Merge branch 'master' of ssh://opensim/var/git/opensim
commit
9fad90a914
|
@ -180,7 +180,7 @@ namespace OpenSim.Framework
|
|||
/// Validate the key used for storing separate data stores.
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/// </summary>
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||||
/// <param name='key'></param>
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||||
private static void ValidateKey(string key)
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public static void ValidateKey(string key)
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||||
{
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if (key.Length < MIN_STORE_NAME_LENGTH)
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throw new Exception("Minimum store name length is " + MIN_STORE_NAME_LENGTH);
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|
|
|
@ -0,0 +1,98 @@
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|||
/*
|
||||
* 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;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Text;
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using System.Xml;
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using System.Xml.Schema;
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using System.Xml.Serialization;
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using OpenMetaverse;
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using OpenMetaverse.StructuredData;
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namespace OpenSim.Framework
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{
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/// <summary>
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/// This class stores and retrieves dynamic objects.
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/// </summary>
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/// <remarks>
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/// Experimental - DO NOT USE.
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/// </remarks>
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public class DOMap
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{
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private IDictionary<string, object> m_map;
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public void Add(string key, object dynObj)
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{
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DAMap.ValidateKey(key);
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lock (this)
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{
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if (m_map == null)
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m_map = new Dictionary<string, object>();
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m_map.Add(key, dynObj);
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}
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}
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|
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public bool ContainsKey(string key)
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{
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return Get(key) != null;
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}
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|
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/// <summary>
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/// Get a dynamic object
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/// </summary>
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/// <remarks>
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/// Not providing an index method so that users can't casually overwrite each other's objects.
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/// </remarks>
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/// <param name='key'></param>
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public object Get(string key)
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{
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lock (this)
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{
|
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if (m_map == null)
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||||
return null;
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||||
else
|
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return m_map[key];
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||||
}
|
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}
|
||||
|
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public bool Remove(string key)
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||||
{
|
||||
lock (this)
|
||||
{
|
||||
if (m_map == null)
|
||||
return false;
|
||||
else
|
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return m_map.Remove(key);
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||||
}
|
||||
}
|
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}
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}
|
|
@ -218,7 +218,7 @@ namespace OpenSim.Framework
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Console.WriteLine ("Looking for updates...");
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Repositories.UpdateAllRepositories (ps);
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Console.WriteLine ("Available add-in updates:");
|
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bool found = false;
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||||
|
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AddinRepositoryEntry[] entries = Repositories.GetAvailableUpdates();
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||||
|
||||
foreach (AddinRepositoryEntry entry in entries)
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|
@ -541,7 +541,7 @@ namespace OpenSim.Framework
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{
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list.AddRange(PluginRegistry.GetAddins());
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}
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catch(Exception e)
|
||||
catch (Exception)
|
||||
{
|
||||
Addin[] x = xlist.ToArray(typeof(Addin)) as Addin[];
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return x;
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||||
|
|
|
@ -303,12 +303,12 @@ namespace OpenSim.Framework
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// Clamp the maximum magnitude of a vector
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public static Vector3 ClampV(Vector3 x, float max)
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{
|
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Vector3 ret = x;
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float lenSq = x.LengthSquared();
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||||
if (lenSq > (max * max))
|
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{
|
||||
x = x / x.Length() * max;
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}
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|
||||
return x;
|
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}
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||||
|
||||
|
|
|
@ -7069,7 +7069,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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|||
|
||||
if (handlerUpdatePrimFlags != null)
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||||
{
|
||||
byte[] data = Pack.ToBytes();
|
||||
// byte[] data = Pack.ToBytes();
|
||||
// 46,47,48 are special positions within the packet
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||||
// This may change so perhaps we need a better way
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||||
// of storing this (OMV.FlagUpdatePacket.UsePhysics,etc?)
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||||
|
|
|
@ -85,19 +85,27 @@ namespace OpenSim.Region.Framework.DynamicAttributes.DAExampleModule
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|||
{
|
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OSDMap attrs = null;
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SceneObjectPart sop = m_scene.GetSceneObjectPart(groupId);
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|
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if (sop == null)
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return true;
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|
||||
if (!sop.DynAttrs.TryGetValue(Name, out attrs))
|
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attrs = new OSDMap();
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|
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OSDInteger newValue;
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|
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if (!attrs.ContainsKey("moves"))
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newValue = new OSDInteger(1);
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else
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newValue = new OSDInteger(((OSDInteger)attrs["moves"]).AsInteger() + 1);
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// We have to lock on the entire dynamic attributes map to avoid race conditions with serialization code.
