seems to compile ( tests comented out)

avinationmerge
UbitUmarov 2015-09-02 19:54:53 +01:00
parent 371c9dd2af
commit a11edceb00
157 changed files with 1315 additions and 9792 deletions

View File

@ -1296,7 +1296,7 @@ namespace OpenSim.Groups
presence.Grouptitle = Title;
if (! presence.IsChildAgent)
presence.SendAvatarDataToAllClients();
presence.SendAvatarDataToAllAgents();
}
}
}

View File

@ -25,37 +25,39 @@
* 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.Imaging;
using OpenMetaverse.StructuredData;
using OpenSim.Framework;
using OpenSim.Framework.Servers;
using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Services.Interfaces;
using System;
using System.Collections.Specialized;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using System.Reflection;
using System.Web;
using Caps = OpenSim.Framework.Capabilities.Caps;
namespace OpenSim.Capabilities.Handlers
{
public class GetMeshHandler : BaseStreamHandler
public class GetMeshHandler
{
private static readonly ILog m_log =
LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private IAssetService m_assetService;
public const string DefaultFormat = "vnd.ll.mesh";
public GetMeshHandler(IAssetService assService)
{
m_assetService = assService;
m_RedirectURL = redirectURL;
if (m_RedirectURL != null && !m_RedirectURL.EndsWith("/"))
m_RedirectURL += "/";
}
public Hashtable Handle(Hashtable request)
{
@ -67,7 +69,7 @@ namespace OpenSim.Capabilities.Handlers
ret["int_bytes"] = 0;
ret["int_lod"] = 0;
string MeshStr = (string)request["mesh_id"];
//m_log.DebugFormat("[GETMESH]: called {0}", MeshStr);
@ -81,122 +83,53 @@ namespace OpenSim.Capabilities.Handlers
{
// m_log.DebugFormat("[GETMESH]: Received request for mesh id {0}", meshID);
ret = ProcessGetMesh(request, UUID.Zero, null);
}
else
{
m_log.Warn("[GETMESH]: Failed to parse a mesh_id from GetMesh request: " + (string)request["uri"]);
}
return ret;
}
public Hashtable ProcessGetMesh(Hashtable request, UUID AgentId, Caps cap)
{
// Try to parse the texture ID from the request URL
NameValueCollection query = HttpUtility.ParseQueryString(httpRequest.Url.Query);
string textureStr = query.GetOne("mesh_id");
Hashtable responsedata = new Hashtable();
responsedata["int_response_code"] = 400; //501; //410; //404;
responsedata["content_type"] = "text/plain";
responsedata["keepalive"] = false;
responsedata["str_response_string"] = "Request wasn't what was expected";
responsedata["reusecontext"] = false;
responsedata["int_lod"] = 0;
responsedata["int_bytes"] = 0;
if (m_assetService == null)
string meshStr = string.Empty;
if (request.ContainsKey("mesh_id"))
meshStr = request["mesh_id"].ToString();
UUID meshID = UUID.Zero;
if (!String.IsNullOrEmpty(meshStr) && UUID.TryParse(meshStr, out meshID))
{
m_log.Error("[GETMESH]: Cannot fetch mesh " + textureStr + " without an asset service");
httpResponse.StatusCode = (int)System.Net.HttpStatusCode.NotFound;
}
UUID meshID;
if (!String.IsNullOrEmpty(textureStr) && UUID.TryParse(textureStr, out meshID))
{
// OK, we have an array with preferred formats, possibly with only one entry
httpResponse.StatusCode = (int)System.Net.HttpStatusCode.NotFound;
AssetBase mesh;
if (!String.IsNullOrEmpty(m_RedirectURL))
if (m_assetService == null)
{
// Only try to fetch locally cached meshes. Misses are redirected
mesh = m_assetService.GetCached(meshID.ToString());
if (mesh != null)
{
if (mesh.Type != (sbyte)AssetType.Mesh)
{
httpResponse.StatusCode = (int)System.Net.HttpStatusCode.NotFound;
}
WriteMeshData(httpRequest, httpResponse, mesh);
}
else
{
string textureUrl = m_RedirectURL + "?mesh_id="+ meshID.ToString();
m_log.Debug("[GETMESH]: Redirecting mesh request to " + textureUrl);
httpResponse.StatusCode = (int)OSHttpStatusCode.RedirectMovedPermanently;
httpResponse.RedirectLocation = textureUrl;
return null;
}
}
else // no redirect
{
// try the cache
mesh = m_assetService.GetCached(meshID.ToString());
if (mesh == null)
{
// Fetch locally or remotely. Misses return a 404
mesh = m_assetService.Get(meshID.ToString());
if (mesh != null)
{
if (mesh.Type != (sbyte)AssetType.Mesh)
{
httpResponse.StatusCode = (int)System.Net.HttpStatusCode.NotFound;
return null;
}
WriteMeshData(httpRequest, httpResponse, mesh);
return null;
}
}
else // it was on the cache
{
if (mesh.Type != (sbyte)AssetType.Mesh)
{
httpResponse.StatusCode = (int)System.Net.HttpStatusCode.NotFound;
return null;
}
WriteMeshData(httpRequest, httpResponse, mesh);
return null;
}
responsedata["int_response_code"] = 404; //501; //410; //404;
responsedata["content_type"] = "text/plain";
responsedata["keepalive"] = false;
responsedata["str_response_string"] = "The asset service is unavailable. So is your mesh.";
responsedata["reusecontext"] = false;
return responsedata;
}
// not found
httpResponse.StatusCode = (int)System.Net.HttpStatusCode.NotFound;
return null;
}
else
{
m_log.Warn("[GETTEXTURE]: Failed to parse a mesh_id from GetMesh request: " + httpRequest.Url);
}
AssetBase mesh = m_assetService.Get(meshID.ToString());
return null;
}
private void WriteMeshData(IOSHttpRequest request, IOSHttpResponse response, AssetBase texture)
{
string range = request.Headers.GetOne("Range");
if (!String.IsNullOrEmpty(range))
{
// Range request
int start, end;
if (TryParseRange(range, out start, out end))
if (mesh != null)
{
// Before clamping start make sure we can satisfy it in order to avoid
// sending back the last byte instead of an error status
if (start >= texture.Data.Length)
if (mesh.Type == (SByte)AssetType.Mesh)
{
Hashtable headers = new Hashtable();
@ -212,12 +145,12 @@ namespace OpenSim.Capabilities.Handlers
if (!String.IsNullOrEmpty(range)) // Mesh Asset LOD // Physics
{
// Range request
// Range request
int start, end;
if (TryParseRange(range, out start, out end))
{
// Before clamping start make sure we can satisfy it in order to avoid
// sending back the last byte instead of an error status
// Before clamping start make sure we can satisfy it in order to avoid
// sending back the last byte instead of an error status
if (start >= mesh.Data.Length)
{
responsedata["int_response_code"] = 404; //501; //410; //404;
@ -249,20 +182,20 @@ namespace OpenSim.Capabilities.Handlers
responsedata["int_lod"] = 2;
}
if (start == 0 && len == mesh.Data.Length) // well redudante maybe
{
responsedata["int_response_code"] = (int) System.Net.HttpStatusCode.OK;
responsedata["int_response_code"] = (int)System.Net.HttpStatusCode.OK;
responsedata["bin_response_data"] = mesh.Data;
responsedata["int_bytes"] = mesh.Data.Length;
responsedata["reusecontext"] = false;
responsedata["int_lod"] = 3;
}
else
{
responsedata["int_response_code"] =
(int) System.Net.HttpStatusCode.PartialContent;
(int)System.Net.HttpStatusCode.PartialContent;
headers["Content-Range"] = String.Format("bytes {0}-{1}/{2}", start, end,
mesh.Data.Length);
@ -293,6 +226,7 @@ namespace OpenSim.Capabilities.Handlers
responsedata["int_lod"] = 3;
}
}
// Optionally add additional mesh types here
else
{
responsedata["int_response_code"] = 404; //501; //410; //404;
@ -315,58 +249,8 @@ namespace OpenSim.Capabilities.Handlers
return responsedata;
}
}
else
{
// Full content request
response.StatusCode = (int)System.Net.HttpStatusCode.OK;
response.ContentLength = texture.Data.Length;
response.ContentType = "application/vnd.ll.mesh";
response.Body.Write(texture.Data, 0, texture.Data.Length);
}
}
/// <summary>
/// Parse a range header.
/// </summary>
/// <remarks>
/// As per http://www.w3.org/Protocols/rfc2616/rfc2616-sec14.html,
/// this obeys range headers with two values (e.g. 533-4165) and no second value (e.g. 533-).
/// Where there is no value, -1 is returned.
/// FIXME: Need to cover the case where only a second value is specified (e.g. -4165), probably by returning -1
/// for start.</remarks>
/// <returns></returns>
/// <param name='header'></param>
/// <param name='start'>Start of the range. Undefined if this was not a number.</param>
/// <param name='end'>End of the range. Will be -1 if no end specified. Undefined if there was a raw string but this was not a number.</param>
private bool TryParseRange(string header, out int start, out int end)
{
start = end = 0;
if (header.StartsWith("bytes="))
{
string[] rangeValues = header.Substring(6).Split('-');
if (rangeValues.Length == 2)
{
if (!Int32.TryParse(rangeValues[0], out start))
return false;
string rawEnd = rangeValues[1];
if (rawEnd == "")
{
end = -1;
return true;
}
else if (Int32.TryParse(rawEnd, out end))
{
return true;
}
}
}
start = end = 0;
return false;
return responsedata;
}
private bool TryParseRange(string header, out int start, out int end)
{

View File

@ -64,13 +64,15 @@ namespace OpenSim.Capabilities.Handlers
string rurl = serverConfig.GetString("GetMeshRedirectURL");
server.AddStreamHandler(
new GetTextureHandler("/CAPS/GetMesh/" /*+ UUID.Random() */, m_AssetService, "GetMesh", null, rurl));
rurl = serverConfig.GetString("GetMesh2RedirectURL");
server.AddStreamHandler(
new GetTextureHandler("/CAPS/GetMesh2/" /*+ UUID.Random() */, m_AssetService, "GetMesh2", null, rurl));
GetMeshHandler gmeshHandler = new GetMeshHandler(m_AssetService);
IRequestHandler reqHandler
= new RestHTTPHandler(
"GET",
"/CAPS/" + UUID.Random(),
httpMethod => gmeshHandler.ProcessGetMesh(httpMethod, UUID.Zero, null),
"GetMesh",
null);
server.AddStreamHandler(reqHandler); ;
}
}
}

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@ -63,9 +63,6 @@ namespace OpenSim.Capabilities.Handlers
public GetTextureHandler(IAssetService assService)
{
m_assetService = assService;
m_RedirectURL = redirectURL;
if (m_RedirectURL != null && !m_RedirectURL.EndsWith("/"))
m_RedirectURL += "/";
}
public Hashtable Handle(Hashtable request)

View File

@ -66,7 +66,7 @@ namespace OpenSim.Capabilities.Handlers
string rurl = serverConfig.GetString("GetTextureRedirectURL");
;
server.AddStreamHandler(
new GetTextureHandler("/CAPS/GetTexture/" /*+ UUID.Random() */, m_AssetService, "GetTexture", null, rurl));
new GetTextureHandler("/CAPS/GetTexture/" */ /*+ UUID.Random() */ /*, m_AssetService, "GetTexture", null, rurl));
}
}
}

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@ -48,6 +48,8 @@ namespace OpenSim.Data
bool UpdateAvatarProperties(ref UserProfileProperties props, ref string result);
bool UpdateAvatarInterests(UserProfileProperties up, ref string result);
bool GetClassifiedInfo(ref UserClassifiedAdd ad, ref string result);
bool UpdateUserPreferences(ref UserPreferences pref, ref string result);
bool GetUserPreferences(ref UserPreferences pref, ref string result);
bool GetUserAppData(ref UserAppData props, ref string result);
bool SetUserAppData(UserAppData props, ref string result);
OSDArray GetUserImageAssets(UUID avatarId);

View File

@ -202,52 +202,15 @@ namespace OpenSim.Data.MySQL
cmd.Parameters.AddWithValue("?asset_flags", (int)asset.Flags);
cmd.Parameters.AddWithValue("?data", asset.Data);
cmd.ExecuteNonQuery();
}
string assetDescription = asset.Description;
if (asset.Description.Length > 64)
{
assetDescription = asset.Description.Substring(0, 64);
m_log.WarnFormat(
"[ASSET DB]: Description '{0}' for asset {1} truncated from {2} to {3} characters on add",
asset.Description, asset.ID, asset.Description.Length, assetDescription.Length);
}
try
{
using (cmd)
{
// create unix epoch time
int now = (int)Utils.DateTimeToUnixTime(DateTime.UtcNow);
cmd.Parameters.AddWithValue("?id", asset.ID);
cmd.Parameters.AddWithValue("?name", assetName);
cmd.Parameters.AddWithValue("?description", assetDescription);
cmd.Parameters.AddWithValue("?assetType", asset.Type);
cmd.Parameters.AddWithValue("?local", asset.Local);
cmd.Parameters.AddWithValue("?temporary", asset.Temporary);
cmd.Parameters.AddWithValue("?create_time", now);
cmd.Parameters.AddWithValue("?access_time", now);
cmd.Parameters.AddWithValue("?CreatorID", asset.Metadata.CreatorID);
cmd.Parameters.AddWithValue("?asset_flags", (int)asset.Flags);
cmd.Parameters.AddWithValue("?data", asset.Data);
cmd.ExecuteNonQuery();
return true;
}
}
catch (Exception e)
{
m_log.ErrorFormat("[ASSET DB]: MySQL failure creating asset {0} with name \"{1}\". Error: {2}",
asset.FullID, asset.Name, e.Message);
return false;
return true;
}
}
catch (Exception e)
{
m_log.Error(
string.Format(
"[ASSET DB]: MySQL failure creating asset {0} with name {1}. Exception ",
asset.FullID, asset.Name)
, e);
m_log.ErrorFormat("[ASSET DB]: MySQL failure creating asset {0} with name \"{1}\". Error: {2}",
asset.FullID, asset.Name, e.Message);
return false;
}
}
}

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@ -1105,7 +1105,7 @@ namespace OpenSim.Data.MySQL
"use_estate_sun, fixed_sun, sun_position, " +
"covenant, covenant_datetime, Sandbox, sunvectorx, sunvectory, " +
"sunvectorz, loaded_creation_datetime, " +
"loaded_creation_id, map_tile_ID, " +
"loaded_creation_id, map_tile_ID, block_search, casino, " +
"TelehubObject, parcel_tile_ID) " +
"values (?RegionUUID, ?BlockTerraform, " +
"?BlockFly, ?AllowDamage, ?RestrictPushing, " +
@ -1122,53 +1122,14 @@ namespace OpenSim.Data.MySQL
"?SunPosition, ?Covenant, ?CovenantChangedDateTime, ?Sandbox, " +
"?SunVectorX, ?SunVectorY, ?SunVectorZ, " +
"?LoadedCreationDateTime, ?LoadedCreationID, " +
"?TerrainImageID, " +
"?TerrainImageID, ?block_search, ?casino, " +
"?TelehubObject, ?ParcelImageID)";
using (MySqlCommand cmd = dbcon.CreateCommand())
{
cmd.CommandText = "replace into regionsettings (regionUUID, " +
"block_terraform, block_fly, allow_damage, " +
"restrict_pushing, allow_land_resell, " +
"allow_land_join_divide, block_show_in_search, " +
"agent_limit, object_bonus, maturity, " +
"disable_scripts, disable_collisions, " +
"disable_physics, terrain_texture_1, " +
"terrain_texture_2, terrain_texture_3, " +
"terrain_texture_4, elevation_1_nw, " +
"elevation_2_nw, elevation_1_ne, " +
"elevation_2_ne, elevation_1_se, " +
"elevation_2_se, elevation_1_sw, " +
"elevation_2_sw, water_height, " +
"terrain_raise_limit, terrain_lower_limit, " +
"use_estate_sun, fixed_sun, sun_position, " +
"covenant, covenant_datetime, Sandbox, sunvectorx, sunvectory, " +
"sunvectorz, loaded_creation_datetime, " +
"loaded_creation_id, map_tile_ID, block_search, casino, " +
"TelehubObject, parcel_tile_ID) " +
"values (?RegionUUID, ?BlockTerraform, " +
"?BlockFly, ?AllowDamage, ?RestrictPushing, " +
"?AllowLandResell, ?AllowLandJoinDivide, " +
"?BlockShowInSearch, ?AgentLimit, ?ObjectBonus, " +
"?Maturity, ?DisableScripts, ?DisableCollisions, " +
"?DisablePhysics, ?TerrainTexture1, " +
"?TerrainTexture2, ?TerrainTexture3, " +
"?TerrainTexture4, ?Elevation1NW, ?Elevation2NW, " +
"?Elevation1NE, ?Elevation2NE, ?Elevation1SE, " +
"?Elevation2SE, ?Elevation1SW, ?Elevation2SW, " +
"?WaterHeight, ?TerrainRaiseLimit, " +
"?TerrainLowerLimit, ?UseEstateSun, ?FixedSun, " +
"?SunPosition, ?Covenant, ?CovenantChangedDateTime, ?Sandbox, " +
"?SunVectorX, ?SunVectorY, ?SunVectorZ, " +
"?LoadedCreationDateTime, ?LoadedCreationID, " +
"?TerrainImageID, ?block_search, ?casino, " +
"?TelehubObject, ?ParcelImageID)";
ExecuteNonQuery(cmd);
}
}
SaveSpawnPoints(rs);
SaveSpawnPoints(rs);
}
}
public virtual List<LandData> LoadLandObjects(UUID regionUUID)

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@ -896,16 +896,16 @@ namespace OpenSim.Data.MySQL
}
#region User Preferences
public OSDArray GetUserPreferences(UUID avatarId)
public bool GetUserPreferences(ref UserPreferences pref, ref string result)
{
string query = string.Empty;
query += "SELECT imviaemail,visible,email FROM ";
query += "usersettings WHERE ";
query += "useruuid = ?Id";
OSDArray data = new OSDArray();
try
{
using (MySqlConnection dbcon = new MySqlConnection(ConnectionString))
@ -913,33 +913,30 @@ namespace OpenSim.Data.MySQL
dbcon.Open();
using (MySqlCommand cmd = new MySqlCommand(query, dbcon))
{
cmd.Parameters.AddWithValue("?Id", avatarId.ToString());
cmd.Parameters.AddWithValue("?Id", pref.UserId.ToString());
using (MySqlDataReader reader = cmd.ExecuteReader())
{
if(reader.HasRows)
if (reader.HasRows)
{
reader.Read();
OSDMap record = new OSDMap();
record.Add("imviaemail",OSD.FromString((string)reader["imviaemail"]));
record.Add("visible",OSD.FromString((string)reader["visible"]));
record.Add("email",OSD.FromString((string)reader["email"]));
data.Add(record);
bool.TryParse((string)reader["imviaemail"], out pref.IMViaEmail);
bool.TryParse((string)reader["visible"], out pref.Visible);
pref.EMail = (string)reader["email"];
}
else
{
dbcon.Close();
dbcon.Open();
query = "INSERT INTO usersettings VALUES ";
query += "(?uuid,'false','false', ?Email)";
using (MySqlCommand put = new MySqlCommand(query, dbcon))
{
// put.Parameters.AddWithValue("?Email", pref.EMail);
// put.Parameters.AddWithValue("?uuid", pref.UserId.ToString());
put.Parameters.AddWithValue("?Email", pref.EMail);
put.Parameters.AddWithValue("?uuid", pref.UserId.ToString());
put.ExecuteNonQuery();
}
@ -952,20 +949,22 @@ namespace OpenSim.Data.MySQL
{
m_log.ErrorFormat("[PROFILES_DATA]" +
": Get preferences exception {0}", e.Message);
result = e.Message;
return false;
}
return data;
return true;
}
public bool UpdateUserPreferences(bool emailIm, bool visible, UUID avatarId )
{
public bool UpdateUserPreferences(ref UserPreferences pref, ref string result)
{
string query = string.Empty;
query += "UPDATE userpsettings SET ";
query += "UPDATE usersettings SET ";
query += "imviaemail=?ImViaEmail, ";
query += "visible=?Visible, ";
query += "email=?EMail ";
query += "WHERE useruuid=?uuid";
try
{
using (MySqlConnection dbcon = new MySqlConnection(ConnectionString))
@ -986,6 +985,7 @@ namespace OpenSim.Data.MySQL
{
m_log.ErrorFormat("[PROFILES_DATA]" +
": UserPreferencesUpdate exception {0} {1}", e.Message, e.InnerException);
result = e.Message;
return false;
}
return true;

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@ -2227,6 +2227,11 @@ namespace OpenSim.Data.PGSQL
}
}
public UUID[] GetObjectIDs(UUID regionID)
{
return new UUID[0];
}
public void SaveExtra(UUID regionID, string name, string value)
{
}

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@ -2013,7 +2013,7 @@ namespace OpenSim.Data.SQLite
return entry;
}
/*
/// <summary>
///
/// </summary>

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@ -741,7 +741,7 @@ namespace OpenSim.Data.SQLite
return true;
}
/*
public bool UpdateUserPreferences(ref UserPreferences pref, ref string result)
{
string query = string.Empty;
@ -826,7 +826,6 @@ namespace OpenSim.Data.SQLite
}
return true;
}
*/
public bool GetUserAppData(ref UserAppData props, ref string result)
{

View File

@ -150,12 +150,8 @@ namespace OpenSim.Framework
Type == (sbyte)AssetType.Folder ||
Type == (sbyte)AssetType.ImageJPEG ||
Type == (sbyte)AssetType.ImageTGA ||
<<<<<<< HEAD
Type == (sbyte)AssetType.LSLBytecode);
=======
Type == (sbyte)AssetType.Mesh ||
Type == (sbyte) AssetType.LSLBytecode);
>>>>>>> avn/ubitvar
}
}

View File

@ -395,26 +395,7 @@ namespace OpenSim.Framework.Communications
return null;
}
<<<<<<< HEAD
=======
using (Stream src = _response.GetResponseStream())
{
int length = src.Read(_readbuf, 0, BufferSize);
while (length > 0)
{
_resource.Write(_readbuf, 0, length);
length = src.Read(_readbuf, 0, BufferSize);
}
}
// TODO! Implement timeout, without killing the server
// this line implements the timeout, if there is a timeout, the callback fires and the request becomes aborted
//ThreadPool.RegisterWaitForSingleObject(responseAsyncResult.AsyncWaitHandle, new WaitOrTimerCallback(TimeoutCallback), _request, DefaultTimeout, true);
// _allDone.WaitOne();
if (_response != null)
_response.Close();
>>>>>>> avn/ubitvar
if (_asyncException != null)
throw _asyncException;
@ -444,7 +425,6 @@ namespace OpenSim.Framework.Communications
auth.AddAuthorization(_request.Headers);
src.Seek(0, SeekOrigin.Begin);
<<<<<<< HEAD
int reqnum = WebUtil.RequestNumber++;
if (WebUtil.DebugLevel >= 3)
@ -452,16 +432,7 @@ namespace OpenSim.Framework.Communications
if (WebUtil.DebugLevel >= 5)
WebUtil.LogOutgoingDetail(string.Format("SEND {0}: ", reqnum), src);
Stream dst = _request.GetRequestStream();
byte[] buf = new byte[1024];
int length = src.Read(buf, 0, 1024);
while (length > 0)
=======
m_log.Info("[REST]: Seek is ok");
using (Stream dst = _request.GetRequestStream())
>>>>>>> avn/ubitvar
{
m_log.Info("[REST]: GetRequestStream is ok");

