " + end + " of " + texture.Data.Length + " bytes for texture " + texture.ID);
if (end - start < texture.Data.Length)
response.StatusCode = (int)System.Net.HttpStatusCode.PartialContent;
response.ContentLength = end - start;
response.ContentType = texture.Metadata.ContentType;
response.Body.Write(texture.Data, start, end - start);
}
else
{
m_log.Warn("Malformed Range header: " + range);
response.StatusCode = (int)System.Net.HttpStatusCode.BadRequest;
}
}
else
{
// Full content request
response.ContentLength = texture.Data.Length;
response.ContentType = texture.Metadata.ContentType;
response.Body.Write(texture.Data, 0, texture.Data.Length);
}
}
private bool TryParseRange(string header, out int start, out int end)
{
if (header.StartsWith("bytes="))
{
string[] rangeValues = header.Substring(6).Split('-');
if (rangeValues.Length == 2)
{
if (Int32.TryParse(rangeValues[0], out start) && Int32.TryParse(rangeValues[1], out end))
return true;
}
}
start = end = 0;
return false;
}
private static string GetOne(NameValueCollection collection, string key)
{
string[] values = collection.GetValues(key);
if (values != null && values.Length > 0)
return values[0];
return null;
}
}
}

View File

@ -229,6 +229,14 @@ 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;

View File

@ -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;

View File

@ -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>

View File

@ -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);
}

View File

@ -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
{

View File

@ -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)
{

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@ -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));
}

View File

@ -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>

View File

@ -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;
}

View File

@ -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);
}
}

View File

@ -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>

View File

@ -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;
}
}

View File

@ -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();
}
}

View File

@ -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();
}
}
}

View File

@ -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;

View File

@ -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;

View File

@ -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)

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@ -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;

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@ -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;
}
}
}

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@ -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>

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@ -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();