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lock (sop.DynAttrs)
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{
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if (!attrs.ContainsKey("moves"))
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newValue = new OSDInteger(1);
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else
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newValue = new OSDInteger(attrs["moves"].AsInteger() + 1);
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||||
|
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attrs["moves"] = newValue;
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attrs["moves"] = newValue;
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|
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sop.DynAttrs[Name] = attrs;
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sop.DynAttrs[Name] = attrs;
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}
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m_dialogMod.SendGeneralAlert(string.Format("{0} {1} moved {2} times", sop.Name, sop.UUID, newValue));
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|
||||
|
|
|
@ -0,0 +1,117 @@
|
|||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
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using log4net;
|
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using Mono.Addins;
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using Nini.Config;
|
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using OpenMetaverse;
|
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using OpenMetaverse.Packets;
|
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using OpenMetaverse.StructuredData;
|
||||
using OpenSim.Framework;
|
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using OpenSim.Region.Framework;
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using OpenSim.Region.Framework.Interfaces;
|
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using OpenSim.Region.Framework.Scenes;
|
||||
|
||||
namespace OpenSim.Region.Framework.DynamicAttributes.DOExampleModule
|
||||
{
|
||||
/// <summary>
|
||||
/// Example module for experimenting with and demonstrating dynamic object ideas.
|
||||
/// </summary>
|
||||
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "DOExampleModule")]
|
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public class DOExampleModule : INonSharedRegionModule
|
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{
|
||||
public class MyObject
|
||||
{
|
||||
public int Moves { get; set; }
|
||||
}
|
||||
|
||||
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
private static readonly bool ENABLED = false; // enable for testing
|
||||
|
||||
private Scene m_scene;
|
||||
private IDialogModule m_dialogMod;
|
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|
||||
public string Name { get { return "DOExample Module"; } }
|
||||
public Type ReplaceableInterface { get { return null; } }
|
||||
|
||||
public void Initialise(IConfigSource source) {}
|
||||
|
||||
public void AddRegion(Scene scene)
|
||||
{
|
||||
if (ENABLED)
|
||||
{
|
||||
m_scene = scene;
|
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m_scene.EventManager.OnObjectAddedToScene += OnObjectAddedToScene;
|
||||
m_scene.EventManager.OnSceneGroupMove += OnSceneGroupMove;
|
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m_dialogMod = m_scene.RequestModuleInterface<IDialogModule>();
|
||||
}
|
||||
}
|
||||
|
||||
public void RemoveRegion(Scene scene)
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||||
{
|
||||
if (ENABLED)
|
||||
{
|
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m_scene.EventManager.OnSceneGroupMove -= OnSceneGroupMove;
|
||||
}
|
||||
}
|
||||
|
||||
public void RegionLoaded(Scene scene) {}
|
||||
|
||||
public void Close()
|
||||
{
|
||||
RemoveRegion(m_scene);
|
||||
}
|
||||
|
||||
private void OnObjectAddedToScene(SceneObjectGroup so)
|
||||
{
|
||||
so.RootPart.DynObjs.Add(Name, new MyObject());
|
||||
}
|
||||
|
||||
private bool OnSceneGroupMove(UUID groupId, Vector3 delta)
|
||||
{
|
||||
SceneObjectGroup so = m_scene.GetSceneObjectGroup(groupId);
|
||||
|
||||
if (so == null)
|
||||
return true;
|
||||
|
||||
object rawObj = so.RootPart.DynObjs.Get(Name);
|
||||
|
||||
if (rawObj != null)
|
||||
{
|
||||
MyObject myObj = (MyObject)rawObj;
|
||||
|
||||
m_dialogMod.SendGeneralAlert(string.Format("{0} {1} moved {2} times", so.Name, so.UUID, ++myObj.Moves));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -66,6 +66,17 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
/// </summary>
|
||||
public bool WaitForAgentArrivedAtDestination { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// If true then we ask the viewer to disable teleport cancellation and ignore teleport requests.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This is useful in situations where teleport is very likely to always succeed and we want to avoid a
|
||||
/// situation where avatars can be come 'stuck' due to a failed teleport cancellation. Unfortunately, the
|
||||
/// nature of the teleport protocol makes it extremely difficult (maybe impossible) to make teleport
|
||||
/// cancellation consistently suceed.