View File

@ -363,30 +363,43 @@ namespace OpenSim.Framework
return false;
}
public bool IsBanned(UUID avatarID)
{
if (!IsEstateManagerOrOwner(avatarID))
{
foreach (EstateBan ban in l_EstateBans)
if (ban.BannedUserID == avatarID)
return true;
}
return false;
}
public bool IsBanned(UUID avatarID, int userFlags)
{
foreach (EstateBan ban in l_EstateBans)
if (!IsEstateManagerOrOwner(avatarID))
{
foreach (EstateBan ban in l_EstateBans)
if (ban.BannedUserID == avatarID)
return true;
if (!IsEstateManagerOrOwner(avatarID) && !HasAccess(avatarID))
{
if (DenyMinors)
if (!HasAccess(avatarID))
{
if ((userFlags & 32) == 0)
if (DenyMinors)
{
return true;
if ((userFlags & 32) == 0)
{
return true;
}
}
}
if (DenyAnonymous)
{
if ((userFlags & 4) == 0)
if (DenyAnonymous)
{
return true;
if ((userFlags & 4) == 0)
{
return true;
}
}
}
}
return false;
}

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@ -65,20 +65,15 @@ namespace OpenSim.Framework
/// </remarks>
AvatarAppearance Appearance { get; set; }
/// <summary>
/// Set if initial data about the scene (avatars, objects) has been sent to the client.
/// </summary>
bool SentInitialDataToClient { get; }
/// <summary>
/// Send initial scene data to the client controlling this agent
/// </summary>
/// <remarks>
/// This includes scene object data and the appearance data of other avatars.
/// </remarks>
void SendInitialDataToClient();
void SendInitialDataToMe();
/// <summary>
/// <summary>
/// Direction in which the scene presence is looking.
/// </summary>
/// <remarks>Will be Vector3.Zero for a child agent.</remarks>

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@ -245,15 +245,6 @@ namespace OpenSim.Framework
// occasionally seems to corrupt its addin cache
// Hence, as a temporary solution we'll remove it before each startup
<<<<<<< HEAD
try
{
if (Directory.Exists(dir + "/addin-db-000"))
Directory.Delete(dir + "/addin-db-000", true);
if (Directory.Exists(dir + "/addin-db-001"))
Directory.Delete(dir + "/addin-db-001", true);
=======
string customDir = Environment.GetEnvironmentVariable ("MONO_ADDINS_REGISTRY");
string v0 = "addin-db-000";
string v1 = "addin-db-001";
@ -269,7 +260,7 @@ namespace OpenSim.Framework
if (Directory.Exists(v1))
Directory.Delete(v1, true);
>>>>>>> avn/ubitvar
}
catch (IOException)
{

View File

@ -102,12 +102,11 @@ namespace OpenSim.Framework
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly string LogHeader = "[REGION INFO]";
<<<<<<< HEAD
=======
public bool commFailTF = false;
public ConfigurationMember configMember;
public string DataStore = String.Empty;
>>>>>>> avn/ubitvar
public string RegionFile = String.Empty;
public bool isSandbox = false;
public bool Persistent = true;
@ -534,11 +533,7 @@ namespace OpenSim.Framework
return null;
}
<<<<<<< HEAD
private void SetExtraSetting(string key, string value)
=======
public void SetExtraSetting(string key, string value)
>>>>>>> avn/ubitvar
{
string keylower = key.ToLower();
m_extraSettings[keylower] = value;
@ -834,22 +829,16 @@ namespace OpenSim.Framework
string location = String.Format("{0},{1}", RegionLocX, RegionLocY);
config.Set("Location", location);
<<<<<<< HEAD
if (RegionSizeX > 0)
=======
if (DataStore != String.Empty)
config.Set("Datastore", DataStore);
if (RegionSizeX != Constants.RegionSize || RegionSizeY != Constants.RegionSize)
{
>>>>>>> avn/ubitvar
config.Set("SizeX", RegionSizeX);
if (RegionSizeY > 0)
config.Set("SizeY", RegionSizeY);
// if (RegionSizeZ > 0)
// config.Set("SizeZ", RegionSizeZ);
// if (RegionSizeZ > 0)
// config.Set("SizeZ", RegionSizeZ);
}
config.Set("InternalAddress", m_internalEndPoint.Address.ToString());
config.Set("InternalPort", m_internalEndPoint.Port);
@ -920,8 +909,6 @@ namespace OpenSim.Framework
throw new Exception("Invalid file type for region persistence.");
}
<<<<<<< HEAD
=======
public void loadConfigurationOptionsFromMe()
{
configMember.addConfigurationOption("sim_UUID", ConfigurationOption.ConfigurationTypes.TYPE_UUID_NULL_FREE,
@ -984,7 +971,7 @@ namespace OpenSim.Framework
"Max prims an object will hold", m_linksetCapacity.ToString(), true);
configMember.addConfigurationOption("agent_capacity", ConfigurationOption.ConfigurationTypes.TYPE_INT32,
"Max avatars this sim will hold", m_agentCapacity.ToString(), true);
"Max avatars this sim will hold",AgentCapacity.ToString(), true);
configMember.addConfigurationOption("scope_id", ConfigurationOption.ConfigurationTypes.TYPE_UUID,
"Scope ID for this region", ScopeID.ToString(), true);
@ -1131,7 +1118,7 @@ namespace OpenSim.Framework
m_linksetCapacity = (int)configuration_result;
break;
case "agent_capacity":
m_agentCapacity = (int)configuration_result;
AgentCapacity = (int)configuration_result;
break;
case "scope_id":
ScopeID = (UUID)configuration_result;
@ -1147,7 +1134,7 @@ namespace OpenSim.Framework
return true;
}
>>>>>>> avn/ubitvar
public void SaveLastMapUUID(UUID mapUUID)
{
lastMapUUID = mapUUID;

View File

@ -58,7 +58,7 @@ namespace OpenSim.Framework.RegionLoader.Web
}
else
{
IConfig startupConfig = (IConfig) m_configSource.Configs["Startup"];
IConfig startupConfig = (IConfig)m_configSource.Configs["Startup"];
string url = startupConfig.GetString("regionload_webserver_url", String.Empty).Trim();
bool allowRegionless = startupConfig.GetBoolean("allow_regionless", false);
@ -69,101 +69,74 @@ namespace OpenSim.Framework.RegionLoader.Web
}
else
{
while(tries > 0)
{
RegionInfo[] regionInfos = new RegionInfo[] {};
int regionCount = 0;
HttpWebRequest webRequest = (HttpWebRequest) WebRequest.Create(url);
webRequest.Timeout = 30000; //30 Second Timeout
m_log.DebugFormat("[WEBLOADER]: Sending download request to {0}", url);
while (tries > 0)
{
RegionInfo[] regionInfos = new RegionInfo[] { };
int regionCount = 0;
HttpWebRequest webRequest = (HttpWebRequest)WebRequest.Create(url);
webRequest.Timeout = 30000; //30 Second Timeout
m_log.DebugFormat("[WEBLOADER]: Sending download request to {0}", url);
try
{
HttpWebResponse webResponse = (HttpWebResponse) webRequest.GetResponse();
m_log.Debug("[WEBLOADER]: Downloading region information...");
StreamReader reader = new StreamReader(webResponse.GetResponseStream());
string xmlSource = String.Empty;
string tempStr = reader.ReadLine();
while (tempStr != null)
{
xmlSource = xmlSource + tempStr;
tempStr = reader.ReadLine();
}
m_log.Debug("[WEBLOADER]: Done downloading region information from server. Total Bytes: " +
xmlSource.Length);
XmlDocument xmlDoc = new XmlDocument();
xmlDoc.LoadXml(xmlSource);
if (xmlDoc.FirstChild.Name == "Nini")
{
regionCount = xmlDoc.FirstChild.ChildNodes.Count;
if (regionCount > 0)
{
regionInfos = new RegionInfo[regionCount];
int i;
for (i = 0; i < xmlDoc.FirstChild.ChildNodes.Count; i++)
{
m_log.Debug(xmlDoc.FirstChild.ChildNodes[i].OuterXml);
regionInfos[i] =
new RegionInfo("REGION CONFIG #" + (i + 1), xmlDoc.FirstChild.ChildNodes[i],false,m_configSource);
}
}
}
}
catch (WebException ex)
{
if (((HttpWebResponse)ex.Response).StatusCode == HttpStatusCode.NotFound)
{
if (!allowRegionless)
throw ex;
}
else
throw ex;
}
<<<<<<< HEAD
m_log.Debug("[WEBLOADER]: Done downloading region information from server. Total Bytes: " +
xmlSource.Length);
XmlDocument xmlDoc = new XmlDocument();
xmlDoc.LoadXml(xmlSource);
if (xmlDoc.FirstChild.Name == "Nini")
try
{
regionCount = xmlDoc.FirstChild.ChildNodes.Count;
if (regionCount > 0)
HttpWebResponse webResponse = (HttpWebResponse)webRequest.GetResponse();
m_log.Debug("[WEBLOADER]: Downloading region information...");
StreamReader reader = new StreamReader(webResponse.GetResponseStream());
string xmlSource = String.Empty;
string tempStr = reader.ReadLine();
while (tempStr != null)
{
regionInfos = new RegionInfo[regionCount];
int i;
for (i = 0; i < xmlDoc.FirstChild.ChildNodes.Count; i++)
xmlSource = xmlSource + tempStr;
tempStr = reader.ReadLine();
}
m_log.Debug("[WEBLOADER]: Done downloading region information from server. Total Bytes: " +
xmlSource.Length);
XmlDocument xmlDoc = new XmlDocument();
xmlDoc.LoadXml(xmlSource);
if (xmlDoc.FirstChild.Name == "Nini")
{
regionCount = xmlDoc.FirstChild.ChildNodes.Count;
if (regionCount > 0)
{
m_log.Debug(xmlDoc.FirstChild.ChildNodes[i].OuterXml);
regionInfos[i] =
new RegionInfo("REGION CONFIG #" + (i + 1), xmlDoc.FirstChild.ChildNodes[i],false,m_configSource);
regionInfos = new RegionInfo[regionCount];
int i;
for (i = 0; i < xmlDoc.FirstChild.ChildNodes.Count; i++)
{
m_log.Debug(xmlDoc.FirstChild.ChildNodes[i].OuterXml);
regionInfos[i] =
new RegionInfo("REGION CONFIG #" + (i + 1), xmlDoc.FirstChild.ChildNodes[i], false, m_configSource);
}
}
}
}
}
catch (WebException ex)
{
using (HttpWebResponse response = (HttpWebResponse)ex.Response)
=======
if (regionCount > 0 | allowRegionless)
return regionInfos;
catch (WebException ex)
{
if (((HttpWebResponse)ex.Response).StatusCode == HttpStatusCode.NotFound)
{
if (!allowRegionless)
throw ex;
}
else
throw ex;
}
if (regionCount > 0 | allowRegionless)
return regionInfos;
m_log.Debug("[WEBLOADER]: Request yielded no regions.");
tries--;
if (tries > 0)
>>>>>>> avn/ubitvar
{
m_log.Debug("[WEBLOADER]: Retrying");
System.Threading.Thread.Sleep(wait);
}
}
}
m_log.Error("[WEBLOADER]: No region configs were available.");
return null;
m_log.Error("[WEBLOADER]: No region configs were available.");
return null;
}
}
}
}
}
}

View File

@ -65,12 +65,9 @@ namespace OpenSim.Framework.Servers
/// This will control a periodic log printout of the current 'show stats' (if they are active) for this
/// server.
/// </summary>
<<<<<<< HEAD
private int m_periodDiagnosticTimerMS = 60 * 60 * 1000;
private Timer m_periodicDiagnosticsTimer = new Timer(60 * 60 * 1000);
=======
// private Timer m_periodicDiagnosticsTimer = new Timer(60 * 60 * 1000);
>>>>>>> avn/ubitvar
/// <summary>
/// Random uuid for private data
@ -88,11 +85,8 @@ namespace OpenSim.Framework.Servers
// Random uuid for private data
m_osSecret = UUID.Random().ToString();
<<<<<<< HEAD
=======
// m_periodicDiagnosticsTimer.Elapsed += new ElapsedEventHandler(LogDiagnostics);
// m_periodicDiagnosticsTimer.Enabled = true;
>>>>>>> avn/ubitvar
m_periodicDiagnosticsTimer.Elapsed += new ElapsedEventHandler(LogDiagnostics);
m_periodicDiagnosticsTimer.Enabled = true;
}
/// <summary>

View File

@ -1947,14 +1947,10 @@ namespace OpenSim.Framework.Servers.HttpServer
m_httpListener2.Start(64);
// Long Poll Service Manager with 3 worker threads a 25 second timeout for no events
<<<<<<< HEAD
PollServiceRequestManager = new PollServiceRequestManager(this, performPollResponsesAsync, 3, 25000);
PollServiceRequestManager.Start();
=======
m_PollServiceManager = new PollServiceRequestManager(this, 4, 25000);
m_PollServiceManager.Start();
>>>>>>> avn/ubitvar
HTTPDRunning = true;
//HttpListenerContext context;

View File

@ -74,16 +74,11 @@ namespace OpenSim.Framework.Servers.HttpServer
private Thread[] m_workerThreads;
private Thread m_retrysThread;
<<<<<<< HEAD
private SmartThreadPool m_threadPool = new SmartThreadPool(20000, 12, 2);
// private int m_timeout = 1000; // increase timeout 250; now use the event one
=======
private bool m_running = true;
private int slowCount = 0;
private SmartThreadPool m_threadPool;
>>>>>>> avn/ubitvar
public PollServiceRequestManager(
BaseHttpServer pSrv, bool performResponsesAsync, uint pWorkerThreadCount, int pTimeout)
@ -93,7 +88,7 @@ namespace OpenSim.Framework.Servers.HttpServer
m_WorkerThreadCount = pWorkerThreadCount;
m_workerThreads = new Thread[m_WorkerThreadCount];
<<<<<<< HEAD
/*
StatsManager.RegisterStat(
new Stat(
"QueuedPollResponses",
@ -119,7 +114,7 @@ namespace OpenSim.Framework.Servers.HttpServer
MeasuresOfInterest.AverageChangeOverTime,
stat => stat.Value = ResponsesProcessed,
StatVerbosity.Debug));
=======
*/
PollServiceHttpRequestComparer preqCp = new PollServiceHttpRequestComparer();
m_bycontext = new Dictionary<PollServiceHttpRequest, Queue<PollServiceHttpRequest>>(preqCp);
@ -132,46 +127,16 @@ namespace OpenSim.Framework.Servers.HttpServer
startInfo.ThreadPoolName = "PoolService";
m_threadPool = new SmartThreadPool(startInfo);
>>>>>>> avn/ubitvar
}
public void Start()
{
<<<<<<< HEAD
IsRunning = true;
if (PerformResponsesAsync)
{
//startup worker threads
for (uint i = 0; i < m_WorkerThreadCount; i++)
{
m_workerThreads[i]
= WorkManager.StartThread(
PoolWorkerJob,
string.Format("PollServiceWorkerThread{0}:{1}", i, m_server.Port),
ThreadPriority.Normal,
false,
false,
null,
int.MaxValue);
}
WorkManager.StartThread(
this.CheckLongPollThreads,
string.Format("LongPollServiceWatcherThread:{0}", m_server.Port),
ThreadPriority.Normal,
false,
true,
null,
1000 * 60 * 10);
}
=======
m_threadPool.Start();
//startup worker threads
for (uint i = 0; i < m_WorkerThreadCount; i++)
{
m_workerThreads[i]
= Watchdog.StartThread(
= WorkManager.StartThread(
PoolWorkerJob,
string.Format("PollServiceWorkerThread {0}:{1}", i, m_server.Port),
ThreadPriority.Normal,
@ -181,7 +146,7 @@ namespace OpenSim.Framework.Servers.HttpServer
int.MaxValue);
}
m_retrysThread = Watchdog.StartThread(
m_retrysThread = WorkManager.StartThread(
this.CheckRetries,
string.Format("PollServiceWatcherThread:{0}", m_server.Port),
ThreadPriority.Normal,
@ -189,7 +154,7 @@ namespace OpenSim.Framework.Servers.HttpServer
true,
null,
1000 * 60 * 10);
>>>>>>> avn/ubitvar
}
private void ReQueueEvent(PollServiceHttpRequest req)
@ -258,36 +223,13 @@ namespace OpenSim.Framework.Servers.HttpServer
private void CheckRetries()
{
<<<<<<< HEAD
// The only purpose of this thread is to check the EQs for events.
// If there are events, that thread will be placed in the "ready-to-serve" queue, m_requests.
// If there are no events, that thread will be back to its "waiting" queue, m_longPollRequests.
// All other types of tasks (Inventory handlers, http-in, etc) don't have the long-poll nature,
// so if they aren't ready to be served by a worker thread (no events), they are placed
// directly back in the "ready-to-serve" queue by the worker thread.
while (IsRunning)
=======
while (m_running)
>>>>>>> avn/ubitvar
{
Thread.Sleep(100); // let the world move .. back to faster rate
Watchdog.UpdateThread();
lock (m_retryRequests)
{
<<<<<<< HEAD
if (m_longPollRequests.Count > 0 && IsRunning)
{
List<PollServiceHttpRequest> ready = m_longPollRequests.FindAll(req =>
(req.PollServiceArgs.HasEvents(req.RequestID, req.PollServiceArgs.Id) || // there are events in this EQ
(Environment.TickCount - req.RequestTime) > req.PollServiceArgs.TimeOutms) // no events, but timeout
);
ready.ForEach(req =>
{
m_requests.Enqueue(req);
m_longPollRequests.Remove(req);
});
=======
while (m_retryRequests.Count > 0 && m_running)
m_requests.Enqueue(m_retryRequests.Dequeue());
}
@ -295,7 +237,6 @@ namespace OpenSim.Framework.Servers.HttpServer
if (slowCount >= 10)
{
slowCount = 0;
>>>>>>> avn/ubitvar
lock (m_slowRequests)
{
@ -308,12 +249,8 @@ namespace OpenSim.Framework.Servers.HttpServer
public void Stop()
{
<<<<<<< HEAD
IsRunning = false;
// m_timeout = -10000; // cause all to expire
=======
m_running = false;
>>>>>>> avn/ubitvar
Thread.Sleep(1000); // let the world move
foreach (Thread t in m_workerThreads)
@ -341,13 +278,9 @@ namespace OpenSim.Framework.Servers.HttpServer
lock (m_slowRequests)
{
<<<<<<< HEAD
if (m_longPollRequests.Count > 0 && IsRunning)
m_longPollRequests.ForEach(req => m_requests.Enqueue(req));
=======
while (m_slowRequests.Count > 0)
m_requests.Enqueue(m_slowRequests.Dequeue());
>>>>>>> avn/ubitvar
}
while (m_requests.Count() > 0)
@ -355,13 +288,8 @@ namespace OpenSim.Framework.Servers.HttpServer
try
{
wreq = m_requests.Dequeue(0);
<<<<<<< HEAD
ResponsesProcessed++;
wreq.DoHTTPGruntWork(
m_server, wreq.PollServiceArgs.NoEvents(wreq.RequestID, wreq.PollServiceArgs.Id));
=======
wreq.DoHTTPstop(m_server);
>>>>>>> avn/ubitvar
}
catch
{
@ -375,91 +303,35 @@ namespace OpenSim.Framework.Servers.HttpServer
private void PoolWorkerJob()
{
while (IsRunning)
while (m_running)
{
<<<<<<< HEAD
=======
PollServiceHttpRequest req = m_requests.Dequeue(5000);
>>>>>>> avn/ubitvar
Watchdog.UpdateThread();
WaitPerformResponse();
}
}
public void WaitPerformResponse()
{
PollServiceHttpRequest req = m_requests.Dequeue(5000);
// m_log.DebugFormat("[YYY]: Dequeued {0}", (req == null ? "null" : req.PollServiceArgs.Type.ToString()));
if (req != null)
{
try
if (req != null)
{
if (req.PollServiceArgs.HasEvents(req.RequestID, req.PollServiceArgs.Id))
try
{
Hashtable responsedata = req.PollServiceArgs.GetEvents(req.RequestID, req.PollServiceArgs.Id);
<<<<<<< HEAD
if (responsedata == null)
return;
// This is the event queue.
// Even if we're not running we can still perform responses by explicit request.
if (req.PollServiceArgs.Type == PollServiceEventArgs.EventType.LongPoll
|| !PerformResponsesAsync)
if (req.PollServiceArgs.HasEvents(req.RequestID, req.PollServiceArgs.Id))
{
try
{
ResponsesProcessed++;
req.DoHTTPGruntWork(m_server, responsedata);
}
catch (ObjectDisposedException e) // Browser aborted before we could read body, server closed the stream
{
// Ignore it, no need to reply
m_log.Error(e);
}
}
else
{
m_threadPool.QueueWorkItem(x =>
=======
Hashtable responsedata = req.PollServiceArgs.GetEvents(req.RequestID, req.PollServiceArgs.Id);
if (req.PollServiceArgs.Type == PollServiceEventArgs.EventType.LongPoll) // This is the event queue
>>>>>>> avn/ubitvar
{
try
{
ResponsesProcessed++;
req.DoHTTPGruntWork(m_server, responsedata);
byContextDequeue(req);
}
catch (ObjectDisposedException e) // Browser aborted before we could read body, server closed the stream
catch (ObjectDisposedException) // Browser aborted before we could read body, server closed the stream
{
// Ignore it, no need to reply
m_log.Error(e);
}
catch (Exception e)
}
else
{
m_threadPool.QueueWorkItem(x =>
{
<<<<<<< HEAD
m_log.Error(e);
}
return null;
}, null);
}
}
else
{
if ((Environment.TickCount - req.RequestTime) > req.PollServiceArgs.TimeOutms)
{
ResponsesProcessed++;
req.DoHTTPGruntWork(
m_server, req.PollServiceArgs.NoEvents(req.RequestID, req.PollServiceArgs.Id));
}
else
{
ReQueueEvent(req);
=======
try
{
req.DoHTTPGruntWork(m_server, responsedata);
@ -478,7 +350,7 @@ namespace OpenSim.Framework.Servers.HttpServer
{
if ((Environment.TickCount - req.RequestTime) > req.PollServiceArgs.TimeOutms)
{
req.DoHTTPGruntWork(m_server,
req.DoHTTPGruntWork(m_server,
req.PollServiceArgs.NoEvents(req.RequestID, req.PollServiceArgs.Id));
byContextDequeue(req);
}
@ -486,17 +358,15 @@ namespace OpenSim.Framework.Servers.HttpServer
{
ReQueueEvent(req);
}
>>>>>>> avn/ubitvar
}
}
}
catch (Exception e)
{
m_log.ErrorFormat("Exception in poll service thread: " + e.ToString());
catch (Exception e)
{
m_log.ErrorFormat("Exception in poll service thread: " + e.ToString());
}
}
}
}
}
}

View File

@ -41,9 +41,6 @@ namespace OpenSim.Framework.Servers.Tests
{
[TestFixture]
public class OSHttpTests : OpenSimTestCase
<<<<<<< HEAD
{
=======
{
// we need an IHttpClientContext for our tests
public class TestHttpClientContext: IHttpClientContext
@ -363,9 +360,8 @@ namespace OpenSim.Framework.Servers.Tests
public void Redirect(Uri uri) {}
public void Redirect(string url) {}
}
>>>>>>> avn/ubitvar
public OSHttpRequest req0;
public OSHttpRequest req1;

View File

@ -160,11 +160,7 @@ namespace OpenSim.Framework
public virtual ulong HomeRegion
{
get
<<<<<<< HEAD
{
=======
{
>>>>>>> avn/ubitvar
return Util.RegionWorldLocToHandle(Util.RegionToWorldLoc(m_homeRegionX), Util.RegionToWorldLoc(m_homeRegionY));
// return Utils.UIntsToLong( m_homeRegionX * (uint)Constants.RegionSize, m_homeRegionY * (uint)Constants.RegionSize);
}

View File

@ -91,6 +91,14 @@ namespace OpenSim.Framework
public UUID TargetId;
public string Notes;
}
public class UserPreferences
{
public UUID UserId;
public bool IMViaEmail = false;
public bool Visible = false;
public string EMail = string.Empty;
}
public class UserAccountProperties
{

View File

@ -1688,69 +1688,6 @@ namespace OpenSim.Framework
return displayConnectionString;
}
public static T ReadSettingsFromIniFile<T>(IConfig config, T settingsClass)
{
Type settingsType = settingsClass.GetType();
FieldInfo[] fieldInfos = settingsType.GetFields();
foreach (FieldInfo fieldInfo in fieldInfos)
{
if (!fieldInfo.IsStatic)
{
if (fieldInfo.FieldType == typeof(System.String))
{
fieldInfo.SetValue(settingsClass, config.Get(fieldInfo.Name, (string)fieldInfo.GetValue(settingsClass)));
}
else if (fieldInfo.FieldType == typeof(System.Boolean))
{
fieldInfo.SetValue(settingsClass, config.GetBoolean(fieldInfo.Name, (bool)fieldInfo.GetValue(settingsClass)));
}
else if (fieldInfo.FieldType == typeof(System.Int32))
{
fieldInfo.SetValue(settingsClass, config.GetInt(fieldInfo.Name, (int)fieldInfo.GetValue(settingsClass)));
}
else if (fieldInfo.FieldType == typeof(System.Single))
{
fieldInfo.SetValue(settingsClass, config.GetFloat(fieldInfo.Name, (float)fieldInfo.GetValue(settingsClass)));
}
else if (fieldInfo.FieldType == typeof(System.UInt32))
{
fieldInfo.SetValue(settingsClass, Convert.ToUInt32(config.Get(fieldInfo.Name, ((uint)fieldInfo.GetValue(settingsClass)).ToString())));
}
}
}
PropertyInfo[] propertyInfos = settingsType.GetProperties();
foreach (PropertyInfo propInfo in propertyInfos)
{
if ((propInfo.CanRead) && (propInfo.CanWrite))
{
if (propInfo.PropertyType == typeof(System.String))
{
propInfo.SetValue(settingsClass, config.Get(propInfo.Name, (string)propInfo.GetValue(settingsClass, null)), null);
}
else if (propInfo.PropertyType == typeof(System.Boolean))
{
propInfo.SetValue(settingsClass, config.GetBoolean(propInfo.Name, (bool)propInfo.GetValue(settingsClass, null)), null);
}
else if (propInfo.PropertyType == typeof(System.Int32))
{
propInfo.SetValue(settingsClass, config.GetInt(propInfo.Name, (int)propInfo.GetValue(settingsClass, null)), null);
}
else if (propInfo.PropertyType == typeof(System.Single))
{
propInfo.SetValue(settingsClass, config.GetFloat(propInfo.Name, (float)propInfo.GetValue(settingsClass, null)), null);
}
if (propInfo.PropertyType == typeof(System.UInt32))
{
propInfo.SetValue(settingsClass, Convert.ToUInt32(config.Get(propInfo.Name, ((uint)propInfo.GetValue(settingsClass, null)).ToString())), null);
}
}
}
return settingsClass;
}
public static string Base64ToString(string str)
{
Decoder utf8Decode = Encoding.UTF8.GetDecoder();
@ -2156,11 +2093,6 @@ namespace OpenSim.Framework
}
}
public static void FireAndForget(System.Threading.WaitCallback callback)
{
FireAndForget(callback, null);
}
public static void InitThreadPool(int minThreads, int maxThreads)
{
if (maxThreads < 2)

View File

@ -29,11 +29,7 @@ namespace OpenSim
{
public class VersionInfo
{
<<<<<<< HEAD:OpenSim/Framework/VersionInfo.cs
public const string VersionNumber = "0.8.2.0";
=======
private const string VERSION_NUMBER = "0.8.0CM";
>>>>>>> avn/ubitvar:OpenSim/Framework/Servers/VersionInfo.cs
public const string VersionNumber = "0.8.2.0CM";
private const Flavour VERSION_FLAVOUR = Flavour.Dev;
public enum Flavour

View File

@ -205,16 +205,8 @@ namespace OpenSim.Framework
{
if (DebugLevel == 5)
{
<<<<<<< HEAD
if (output.Length > MaxRequestDiagLength)
output = output.Substring(0, MaxRequestDiagLength) + "...";
=======
int len = output.Length;
if(len > 80)
len = 80;
output = output.Substring(0, len);
output = output + "...";
>>>>>>> avn/ubitvar
}
m_log.DebugFormat("[LOGHTTP]: {0}{1}", context, Util.BinaryToASCII(output));
@ -295,12 +287,9 @@ namespace OpenSim.Framework
}
else
{
<<<<<<< HEAD
=======
tickcompressdata = tickJsondata;
compsize = buffer.Length;
request.ContentType = "application/json";
>>>>>>> avn/ubitvar
request.ContentLength = buffer.Length; //Count bytes to send
using (Stream requestStream = request.GetRequestStream())
requestStream.Write(buffer, 0, buffer.Length); //Send it
@ -315,7 +304,6 @@ namespace OpenSim.Framework
{
using (Stream responseStream = response.GetResponseStream())
{
<<<<<<< HEAD
using (StreamReader reader = new StreamReader(responseStream))
{
string responseStr = reader.ReadToEnd();
@ -323,12 +311,6 @@ namespace OpenSim.Framework
WebUtil.LogResponseDetail(reqnum, responseStr);
return CanonicalizeResults(responseStr);
}
=======
string responseStr = null;
responseStr = responseStream.GetStreamString();
//m_log.DebugFormat("[WEB UTIL]: <{0}> response is <{1}>",reqnum,responseStr);
return CanonicalizeResults(responseStr);
>>>>>>> avn/ubitvar
}
}
}
@ -352,10 +334,6 @@ namespace OpenSim.Framework
if (tickdiff > LongCallTime)
{
m_log.InfoFormat(
<<<<<<< HEAD
"[LOGHTTP]: Slow JSON-RPC request {0} {1} to {2} took {3}ms, {4}ms writing, {5}",
reqnum, method, url, tickdiff, tickdata,
=======
"[WEB UTIL]: Slow ServiceOSD request {0} {1} {2} took {3}ms, {4}ms writing({5} at Json; {6} at comp), {7} bytes ({8} uncomp): {9}",
reqnum,
method,
@ -366,7 +344,7 @@ namespace OpenSim.Framework
tickcompressdata,
compsize,
strBuffer != null ? strBuffer.Length : 0,
>>>>>>> avn/ubitvar
strBuffer != null
? (strBuffer.Length > MaxRequestDiagLength ? strBuffer.Remove(MaxRequestDiagLength) : strBuffer)
: "");
@ -823,6 +801,20 @@ namespace OpenSim.Framework
MakeRequest<TRequest, TResponse>(verb, requestUrl, obj, action, maxConnections, null);
}
/// <summary>
/// Perform a synchronous REST request.
/// </summary>
/// <param name="verb"></param>
/// <param name="requestUrl"></param>
/// <param name="obj"></param>
/// <param name="pTimeout">
/// Request timeout in milliseconds. Timeout.Infinite indicates no timeout. If 0 is passed then the default HttpWebRequest timeout is used (100 seconds)
/// </param>
/// <param name="maxConnections"></param>
/// <returns>
/// The response. If there was an internal exception or the request timed out,
/// then the default(TResponse) is returned.
/// </returns>
public static void MakeRequest<TRequest, TResponse>(string verb,
string requestUrl, TRequest obj, Action<TResponse> action,
int maxConnections, IServiceAuth auth)
@ -834,7 +826,7 @@ namespace OpenSim.Framework
reqnum, verb, requestUrl);
int tickstart = Util.EnvironmentTickCount();
// int tickdata = 0;
int tickdata = 0;
int tickdiff = 0;
Type type = typeof(TRequest);
@ -876,27 +868,19 @@ namespace OpenSim.Framework
request.ContentLength = length;
byte[] data = buffer.ToArray();
<<<<<<< HEAD
if (WebUtil.DebugLevel >= 5)
WebUtil.LogOutgoingDetail("SEND", reqnum, System.Text.Encoding.UTF8.GetString(data));
request.BeginGetRequestStream(delegate(IAsyncResult res)
=======
// capture how much time was spent writing
// useless in this async
// tickdata = Util.EnvironmentTickCountSubtract(tickstart);
request.BeginGetResponse(delegate(IAsyncResult ar)
>>>>>>> avn/ubitvar
{
using (Stream requestStream = request.EndGetRequestStream(res))
requestStream.Write(data, 0, length);
// capture how much time was spent writing
tickdata = Util.EnvironmentTickCountSubtract(tickstart);
// tickdata = Util.EnvironmentTickCountSubtract(tickstart);
request.BeginGetResponse(delegate(IAsyncResult ar)
{
<<<<<<< HEAD
using (WebResponse response = request.EndGetResponse(ar))
{
try
@ -911,14 +895,6 @@ namespace OpenSim.Framework
{
}
}
=======
// Let's not close this
// yes do close it
buffer.Close();
respStream.Close();
response.Close();
}
>>>>>>> avn/ubitvar
action(deserial);
@ -980,7 +956,6 @@ namespace OpenSim.Framework
"[ASYNC REQUEST]: Request {0} {1} failed with exception {2}{3}",
verb, requestUrl, e.Message, e.StackTrace);
}
<<<<<<< HEAD
// m_log.DebugFormat("[ASYNC REQUEST]: Received {0}", deserial.ToString());
@ -998,83 +973,34 @@ namespace OpenSim.Framework
}, null);
}
int tickdiff = Util.EnvironmentTickCountSubtract(tickstart);
tickdiff = Util.EnvironmentTickCountSubtract(tickstart);
if (tickdiff > WebUtil.LongCallTime)
{
string originalRequest = null;
if (buffer != null)
=======
}
catch (Exception e)
{
m_log.ErrorFormat(
"[ASYNC REQUEST]: Request {0} {1} failed with exception {2}{3}",
verb, requestUrl, e.Message, e.StackTrace);
}
// m_log.DebugFormat("[ASYNC REQUEST]: Received {0}", deserial.ToString());
try
{
action(deserial);
}
catch (Exception e)
>>>>>>> avn/ubitvar
{
originalRequest = Encoding.UTF8.GetString(buffer.ToArray());
<<<<<<< HEAD
if (originalRequest.Length > WebUtil.MaxRequestDiagLength)
originalRequest = originalRequest.Remove(WebUtil.MaxRequestDiagLength);
}
=======
tickdiff = Util.EnvironmentTickCountSubtract(tickstart);
if (tickdiff > WebUtil.LongCallTime)
{
/*
string originalRequest = null;
>>>>>>> avn/ubitvar
m_log.InfoFormat(
m_log.InfoFormat(
"[LOGHTTP]: Slow AsynchronousRequestObject request {0} {1} to {2} took {3}ms, {4}ms writing, {5}",
reqnum, verb, requestUrl, tickdiff, tickdata,
originalRequest);
}
else if (WebUtil.DebugLevel >= 4)
{
m_log.DebugFormat("[LOGHTTP]: HTTP OUT {0} took {1}ms, {2}ms writing",
reqnum, tickdiff, tickdata);
m_log.DebugFormat(
"[WEB UTIL]: HTTP OUT {0} took {1}ms",
reqnum, tickdiff);
}
<<<<<<< HEAD
}
finally
{
if (buffer != null)
buffer.Dispose();
=======
m_log.InfoFormat(
"[ASYNC REQUEST]: Slow request {0} {1} {2} took {3}ms, {4}ms writing, {5}",
reqnum,
verb,
requestUrl,
tickdiff,
tickdata,
originalRequest);
*/
m_log.InfoFormat(
"[ASYNC REQUEST]: Slow WebRequest SETUP <{0}> {1} {2} took {3}ms",
reqnum,
verb,
requestUrl,
tickdiff);
}
else if (WebUtil.DebugLevel >= 4)
{
m_log.DebugFormat(
"[WEB UTIL]: HTTP OUT {0} took {1}ms",
reqnum, tickdiff);
>>>>>>> avn/ubitvar
}
}
}
@ -1136,11 +1062,8 @@ namespace OpenSim.Framework
request.ContentLength = length;
byte[] data = buffer.ToArray();
<<<<<<< HEAD
if (WebUtil.DebugLevel >= 5)
WebUtil.LogOutgoingDetail("SEND", reqnum, System.Text.Encoding.UTF8.GetString(data));
=======
>>>>>>> avn/ubitvar
Stream requestStream = null;
try
@ -1188,10 +1111,6 @@ namespace OpenSim.Framework
if (tickdiff > WebUtil.LongCallTime)
{
m_log.InfoFormat(
<<<<<<< HEAD
"[LOGHTTP]: Slow SynchronousRestForms request {0} {1} to {2} took {3}ms, {4}ms writing, {5}",
reqnum, verb, requestUrl, tickdiff, tickdata,
=======
"[FORMS]: Slow request {0} {1} {2} took {3}ms, {4}ms writing, {5}",
reqnum,
verb,
@ -1199,7 +1118,6 @@ namespace OpenSim.Framework
tickdiff,
tickset,
tickdata,
>>>>>>> avn/ubitvar
obj.Length > WebUtil.MaxRequestDiagLength ? obj.Remove(WebUtil.MaxRequestDiagLength) : obj);
}
else if (WebUtil.DebugLevel >= 4)
@ -1336,8 +1254,6 @@ namespace OpenSim.Framework
ht.ServicePoint.ConnectionLimit = maxConnections;
request.Method = verb;
if (pTimeout != 0)
request.Timeout = pTimeout * 1000;
MemoryStream buffer = null;
try
@ -1351,29 +1267,17 @@ namespace OpenSim.Framework
XmlWriterSettings settings = new XmlWriterSettings();
settings.Encoding = Encoding.UTF8;
<<<<<<< HEAD
using (XmlWriter writer = XmlWriter.Create(buffer, settings))
{
XmlSerializer serializer = new XmlSerializer(type);
serializer.Serialize(writer, obj);
writer.Flush();
}
=======
using (XmlWriter writer = XmlWriter.Create(buffer, settings))
{
XmlSerializer serializer = new XmlSerializer(type);
serializer.Serialize(writer, obj);
writer.Flush();
if (WebUtil.DebugLevel >= 5)
WebUtil.LogOutgoingDetail(buffer);
}
>>>>>>> avn/ubitvar
int length = (int)buffer.Length;
request.ContentLength = length;
byte[] data = buffer.ToArray();
<<<<<<< HEAD
if (WebUtil.DebugLevel >= 5)
WebUtil.LogOutgoingDetail("SEND", reqnum, System.Text.Encoding.UTF8.GetString(data));
@ -1397,9 +1301,6 @@ namespace OpenSim.Framework
}
}
=======
Stream requestStream = null;
>>>>>>> avn/ubitvar
try
{
using (HttpWebResponse resp = (HttpWebResponse)request.GetResponse())
@ -1488,7 +1389,6 @@ namespace OpenSim.Framework
return deserial;
}
public static class XMLResponseHelper
{

View File

@ -115,13 +115,8 @@ namespace OpenSim
if (!String.IsNullOrEmpty(asyncCallMethodStr) && Utils.EnumTryParse<FireAndForgetMethod>(asyncCallMethodStr, out asyncCallMethod))
Util.FireAndForgetMethod = asyncCallMethod;
<<<<<<< HEAD
stpMinThreads = startupConfig.GetInt("MinPoolThreads", 15);
stpMaxThreads = startupConfig.GetInt("MaxPoolThreads", 300);
=======
stpMinThreads = startupConfig.GetInt("MinPoolThreads", 2 );
stpMaxThreads = startupConfig.GetInt("MaxPoolThreads", 25);
>>>>>>> avn/ubitvar
m_consolePrompt = startupConfig.GetString("ConsolePrompt", @"Region (\R) ");
}
@ -273,20 +268,12 @@ namespace OpenSim
SavePrimsXml2);
m_console.Commands.AddCommand("Archiving", false, "load oar",
<<<<<<< HEAD
=======
>>>>>>> avn/ubitvar
"load oar [--merge] [--skip-assets]"
+ " [--default-user \"User Name\"]"
+ " [--force-terrain] [--force-parcels]"
+ " [--no-objects]"
+ " [--rotation degrees] [--rotation-center \"<x,y,z>\"]"
<<<<<<< HEAD
+ " [--displacement \"<x,y,z>\"]"
=======
+ " [--displacement \"<x,y,z>\"]"
>>>>>>> avn/ubitvar
+ " [<OAR path>]",
"Load a region's data from an OAR archive.",
"--merge will merge the OAR with the existing scene (suppresses terrain and parcel info loading).\n"

View File

@ -276,13 +276,9 @@ namespace OpenSim
base.StartupSpecific();
<<<<<<< HEAD
if (EnableInitialPluginLoad)
LoadPlugins();
// We still want to post initalize any plugins even if loading has been disabled since a test may have
// inserted them manually.
=======
LoadPlugins();
if (m_plugins.Count == 0) // We failed to load any modules. Mono Addins glitch!
@ -290,7 +286,6 @@ namespace OpenSim
Environment.Exit(1);
}
>>>>>>> avn/ubitvar
foreach (IApplicationPlugin plugin in m_plugins)
plugin.PostInitialise();
@ -832,10 +827,6 @@ namespace OpenSim
{
Vector3 regionExtent = new Vector3(regionInfo.RegionSizeX, regionInfo.RegionSizeY, regionInfo.RegionSizeZ);
PhysicsScene physicsScene = GetPhysicsScene(regionInfo.RegionName, regionExtent);
<<<<<<< HEAD
=======
>>>>>>> avn/ubitvar
SceneCommunicationService sceneGridService = new SceneCommunicationService();
return new Scene(

View File

@ -45,7 +45,6 @@ using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Scenes.Serialization;
using OpenSim.Framework.Servers;
using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Framework.Client;
using OpenSim.Services.Interfaces;
using Caps = OpenSim.Framework.Capabilities.Caps;
@ -360,8 +359,8 @@ namespace OpenSim.Region.ClientStack.Linden
public string SeedCapRequest(string request, string path, string param,
IOSHttpRequest httpRequest, IOSHttpResponse httpResponse)
{
// m_log.DebugFormat(
// "[CAPS]: Received SEED caps request in {0} for agent {1}", m_regionName, m_HostCapsObj.AgentID);
m_log.DebugFormat(
"[CAPS]: Received SEED caps request in {0} for agent {1}", m_regionName, m_HostCapsObj.AgentID);
if (!m_HostCapsObj.WaitForActivation())
return string.Empty;
@ -789,99 +788,10 @@ namespace OpenSim.Region.ClientStack.Linden
}
else if (inventoryType == "object")
{
<<<<<<< HEAD
inType = (sbyte)InventoryType.Object;
assType = (sbyte)AssetType.Object;
List<Vector3> positions = new List<Vector3>();
List<Quaternion> rotations = new List<Quaternion>();
OSDMap request = (OSDMap)OSDParser.DeserializeLLSDXml(data);
OSDArray instance_list = (OSDArray)request["instance_list"];
OSDArray mesh_list = (OSDArray)request["mesh_list"];
OSDArray texture_list = (OSDArray)request["texture_list"];
SceneObjectGroup grp = null;
InventoryFolderBase textureUploadFolder = null;
List<InventoryFolderBase> foldersToUpdate = new List<InventoryFolderBase>();
List<InventoryItemBase> itemsToUpdate = new List<InventoryItemBase>();
IClientInventory clientInv = null;
if (texture_list.Count > 0)
{
ScenePresence avatar = null;
m_Scene.TryGetScenePresence(m_HostCapsObj.AgentID, out avatar);
if (avatar != null)
{
IClientCore core = (IClientCore)avatar.ControllingClient;
if (core.TryGet<IClientInventory>(out clientInv))
{
var systemTextureFolder = m_Scene.InventoryService.GetFolderForType(m_HostCapsObj.AgentID, FolderType.Texture);
textureUploadFolder = new InventoryFolderBase(UUID.Random(), assetName, m_HostCapsObj.AgentID, (short)FolderType.None, systemTextureFolder.ID, 1);
if (m_Scene.InventoryService.AddFolder(textureUploadFolder))
{
foldersToUpdate.Add(textureUploadFolder);
m_log.DebugFormat(
"[BUNCH OF CAPS]: Created new folder '{0}' ({1}) for textures uploaded with mesh object {2}",
textureUploadFolder.Name, textureUploadFolder.ID, assetName);
}
else
{
textureUploadFolder = null;
}
}
}
}
List<UUID> textures = new List<UUID>();
for (int i = 0; i < texture_list.Count; i++)
{
AssetBase textureAsset = new AssetBase(UUID.Random(), assetName, (sbyte)AssetType.Texture, "");
textureAsset.Data = texture_list[i].AsBinary();
m_assetService.Store(textureAsset);
textures.Add(textureAsset.FullID);
if (textureUploadFolder != null)
{
InventoryItemBase textureItem = new InventoryItemBase();
textureItem.Owner = m_HostCapsObj.AgentID;
textureItem.CreatorId = m_HostCapsObj.AgentID.ToString();
textureItem.CreatorData = String.Empty;
textureItem.ID = UUID.Random();
textureItem.AssetID = textureAsset.FullID;
textureItem.Description = assetDescription;
textureItem.Name = assetName + " - Texture " + (i + 1).ToString();
textureItem.AssetType = (int)AssetType.Texture;
textureItem.InvType = (int)InventoryType.Texture;
textureItem.Folder = textureUploadFolder.ID;
textureItem.CurrentPermissions
= (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer | PermissionMask.Export);
textureItem.BasePermissions = (uint)PermissionMask.All | (uint)PermissionMask.Export;
textureItem.EveryOnePermissions = 0;
textureItem.NextPermissions = (uint)PermissionMask.All;
textureItem.CreationDate = Util.UnixTimeSinceEpoch();
m_Scene.InventoryService.AddItem(textureItem);
itemsToUpdate.Add(textureItem);
m_log.DebugFormat(
"[BUNCH OF CAPS]: Created new inventory item '{0}' ({1}) for texture uploaded with mesh object {2}",
textureItem.Name, textureItem.ID, assetName);
}
}
if (clientInv != null && (foldersToUpdate.Count > 0 || itemsToUpdate.Count > 0))
{
clientInv.SendBulkUpdateInventory(foldersToUpdate.ToArray(), itemsToUpdate.ToArray());
}
=======
if (assetType == "mesh") // this code for now is for mesh models uploads only
{
inType = (sbyte)InventoryType.Object;
assType = (sbyte)AssetType.Object;
>>>>>>> avn/ubitvar
List<Vector3> positions = new List<Vector3>();
List<Quaternion> rotations = new List<Quaternion>();
@ -1467,24 +1377,17 @@ namespace OpenSim.Region.ClientStack.Linden
{
string message;
copyItem = m_Scene.GiveInventoryItem(m_HostCapsObj.AgentID, item.Owner, itemID, folderID, out message);
if (client != null)
if (copyItem != null && client != null)
{
if (copyItem != null)
{
m_log.InfoFormat("[CAPS]: CopyInventoryFromNotecard, ItemID:{0}, FolderID:{1}", copyItem.ID, copyItem.Folder);
client.SendBulkUpdateInventory(copyItem);
}
else
{
client.SendAgentAlertMessage(message, false);
}
m_log.InfoFormat("[CAPS]: CopyInventoryFromNotecard, ItemID:{0}, FolderID:{1}", copyItem.ID, copyItem.Folder);
client.SendBulkUpdateInventory(copyItem);
}
}
else
{
m_log.ErrorFormat("[CAPS]: CopyInventoryFromNotecard - Failed to retrieve item {0} from notecard {1}", itemID, notecardID);
if (client != null)
client.SendAgentAlertMessage("Failed to retrieve item", false);
client.SendAlertMessage("Failed to retrieve item");
}
}
catch (Exception e)
@ -1656,14 +1559,13 @@ namespace OpenSim.Region.ClientStack.Linden
string param, IOSHttpRequest httpRequest,
IOSHttpResponse httpResponse)
{
OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
OSDMap accessPrefs = (OSDMap)req["access_prefs"];
string desiredMaturity = accessPrefs["max"];
// OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
OSDMap resp = new OSDMap();
OSDMap respAccessPrefs = new OSDMap();
respAccessPrefs["max"] = desiredMaturity; // echoing the maturity back means success
resp["access_prefs"] = respAccessPrefs;
OSDMap accessPrefs = new OSDMap();
accessPrefs["max"] = "A";
resp["access_prefs"] = accessPrefs;
string response = OSDParser.SerializeLLSDXmlString(resp);
return response;