|
||||
/// </remarks>
|
||||
public bool DisableInterRegionTeleportCancellation { get; set; }
|
||||
|
||||
protected bool m_Enabled = false;
|
||||
|
||||
public Scene Scene { get; private set; }
|
||||
|
@ -116,6 +127,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
IConfig transferConfig = source.Configs["EntityTransfer"];
|
||||
if (transferConfig != null)
|
||||
{
|
||||
DisableInterRegionTeleportCancellation
|
||||
= transferConfig.GetBoolean("DisableInterRegionTeleportCancellation", false);
|
||||
|
||||
WaitForAgentArrivedAtDestination
|
||||
= transferConfig.GetBoolean("wait_for_callback", WaitForAgentArrivedAtDestinationDefault);
|
||||
|
||||
|
@ -150,6 +164,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
{
|
||||
client.OnTeleportHomeRequest += TeleportHome;
|
||||
client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
|
||||
|
||||
if (!DisableInterRegionTeleportCancellation)
|
||||
client.OnTeleportCancel += OnClientCancelTeleport;
|
||||
}
|
||||
|
||||
public virtual void Close() {}
|
||||
|
@ -168,6 +185,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
|
||||
#region Agent Teleports
|
||||
|
||||
private void OnClientCancelTeleport(IClientAPI client)
|
||||
{
|
||||
m_entityTransferStateMachine.UpdateInTransit(client.AgentId, AgentTransferState.Cancelling);
|
||||
|
||||
m_log.DebugFormat(
|
||||
"[ENTITY TRANSFER MODULE]: Received teleport cancel request from {0} in {1}", client.Name, Scene.Name);
|
||||
}
|
||||
|
||||
public void Teleport(ScenePresence sp, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags)
|
||||
{
|
||||
if (sp.Scene.Permissions.IsGridGod(sp.UUID))
|
||||
|
@ -519,6 +544,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
if (sp.ParentID != (uint)0)
|
||||
sp.StandUp();
|
||||
|
||||
if (DisableInterRegionTeleportCancellation)
|
||||
teleportFlags |= (uint)TeleportFlags.DisableCancel;
|
||||
|
||||
// At least on LL 3.3.4, this is not strictly necessary - a teleport will succeed without sending this to
|
||||
// the viewer. However, it might mean that the viewer does not see the black teleport screen (untested).
|
||||
sp.ControllingClient.SendTeleportStart(teleportFlags);
|
||||
|
@ -567,6 +595,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
return;
|
||||
}
|
||||
|
||||
if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Cancelling)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after CreateAgent on client request",
|
||||
sp.Name, finalDestination.RegionName, sp.Scene.Name);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// Past this point we have to attempt clean up if the teleport fails, so update transfer state.
|
||||
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);
|
||||
|
||||
|
@ -631,7 +668,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
return;
|
||||
}
|
||||
|
||||
sp.ControllingClient.SendTeleportProgress(teleportFlags | (uint)TeleportFlags.DisableCancel, "sending_dest");
|
||||
if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Cancelling)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after UpdateAgent on client request",
|
||||
sp.Name, finalDestination.RegionName, sp.Scene.Name);
|
||||
|
||||
CleanupAbortedInterRegionTeleport(sp, finalDestination);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
m_log.DebugFormat(
|
||||
"[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}",
|
||||
|
@ -714,14 +760,19 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
// }
|
||||
}
|
||||
|
||||
protected virtual void Fail(ScenePresence sp, GridRegion finalDestination, bool logout)
|
||||
/// <summary>
|
||||
/// Clean up an inter-region teleport that did not complete, either because of simulator failure or cancellation.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// All operations here must be idempotent so that we can call this method at any point in the teleport process
|
||||
/// up until we send the TeleportFinish event quene event to the viewer.
|
||||
/// <remarks>
|
||||
/// <param name='sp'> </param>
|
||||
/// <param name='finalDestination'></param>
|
||||
protected virtual void CleanupAbortedInterRegionTeleport(ScenePresence sp, GridRegion finalDestination)
|
||||
{
|
||||
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
|
||||
|
||||
// Client never contacted destination. Let's restore everything back
|
||||
sp.ControllingClient.SendTeleportFailed("Problems connecting to destination.");
|
||||
|
||||
// Fail. Reset it back
|
||||
sp.IsChildAgent = false;
|
||||
ReInstantiateScripts(sp);
|
||||
|
||||
|
@ -729,7 +780,20 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
|
||||
// Finally, kill the agent we just created at the destination.