View File

@ -40,8 +40,8 @@ using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using Caps = OpenSim.Framework.Capabilities.Caps;
[assembly: Addin("LindenCaps", OpenSim.VersionInfo.VersionNumber)]
[assembly: AddinDependency("OpenSim.Region.Framework", OpenSim.VersionInfo.VersionNumber)]
[assembly: Addin("LindenCaps", "0.1")]
[assembly: AddinDependency("OpenSim", "0.5")]
namespace OpenSim.Region.ClientStack.Linden
{

View File

@ -177,7 +177,6 @@ namespace OpenSim.Region.ClientStack.Linden
}
/// <summary>
<<<<<<< HEAD
/// Always returns a valid queue
/// </summary>
/// <param name="agentId"></param>
@ -201,8 +200,7 @@ namespace OpenSim.Region.ClientStack.Linden
}
/// <summary>
=======
>>>>>>> avn/ubitvar
/// May return a null queue
/// </summary>
/// <param name="agentId"></param>
@ -290,17 +288,11 @@ namespace OpenSim.Region.ClientStack.Linden
public void OnRegisterCaps(UUID agentID, Caps caps)
{
// Register an event queue for the client
<<<<<<< HEAD
if (DebugLevel > 0)
m_log.DebugFormat(
"[EVENTQUEUE]: OnRegisterCaps: agentID {0} caps {1} region {2}",
agentID, caps, m_scene.RegionInfo.RegionName);
=======
m_log.DebugFormat(
"[EVENTQUEUE]: OnRegisterCaps: agentID {0} caps {1} region {2}",
agentID, caps, m_scene.RegionInfo.RegionName);
>>>>>>> avn/ubitvar
UUID eventQueueGetUUID;
Queue<OSD> queue;
@ -519,14 +511,9 @@ namespace OpenSim.Region.ClientStack.Linden
public virtual void EnableSimulator(ulong handle, IPEndPoint endPoint, UUID avatarID, int regionSizeX, int regionSizeY)
{
<<<<<<< HEAD
if (DebugLevel > 0)
m_log.DebugFormat("{0} EnableSimulator. handle={1}, endPoint={2}, avatarID={3}",
LogHeader, handle, endPoint, avatarID, regionSizeX, regionSizeY);
=======
m_log.DebugFormat("{0} EnableSimulator. handle={1}, avatarID={2}, regionSize={3},{4}>",
LogHeader, handle, avatarID, regionSizeX, regionSizeY);
>>>>>>> avn/ubitvar
OSD item = EventQueueHelper.EnableSimulator(handle, endPoint, regionSizeX, regionSizeY);
Enqueue(item, avatarID);
@ -535,15 +522,10 @@ namespace OpenSim.Region.ClientStack.Linden
public virtual void EstablishAgentCommunication(UUID avatarID, IPEndPoint endPoint, string capsPath,
ulong regionHandle, int regionSizeX, int regionSizeY)
{
<<<<<<< HEAD
if (DebugLevel > 0)
m_log.DebugFormat("{0} EstablishAgentCommunication. handle={1}, endPoint={2}, avatarID={3}",
LogHeader, regionHandle, endPoint, avatarID, regionSizeX, regionSizeY);
=======
m_log.DebugFormat("{0} EstablishAgentCommunication. handle={1}, avatarID={2}, regionSize={3},{4}>",
LogHeader, regionHandle, avatarID, regionSizeX, regionSizeY);
>>>>>>> avn/ubitvar
OSD item = EventQueueHelper.EstablishAgentCommunication(avatarID, endPoint.ToString(), capsPath, regionHandle, regionSizeX, regionSizeY);
Enqueue(item, avatarID);
}
@ -553,14 +535,9 @@ namespace OpenSim.Region.ClientStack.Linden
uint locationID, uint flags, string capsURL,
UUID avatarID, int regionSizeX, int regionSizeY)
{
<<<<<<< HEAD
if (DebugLevel > 0)
m_log.DebugFormat("{0} TeleportFinishEvent. handle={1}, endPoint={2}, avatarID={3}",
LogHeader, regionHandle, regionExternalEndPoint, avatarID, regionSizeX, regionSizeY);
=======
m_log.DebugFormat("{0} TeleportFinishEvent. handle={1}, avatarID={2}, regionSize={3},{4}>",
LogHeader, regionHandle, avatarID, regionSizeX, regionSizeY);
>>>>>>> avn/ubitvar
OSD item = EventQueueHelper.TeleportFinishEvent(regionHandle, simAccess, regionExternalEndPoint,
locationID, flags, capsURL, avatarID, regionSizeX, regionSizeY);
@ -571,14 +548,9 @@ namespace OpenSim.Region.ClientStack.Linden
IPEndPoint newRegionExternalEndPoint,
string capsURL, UUID avatarID, UUID sessionID, int regionSizeX, int regionSizeY)
{
<<<<<<< HEAD
if (DebugLevel > 0)
m_log.DebugFormat("{0} CrossRegion. handle={1}, avatarID={2}, regionSize={3},{4}>",
LogHeader, handle, avatarID, regionSizeX, regionSizeY);
=======
m_log.DebugFormat("{0} CrossRegion. handle={1}, avatarID={2}, regionSize={3},{4}>",
LogHeader, handle, avatarID, regionSizeX, regionSizeY);
>>>>>>> avn/ubitvar
OSD item = EventQueueHelper.CrossRegion(handle, pos, lookAt, newRegionExternalEndPoint,
capsURL, avatarID, sessionID, regionSizeX, regionSizeY);

View File

@ -77,13 +77,8 @@ namespace OpenSim.Region.ClientStack.Linden
llsdSimInfo.Add("Handle", new OSDBinary(ulongToByteArray(handle)));
llsdSimInfo.Add("IP", new OSDBinary(endPoint.Address.GetAddressBytes()));
llsdSimInfo.Add("Port", new OSDInteger(endPoint.Port));
<<<<<<< HEAD
llsdSimInfo.Add("RegionSizeX", OSD.FromUInteger((uint) regionSizeX));
llsdSimInfo.Add("RegionSizeY", OSD.FromUInteger((uint) regionSizeY));
=======
llsdSimInfo.Add("RegionSizeX", OSD.FromUInteger((uint)regionSizeX));
llsdSimInfo.Add("RegionSizeY", OSD.FromUInteger((uint)regionSizeY));
>>>>>>> avn/ubitvar
OSDArray arr = new OSDArray(1);
arr.Add(llsdSimInfo);
@ -176,12 +171,8 @@ namespace OpenSim.Region.ClientStack.Linden
info.Add("SimAccess", OSD.FromInteger(simAccess));
info.Add("SimIP", OSD.FromBinary(regionExternalEndPoint.Address.GetAddressBytes()));
info.Add("SimPort", OSD.FromInteger(regionExternalEndPoint.Port));
<<<<<<< HEAD
info.Add("TeleportFlags", OSD.FromULong(1L << 4)); // AgentManager.TeleportFlags.ViaLocation
=======
// info.Add("TeleportFlags", OSD.FromULong(1L << 4)); // AgentManager.TeleportFlags.ViaLocation
info.Add("TeleportFlags", OSD.FromUInteger(flags));
>>>>>>> avn/ubitvar
info.Add("RegionSizeX", OSD.FromUInteger((uint)regionSizeX));
info.Add("RegionSizeY", OSD.FromUInteger((uint)regionSizeY));

View File

@ -60,11 +60,10 @@ namespace OpenSim.Region.ClientStack.Linden
private IAssetService m_AssetService;
private bool m_Enabled = true;
private string m_URL;
<<<<<<< HEAD
private string m_URL2;
private string m_RedirectURL = null;
private string m_RedirectURL2 = null;
=======
struct aPollRequest
{
@ -94,7 +93,7 @@ namespace OpenSim.Region.ClientStack.Linden
new OpenMetaverse.BlockingQueue<aPollRequest>();
private Dictionary<UUID, PollServiceMeshEventArgs> m_pollservices = new Dictionary<UUID, PollServiceMeshEventArgs>();
>>>>>>> avn/ubitvar
#region Region Module interfaceBase Members
@ -129,12 +128,9 @@ namespace OpenSim.Region.ClientStack.Linden
if (m_URL2 != string.Empty)
{
m_Enabled = true;
<<<<<<< HEAD
m_RedirectURL2 = config.GetString("GetMesh2RedirectURL");
}
=======
>>>>>>> avn/ubitvar
}
public void AddRegion(Scene pScene)
@ -177,7 +173,7 @@ namespace OpenSim.Region.ClientStack.Linden
for (uint i = 0; i < 2; i++)
{
m_workerThreads[i] = Watchdog.StartThread(DoMeshRequests,
m_workerThreads[i] = WorkManager.StartThread(DoMeshRequests,
String.Format("MeshWorkerThread{0}", i),
ThreadPriority.Normal,
false,
@ -336,21 +332,6 @@ namespace OpenSim.Region.ClientStack.Linden
public void RegisterCaps(UUID agentID, Caps caps)
{
<<<<<<< HEAD
UUID capID = UUID.Random();
bool getMeshRegistered = false;
if (m_URL == string.Empty)
{
}
else if (m_URL == "localhost")
{
getMeshRegistered = true;
caps.RegisterHandler(
"GetMesh",
new GetMeshHandler("/CAPS/" + capID + "/", m_AssetService, "GetMesh", agentID.ToString(), m_RedirectURL));
=======
// UUID capID = UUID.Random();
if (m_URL == "localhost")
{
@ -375,34 +356,13 @@ namespace OpenSim.Region.ClientStack.Linden
caps.RegisterHandler("GetMesh", String.Format("{0}://{1}:{2}{3}", protocol, hostName, port, capUrl));
m_pollservices[agentID] = args;
m_capsDict[agentID] = capUrl;
>>>>>>> avn/ubitvar
}
else
{
caps.RegisterHandler("GetMesh", m_URL);
}
if(m_URL2 == string.Empty)
{
}
else if (m_URL2 == "localhost")
{
if (!getMeshRegistered)
{
caps.RegisterHandler(
"GetMesh2",
new GetMeshHandler("/CAPS/" + capID + "/", m_AssetService, "GetMesh2", agentID.ToString(), m_RedirectURL2));
}
}
else
{
caps.RegisterHandler("GetMesh2", m_URL2);
}
}
private void DeregisterCaps(UUID agentID, Caps caps)
{
string capUrl;

View File

@ -82,24 +82,22 @@ namespace OpenSim.Region.ClientStack.Linden
private static OpenMetaverse.BlockingQueue<aPollRequest> m_queue =
new OpenMetaverse.BlockingQueue<aPollRequest>();
<<<<<<< HEAD
// TODO: Change this to a config option
private string m_RedirectURL = null;
=======
private Dictionary<UUID,PollServiceTextureEventArgs> m_pollservices = new Dictionary<UUID,PollServiceTextureEventArgs>();
>>>>>>> avn/ubitvar
private string m_URL;
private Dictionary<UUID,PollServiceTextureEventArgs> m_pollservices = new Dictionary<UUID,PollServiceTextureEventArgs>();
#region ISharedRegionModule Members
public void Initialise(IConfigSource source)
{
IConfig config = source.Configs["ClientStack.LindenCaps"];
<<<<<<< HEAD
if (config == null)
return;
/*
m_URL = config.GetString("Cap_GetTexture", string.Empty);
// Cap doesn't exist
if (m_URL != string.Empty)
@ -107,10 +105,8 @@ namespace OpenSim.Region.ClientStack.Linden
m_Enabled = true;
m_RedirectURL = config.GetString("GetTextureRedirectURL");
}
=======
if (config != null)
m_Url = config.GetString("Cap_GetTexture", "localhost");
>>>>>>> avn/ubitvar
*/
m_Url = config.GetString("Cap_GetTexture", "localhost");
}
public void AddRegion(Scene s)
@ -142,7 +138,7 @@ namespace OpenSim.Region.ClientStack.Linden
for (uint i = 0; i < 2; i++)
{
m_workerThreads[i] = Watchdog.StartThread(DoTextureRequests,
m_workerThreads[i] = WorkManager.StartThread(DoTextureRequests,
String.Format("TextureWorkerThread{0}", i),
ThreadPriority.Normal,
false,
@ -237,12 +233,6 @@ namespace OpenSim.Region.ClientStack.Linden
public PollServiceTextureEventArgs(UUID pId, Scene scene) :
base(null, "", null, null, null, pId, int.MaxValue)
{
<<<<<<< HEAD
// m_log.DebugFormat("[GETTEXTURE]: /CAPS/{0} in region {1}", capID, m_scene.RegionInfo.RegionName);
caps.RegisterHandler(
"GetTexture",
new GetTextureHandler("/CAPS/" + capID + "/", m_assetService, "GetTexture", agentID.ToString(), m_RedirectURL));
=======
m_scene = scene;
// x is request id, y is userid
HasEvents = (x, y) =>
@ -312,7 +302,6 @@ namespace OpenSim.Region.ClientStack.Linden
return response;
};
>>>>>>> avn/ubitvar
}
public void Process(aPollRequest requestinfo)
@ -402,11 +391,7 @@ namespace OpenSim.Region.ClientStack.Linden
}
IExternalCapsModule handler = m_scene.RequestModuleInterface<IExternalCapsModule>();
if (handler != null)
<<<<<<< HEAD
handler.RegisterExternalUserCapsHandler(agentID,caps,"GetTexture", m_URL);
=======
handler.RegisterExternalUserCapsHandler(agentID, caps, "GetTexture", capUrl);
>>>>>>> avn/ubitvar
else
caps.RegisterHandler("GetTexture", String.Format("{0}://{1}:{2}{3}", protocol, hostName, port, capUrl));
m_pollservices[agentID] = args;
@ -422,7 +407,7 @@ namespace OpenSim.Region.ClientStack.Linden
{
PollServiceTextureEventArgs args;
MainServer.Instance.RemoveHTTPHandler("", m_URL);
MainServer.Instance.RemoveHTTPHandler("", m_Url);
m_capsDict.Remove(agentID);
if (m_pollservices.TryGetValue(agentID, out args))

View File

@ -157,11 +157,7 @@ namespace OpenSim.Region.ClientStack.Linden
m_features["MeshXferEnabled"] = true;
m_features["PhysicsMaterialsEnabled"] = true;
<<<<<<< HEAD
=======
>>>>>>> avn/ubitvar
OSDMap typesMap = new OSDMap();
typesMap["convex"] = true;
typesMap["none"] = true;
@ -169,7 +165,6 @@ namespace OpenSim.Region.ClientStack.Linden
m_features["PhysicsShapeTypes"] = typesMap;
// Extra information for viewers that want to use it
<<<<<<< HEAD
// TODO: Take these out of here into their respective modules, like map-server-url
OSDMap extrasMap;
if(m_features.ContainsKey("OpenSimExtras"))
@ -179,15 +174,10 @@ namespace OpenSim.Region.ClientStack.Linden
else
extrasMap = new OSDMap();
=======
OSDMap extrasMap = new OSDMap();
extrasMap["AvatarSkeleton"] = true;
extrasMap["AnimationSet"] = true;
// TODO: Take these out of here into their respective modules, like map-server-url
>>>>>>> avn/ubitvar
if (m_SearchURL != string.Empty)
extrasMap["search-server-url"] = m_SearchURL;
if (!string.IsNullOrEmpty(m_DestinationGuideURL))
@ -199,13 +189,8 @@ namespace OpenSim.Region.ClientStack.Linden
if (m_GridName != string.Empty)
extrasMap["GridName"] = m_GridName;
<<<<<<< HEAD
if (extrasMap.Count > 0)
m_features["OpenSimExtras"] = extrasMap;
=======
m_features["OpenSimExtras"] = extrasMap;
>>>>>>> avn/ubitvar
}
}

View File

@ -52,6 +52,7 @@ using OSDMap = OpenMetaverse.StructuredData.OSDMap;
namespace OpenSim.Region.ClientStack.Linden.Caps.Tests
{
/*
[TestFixture]
public class WebFetchInvDescModuleTests : OpenSimTestCase
{
@ -156,4 +157,5 @@ namespace OpenSim.Region.ClientStack.Linden.Caps.Tests
Assert.That((int)folderOsd["descendents"], Is.EqualTo(16));
}
}
*/
}

View File

@ -66,16 +66,19 @@ namespace OpenSim.Region.ClientStack.Linden
private bool m_persistBakedTextures;
private IBakedTextureModule m_BakedTextureModule;
private IBakedTextureModule m_BakedTextureModule;
private string m_URL;
public void Initialise(IConfigSource source)
{
IConfig config = source.Configs["ClientStack.LindenCaps"];
if (config == null)
return;
m_URL = config.GetString("Cap_UploadBakedTexture", string.Empty);
IConfig appearanceConfig = source.Configs["Appearance"];
if (appearanceConfig != null)
m_persistBakedTextures = appearanceConfig.GetBoolean("PersistBakedTextures", m_persistBakedTextures);
}
public void AddRegion(Scene s)
@ -91,13 +94,7 @@ namespace OpenSim.Region.ClientStack.Linden
s.EventManager.OnRemovePresence -= DeRegisterPresence;
m_BakedTextureModule = null;
m_scene = null;
<<<<<<< HEAD
}
=======
}
>>>>>>> avn/ubitvar
public void RegionLoaded(Scene s)
{
@ -109,173 +106,6 @@ namespace OpenSim.Region.ClientStack.Linden
private void DeRegisterPresence(UUID agentId)
{
<<<<<<< HEAD
ScenePresence presence = null;
if (m_scene.TryGetScenePresence(agentId, out presence))
{
presence.ControllingClient.OnSetAppearance -= CaptureAppearanceSettings;
}
}
private void RegisterNewPresence(ScenePresence presence)
{
presence.ControllingClient.OnSetAppearance += CaptureAppearanceSettings;
}
private void CaptureAppearanceSettings(IClientAPI remoteClient, Primitive.TextureEntry textureEntry, byte[] visualParams, Vector3 avSize, WearableCacheItem[] cacheItems)
{
int maxCacheitemsLoop = cacheItems.Length;
if (maxCacheitemsLoop > AvatarWearable.MAX_WEARABLES)
{
maxCacheitemsLoop = AvatarWearable.MAX_WEARABLES;
m_log.WarnFormat("[CACHEDBAKES]: Too Many Cache items Provided {0}, the max is {1}. Truncating!", cacheItems.Length, AvatarWearable.MAX_WEARABLES);
}
m_BakedTextureModule = m_scene.RequestModuleInterface<IBakedTextureModule>();
if (cacheItems.Length > 0)
{
// m_log.Debug("[Cacheitems]: " + cacheItems.Length);
// for (int iter = 0; iter < maxCacheitemsLoop; iter++)
// {
// m_log.Debug("[Cacheitems] {" + iter + "/" + cacheItems[iter].TextureIndex + "}: c-" + cacheItems[iter].CacheId + ", t-" +
// cacheItems[iter].TextureID);
// }
ScenePresence p = null;
if (m_scene.TryGetScenePresence(remoteClient.AgentId, out p))
{
WearableCacheItem[] existingitems = p.Appearance.WearableCacheItems;
if (existingitems == null)
{
if (m_BakedTextureModule != null)
{
WearableCacheItem[] savedcache = null;
try
{
if (p.Appearance.WearableCacheItemsDirty)
{
savedcache = m_BakedTextureModule.Get(p.UUID);
p.Appearance.WearableCacheItems = savedcache;
p.Appearance.WearableCacheItemsDirty = false;
}
}
/*
* The following Catch types DO NOT WORK with m_BakedTextureModule.Get
* it jumps to the General Packet Exception Handler if you don't catch Exception!
*
catch (System.Net.Sockets.SocketException)
{
cacheItems = null;
}
catch (WebException)
{
cacheItems = null;
}
catch (InvalidOperationException)
{
cacheItems = null;
} */
catch (Exception)
{
// The service logs a sufficient error message.
}
if (savedcache != null)
existingitems = savedcache;
}
}
// Existing items null means it's a fully new appearance
if (existingitems == null)
{
for (int i = 0; i < maxCacheitemsLoop; i++)
{
if (textureEntry.FaceTextures.Length > cacheItems[i].TextureIndex)
{
Primitive.TextureEntryFace face = textureEntry.FaceTextures[cacheItems[i].TextureIndex];
if (face == null)
{
textureEntry.CreateFace(cacheItems[i].TextureIndex);
textureEntry.FaceTextures[cacheItems[i].TextureIndex].TextureID =
AppearanceManager.DEFAULT_AVATAR_TEXTURE;
continue;
}
cacheItems[i].TextureID =face.TextureID;
if (m_scene.AssetService != null)
cacheItems[i].TextureAsset =
m_scene.AssetService.GetCached(cacheItems[i].TextureID.ToString());
}
else
{
m_log.WarnFormat("[CACHEDBAKES]: Invalid Texture Index Provided, Texture doesn't exist or hasn't been uploaded yet {0}, the max is {1}. Skipping!", cacheItems[i].TextureIndex, textureEntry.FaceTextures.Length);
}
}
}
else
{
// for each uploaded baked texture
for (int i = 0; i < maxCacheitemsLoop; i++)
{
if (textureEntry.FaceTextures.Length > cacheItems[i].TextureIndex)
{
Primitive.TextureEntryFace face = textureEntry.FaceTextures[cacheItems[i].TextureIndex];
if (face == null)
{
textureEntry.CreateFace(cacheItems[i].TextureIndex);
textureEntry.FaceTextures[cacheItems[i].TextureIndex].TextureID =
AppearanceManager.DEFAULT_AVATAR_TEXTURE;
continue;
}
cacheItems[i].TextureID =
face.TextureID;
}
else
{
m_log.WarnFormat("[CACHEDBAKES]: Invalid Texture Index Provided, Texture doesn't exist or hasn't been uploaded yet {0}, the max is {1}. Skipping!", cacheItems[i].TextureIndex, textureEntry.FaceTextures.Length);
}
}
for (int i = 0; i < maxCacheitemsLoop; i++)
{
if (cacheItems[i].TextureAsset == null)
{
cacheItems[i].TextureAsset =
m_scene.AssetService.GetCached(cacheItems[i].TextureID.ToString());
}
}
}
p.Appearance.WearableCacheItems = cacheItems;
if (m_BakedTextureModule != null)
{
m_BakedTextureModule.Store(remoteClient.AgentId, cacheItems);
p.Appearance.WearableCacheItemsDirty = true;
}
}
}
=======
// ScenePresence presence = null;
// if (m_scene.TryGetScenePresence(agentId, out presence))
{
// presence.ControllingClient.OnSetAppearance -= CaptureAppearanceSettings;
}
>>>>>>> avn/ubitvar
}
private void RegisterNewPresence(ScenePresence presence)
@ -441,25 +271,6 @@ namespace OpenSim.Region.ClientStack.Linden
public void RegisterCaps(UUID agentID, Caps caps)
{
UploadBakedTextureHandler avatarhandler = new UploadBakedTextureHandler(
caps, m_scene.AssetService, m_persistBakedTextures);
<<<<<<< HEAD
caps.RegisterHandler(
"UploadBakedTexture",
new RestStreamHandler(
"POST",
"/CAPS/" + caps.CapsObjectPath + m_uploadBakedTexturePath,
avatarhandler.UploadBakedTexture,
"UploadBakedTexture",
agentID.ToString()));
=======
//caps.RegisterHandler("GetTexture", new StreamHandler("GET", "/CAPS/" + capID, ProcessGetTexture));
if (m_URL == "localhost")
{
@ -480,7 +291,6 @@ namespace OpenSim.Region.ClientStack.Linden
{
caps.RegisterHandler("UploadBakedTexture", m_URL);
}
>>>>>>> avn/ubitvar
}
}
}

View File

@ -64,11 +64,7 @@ namespace OpenSim.Region.ClientStack.Linden
public List<UUID> folders;
}
<<<<<<< HEAD
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
=======
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
>>>>>>> avn/ubitvar
/// <summary>
/// Control whether requests will be processed asynchronously.

View File

@ -723,11 +723,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (!m_packetHandlers.ContainsKey(packetType))
{
m_packetHandlers.Add(
<<<<<<< HEAD
packetType, new PacketProcessor() { method = handler, Async = doAsync, InEngine = inEngine });
=======
packetType, new PacketProcessor() { method = handler, Async = doAsync });
>>>>>>> avn/ubitvar
result = true;
}
}
@ -1228,15 +1224,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <param name="map">heightmap</param>
public virtual void SendLayerData(float[] map)
{
<<<<<<< HEAD
Util.FireAndForget(DoSendLayerData, m_scene.Heightmap.GetTerrainData(), "LLClientView.DoSendLayerData");
=======
Util.FireAndForget(DoSendLayerData, m_scene.Heightmap.GetTerrainData());
// Send it sync, and async. It's not that much data
// and it improves user experience just so much!
// DoSendLayerData(map);
>>>>>>> avn/ubitvar
}
/// <summary>
@ -1250,18 +1242,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
try
{
// Send LayerData in typerwriter pattern
<<<<<<< HEAD
//for (int y = 0; y < 16; y++)
//{
// for (int x = 0; x < 16; x++)
// {
// SendLayerData(x, y, map);
// }
//}
// Send LayerData in a spiral pattern. Fun!
SendLayerTopRight(map, 0, 0, map.SizeX/Constants.TerrainPatchSize-1, map.SizeY/Constants.TerrainPatchSize-1);
=======
for (int y = 0; y < 16; y++)
{
for (int x = 0; x < 16; x++)
@ -1269,7 +1250,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
SendLayerData(x, y, map);
}
}
>>>>>>> avn/ubitvar
}
catch (Exception e)
{
@ -1277,74 +1257,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
}
<<<<<<< HEAD
private void SendLayerTopRight(TerrainData map, int x1, int y1, int x2, int y2)
=======
// Legacy form of invocation that passes around a bare data array.
// Just ignore what was passed and use the real terrain info that is part of the scene.
// As a HORRIBLE kludge in an attempt to not change the definition of IClientAPI,
// there is a special form for specifying multiple terrain patches to send.
// The form is to pass 'px' as negative the number of patches to send and to
// pass the float array as pairs of patch X and Y coordinates. So, passing 'px'
// as -2 and map= [3, 5, 8, 4] would mean to send two terrain heightmap patches
// and the patches to send are <3,5> and <8,4>.
public void SendLayerData(int px, int py, float[] map)
>>>>>>> avn/ubitvar
{
if (px >= 0)
{
SendLayerData(px, py, m_scene.Heightmap.GetTerrainData());
}
else
{
int numPatches = -px;
int[] xPatches = new int[numPatches];
int[] yPatches = new int[numPatches];
for (int pp = 0; pp < numPatches; pp++)
{
xPatches[pp] = (int)map[pp * 2];
yPatches[pp] = (int)map[pp * 2 + 1];
}
// DebugSendingPatches("SendLayerData", xPatches, yPatches);
<<<<<<< HEAD
if (x2 - x1 > 0 && y2 - y1 > 0)
SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
}
void SendLayerBottomLeft(TerrainData map, int x1, int y1, int x2, int y2)
{
// Row in reverse
for (int i = x2; i >= x1; i--)
SendLayerData(i, y2, map);
// Column in reverse
for (int j = y2 - 1; j >= y1; j--)
SendLayerData(x1, j, map);
if (x2 - x1 > 0 && y2 - y1 > 0)
SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
}
/// <summary>
/// Sends a set of four patches (x, x+1, ..., x+3) to the client
/// </summary>
/// <param name="map">heightmap</param>
/// <param name="px">X coordinate for patches 0..12</param>
/// <param name="py">Y coordinate for patches 0..15</param>
// private void SendLayerPacket(float[] map, int y, int x)
// {
// int[] patches = new int[4];
// patches[0] = x + 0 + y * 16;
// patches[1] = x + 1 + y * 16;
// patches[2] = x + 2 + y * 16;
// patches[3] = x + 3 + y * 16;
// Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches);
// OutPacket(layerpack, ThrottleOutPacketType.Land);
// }
// Legacy form of invocation that passes around a bare data array.
// Just ignore what was passed and use the real terrain info that is part of the scene.
// As a HORRIBLE kludge in an attempt to not change the definition of IClientAPI,
@ -1393,29 +1305,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
/// <summary>
=======
SendLayerData(xPatches, yPatches, m_scene.Heightmap.GetTerrainData());
}
}
private void DebugSendingPatches(string pWho, int[] pX, int[] pY)
{
if (m_log.IsDebugEnabled)
{
int numPatches = pX.Length;
string Xs = "";
string Ys = "";
for (int pp = 0; pp < numPatches; pp++)
{
Xs += String.Format("{0}", (int)pX[pp]) + ",";
Ys += String.Format("{0}", (int)pY[pp]) + ",";
}
m_log.DebugFormat("{0} {1}: numPatches={2}, X={3}, Y={4}", LogHeader, pWho, numPatches, Xs, Ys);
}
}
/// <summary>
>>>>>>> avn/ubitvar
/// Sends a terrain packet for the point specified.
/// This is a legacy call that has refarbed the terrain into a flat map of floats.
/// We just use the terrain from the region we know about.
@ -1467,40 +1357,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
}
<<<<<<< HEAD
// When a user edits the terrain, so much data is sent, the data queues up fast and presents a
// sub optimal editing experience. To alleviate this issue, when the user edits the terrain, we
// start skipping the queues until they're done editing the terrain. We also make them
// unreliable because it's extremely likely that multiple packets will be sent for a terrain patch
// area invalidating previous packets for that area.
// It's possible for an editing user to flood themselves with edited packets but the majority
// of use cases are such that only a tiny percentage of users will be editing the terrain.
// Other, non-editing users will see the edits much slower.
// One last note on this topic, by the time users are going to be editing the terrain, it's
// extremely likely that the sim will have rezzed already and therefore this is not likely going
// to cause any additional issues with lost packets, objects or terrain patches.
// m_justEditedTerrain is volatile, so test once and duplicate two affected statements so we
// only have one cache miss.
private void SendTheLayerPacket(LayerDataPacket layerpack)
{
if (m_justEditedTerrain)
{
layerpack.Header.Reliable = false;
OutPacket(layerpack, ThrottleOutPacketType.Unknown );
}
else
{
layerpack.Header.Reliable = true;
OutPacket(layerpack, ThrottleOutPacketType.Land);
}
=======
private void SendTheLayerPacket(LayerDataPacket layerpack)
{
OutPacket(layerpack, ThrottleOutPacketType.Land);
>>>>>>> avn/ubitvar
}
/// <summary>
@ -2490,15 +2349,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
if (agentid == AgentId)
{
<<<<<<< HEAD
ActiveGroupId = activegroupid;
ActiveGroupName = groupname;
ActiveGroupPowers = grouppowers;
=======
m_activeGroupID = activegroupid;
m_activeGroupName = groupname;
m_activeGroupPowers = grouppowers;
>>>>>>> avn/ubitvar
}
AgentDataUpdatePacket sendAgentDataUpdate = (AgentDataUpdatePacket)PacketPool.Instance.GetPacket(PacketType.AgentDataUpdate);
@ -3888,15 +3741,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
avp.Sender.IsTrial = false;
avp.Sender.ID = agentID;
avp.AppearanceData = new AvatarAppearancePacket.AppearanceDataBlock[0];
<<<<<<< HEAD
avp.AppearanceHover = new AvatarAppearancePacket.AppearanceHoverBlock[0];
=======
// this need be use in future
// avp.AppearanceData[0].AppearanceVersion = 0;
// avp.AppearanceData[0].CofVersion = 0;
// this need be use in future ?
// avp.AppearanceData[0].AppearanceVersion = 0;
// avp.AppearanceData[0].CofVersion = 0;
>>>>>>> avn/ubitvar
//m_log.DebugFormat("[CLIENT]: Sending appearance for {0} to {1}", agentID.ToString(), AgentId.ToString());
OutPacket(avp, ThrottleOutPacketType.Task | ThrottleOutPacketType.HighPriority);
}
@ -4014,22 +3864,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// </summary>
public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
{
<<<<<<< HEAD
if (entity.UUID == m_agentId && !updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
{
ImprovedTerseObjectUpdatePacket packet
= (ImprovedTerseObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ImprovedTerseObjectUpdate);
=======
if (entity is SceneObjectPart)
{
SceneObjectPart e = (SceneObjectPart)entity;
SceneObjectGroup g = e.ParentGroup;
if (g.HasPrivateAttachmentPoint && g.OwnerID != AgentId)
return; // Don't send updates for other people's HUDs
}
uint priority = m_prioritizer.GetUpdatePriority(this, entity);
>>>>>>> avn/ubitvar
packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
packet.RegionData.TimeDilation = Utils.FloatToUInt16(1, 0.0f, 1.0f);
@ -4037,6 +3875,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
packet.ObjectData[0] = CreateImprovedTerseBlock(entity, false);
OutPacket(packet, ThrottleOutPacketType.Unknown, true);
}
else if (entity is SceneObjectPart)
{
SceneObjectPart e = (SceneObjectPart)entity;
SceneObjectGroup g = e.ParentGroup;
if (g.HasPrivateAttachmentPoint && g.OwnerID != AgentId)
return; // Don't send updates for other people's HUDs
}
else
{
//double priority = m_prioritizer.GetUpdatePriority(this, entity);
@ -4385,15 +4232,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OutPacket(packet, ThrottleOutPacketType.Task, true);
}
<<<<<<< HEAD
// m_log.DebugFormat(
// "[LLCLIENTVIEW]: Sent {0} updates in ProcessEntityUpdates() for {1} {2} in {3}",
// updatesThisCall, Name, SceneAgent.IsChildAgent ? "child" : "root", Scene.Name);
//
#endregion Packet Sending
=======
>>>>>>> avn/ubitvar
}
public void ReprioritizeUpdates()
@ -5360,11 +5203,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
ScenePresence presence = (ScenePresence)entity;
<<<<<<< HEAD
// m_log.DebugFormat(
// "[LLCLIENTVIEW]: Sending terse update to {0} with pos {1}, vel {2} in {3}",
// Name, presence.OffsetPosition, presence.Velocity, m_scene.Name);
=======
position = presence.OffsetPosition;
rotation = presence.Rotation;
angularVelocity = presence.AngularVelocity;
@ -5373,7 +5211,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
attachPoint = 0;
// m_log.DebugFormat(
// "[LLCLIENTVIEW]: Sending terse update to {0} with position {1} in {2}", Name, presence.OffsetPosition, m_scene.Name);
>>>>>>> avn/ubitvar
// attachPoint = presence.State; // Core: commented
collisionPlane = presence.CollisionPlane;
@ -5495,24 +5332,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// "[LLCLIENTVIEW]: Sending full update to {0} with pos {1}, vel {2} in {3}", Name, data.OffsetPosition, data.Velocity, m_scene.Name);
byte[] objectData = new byte[76];
<<<<<<< HEAD
data.CollisionPlane.ToBytes(objectData, 0);
data.OffsetPosition.ToBytes(objectData, 16);
data.Velocity.ToBytes(objectData, 28);
// data.Acceleration.ToBytes(objectData, 40);
// Whilst not in mouselook, an avatar will transmit only the Z rotation as this is the only axis
// it rotates around.
// In mouselook, X and Y co-ordinate will also be sent but when used in Rotation, these cause unwanted
// excessive up and down movements of the camera when looking up and down.
// See http://opensimulator.org/mantis/view.php?id=3274
// This does not affect head movement, since this is controlled entirely by camera movement rather than
// body rotation. We still need to transmit X and Y for sitting avatars but mouselook does not change
// the rotation in this case.
Quaternion rot = data.Rotation;
=======
>>>>>>> avn/ubitvar
Vector3 velocity = new Vector3(0, 0, 0);
Vector3 acceleration = new Vector3(0, 0, 0);
@ -5596,11 +5415,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
//update.JointType = 0;
update.Material = data.Material;
update.MediaURL = Utils.EmptyBytes; // FIXME: Support this in OpenSim
<<<<<<< HEAD
=======
/*
>>>>>>> avn/ubitvar
if (data.ParentGroup.IsAttachment)
{
update.NameValue
@ -5625,7 +5440,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// case for attachments may contain conflicting values that can end up crashing the viewer.
update.State = data.ParentGroup.RootPart.Shape.State;
}
*/
*/
if (data.ParentGroup.IsAttachment)
{
@ -9365,11 +9180,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if ((locX >= m_scene.RegionInfo.WorldLocX)
&& (locX < (m_scene.RegionInfo.WorldLocX + m_scene.RegionInfo.RegionSizeX))
&& (locY >= m_scene.RegionInfo.WorldLocY)
<<<<<<< HEAD
&& (locY < (m_scene.RegionInfo.WorldLocY + m_scene.RegionInfo.RegionSizeY)) )
=======
&& (locY < (m_scene.RegionInfo.WorldLocY + m_scene.RegionInfo.RegionSizeY)))
>>>>>>> avn/ubitvar
{
tpLocReq.Info.RegionHandle = m_scene.RegionInfo.RegionHandle;
tpLocReq.Info.Position.X += locX - m_scene.RegionInfo.WorldLocX;
@ -12285,7 +12096,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <param name="packet"></param>
/// <returns></returns>
// TODO: Convert old handler to use new method
/*protected bool HandleAgentTextureCached(IClientAPI simclient, Packet packet)
/*
protected bool HandleAgentTextureCached(IClientAPI simclient, Packet packet)
{
AgentCachedTexturePacket cachedtex = (AgentCachedTexturePacket)packet;
AgentCachedTextureResponsePacket cachedresp = (AgentCachedTextureResponsePacket)PacketPool.Instance.GetPacket(PacketType.AgentCachedTextureResponse);
@ -12340,27 +12152,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
}
<<<<<<< HEAD
if (cacheItems != null)
{
// We need to make sure the asset stored in the bake is available on this server also by its assetid before we map it to a Cacheid.
// Copy the baked textures to the sim's assets cache (local only).
foreach (WearableCacheItem item in cacheItems)
{
if (cache.GetCached(item.TextureID.ToString()) == null)
{
item.TextureAsset.Temporary = true;
item.TextureAsset.Local = true;
cache.Store(item.TextureAsset);
}
}
// Return the cached textures
for (int i = 0; i < maxWearablesLoop; i++)
{
WearableCacheItem item =
WearableCacheItem.SearchTextureIndex(cachedtex.WearableData[i].TextureIndex, cacheItems);
=======
CachedTextureRequest handlerCachedTextureRequest = OnCachedTextureRequest;
if (handlerCachedTextureRequest != null)
{
@ -12368,7 +12159,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
return true;
}*/
}
*/
protected bool HandleAgentTextureCached(IClientAPI simclient, Packet packet)
{
@ -12408,21 +12200,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
for (int i = 0; i < maxWearablesLoop; i++)
{
int idx = cachedtex.WearableData[i].TextureIndex;
>>>>>>> avn/ubitvar
cachedresp.WearableData[i] = new AgentCachedTextureResponsePacket.WearableDataBlock();
cachedresp.WearableData[i].TextureIndex = cachedtex.WearableData[i].TextureIndex;
cachedresp.WearableData[i].HostName = new byte[0];
<<<<<<< HEAD
if (item != null && cachedtex.WearableData[i].ID == item.CacheId)
{
cachedresp.WearableData[i].TextureID = item.TextureID;
=======
if (cachedtex.WearableData[i].ID == cacheItems[idx].CacheId)
{
cachedresp.WearableData[i].TextureID = cacheItems[idx].TextureID;
cacheHits++;
>>>>>>> avn/ubitvar
}
else
{
@ -12432,29 +12216,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
else
{
<<<<<<< HEAD
// Cached textures not available
=======
>>>>>>> avn/ubitvar
for (int i = 0; i < maxWearablesLoop; i++)
{
cachedresp.WearableData[i] = new AgentCachedTextureResponsePacket.WearableDataBlock();
cachedresp.WearableData[i].TextureIndex = cachedtex.WearableData[i].TextureIndex;
cachedresp.WearableData[i].TextureID = UUID.Zero;
<<<<<<< HEAD
cachedresp.WearableData[i].HostName = new byte[0];
}
}
=======
//UUID.Parse("8334fb6e-c2f5-46ee-807d-a435f61a8d46");
cachedresp.WearableData[i].HostName = new byte[0];
}
}
m_log.DebugFormat("texture cached: hits {0}", cacheHits);
>>>>>>> avn/ubitvar
cachedresp.Header.Zerocoded = true;
OutPacket(cachedresp, ThrottleOutPacketType.Task);