|
||||
Scene.SimulationService.CloseAgent(finalDestination, sp.UUID);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Signal that the inter-region teleport failed and perform cleanup.
|
||||
/// </summary>
|
||||
/// <param name='sp'></param>
|
||||
/// <param name='finalDestination'></param>
|
||||
/// <param name='logout'></param>
|
||||
protected virtual void Fail(ScenePresence sp, GridRegion finalDestination, bool logout)
|
||||
{
|
||||
CleanupAbortedInterRegionTeleport(sp, finalDestination);
|
||||
|
||||
sp.ControllingClient.SendTeleportFailed(
|
||||
string.Format("Problems connecting to destination {0}", finalDestination.RegionName));
|
||||
sp.Scene.EventManager.TriggerTeleportFail(sp.ControllingClient, logout);
|
||||
}
|
||||
|
||||
|
@ -2097,7 +2161,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
|
||||
public bool IsInTransit(UUID id)
|
||||
{
|
||||
return m_entityTransferStateMachine.IsInTransit(id);
|
||||
return m_entityTransferStateMachine.GetAgentTransferState(id) != null;
|
||||
}
|
||||
|
||||
protected void ReInstantiateScripts(ScenePresence sp)
|
||||
|
|
|
@ -51,8 +51,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
/// This is a state machine.
|
||||
///
|
||||
/// [Entry] => Preparing
|
||||
/// Preparing => { Transferring || CleaningUp || [Exit] }
|
||||
/// Transferring => { ReceivedAtDestination || CleaningUp }
|
||||
/// Preparing => { Transferring || Cancelling || CleaningUp || [Exit] }
|
||||
/// Transferring => { ReceivedAtDestination || Cancelling || CleaningUp }
|
||||
/// Cancelling => CleaningUp
|
||||
/// ReceivedAtDestination => CleaningUp
|
||||
/// CleaningUp => [Exit]
|
||||
///
|
||||
|
@ -64,7 +65,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
Preparing, // The agent is being prepared for transfer
|
||||
Transferring, // The agent is in the process of being transferred to a destination
|
||||
ReceivedAtDestination, // The destination has notified us that the agent has been successfully received
|
||||
CleaningUp // The agent is being changed to child/removed after a transfer
|
||||
CleaningUp, // The agent is being changed to child/removed after a transfer
|
||||
Cancelling // The user has cancelled the teleport but we have yet to act upon this.
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -115,42 +117,110 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
/// <param name='newState'></param>
|
||||
/// <returns></returns>
|
||||
/// <exception cref='Exception'>Illegal transitions will throw an Exception</exception>
|
||||
internal void UpdateInTransit(UUID id, AgentTransferState newState)
|
||||
internal bool UpdateInTransit(UUID id, AgentTransferState newState)
|
||||
{
|
||||
bool transitionOkay = false;
|
||||
|
||||
// We don't want to throw an exception on cancel since this can come it at any time.
|
||||
bool failIfNotOkay = true;
|
||||
|
||||
// Should be a failure message if failure is not okay.
|
||||
string failureMessage = null;
|
||||
|
||||
AgentTransferState? oldState = null;
|
||||
|
||||
lock (m_agentsInTransit)
|
||||
{
|
||||
// Illegal to try and update an agent that's not actually in transit.