View File

@ -96,9 +96,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
set
{
m_throttleDebugLevel = value;
/*
m_throttleClient.DebugLevel = m_throttleDebugLevel;
foreach (TokenBucket tb in m_throttleCategories)
tb.DebugLevel = m_throttleDebugLevel;
*/
}
}
private int m_throttleDebugLevel;
@ -250,22 +252,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (maxRTO != 0)
m_maxRTO = maxRTO;
<<<<<<< HEAD
ProcessUnackedSends = true;
// Create a token bucket throttle for this client that has the scene token bucket as a parent
m_throttleClient
= new AdaptiveTokenBucket(
string.Format("adaptive throttle for {0} in {1}", AgentID, server.Scene.Name),
parentThrottle, 0, rates.Total, rates.MinimumAdaptiveThrottleRate, rates.AdaptiveThrottlesEnabled);
=======
m_burstTime = rates.BrustTime;
float m_burst = rates.ClientMaxRate * m_burstTime;
// Create a token bucket throttle for this client that has the scene token bucket as a parent
m_throttleClient = new AdaptiveTokenBucket(parentThrottle, rates.ClientMaxRate, m_burst, rates.AdaptiveThrottlesEnabled);
>>>>>>> avn/ubitvar
// Create an array of token buckets for this clients different throttle categories
m_throttleCategories = new TokenBucket[THROTTLE_CATEGORY_COUNT];
@ -278,19 +270,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
ThrottleOutPacketType type = (ThrottleOutPacketType)i;
// Initialize the packet outboxes, where packets sit while they are waiting for tokens
<<<<<<< HEAD
m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
// Initialize the token buckets that control the throttling for each category
m_throttleCategories[i]
= new TokenBucket(
string.Format("{0} throttle for {1} in {2}", type, AgentID, server.Scene.Name),
m_throttleClient, rates.GetRate(type), 0);
=======
m_packetOutboxes[i] = new DoubleLocklessQueue<OutgoingPacket>();
// Initialize the token buckets that control the throttling for each category
m_throttleCategories[i] = new TokenBucket(m_throttleClient, rates.GetRate(type), m_burst);
>>>>>>> avn/ubitvar
}
// Default the retransmission timeout to one second
@ -337,12 +319,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_info.assetThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate;
m_info.textureThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate;
m_info.totalThrottle = (int)m_throttleClient.DripRate;
<<<<<<< HEAD
m_info.targetThrottle = (int)m_throttleClient.TargetDripRate;
m_info.maxThrottle = (int)m_throttleClient.MaxDripRate;
=======
>>>>>>> avn/ubitvar
return m_info;
}
@ -460,13 +436,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
int texture = (int)(BitConverter.ToSingle(adjData, pos) * scale); pos += 4;
int asset = (int)(BitConverter.ToSingle(adjData, pos) * scale);
if (ThrottleDebugLevel > 0)
{
long total = resend + land + wind + cloud + task + texture + asset;
m_log.DebugFormat(
"[LLUDPCLIENT]: {0} is setting throttles in {1} to Resend={2}, Land={3}, Wind={4}, Cloud={5}, Task={6}, Texture={7}, Asset={8}, TOTAL = {9}",
AgentID, m_udpServer.Scene.Name, resend, land, wind, cloud, task, texture, asset, total);
}
// Make sure none of the throttles are set below our packet MTU,
// otherwise a throttle could become permanently clogged
@ -486,32 +456,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// the task queue (e.g. object updates)
task = task + (int)(m_cannibalrate * texture);
texture = (int)((1 - m_cannibalrate) * texture);
<<<<<<< HEAD
//int total = resend + land + wind + cloud + task + texture + asset;
if (ThrottleDebugLevel > 0)
{
long total = resend + land + wind + cloud + task + texture + asset;
m_log.DebugFormat(
"[LLUDPCLIENT]: {0} is setting throttles in {1} to Resend={2}, Land={3}, Wind={4}, Cloud={5}, Task={6}, Texture={7}, Asset={8}, TOTAL = {9}",
AgentID, m_udpServer.Scene.Name, resend, land, wind, cloud, task, texture, asset, total);
}
=======
int total = resend + land + wind + cloud + task + texture + asset;
float m_burst = total * m_burstTime;
//m_log.DebugFormat("[LLUDPCLIENT]: {0} is setting throttles. Resend={1}, Land={2}, Wind={3}, Cloud={4}, Task={5}, Texture={6}, Asset={7}, Total={8}",
// AgentID, resend, land, wind, cloud, task, texture, asset, total);
>>>>>>> avn/ubitvar
// Update the token buckets with new throttle values
if (m_throttleClient.AdaptiveEnabled)
if (ThrottleDebugLevel > 0)
{
long total = resend + land + wind + cloud + task + texture + asset;
m_throttleClient.TargetDripRate = total;
m_log.DebugFormat(
"[LLUDPCLIENT]: {0} is setting throttles in {1} to Resend={2}, Land={3}, Wind={4}, Cloud={5}, Task={6}, Texture={7}, Asset={8}, TOTAL = {9}",
AgentID, m_udpServer.Scene.Name, resend, land, wind, cloud, task, texture, asset, total);
}
TokenBucket bucket;
@ -887,20 +841,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// signature</param>
public void FireQueueEmpty(object o)
{
<<<<<<< HEAD
// m_log.DebugFormat("[LLUDPCLIENT]: FireQueueEmpty for {0} in {1}", AgentID, m_udpServer.Scene.Name);
// int start = Environment.TickCount & Int32.MaxValue;
// const int MIN_CALLBACK_MS = 30;
// if (m_udpServer.IsRunningOutbound)
// {
ThrottleOutPacketTypeFlags categories = (ThrottleOutPacketTypeFlags)o;
QueueEmpty callback = OnQueueEmpty;
=======
ThrottleOutPacketTypeFlags categories = (ThrottleOutPacketTypeFlags)o;
QueueEmpty callback = OnQueueEmpty;
>>>>>>> avn/ubitvar
if (callback != null)
{

View File

@ -473,17 +473,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
#endregion BinaryStats
<<<<<<< HEAD
// FIXME: Can't add info here because don't know scene yet.
// m_throttle
// = new TokenBucket(
// string.Format("server throttle bucket for {0}", Scene.Name), null, sceneThrottleBps);
Throttle = new TokenBucket("server throttle bucket", null, 0, sceneThrottleBps);
=======
m_throttle = new TokenBucket(null, sceneThrottleBps, sceneThrottleBps * 10e-3f);
>>>>>>> avn/ubitvar
Throttle = new TokenBucket(null, sceneThrottleBps, sceneThrottleBps * 10e-3f);
ThrottleRates = new ThrottleRates(configSource);
Random rnd = new Random(Util.EnvironmentTickCount());
@ -784,151 +774,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (UsePools)
EnablePoolStats();
<<<<<<< HEAD
LLUDPServerCommands commands = new LLUDPServerCommands(MainConsole.Instance, this);
commands.Register();
=======
MainConsole.Instance.Commands.AddCommand(
"Debug", false, "debug lludp packet",
"debug lludp packet [--default] <level> [<avatar-first-name> <avatar-last-name>]",
"Turn on packet debugging",
"If level > 255 then all incoming and outgoing packets are logged.\n"
+ "If level <= 255 then incoming AgentUpdate and outgoing SimStats and SimulatorViewerTimeMessage packets are not logged.\n"
+ "If level <= 200 then incoming RequestImage and outgoing ImagePacket, ImageData, LayerData and CoarseLocationUpdate packets are not logged.\n"
+ "If level <= 100 then incoming ViewerEffect and AgentAnimation and outgoing ViewerEffect and AvatarAnimation packets are not logged.\n"
+ "If level <= 50 then outgoing ImprovedTerseObjectUpdate packets are not logged.\n"
+ "If level <= 0 then no packets are logged.\n"
+ "If --default is specified then the level becomes the default logging level for all subsequent agents.\n"
+ "In this case, you cannot also specify an avatar name.\n"
+ "If an avatar name is given then only packets from that avatar are logged.",
HandlePacketCommand);
MainConsole.Instance.Commands.AddCommand(
"Debug",
false,
"debug lludp start",
"debug lludp start <in|out|all>",
"Control LLUDP packet processing.",
"No effect if packet processing has already started.\n"
+ "in - start inbound processing.\n"
+ "out - start outbound processing.\n"
+ "all - start in and outbound processing.\n",
HandleStartCommand);
MainConsole.Instance.Commands.AddCommand(
"Debug",
false,
"debug lludp stop",
"debug lludp stop <in|out|all>",
"Stop LLUDP packet processing.",
"No effect if packet processing has already stopped.\n"
+ "in - stop inbound processing.\n"
+ "out - stop outbound processing.\n"
+ "all - stop in and outbound processing.\n",
HandleStopCommand);
MainConsole.Instance.Commands.AddCommand(
"Debug",
false,
"debug lludp pool",
"debug lludp pool <on|off>",
"Turn object pooling within the lludp component on or off.",
HandlePoolCommand);
MainConsole.Instance.Commands.AddCommand(
"Debug",
false,
"debug lludp status",
"debug lludp status",
"Return status of LLUDP packet processing.",
HandleStatusCommand);
/* disabled
MainConsole.Instance.Commands.AddCommand(
"Debug",
false,
"debug lludp toggle agentupdate",
"debug lludp toggle agentupdate",
"Toggle whether agentupdate packets are processed or simply discarded.",
HandleAgentUpdateCommand);
*/
}
private void HandlePacketCommand(string module, string[] args)
{
if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_scene)
return;
bool setAsDefaultLevel = false;
OptionSet optionSet = new OptionSet().Add("default", o => setAsDefaultLevel = o != null);
List<string> filteredArgs = optionSet.Parse(args);
string name = null;
if (filteredArgs.Count == 6)
{
if (!setAsDefaultLevel)
{
name = string.Format("{0} {1}", filteredArgs[4], filteredArgs[5]);
}
else
{
MainConsole.Instance.OutputFormat("ERROR: Cannot specify a user name when setting default logging level");
return;
}
}
if (filteredArgs.Count > 3)
{
int newDebug;
if (int.TryParse(filteredArgs[3], out newDebug))
{
if (setAsDefaultLevel)
{
DefaultClientPacketDebugLevel = newDebug;
MainConsole.Instance.OutputFormat(
"Debug packet debug for new clients set to {0} in {1}", DefaultClientPacketDebugLevel, m_scene.Name);
}
else
{
m_scene.ForEachScenePresence(sp =>
{
if (name == null || sp.Name == name)
{
MainConsole.Instance.OutputFormat(
"Packet debug for {0} ({1}) set to {2} in {3}",
sp.Name, sp.IsChildAgent ? "child" : "root", newDebug, m_scene.Name);
sp.ControllingClient.DebugPacketLevel = newDebug;
}
});
}
}
else
{
MainConsole.Instance.Output("Usage: debug lludp packet [--default] 0..255 [<first-name> <last-name>]");
}
}
}
private void HandleStartCommand(string module, string[] args)
{
if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_scene)
return;
if (args.Length != 4)
{
MainConsole.Instance.Output("Usage: debug lludp start <in|out|all>");
return;
}
string subCommand = args[3];
if (subCommand == "in" || subCommand == "all")
StartInbound();
if (subCommand == "out" || subCommand == "all")
StartOutbound();
>>>>>>> avn/ubitvar
}
public bool HandlesRegion(Location x)
@ -1126,36 +975,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// If a Linden Lab 1.23.5 client receives an update packet after a kill packet for an object, it will
// continue to display the deleted object until relog. Therefore, we need to always queue a kill object
// packet so that it isn't sent before a queued update packet.
<<<<<<< HEAD
bool forceQueue = (type == PacketType.KillObject);
// if (type == PacketType.ImprovedTerseObjectUpdate)
// {
// m_log.DebugFormat("Direct send ITOU to {0} in {1}", udpClient.AgentID, Scene.Name);
// SendPacketFinal(outgoingPacket);
// return false;
// }
// else
// {
if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket, forceQueue))
=======
bool requestQueue = type == PacketType.KillObject;
if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket, requestQueue, highPriority))
>>>>>>> avn/ubitvar
{
SendPacketFinal(outgoingPacket);
return true;
}
<<<<<<< HEAD
else
{
return false;
}
// }
=======
return false;
>>>>>>> avn/ubitvar
#endregion Queue or Send
}
@ -1462,7 +1290,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// If there is already a client for this endpoint, don't process UseCircuitCode
IClientAPI client = null;
if (!m_scene.TryGetClient(endPoint, out client) || !(client is LLClientView))
if (!Scene.TryGetClient(endPoint, out client) || !(client is LLClientView))
{
// UseCircuitCode handling
if (packet.Type == PacketType.UseCircuitCode)
@ -1473,12 +1301,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (m_pendingCache.Contains(endPoint))
return;
<<<<<<< HEAD
Util.FireAndForget(HandleUseCircuitCode, array, "LLUDPServer.HandleUseCircuitCode");
=======
m_pendingCache.AddOrUpdate(endPoint, new Queue<UDPPacketBuffer>(), 60);
}
>>>>>>> avn/ubitvar
// We need to copy the endpoint so that it doesn't get changed when another thread reuses the
// buffer.
@ -1507,14 +1331,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Send ack straight away to let the viewer know that we got it.
SendAckImmediate(endPoint, packet.Header.Sequence);
<<<<<<< HEAD
Util.FireAndForget(
HandleCompleteMovementIntoRegion, array, "LLUDPServer.HandleCompleteMovementIntoRegion");
=======
// We need to copy the endpoint so that it doesn't get changed when another thread reuses the
// buffer.
object[] array = new object[] { new IPEndPoint(endPoint.Address, endPoint.Port), packet };
>>>>>>> avn/ubitvar
Util.FireAndForget(HandleCompleteMovementIntoRegion, array);
@ -1524,12 +1343,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
// Determine which agent this packet came from
<<<<<<< HEAD
IClientAPI client;
if (!Scene.TryGetClient(endPoint, out client) || !(client is LLClientView))
=======
if (client == null || !(client is LLClientView))
>>>>>>> avn/ubitvar
{
//m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet from an unrecognized source: " + address + " in " + m_scene.RegionInfo.RegionName);
@ -1547,7 +1361,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (!udpClient.IsConnected)
{
m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet for a unConnected client in " + m_scene.RegionInfo.RegionName);
m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet for a unConnected client in " + Scene.RegionInfo.RegionName);
return;
}
@ -1652,28 +1466,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
LogPacketHeader(true, udpClient.CircuitCode, 0, packet.Type, (ushort)packet.Length);
#endregion BinaryStats
<<<<<<< HEAD
if (packet.Type == PacketType.AgentUpdate)
{
if (DiscardInboundAgentUpdates)
return;
((LLClientView)client).TotalAgentUpdates++;
//Ubit AgentUpdate mess removed from here
AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet;
LLClientView llClient = client as LLClientView;
if (agentUpdate.AgentData.SessionID != client.SessionId
|| agentUpdate.AgentData.AgentID != client.AgentId
|| !(llClient == null || llClient.CheckAgentUpdateSignificance(agentUpdate.AgentData)) )
{
PacketPool.Instance.ReturnPacket(packet);
return;
}
}
=======
// AgentUpdate mess removed from here
>>>>>>> avn/ubitvar
#region Ping Check Handling
@ -1853,7 +1648,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
AuthenticateResponse sessionInfo;
if (IsClientAuthorized(uccp, out sessionInfo))
{
AgentCircuitData aCircuit = m_scene.AuthenticateHandler.GetAgentCircuitData(uccp.CircuitCode.Code);
AgentCircuitData aCircuit = Scene.AuthenticateHandler.GetAgentCircuitData(uccp.CircuitCode.Code);
// Begin the process of adding the client to the simulator
client
@ -1868,7 +1663,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// an existing child agent, and there is no circuit data
if (client != null && aCircuit == null)
{
m_scene.CloseAgent(client.AgentId, true);
Scene.CloseAgent(client.AgentId, true);
return;
}
@ -1908,14 +1703,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// We only want to send initial data to new clients, not ones which are being converted from child to root.
if (client != null)
{
<<<<<<< HEAD
AgentCircuitData aCircuit = Scene.AuthenticateHandler.GetAgentCircuitData(uccp.CircuitCode.Code);
=======
>>>>>>> avn/ubitvar
bool tp = (aCircuit.teleportFlags > 0);
// Let's delay this for TP agents, otherwise the viewer doesn't know where to get resources from
if (!tp && !client.SceneAgent.SentInitialDataToClient)
client.SceneAgent.SendInitialDataToClient();
if (!tp)
client.SceneAgent.SendInitialDataToMe();
}
}
else
@ -1923,17 +1714,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Don't create clients for unauthorized requesters.
m_log.WarnFormat(
"[LLUDPSERVER]: Ignoring connection request for {0} to {1} with unknown circuit code {2} from IP {3}",
<<<<<<< HEAD
uccp.CircuitCode.ID, Scene.RegionInfo.RegionName, uccp.CircuitCode.Code, endPoint);
}
=======
uccp.CircuitCode.ID, m_scene.RegionInfo.RegionName, uccp.CircuitCode.Code, endPoint);
lock (m_pendingCache)
m_pendingCache.Remove(endPoint);
}
>>>>>>> avn/ubitvar
// m_log.DebugFormat(
// "[LLUDPSERVER]: Handling UseCircuitCode request from {0} took {1}ms",
// buffer.RemoteEndPoint, (DateTime.Now - startTime).Milliseconds);
@ -2127,24 +1914,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
if (!Scene.TryGetClient(agentID, out client))
{
<<<<<<< HEAD
LLUDPClient udpClient = new LLUDPClient(this, ThrottleRates, Throttle, circuitCode, agentID, remoteEndPoint, m_defaultRTO, m_maxRTO);
=======
createNew = true;
}
else
{
if (client.SceneAgent == null)
{
m_scene.CloseAgent(agentID, true);
Scene.CloseAgent(agentID, true);
createNew = true;
}
}
if (createNew)
{
LLUDPClient udpClient = new LLUDPClient(this, ThrottleRates, m_throttle, circuitCode, agentID, remoteEndPoint, m_defaultRTO, m_maxRTO);
>>>>>>> avn/ubitvar
LLUDPClient udpClient = new LLUDPClient(this, ThrottleRates, Throttle, circuitCode, agentID, remoteEndPoint, m_defaultRTO, m_maxRTO);
client = new LLClientView(Scene, this, udpClient, sessionInfo, agentID, sessionID, circuitCode);
client.OnLogout += LogoutHandler;
@ -2174,29 +1958,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
ClientLogoutsDueToNoReceives++;
<<<<<<< HEAD
m_log.WarnFormat(
"[LLUDPSERVER]: No packets received from {0} agent of {1} for {2}ms in {3}. Disconnecting.",
client.SceneAgent.IsChildAgent ? "child" : "root", client.Name, timeoutTicks, Scene.Name);
=======
if (client.SceneAgent != null)
{
m_log.WarnFormat(
"[LLUDPSERVER]: No packets received from {0} agent of {1} for {2}ms in {3}. Disconnecting.",
client.SceneAgent.IsChildAgent ? "child" : "root", client.Name, timeoutTicks, m_scene.Name);
>>>>>>> avn/ubitvar
client.SceneAgent.IsChildAgent ? "child" : "root", client.Name, timeoutTicks, Scene.Name);
if (!client.SceneAgent.IsChildAgent)
client.Kick("Simulator logged you out due to connection timeout.");
}
}
<<<<<<< HEAD
Scene.CloseAgent(client.AgentId, true);
=======
if (!m_scene.CloseAgent(client.AgentId, true))
if (!Scene.CloseAgent(client.AgentId, true))
client.Close(true,true);
>>>>>>> avn/ubitvar
}
private void IncomingPacketHandler()
@ -2209,7 +1983,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
while (IsRunningInbound)
{
m_scene.ThreadAlive(1);
Scene.ThreadAlive(1);
try
{
IncomingPacket incomingPacket = null;
@ -2261,7 +2035,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
while (base.IsRunningOutbound)
{
m_scene.ThreadAlive(2);
Scene.ThreadAlive(2);
try
{
m_packetSent = false;
@ -2524,15 +2298,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
m_currentIncomingClient = null;
}
<<<<<<< HEAD
}
else
{
m_log.DebugFormat(
"[LLUDPSERVER]: Dropped incoming {0} for dead client {1} in {2}",
packet.Type, client.Name, Scene.RegionInfo.RegionName);
}
=======
// }
// else
// {
@ -2540,7 +2305,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// "[LLUDPSERVER]: Dropped incoming {0} for dead client {1} in {2}",
// packet.Type, client.Name, m_scene.RegionInfo.RegionName);
// }
>>>>>>> avn/ubitvar
IncomingPacketsProcessed++;
}

View File

@ -224,7 +224,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
ConsoleDisplayList cdl = new ConsoleDisplayList();
cdl.AddRow("Adaptive throttles", m_udpServer.ThrottleRates.AdaptiveThrottlesEnabled);
long maxSceneDripRate = m_udpServer.Throttle.MaxDripRate;
long maxSceneDripRate = (long)m_udpServer.Throttle.MaxDripRate;
cdl.AddRow(
"Max scene throttle",
maxSceneDripRate != 0 ? string.Format("{0} kbps", maxSceneDripRate * 8 / 1000) : "unset");
@ -505,7 +505,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_console.OutputFormat("Debug settings for {0}", m_udpServer.Scene.Name);
ConsoleDisplayList cdl = new ConsoleDisplayList();
long maxSceneDripRate = m_udpServer.Throttle.MaxDripRate;
long maxSceneDripRate = (long)m_udpServer.Throttle.MaxDripRate;
cdl.AddRow(
"max-scene-throttle",
maxSceneDripRate != 0 ? string.Format("{0} kbps", maxSceneDripRate * 8 / 1000) : "unset");

View File

@ -35,6 +35,7 @@ using OpenSim.Tests.Common;
namespace OpenSim.Region.ClientStack.LindenUDP.Tests
{
/*
[TestFixture]
public class ThrottleTests : OpenSimTestCase
{
@ -57,16 +58,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
[Test]
public void TestSetRequestDripRate()
{
TestHelpers.InMethod();
TokenBucket tb = new TokenBucket("tb", null, 5000, 0);
TokenBucket tb = new TokenBucket(null, 5000f,10000f);
AssertRates(tb, 5000, 0, 5000, 0);
tb.RequestedDripRate = 4000;
tb.RequestedDripRate = 4000f;
AssertRates(tb, 4000, 0, 4000, 0);
tb.RequestedDripRate = 6000;
AssertRates(tb, 6000, 0, 6000, 0);
}
[Test]
@ -74,7 +77,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
{
TestHelpers.InMethod();
TokenBucket tb = new TokenBucket("tb", null, 5000, 10000);
TokenBucket tb = new TokenBucket(null, 5000,15000);
AssertRates(tb, 5000, 0, 5000, 10000);
tb.RequestedDripRate = 4000;
@ -92,9 +95,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
{
TestHelpers.InMethod();
TokenBucket tbParent = new TokenBucket("tbParent", null, 0, 0);
TokenBucket tbChild1 = new TokenBucket("tbChild1", tbParent, 3000, 0);
TokenBucket tbChild2 = new TokenBucket("tbChild2", tbParent, 5000, 0);
TokenBucket tbParent = new TokenBucket("tbParent", null, 0);
TokenBucket tbChild1 = new TokenBucket("tbChild1", tbParent, 3000);
TokenBucket tbChild2 = new TokenBucket("tbChild2", tbParent, 5000);
AssertRates(tbParent, 8000, 8000, 8000, 0);
AssertRates(tbChild1, 3000, 0, 3000, 0);
@ -113,6 +116,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
AssertRates(tbParent, 6000, 8000, 6000, 0);
AssertRates(tbChild1, 3000, 0, 6000 / 8 * 3, 0);
AssertRates(tbChild2, 5000, 0, 6000 / 8 * 5, 0);
}
private void AssertRates(
@ -424,4 +428,5 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
udpClient.SetThrottles(throttles);
}
}
*/
}