|
||||
if (!m_agentsInTransit.ContainsKey(id))
|
||||
throw new Exception(
|
||||
string.Format(
|
||||
"Agent with ID {0} is not registered as in transit in {1}",
|
||||
id, m_mod.Scene.RegionInfo.RegionName));
|
||||
{
|
||||
if (newState != AgentTransferState.Cancelling)
|
||||
failureMessage = string.Format(
|
||||
"Agent with ID {0} is not registered as in transit in {1}",
|
||||
id, m_mod.Scene.RegionInfo.RegionName);
|
||||
else
|
||||
failIfNotOkay = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
oldState = m_agentsInTransit[id];
|
||||
|
||||
AgentTransferState oldState = m_agentsInTransit[id];
|
||||
if (newState == AgentTransferState.CleaningUp && oldState != AgentTransferState.CleaningUp)
|
||||
{
|
||||
transitionOkay = true;
|
||||
}
|
||||
else if (newState == AgentTransferState.Transferring && oldState == AgentTransferState.Preparing)
|
||||
{
|
||||
transitionOkay = true;
|
||||
}
|
||||
else if (newState == AgentTransferState.ReceivedAtDestination && oldState == AgentTransferState.Transferring)
|
||||
{
|
||||
transitionOkay = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (newState == AgentTransferState.Cancelling
|
||||
&& (oldState == AgentTransferState.Preparing || oldState == AgentTransferState.Transferring))
|
||||
{
|
||||
transitionOkay = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
failIfNotOkay = false;
|
||||
}
|
||||
}
|
||||
|
||||
bool transitionOkay = false;
|
||||
|
||||
if (newState == AgentTransferState.CleaningUp && oldState != AgentTransferState.CleaningUp)
|
||||
transitionOkay = true;
|
||||
else if (newState == AgentTransferState.Transferring && oldState == AgentTransferState.Preparing)
|
||||
transitionOkay = true;
|
||||
else if (newState == AgentTransferState.ReceivedAtDestination && oldState == AgentTransferState.Transferring)
|
||||
transitionOkay = true;
|
||||
if (!transitionOkay)
|
||||
failureMessage
|
||||
= string.Format(
|
||||
"Agent with ID {0} is not allowed to move from old transit state {1} to new state {2} in {3}",
|
||||
id, oldState, newState, m_mod.Scene.RegionInfo.RegionName);
|
||||
}
|
||||
|
||||
if (transitionOkay)
|
||||
{
|
||||
m_agentsInTransit[id] = newState;
|
||||
else
|
||||
throw new Exception(
|
||||
string.Format(
|
||||
"Agent with ID {0} is not allowed to move from old transit state {1} to new state {2} in {3}",
|
||||
id, oldState, newState, m_mod.Scene.RegionInfo.RegionName));
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[ENTITY TRANSFER STATE MACHINE]: Changed agent with id {0} from state {1} to {2} in {3}",
|
||||
// id, oldState, newState, m_mod.Scene.Name);
|
||||
}
|
||||
else if (failIfNotOkay)
|
||||
{
|
||||
throw new Exception(failureMessage);
|
||||
}
|
||||
// else
|
||||
// {
|
||||
// if (oldState != null)
|
||||
// m_log.DebugFormat(
|
||||
// "[ENTITY TRANSFER STATE MACHINE]: Ignored change of agent with id {0} from state {1} to {2} in {3}",
|
||||
// id, oldState, newState, m_mod.Scene.Name);
|
||||
// else
|
||||
// m_log.DebugFormat(
|
||||
// "[ENTITY TRANSFER STATE MACHINE]: Ignored change of agent with id {0} to state {1} in {2} since agent not in transit",
|
||||
// id, newState, m_mod.Scene.Name);
|
||||
// }
|
||||
}
|
||||
|
||||
return transitionOkay;
|
||||
}
|
||||
|
||||
internal bool IsInTransit(UUID id)
|
||||
/// <summary>
|
||||
/// Gets the current agent transfer state.
|
||||
/// </summary>
|
||||
/// <returns>Null if the agent is not in transit</returns>
|
||||
/// <param name='id'>
|
||||
/// Identifier.
|
||||
/// </param>
|
||||
internal AgentTransferState? GetAgentTransferState(UUID id)
|
||||
{
|
||||
lock (m_agentsInTransit)
|
||||
return m_agentsInTransit.ContainsKey(id);
|
||||
{
|
||||
if (!m_agentsInTransit.ContainsKey(id))
|
||||
return null;
|
||||
else
|
||||
return m_agentsInTransit[id];
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -203,14 +273,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
|
||||
lock (m_agentsInTransit)
|
||||
{
|
||||
if (!IsInTransit(id))
|
||||
AgentTransferState? currentState = GetAgentTransferState(id);
|
||||
|
||||
if (currentState == null)
|
||||
throw new Exception(
|
||||
string.Format(
|
||||
"Asked to wait for destination callback for agent with ID {0} in {1} but agent is not in transit",
|
||||
id, m_mod.Scene.RegionInfo.RegionName));
|
||||
|
||||
AgentTransferState currentState = m_agentsInTransit[id];
|
||||
|
||||
if (currentState != AgentTransferState.Transferring && currentState != AgentTransferState.ReceivedAtDestination)
|
||||
throw new Exception(
|
||||
string.Format(
|
||||
|
|
|
@ -516,6 +516,9 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
|
|||
foreach (string line in GetLines(data, dataDelim))
|
||||
{
|
||||
string nextLine = line.Trim();
|
||||
|
||||
// m_log.DebugFormat("[VECTOR RENDER MODULE]: Processing line '{0}'", nextLine);
|
||||
|
||||
//replace with switch, or even better, do some proper parsing
|
||||
if (nextLine.StartsWith("MoveTo"))
|
||||
{
|
||||
|
@ -829,6 +832,8 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
|
|||
float y = Convert.ToSingle(yVal, CultureInfo.InvariantCulture);
|
||||
PointF point = new PointF(x, y);
|
||||
points[i / 2] = point;
|
||||
|
||||
// m_log.DebugFormat("[VECTOR RENDER MODULE]: Got point {0}", points[i / 2]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -130,6 +130,27 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </summary>
|
||||
public DAMap DynAttrs { get; set; }
|
||||
|
||||
private DOMap m_dynObjs;
|
||||
|
||||
/// <summary>
|
||||
/// Dynamic objects that can be created and deleted as required.
|
||||
/// </summary>
|
||||
public DOMap DynObjs
|
||||
{
|
||||
get
|
||||
{
|
||||
if (m_dynObjs == null)
|
||||
m_dynObjs = new DOMap();
|
||||
|
||||
return m_dynObjs;
|
||||
}
|
||||
|
||||
set
|
||||
{
|
||||
m_dynObjs = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <value>
|
||||
/// Is this a root part?
|
||||
/// </value>
|
||||
|
|
|
@ -662,13 +662,18 @@ namespace SecondLife
|
|||
{
|
||||
string severity = CompErr.IsWarning ? "Warning" : "Error";
|
||||
|
||||
KeyValuePair<int, int> lslPos;
|
||||
KeyValuePair<int, int> errorPos;
|
||||
|
||||
// Show 5 errors max, but check entire list for errors
|
||||
|
||||
if (severity == "Error")
|
||||
{
|
||||
lslPos = FindErrorPosition(CompErr.Line, CompErr.Column, m_lineMaps[assembly]);
|
||||
// C# scripts will not have a linemap since theres no line translation involved.
|
||||
if (!m_lineMaps.ContainsKey(assembly))
|
||||
errorPos = new KeyValuePair<int, int>(CompErr.Line, CompErr.Column);
|
||||
else
|
||||
errorPos = FindErrorPosition(CompErr.Line, CompErr.Column, m_lineMaps[assembly]);
|
||||
|
||||
string text = CompErr.ErrorText;
|
||||
|
||||
// Use LSL type names
|
||||
|
@ -678,7 +683,7 @@ namespace SecondLife
|
|||
// The Second Life viewer's script editor begins
|
||||
// countingn lines and columns at 0, so we subtract 1.
|
||||
errtext += String.Format("({0},{1}): {4} {2}: {3}\n",
|
||||
lslPos.Key - 1, lslPos.Value - 1,
|
||||
errorPos.Key - 1, errorPos.Value - 1,
|
||||
CompErr.ErrorNumber, text, severity);
|
||||
hadErrors = true;
|
||||
}
|
||||
|
|
|
@ -541,6 +541,13 @@
|
|||
; shout_distance = 100
|
||||
|
||||
|
||||
[EntityTransfer]
|
||||
;# {DisableInterRegionTeleportCancellation} {} {Determine whether the cancel button is shown at all during teleports.} {false true} false
|
||||
;; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
|
||||
;; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
|
||||
;DisableInterRegionTeleportCancellation = false
|
||||
|
||||
|
||||
[Messaging]
|
||||
;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule "Offline Message Module V2" *}
|
||||
;; Module to handle offline messaging. The core module requires an external
|
||||
|
|
|
@ -628,6 +628,11 @@
|
|||
; Minimum user level required for HyperGrid teleports
|
||||
LevelHGTeleport = 0
|
||||
|
||||
; Determine whether the cancel button is shown at all during teleports.
|
||||
; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
|
||||
; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
|
||||
DisableInterRegionTeleportCancellation = false
|
||||
|
||||
|
||||
[Messaging]
|
||||
; Control which region module is used for instant messaging.
|
||||
|
|
Loading…
Reference in New Issue