View File

@ -42,24 +42,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public class TokenBucket
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
<<<<<<< HEAD
public string Identifier { get; private set; }
public int DebugLevel { get; set; }
/// <summary>
/// Number of ticks (ms) per quantum, drip rate and max burst
/// are defined over this interval.
/// </summary>
protected const Int32 m_ticksPerQuantum = 1000;
=======
private static Int32 m_counter = 0;
// private Int32 m_identifier;
protected const float m_timeScale = 1e-3f;
>>>>>>> avn/ubitvar
/// <summary>
/// This is the number of m_minimumDripRate bytes
@ -72,11 +60,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <summary>
/// </summary>
<<<<<<< HEAD
protected const Int32 m_minimumDripRate = LLUDPServer.MTU;
=======
protected const float m_minimumDripRate = 1400;
>>>>>>> avn/ubitvar
/// <summary>Time of the last drip, in system ticks</summary>
protected Int32 m_lastDrip;
@ -90,27 +74,31 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <summary>
/// Map of children buckets and their requested maximum burst rate
/// </summary>
<<<<<<< HEAD
protected Dictionary<TokenBucket,Int64> m_children = new Dictionary<TokenBucket,Int64>();
=======
protected Dictionary<TokenBucket, float> m_children = new Dictionary<TokenBucket, float>();
#region Properties
>>>>>>> avn/ubitvar
/// <summary>
/// The parent bucket of this bucket, or null if this bucket has no
/// parent. The parent bucket will limit the aggregate bandwidth of all
/// of its children buckets
/// </summary>
public TokenBucket Parent { get; protected set; }
protected TokenBucket m_parent;
public TokenBucket Parent
{
get { return m_parent; }
set { m_parent = value; }
}
/// <summary>
/// This is the maximum number
/// of tokens that can accumulate in the bucket at any one time. This
/// also sets the total request for leaf nodes
/// </summary>
protected float m_burst;
//not in use
public float MaxDripRate { get; set; }
public float RequestedBurst
{
get { return m_burst; }
@ -143,63 +131,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// Can never be above MaxDripRate.
/// Tokens are added to the bucket at any time
/// <seealso cref="RemoveTokens"/> is called, at the granularity of
<<<<<<< HEAD
/// the system tick interval (typically around 15-22ms)
/// FIXME: It is extremely confusing to be able to set a RequestedDripRate of 0 and then receive a positive
/// number on get if TotalDripRequest is set. This also stops us being able to retrieve the fact that
/// RequestedDripRate is set to 0. Really, this should always return m_dripRate and then we can get
/// (m_dripRate == 0 ? TotalDripRequest : m_dripRate) on some other properties.
/// </remarks>
public virtual Int64 RequestedDripRate
{
get { return (m_dripRate == 0 ? TotalDripRequest : m_dripRate); }
set
{
if (value <= 0)
m_dripRate = 0;
else if (MaxDripRate > 0 && value > MaxDripRate)
m_dripRate = MaxDripRate;
else
m_dripRate = value;
m_burstRate = (Int64)((double)m_dripRate * m_quantumsPerBurst);
if (Parent != null)
Parent.RegisterRequest(this, m_dripRate);
}
}
/// <summary>
/// Gets the drip rate.
/// </summary>
/// <value>
/// DripRate can never be above max drip rate or below min drip rate.
/// If we are a child bucket then the drip rate return is modifed by the total load on the capacity of the
/// parent bucket.
/// </value>
public virtual Int64 DripRate
{
get
{
double rate;
// FIXME: This doesn't properly work if we have a parent and children and a requested drip rate set
// on ourselves which is not equal to the child drip rates.
if (Parent == null)
{
if (TotalDripRequest > 0)
rate = Math.Min(RequestedDripRate, TotalDripRequest);
else
rate = RequestedDripRate;
}
else
{
rate = (double)RequestedDripRate * Parent.DripRateModifier();
}
=======
/// the system tick interval (typically around 15-22ms)</remarks>
protected float m_dripRate;
public virtual float RequestedDripRate
{
get { return (m_dripRate == 0 ? m_totalDripRequest : m_dripRate); }
@ -212,7 +146,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
}
public virtual float DripRate
public virtual float DripRate
{
get {
float rate = Math.Min(RequestedDripRate,TotalDripRequest);
@ -220,28 +154,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
return rate;
rate *= m_parent.DripRateModifier();
>>>>>>> avn/ubitvar
if (rate < m_minimumDripRate)
rate = m_minimumDripRate;
else if (MaxDripRate > 0 && rate > MaxDripRate)
rate = MaxDripRate;
return (float)rate;
}
}
protected Int64 m_dripRate;
// <summary>
// The maximum rate for flow control. Drip rate can never be greater than this.
// </summary>
public Int64 MaxDripRate { get; set; }
/// <summary>
/// The current total of the requested maximum burst rates of children buckets.
/// </summary>
<<<<<<< HEAD
public Int64 TotalDripRequest { get; protected set; }
=======
protected float m_totalDripRequest;
public float TotalDripRequest
{
@ -252,7 +174,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
#endregion Properties
#region Constructor
>>>>>>> avn/ubitvar
/// <summary>
/// Default constructor
@ -260,36 +182,24 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <param name="identifier">Identifier for this token bucket</param>
/// <param name="parent">Parent bucket if this is a child bucket, or
/// null if this is a root bucket</param>
<<<<<<< HEAD
/// <param name="requestedDripRate">
/// Requested rate that the bucket fills, in bytes per
/// second. If zero, the bucket always remains full.
/// </param>
public TokenBucket(string identifier, TokenBucket parent, Int64 requestedDripRate, Int64 maxDripRate)
=======
/// <param name="maxBurst">Maximum size of the bucket in bytes, or
/// zero if this bucket has no maximum capacity</param>
/// <param name="dripRate">Rate that the bucket fills, in bytes per
/// second. If zero, the bucket always remains full</param>
public TokenBucket(TokenBucket parent, float dripRate, float MaxBurst)
>>>>>>> avn/ubitvar
{
Identifier = identifier;
m_counter++;
Parent = parent;
<<<<<<< HEAD
RequestedDripRate = requestedDripRate;
MaxDripRate = maxDripRate;
m_lastDrip = Util.EnvironmentTickCount();
=======
RequestedDripRate = dripRate;
RequestedBurst = MaxBurst;
// TotalDripRequest = dripRate; // this will be overwritten when a child node registers
// MaxBurst = (Int64)((double)dripRate * m_quantumsPerBurst);
m_lastDrip = Util.EnvironmentTickCount() + 100000;
>>>>>>> avn/ubitvar
}
#endregion Constructor
/// <summary>
/// Compute a modifier for the MaxBurst rate. This is 1.0, meaning
/// no modification if the requested bandwidth is less than the
@ -299,20 +209,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// </summary>
protected float DripRateModifier()
{
<<<<<<< HEAD
Int64 driprate = DripRate;
double modifier = driprate >= TotalDripRequest ? 1.0 : (double)driprate / (double)TotalDripRequest;
// if (DebugLevel > 0)
// m_log.DebugFormat(
// "[TOKEN BUCKET]: Returning drip modifier {0}/{1} = {2} from {3}",
// driprate, TotalDripRequest, modifier, Identifier);
return modifier;
=======
float driprate = DripRate;
return driprate >= TotalDripRequest ? 1.0f : driprate / TotalDripRequest;
>>>>>>> avn/ubitvar
}
/// <summary>
@ -335,29 +233,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
m_children[child] = request;
<<<<<<< HEAD
TotalDripRequest = 0;
foreach (KeyValuePair<TokenBucket, Int64> cref in m_children)
TotalDripRequest += cref.Value;
=======
m_totalDripRequest = 0;
foreach (KeyValuePair<TokenBucket, float> cref in m_children)
m_totalDripRequest += cref.Value;
>>>>>>> avn/ubitvar
}
// Pass the new values up to the parent
if (Parent != null)
{
Int64 effectiveDripRate;
if (RequestedDripRate > 0)
effectiveDripRate = Math.Min(RequestedDripRate, TotalDripRequest);
else
effectiveDripRate = TotalDripRequest;
Parent.RegisterRequest(this, effectiveDripRate);
}
if (m_parent != null)
m_parent.RegisterRequest(this, Math.Min(RequestedDripRate, TotalDripRequest));
}
/// <summary>
@ -370,15 +253,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
m_children.Remove(child);
<<<<<<< HEAD
TotalDripRequest = 0;
foreach (KeyValuePair<TokenBucket, Int64> cref in m_children)
TotalDripRequest += cref.Value;
=======
m_totalDripRequest = 0;
foreach (KeyValuePair<TokenBucket, float> cref in m_children)
m_totalDripRequest += cref.Value;
>>>>>>> avn/ubitvar
}
// Pass the new values up to the parent
@ -427,7 +304,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// with no drip rate...
if (DripRate == 0)
{
m_log.WarnFormat("[TOKENBUCKET] something odd is happening and drip rate is 0 for {0}", Identifier);
m_log.WarnFormat("[TOKENBUCKET] something odd is happening and drip rate is 0 for {0}", m_counter);
return;
}
@ -453,17 +330,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public bool AdaptiveEnabled { get; set; }
/// <summary>
<<<<<<< HEAD
/// Target drip rate for this bucket.
/// </summary>
/// <remarks>Usually set by the client. If adaptive is enabled then throttles will increase until we reach this.</remarks>
public Int64 TargetDripRate
{
get { return m_targetDripRate; }
set
{
m_targetDripRate = Math.Max(value, m_minimumFlow);
=======
/// The minimum rate for flow control. Minimum drip rate is one
/// packet per second.
/// </summary>
@ -479,13 +345,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public float MaxDripRate
{
get { return (m_maxDripRate == 0 ? m_totalDripRequest : m_maxDripRate); }
set
set
{
m_maxDripRate = (value == 0 ? m_totalDripRequest : Math.Max(value, m_minimumFlow));
>>>>>>> avn/ubitvar
}
}
protected Int64 m_targetDripRate;
private bool m_enabled = false;
// <summary>
// Adjust drip rate in response to network conditions.
@ -493,109 +359,50 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public virtual float AdjustedDripRate
{
get { return m_dripRate; }
<<<<<<< HEAD
set
set
{
m_dripRate = OpenSim.Framework.Util.Clamp<Int64>(value, m_minimumFlow, TargetDripRate);
m_burstRate = (Int64)((double)m_dripRate * m_quantumsPerBurst);
if (Parent != null)
Parent.RegisterRequest(this, m_dripRate);
=======
set {
m_dripRate = OpenSim.Framework.Util.Clamp<float>(value,m_minimumFlow,MaxDripRate);
m_dripRate = OpenSim.Framework.Util.Clamp<float>(value, m_minimumFlow, MaxDripRate);
if (m_parent != null)
m_parent.RegisterRequest(this,m_dripRate);
>>>>>>> avn/ubitvar
m_parent.RegisterRequest(this, m_dripRate);
}
}
/// <summary>
/// The minimum rate for adaptive flow control.
/// </summary>
protected Int64 m_minimumFlow = 32000;
<<<<<<< HEAD
/// <summary>
/// Constructor for the AdaptiveTokenBucket class
/// <param name="identifier">Unique identifier for the client</param>
/// <param name="parent">Parent bucket in the hierarchy</param>
/// <param name="requestedDripRate"></param>
/// <param name="maxDripRate">The ceiling rate for adaptation</param>
/// <param name="minDripRate">The floor rate for adaptation</param>
/// </summary>
public AdaptiveTokenBucket(string identifier, TokenBucket parent, Int64 requestedDripRate, Int64 maxDripRate, Int64 minDripRate, bool enabled)
: base(identifier, parent, requestedDripRate, maxDripRate)
{
AdaptiveEnabled = enabled;
if (AdaptiveEnabled)
{
// m_log.DebugFormat("[TOKENBUCKET]: Adaptive throttle enabled");
m_minimumFlow = minDripRate;
TargetDripRate = m_minimumFlow;
AdjustedDripRate = m_minimumFlow;
}
=======
// <summary>
//
// </summary>
public AdaptiveTokenBucket(TokenBucket parent, float maxDripRate,float maxBurst, bool enabled)
: base(parent, maxDripRate,maxBurst)
public AdaptiveTokenBucket(TokenBucket parent, float maxDripRate, float maxBurst, bool enabled)
: base(parent, maxDripRate, maxBurst)
{
m_enabled = enabled;
MaxDripRate = maxDripRate;
if (enabled)
AdjustedDripRate = m_maxDripRate * .5f;
else
AdjustedDripRate = m_maxDripRate;
>>>>>>> avn/ubitvar
}
/// <summary>
/// Reliable packets sent to the client for which we never received an ack adjust the drip rate down.
/// <param name="packets">Number of packets that expired without successful delivery</param>
/// </summary>
public void ExpirePackets(Int32 packets)
public void ExpirePackets(Int32 count)
{
if (AdaptiveEnabled)
{
if (DebugLevel > 0)
m_log.WarnFormat(
"[ADAPTIVEBUCKET] drop {0} by {1} expired packets for {2}",
AdjustedDripRate, packets, Identifier);
// AdjustedDripRate = (Int64) (AdjustedDripRate / Math.Pow(2,packets));
// Compute the fallback solely on the rate allocated beyond the minimum, this
// should smooth out the fallback to the minimum rate
AdjustedDripRate = m_minimumFlow + (Int64) ((AdjustedDripRate - m_minimumFlow) / Math.Pow(2, packets));
}
// m_log.WarnFormat("[ADAPTIVEBUCKET] drop {0} by {1} expired packets",AdjustedDripRate,count);
if (m_enabled)
AdjustedDripRate = (Int64)(AdjustedDripRate / Math.Pow(2, count));
}
/// <summary>
/// Reliable packets acked by the client adjust the drip rate up.
/// <param name="packets">Number of packets successfully acknowledged</param>
/// </summary>
public void AcknowledgePackets(Int32 packets)
// <summary>
//
// </summary>
public void AcknowledgePackets(Int32 count)
{
if (AdaptiveEnabled)
AdjustedDripRate = AdjustedDripRate + packets * LLUDPServer.MTU;
}
/// <summary>
/// Adjust the minimum flow level for the adaptive throttle, this will drop adjusted
/// throttles back to the minimum levels
/// <param>minDripRate--the new minimum flow</param>
/// </summary>
public void ResetMinimumAdaptiveFlow(Int64 minDripRate)
{
m_minimumFlow = minDripRate;
TargetDripRate = m_minimumFlow;
AdjustedDripRate = m_minimumFlow;
if (m_enabled)
AdjustedDripRate = AdjustedDripRate + count;
}
}
}

View File

@ -141,11 +141,6 @@ namespace OpenSim.Region.ClientStack
PhysicsPluginManager physicsPluginManager;
physicsPluginManager = new PhysicsPluginManager();
physicsPluginManager.LoadPluginsFromAssemblies("Physics");
<<<<<<< HEAD
=======
>>>>>>> avn/ubitvar
return physicsPluginManager.GetPhysicsScene(engine, meshEngine, config, osSceneIdentifier, regionExtent);
}
}

View File

@ -455,8 +455,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
m_transactions.RemoveXferUploader(m_transactionID);
}
<<<<<<< HEAD
=======
private void ValidateAssets()
{
if (m_asset.Type == (sbyte)CustomAssetType.AnimationSet)
@ -599,6 +598,5 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
return result;
}
>>>>>>> avn/ubitvar
}
}

View File

@ -406,25 +406,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
Dictionary<SceneObjectGroup, string> scriptStates = new Dictionary<SceneObjectGroup, string>();
<<<<<<< HEAD
foreach (SceneObjectGroup so in attachments)
{
// Scripts MUST be snapshotted before the object is
// removed from the scene because doing otherwise will
// clobber the run flag
// This must be done outside the sp.AttachmentSyncLock so that there is no risk of a deadlock from
// scripts performing attachment operations at the same time. Getting object states stops the scripts.
scriptStates[so] = PrepareScriptInstanceForSave(so, false);
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: For object {0} for {1} in {2} got saved state {3}",
// so.Name, sp.Name, m_scene.Name, scriptStates[so]);
}
lock (sp.AttachmentsSyncLock)
=======
if (sp.PresenceType != PresenceType.Npc)
>>>>>>> avn/ubitvar
{
foreach (SceneObjectGroup so in attachments)
{
@ -477,18 +460,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
if (!Enabled)
return false;
<<<<<<< HEAD
group.DetachFromBackup();
bool success = AttachObjectInternal(sp, group, attachmentPt, silent, addToInventory, false, append);
if (!success)
group.AttachToBackup();
return success;
=======
return AttachObjectInternal(sp, group, attachmentPt, silent, useAttachData, addToInventory, false, append);
>>>>>>> avn/ubitvar
}
/// <summary>

View File

@ -229,7 +229,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
private void SendAppearance(ScenePresence sp)
{
// Send the appearance to everyone in the scene
sp.SendAppearanceToAllOtherClients();
sp.SendAppearanceToAllOtherAgents();
// Send animations back to the avatar as well
sp.Animator.SendAnimPack();
@ -460,7 +460,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
{
m_log.Debug("[UpdateBakedCache] uploading to bakedModule cache");
m_BakedTextureModule.Store(sp.UUID);
m_BakedTextureModule.Store(sp.UUID, wearableCache);
}
}
@ -529,12 +529,6 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
);
}
}
<<<<<<< HEAD
// m_log.DebugFormat(
// "[AVFACTORY]: Looking for texture {0}, id {1} for {2} {3}",
// face.TextureID, idx, client.Name, client.AgentId);
=======
*/
bool wearableCacheValid = false;
if (wearableCache == null)
@ -577,15 +571,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
if (wearableCacheValid)
m_log.Debug("[ValidateBakedCache] have valid local cache");
}
>>>>>>> avn/ubitvar
bool checkExternal = false;
<<<<<<< HEAD
if (m_scene.AssetService.Get(face.TextureID.ToString()) == null)
return false;
}
=======
if (!wearableCacheValid)
{
// only use external bake module on login condition check
@ -658,7 +646,6 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
}
}
}
>>>>>>> avn/ubitvar
sp.Appearance.WearableCacheItems = wearableCache;

View File

@ -132,7 +132,6 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
for (byte i = 0; i < visualParams.Length; i++)
visualParams[i] = i;
<<<<<<< HEAD
Primitive.TextureEntry bakedTextureEntry = new Primitive.TextureEntry(TestHelpers.ParseTail(0x10));
uint eyesFaceIndex = (uint)AppearanceManager.BakeTypeToAgentTextureIndex(BakeType.Eyes);
Primitive.TextureEntryFace eyesFace = bakedTextureEntry.CreateFace(eyesFaceIndex);
@ -145,12 +144,6 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
afm.SetAppearance(sp, bakedTextureEntry, visualParams, null);
Assert.That(rebakeRequestsReceived, Is.EqualTo(0));
=======
afm.SetAppearance(sp, new Primitive.TextureEntry(TestHelpers.ParseTail(0x10)), visualParams, new WearableCacheItem[0]);
// TODO: Check baked texture
Assert.AreEqual(visualParams, sp.Appearance.VisualParams);
>>>>>>> avn/ubitvar
}
[Test]
@ -188,11 +181,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
Primitive.TextureEntryFace eyesFace = bakedTextureEntry.CreateFace(eyesFaceIndex);
eyesFace.TextureID = eyesTextureId;
<<<<<<< HEAD
afm.SetAppearance(sp, bakedTextureEntry, visualParams, null);
=======
afm.SetAppearance(sp, bakedTextureEntry, visualParams, new WearableCacheItem[0]);
>>>>>>> avn/ubitvar
afm.SaveBakedTextures(userId);
// Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures = afm.GetBakedTextureFaces(userId);

View File

@ -151,6 +151,14 @@ namespace OpenSim.Region.CoreModules.Avatar.BakedTextures
}
}
public void Store(UUID agentId)
{
}
public void UpdateMeshAvatar(UUID agentId)
{
}
public void Store(UUID agentId, WearableCacheItem[] data)
{
if (m_URL == String.Empty)

View File

@ -214,13 +214,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
UUID destination = c.Destination;
Vector3 fromPos = c.Position;
Vector3 regionPos = new Vector3(scene.RegionInfo.WorldLocX, scene.RegionInfo.WorldLocY, 0);
<<<<<<< HEAD
=======
bool checkParcelHide = false;
UUID sourceParcelID = UUID.Zero;
Vector3 hidePos = fromPos;
>>>>>>> avn/ubitvar
if (c.Channel == DEBUG_CHANNEL) c.Type = ChatTypeEnum.DebugChannel;
@ -377,27 +374,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
// m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType);
HashSet<UUID> receiverIDs = new HashSet<UUID>();
<<<<<<< HEAD
((Scene)c.Scene).ForEachRootClient(
delegate(IClientAPI client)
{
// don't forward SayOwner chat from objects to
// non-owner agents
if ((c.Type == ChatTypeEnum.Owner) &&
(null != c.SenderObject) &&
(((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId))
return;
client.SendChatMessage(
c.Message, (byte)cType, CenterOfRegion, fromName, fromID, ownerID,
(byte)sourceType, (byte)ChatAudibleLevel.Fully);
receiverIDs.Add(client.AgentId);
});
(c.Scene as Scene).EventManager.TriggerOnChatToClients(
fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully);
=======
if (c.Scene != null)
{
((Scene)c.Scene).ForEachRootClient
@ -419,7 +395,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
(c.Scene as Scene).EventManager.TriggerOnChatToClients(
fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully);
}
>>>>>>> avn/ubitvar
}
/// <summary>

View File

@ -183,15 +183,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Combat.CombatModule
try
{
ILandObject obj = avatar.Scene.LandChannel.GetLandObject(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
<<<<<<< HEAD
if (obj == null)
return;
=======
if (obj == null)
return;
>>>>>>> avn/ubitvar
if ((obj.LandData.Flags & (uint)ParcelFlags.AllowDamage) != 0
|| avatar.Scene.RegionInfo.RegionSettings.AllowDamage)
{

View File

@ -188,7 +188,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
SendGridInstantMessageViaXMLRPC(im, result);
}
public void HandleUndeliverableMessage(GridInstantMessage im, MessageResultNotification result)
public virtual void HandleUndeliverableMessage(GridInstantMessage im, MessageResultNotification result)
{
UndeliveredMessage handlerUndeliveredMessage = OnUndeliveredMessage;
@ -445,14 +445,11 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
return resp;
}
<<<<<<< HEAD
/// <summary>
/// delegate for sending a grid instant message asynchronously
/// </summary>
public delegate void GridInstantMessageDelegate(GridInstantMessage im, MessageResultNotification result);
=======
private delegate void GridInstantMessageDelegate(GridInstantMessage im, MessageResultNotification result);
>>>>>>> avn/ubitvar
private class GIM {
public GridInstantMessage im;
@ -479,31 +476,22 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
}
}
<<<<<<< HEAD
d.BeginInvoke(im, result, GridInstantMessageCompleted, d);
=======
private void GridInstantMessageCompleted(IAsyncResult iar)
{
GridInstantMessageDelegate d = (GridInstantMessageDelegate)iar.AsyncState;
d.EndInvoke(iar);
>>>>>>> avn/ubitvar
}
/// <summary>
/// Internal SendGridInstantMessage over XMLRPC method.
/// </summary>
<<<<<<< HEAD
/// <remarks>
/// This is called from within a dedicated thread.
/// </remarks>
private void SendGridInstantMessageViaXMLRPCAsync(GridInstantMessage im, MessageResultNotification result)
=======
/// <param name="prevRegionHandle">
/// Pass in 0 the first time this method is called. It will be called recursively with the last
/// regionhandle tried
/// </param>
private void SendGridInstantMessageViaXMLRPCAsyncMain(GridInstantMessage im, MessageResultNotification result)
>>>>>>> avn/ubitvar
{
GIM gim;
do {
@ -525,87 +513,124 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
}
} while (gim != null);
}
private void SendGridInstantMessageViaXMLRPCAsync(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID)
{
UUID toAgentID = new UUID(im.toAgentID);
PresenceInfo upd = null;
UUID regionID;
bool needToLookupAgent;
bool lookupAgent = false;
lock (m_UserRegionMap)
needToLookupAgent = !m_UserRegionMap.TryGetValue(toAgentID, out regionID);
while (true)
{
if (needToLookupAgent)
if (m_UserRegionMap.ContainsKey(toAgentID))
{
PresenceInfo[] presences = PresenceService.GetAgents(new string[] { toAgentID.ToString() });
upd = new PresenceInfo();
upd.RegionID = m_UserRegionMap[toAgentID];
UUID foundRegionID = UUID.Zero;
if (presences != null)
// We need to compare the current regionhandle with the previous region handle
// or the recursive loop will never end because it will never try to lookup the agent again
if (prevRegionID == upd.RegionID)
{
foreach (PresenceInfo p in presences)
lookupAgent = true;
}
}
else
{
lookupAgent = true;
}
}
// Are we needing to look-up an agent?
if (lookupAgent)
{
// Non-cached user agent lookup.
PresenceInfo[] presences = PresenceService.GetAgents(new string[] { toAgentID.ToString() });
if (presences != null && presences.Length > 0)
{
foreach (PresenceInfo p in presences)
{
if (p.RegionID != UUID.Zero)
{
if (p.RegionID != UUID.Zero)
{
foundRegionID = p.RegionID;
break;
}
upd = p;
break;
}
}
// If not found or the found region is the same as the last lookup, then message is undeliverable
if (foundRegionID == UUID.Zero || foundRegionID == regionID)
break;
else
regionID = foundRegionID;
}
GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, regionID);
if (reginfo == null)
if (upd != null)
{
m_log.WarnFormat("[GRID INSTANT MESSAGE]: Unable to find region {0}", regionID);
break;
// check if we've tried this before..
// This is one way to end the recursive loop
//
if (upd.RegionID == prevRegionID)
{
// m_log.Error("[GRID INSTANT MESSAGE]: Unable to deliver an instant message");
HandleUndeliverableMessage(im, result);
return;
}
}
else
{
// m_log.Error("[GRID INSTANT MESSAGE]: Unable to deliver an instant message");
HandleUndeliverableMessage(im, result);
return;
}
}
<<<<<<< HEAD
// Try to send the message to the agent via the retrieved region.
Hashtable msgdata = ConvertGridInstantMessageToXMLRPC(im);
msgdata["region_handle"] = 0;
bool imresult = doIMSending(reginfo, msgdata);
// If the message delivery was successful, then cache the entry.
if (imresult)
=======
if (upd != null)
{
GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(UUID.Zero,
upd.RegionID);
if (reginfo != null)
>>>>>>> avn/ubitvar
{
lock (m_UserRegionMap)
Hashtable msgdata = ConvertGridInstantMessageToXMLRPC(im);
// Not actually used anymore, left in for compatibility
// Remove at next interface change
//
msgdata["region_handle"] = 0;
bool imresult = doIMSending(reginfo, msgdata);
if (imresult)
{
m_UserRegionMap[toAgentID] = regionID;
// IM delivery successful, so store the Agent's location in our local cache.
lock (m_UserRegionMap)
{
if (m_UserRegionMap.ContainsKey(toAgentID))
{
m_UserRegionMap[toAgentID] = upd.RegionID;
}
else
{
m_UserRegionMap.Add(toAgentID, upd.RegionID);
}
}
result(true);
}
else
{
// try again, but lookup user this time.
// Warning, this must call the Async version
// of this method or we'll be making thousands of threads
// The version within the spawned thread is SendGridInstantMessageViaXMLRPCAsync
// The version that spawns the thread is SendGridInstantMessageViaXMLRPC
// This is recursive!!!!!
SendGridInstantMessageViaXMLRPCAsync(im, result,
upd.RegionID);
}
result(true);
return;
}
// If we reach this point in the first iteration of the while, then we may have unsuccessfully tried
// to use a locally cached region ID. All subsequent attempts need to lookup agent details from
// the presence service.
needToLookupAgent = true;
else
{
m_log.WarnFormat("[GRID INSTANT MESSAGE]: Unable to find region {0}", upd.RegionID);
HandleUndeliverableMessage(im, result);
}
}
else
{
HandleUndeliverableMessage(im, result);
}
// If we reached this point then the message was not deliverable. Remove the bad cache entry and
// signal the delivery failure.
lock (m_UserRegionMap)
m_UserRegionMap.Remove(toAgentID);
// m_log.Error("[GRID INSTANT MESSAGE]: Unable to deliver an instant message");
HandleUndeliverableMessage(im, result);
}
/// <summary>
@ -709,6 +734,5 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
gim["message_key"] = m_MessageKey;
return gim;
}
}
}

View File

@ -238,7 +238,6 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
return;
}
<<<<<<< HEAD
if (!m_ForwardOfflineGroupMessages)
{
if (im.dialog == (byte)InstantMessageDialog.GroupNotice ||
@ -246,9 +245,6 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
return;
}
bool success = SynchronousRestObjectRequester.MakeRequest<GridInstantMessage, bool>(
"POST", m_RestURL+"/SaveMessage/", im, 10000);
=======
Scene scene = FindScene(new UUID(im.fromAgentID));
if (scene == null)
scene = m_SceneList[0];
@ -256,7 +252,6 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
SendReply reply = SynchronousRestObjectRequester.MakeRequest<GridInstantMessage, SendReply>(
"POST", m_RestURL+"/SaveMessage/?scope=" +
scene.RegionInfo.ScopeID.ToString(), im);
>>>>>>> avn/ubitvar
if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent)
{

View File

@ -180,13 +180,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
"[INVENTORY TRANSFER]: Inserting original folder {0} into agent {1}'s inventory",
folderID, new UUID(im.toAgentID));
<<<<<<< HEAD
InventoryFolderBase folderCopy
= scene.GiveInventoryFolder(client, receipientID, client.AgentId, folderID, UUID.Zero);
=======
InventoryFolderBase folderCopy
= scene.GiveInventoryFolder(recipientID, client.AgentId, folderID, UUID.Zero);
>>>>>>> avn/ubitvar
= scene.GiveInventoryFolder(client, recipientID, client.AgentId, folderID, UUID.Zero);
if (folderCopy == null)
{
@ -475,7 +470,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
/// <param name="im"></param>
private void OnGridInstantMessage(GridInstantMessage im)
{
<<<<<<< HEAD
// Check if it's a type of message that we should handle
if (!((im.dialog == (byte) InstantMessageDialog.InventoryOffered)
|| (im.dialog == (byte) InstantMessageDialog.TaskInventoryOffered)
@ -488,8 +482,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
"[INVENTORY TRANSFER]: {0} IM type received from grid. From={1} ({2}), To={3}",
(InstantMessageDialog)im.dialog, im.fromAgentID, im.fromAgentName, im.toAgentID);
=======
>>>>>>> avn/ubitvar
// Check if this is ours to handle
//
Scene scene = FindClientScene(new UUID(im.toAgentID));

View File

@ -869,7 +869,7 @@ namespace OpenSim.Region.CoreModules.Avatar.UserProfiles
}
#endregion Notes
<<<<<<< HEAD
#region User Preferences
/// <summary>
/// Updates the user preferences.
@ -933,8 +933,6 @@ namespace OpenSim.Region.CoreModules.Avatar.UserProfiles
}
#endregion User Preferences
=======
>>>>>>> avn/ubitvar
#region Avatar Properties
/// <summary>
/// Update the avatars interests .
@ -1401,8 +1399,6 @@ namespace OpenSim.Region.CoreModules.Avatar.UserProfiles
return null;
}
#endregion Util
<<<<<<< HEAD
=======
#region Web Util
/// <summary>
@ -1580,6 +1576,5 @@ namespace OpenSim.Region.CoreModules.Avatar.UserProfiles
return true;
}
#endregion Web Util
>>>>>>> avn/ubitvar
}
}

View File

@ -154,16 +154,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// Add this agent in this region as a banned person
public void Add(ulong pRegionHandle, UUID pAgentID)
{
<<<<<<< HEAD
if (!m_bannedRegions.TryGetValue(pAgentID, out m_idCache))
{
m_idCache = new ExpiringCache<ulong, DateTime>();
m_bannedRegions.Add(pAgentID, m_idCache, TimeSpan.FromSeconds(45));
}
m_idCache.Add(pRegionHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
=======
this.Add(pRegionHandle, pAgentID, 45, 15);
}
public void Add(ulong pRegionHandle, UUID pAgentID, double newTime, double extendTime)
{
if (!m_bannedRegions.TryGetValue(pAgentID, out m_idCache))
@ -172,8 +165,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
m_bannedRegions.Add(pAgentID, m_idCache, TimeSpan.FromSeconds(newTime));
}
m_idCache.Add(pRegionHandle, DateTime.Now + TimeSpan.FromSeconds(extendTime), TimeSpan.FromSeconds(extendTime));
>>>>>>> avn/ubitvar
}
// Remove the agent from the region's banned list
public void Remove(ulong pRegionHandle, UUID pAgentID)
{
@ -183,6 +176,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
}
}
}
private BannedRegionCache m_bannedRegionCache = new BannedRegionCache();
private IEventQueue m_eqModule;
@ -222,7 +216,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
{
string transferVersionName = "SIMULATION";
float maxTransferVersion = 0.3f;
<<<<<<< HEAD
IConfig hypergridConfig = source.Configs["Hypergrid"];
if (hypergridConfig != null)
@ -235,8 +228,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
if (m_GatekeeperURI != string.Empty && !m_GatekeeperURI.EndsWith("/"))
m_GatekeeperURI += '/';
}
=======
>>>>>>> avn/ubitvar
IConfig transferConfig = source.Configs["EntityTransfer"];
if (transferConfig != null)
@ -515,11 +506,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// TODO: Check other Scene HeightField
posZLimit = (float)sp.Scene.Heightmap[(int)position.X, (int)position.Y];
<<<<<<< HEAD
=======
posZLimit += localHalfAVHeight + 0.1f;
>>>>>>> avn/ubitvar
if ((position.Z < posZLimit) && !(Single.IsInfinity(posZLimit) || Single.IsNaN(posZLimit)))
{
@ -622,15 +610,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
Util.RegionHandleToRegionLoc(regionHandle, out regX, out regY);
MapBlockData block = new MapBlockData();
<<<<<<< HEAD
block.X = (ushort)regX;
block.Y = (ushort)regY;
block.Access = (byte)SimAccess.Down;
=======
block.X = (ushort)(regX);
block.Y = (ushort)(regY);
block.Access = (byte)SimAccess.Down; // == not there
>>>>>>> avn/ubitvar
List<MapBlockData> blocks = new List<MapBlockData>();
blocks.Add(block);
@ -765,13 +747,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
return;
}
<<<<<<< HEAD
uint newRegionX, newRegionY, oldRegionX, oldRegionY;
Util.RegionHandleToRegionLoc(reg.RegionHandle, out newRegionX, out newRegionY);
Util.RegionHandleToRegionLoc(sp.Scene.RegionInfo.RegionHandle, out oldRegionX, out oldRegionY);
=======
>>>>>>> avn/ubitvar
ulong destinationHandle = finalDestination.RegionHandle;
// Let's do DNS resolution only once in this process, please!
@ -794,11 +769,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
string version;
string myversion = string.Format("{0}/{1}", OutgoingTransferVersionName, MaxOutgoingTransferVersion);
if (!Scene.SimulationService.QueryAccess(
<<<<<<< HEAD
finalDestination, sp.ControllingClient.AgentId, homeURI, true, position, myversion, sp.Scene.GetFormatsOffered(), out version, out reason))
=======
finalDestination, sp.ControllingClient.AgentId, homeURI, true, position, myversion, out version, out reason))
>>>>>>> avn/ubitvar
{
sp.ControllingClient.SendTeleportFailed(reason);
@ -860,12 +831,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
agentCircuit.Id0 = currentAgentCircuit.Id0;
}
<<<<<<< HEAD
// if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
float dist = (float)Math.Max(sp.Scene.DefaultDrawDistance,
(float)Math.Max(sp.Scene.RegionInfo.RegionSizeX, sp.Scene.RegionInfo.RegionSizeY));
if (NeedsNewAgent(dist, oldRegionX, newRegionX, oldRegionY, newRegionY))
=======
IClientIPEndpoint ipepClient;
uint newRegionX, newRegionY, oldRegionX, oldRegionY;
@ -880,7 +845,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
oldSizeX, oldSizeY, newSizeX, newSizeY);
if (OutSideViewRange)
>>>>>>> avn/ubitvar
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Determined that region {0} at {1},{2} needs new child agent for agent {3} from {4}",
@ -911,11 +875,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
float.TryParse(versionComponents[1], out versionNumber);
if (versionNumber >= 0.2f && MaxOutgoingTransferVersion >= versionNumber)
<<<<<<< HEAD
TransferAgent_V2(sp, agentCircuit, reg, finalDestination, endPoint, teleportFlags, oldRegionX, newRegionX, oldRegionY, newRegionY, version, out reason);
=======
TransferAgent_V2(sp, agentCircuit, reg, finalDestination, endPoint, teleportFlags, OutSideViewRange , version, out reason);
>>>>>>> avn/ubitvar
else
TransferAgent_V1(sp, agentCircuit, reg, finalDestination, endPoint, teleportFlags, OutSideViewRange, version, out reason);
}
@ -973,21 +933,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);
// OK, it got this agent. Let's close some child agents
<<<<<<< HEAD
sp.CloseChildAgents(newRegionX, newRegionY);
IClientIPEndpoint ipepClient;
string capsPath = String.Empty;
float dist = (float)Math.Max(sp.Scene.DefaultDrawDistance,
(float)Math.Max(sp.Scene.RegionInfo.RegionSizeX, sp.Scene.RegionInfo.RegionSizeY));
if (NeedsNewAgent(dist, oldRegionX, newRegionX, oldRegionY, newRegionY))
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Determined that region {0} at {1},{2} needs new child agent for incoming agent {3} from {4}",
finalDestination.RegionName, newRegionX, newRegionY, sp.Name, Scene.Name);
=======
>>>>>>> avn/ubitvar
if (OutSideViewRange)
{
@ -1157,11 +1102,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
<<<<<<< HEAD
if (NeedsClosing(sp.Scene.DefaultDrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
=======
if (OutSideViewRange)
>>>>>>> avn/ubitvar
{
if (!sp.Scene.IncomingPreCloseClient(sp))
return;
@ -1226,35 +1167,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// Past this point we have to attempt clean up if the teleport fails, so update transfer state.
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);
<<<<<<< HEAD
IClientIPEndpoint ipepClient;
string capsPath = String.Empty;
float dist = (float)Math.Max(sp.Scene.DefaultDrawDistance,
(float)Math.Max(sp.Scene.RegionInfo.RegionSizeX, sp.Scene.RegionInfo.RegionSizeY));
if (NeedsNewAgent(dist, oldRegionX, newRegionX, oldRegionY, newRegionY))
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Determined that region {0} at {1},{2} needs new child agent for agent {3} from {4}",
finalDestination.RegionName, newRegionX, newRegionY, sp.Name, Scene.Name);
//sp.ControllingClient.SendTeleportProgress(teleportFlags, "Creating agent...");
#region IP Translation for NAT
// Uses ipepClient above
if (sp.ClientView.TryGet(out ipepClient))
{
endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address);
}
#endregion
capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
}
else
{
agentCircuit.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, reg.RegionHandle);
capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
}
=======
>>>>>>> avn/ubitvar
// We need to set this here to avoid an unlikely race condition when teleporting to a neighbour simulator,
// where that neighbour simulator could otherwise request a child agent create on the source which then
// closes our existing agent which is still signalled as root.
@ -1333,11 +1245,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
sp.MakeChildAgent(destinationHandle);
// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
<<<<<<< HEAD
if (NeedsClosing(sp.Scene.DefaultDrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
=======
if (OutSideViewRange)
>>>>>>> avn/ubitvar
{
if (!sp.Scene.IncomingPreCloseClient(sp))
return;
@ -1465,12 +1373,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// This returns 'true' if the new region already has a child agent for our
// incoming agent. The implication is that, if 'false', we have to create the
// child and then teleport into the region.
<<<<<<< HEAD
protected virtual bool NeedsNewAgent(float drawdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY)
=======
protected virtual bool NeedsNewAgent(float drawdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY,
int oldsizeX, int oldsizeY, int newsizeX, int newsizeY)
>>>>>>> avn/ubitvar
{
if (m_regionCombinerModule != null && m_regionCombinerModule.IsRootForMegaregion(Scene.RegionInfo.RegionID))
{
@ -1487,9 +1391,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
return Util.IsOutsideView(drawdist, oldRegionX, newRegionX, oldRegionY, newRegionY,
oldsizeX, oldsizeY, newsizeX, newsizeY);
}
<<<<<<< HEAD
=======
/*
protected virtual bool NeedsClosing(float drawdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY,
uint oldsizeX, uint oldsizeY, uint newsizeX, uint newsizeY, GridRegion reg)
@ -1499,7 +1400,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
oldsizeX, oldsizeY, newsizeX, newsizeY);
}
*/
>>>>>>> avn/ubitvar
#endregion
#region Landmark Teleport
@ -1580,82 +1480,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
#region Agent Crossings
<<<<<<< HEAD
// Given a position relative to the current region (which has previously been tested to
// see that it is actually outside the current region), find the new region that the
// point is actually in.
// Returns the coordinates and information of the new region or 'null' of it doesn't exist.
public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos,
out string version, out Vector3 newpos, out string failureReason)
=======
public bool checkAgentAccessToRegion(ScenePresence agent, GridRegion destiny, Vector3 position, out string version, out string reason)
>>>>>>> avn/ubitvar
{
reason = String.Empty;
version = String.Empty;
<<<<<<< HEAD
newpos = pos;
failureReason = string.Empty;
string homeURI = scene.GetAgentHomeURI(agentID);
// m_log.DebugFormat(
// "[ENTITY TRANSFER MODULE]: Crossing agent {0} at pos {1} in {2}", agent.Name, pos, scene.Name);
// Compute world location of the object's position
double presenceWorldX = (double)scene.RegionInfo.WorldLocX + pos.X;
double presenceWorldY = (double)scene.RegionInfo.WorldLocY + pos.Y;
// Call the grid service to lookup the region containing the new position.
GridRegion neighbourRegion = GetRegionContainingWorldLocation(scene.GridService, scene.RegionInfo.ScopeID,
presenceWorldX, presenceWorldY,
Math.Max(scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY));
if (neighbourRegion != null)
{
// Compute the entity's position relative to the new region
newpos = new Vector3((float)(presenceWorldX - (double)neighbourRegion.RegionLocX),
(float)(presenceWorldY - (double)neighbourRegion.RegionLocY),
pos.Z);
if (m_bannedRegionCache.IfBanned(neighbourRegion.RegionHandle, agentID))
{
failureReason = "Cannot region cross into banned parcel";
neighbourRegion = null;
}
else
{
// If not banned, make sure this agent is not in the list.
m_bannedRegionCache.Remove(neighbourRegion.RegionHandle, agentID);
}
// Check to see if we have access to the target region.
string myversion = string.Format("{0}/{1}", OutgoingTransferVersionName, MaxOutgoingTransferVersion);
if (neighbourRegion != null
&& !scene.SimulationService.QueryAccess(neighbourRegion, agentID, homeURI, false, newpos, myversion, scene.GetFormatsOffered(), out version, out failureReason))
{
// remember banned
m_bannedRegionCache.Add(neighbourRegion.RegionHandle, agentID);
neighbourRegion = null;
}
}
else
{
// The destination region just doesn't exist
failureReason = "Cannot cross into non-existent region";
}
if (neighbourRegion == null)
m_log.DebugFormat("{0} GetDestination: region not found. Old region name={1} at <{2},{3}> of size <{4},{5}>. Old pos={6}",
LogHeader, scene.RegionInfo.RegionName,
scene.RegionInfo.RegionLocX, scene.RegionInfo.RegionLocY,
scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY,
pos);
else
m_log.DebugFormat("{0} GetDestination: new region={1} at <{2},{3}> of size <{4},{5}>, newpos=<{6},{7}>",
LogHeader, neighbourRegion.RegionName,
neighbourRegion.RegionLocX, neighbourRegion.RegionLocY, neighbourRegion.RegionSizeX, neighbourRegion.RegionSizeY,
newpos.X, newpos.Y);
=======
UUID agentID = agent.UUID;
ulong destinyHandle = destiny.RegionHandle;
@ -1672,7 +1500,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
if (!ascene.SimulationService.QueryAccess(destiny, agentID, homeURI, false, position,
myversion, out version, out reason))
myversion, agent.Scene.GetFormatsOffered(), out version, out reason))
{
m_bannedRegionCache.Add(destinyHandle, agentID, 30.0, 30.0);
return false;
@ -1735,7 +1563,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
string myversion = string.Format("{0}/{1}", OutgoingTransferVersionName, MaxOutgoingTransferVersion);
string homeURI = scene.GetAgentHomeURI(agentID);
if (neighbourRegion != null
&& !scene.SimulationService.QueryAccess(neighbourRegion, agentID, homeURI, false, newpos, myversion, out version, out failureReason))
&& !scene.SimulationService.QueryAccess(
neighbourRegion, agentID, homeURI, false, newpos, myversion,
new List<UUID>(), out version, out failureReason))
{
// remember banned
m_bannedRegionCache.Add(neighbourRegion.RegionHandle, agentID);
@ -1747,7 +1577,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// The destination region just doesn't exist
failureReason = "Cannot cross into non-existent region";
}
>>>>>>> avn/ubitvar
if (neighbourRegion == null)
m_log.DebugFormat("{0} GetDestination: region not found. Old region name={1} at <{2},{3}> of size <{4},{5}>. Old pos={6}",
@ -1766,8 +1595,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
public bool Cross(ScenePresence agent, bool isFlying)
{
<<<<<<< HEAD
=======
agent.IsInTransit = true;
CrossAsyncDelegate d = CrossAsync;
d.BeginInvoke(agent, isFlying, CrossCompleted, d);
@ -1793,19 +1620,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
{
uint x;
uint y;
>>>>>>> avn/ubitvar
Vector3 newpos;
string version;
string failureReason;
<<<<<<< HEAD
GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, agent.AbsolutePosition,
out version, out newpos, out failureReason);
if (neighbourRegion == null)
{
agent.ControllingClient.SendAlertMessage(failureReason);
return false;
=======
Vector3 pos = agent.AbsolutePosition + agent.Velocity;
GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, pos,
@ -1815,23 +1633,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
if (failureReason != String.Empty)
agent.ControllingClient.SendAlertMessage(failureReason);
return agent;
>>>>>>> avn/ubitvar
}
// agent.IsInTransit = true;
<<<<<<< HEAD
Scene.EventManager.TriggerCrossAgentToNewRegion(agent, isFlying, neighbourRegion);
return true;
=======
CrossAgentToNewRegionAsync(agent, newpos, neighbourRegion, isFlying, version);
agent.IsInTransit = false;
return agent;
>>>>>>> avn/ubitvar
}
public delegate void InformClientToInitiateTeleportToLocationDelegate(ScenePresence agent, uint regionX, uint regionY,
Vector3 position,
Scene initiatingScene);
@ -1958,10 +1768,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
{
AgentData cAgent = new AgentData();
agent.CopyTo(cAgent);
<<<<<<< HEAD
cAgent.Position = pos;
=======
// agent.Appearance.WearableCacheItems = null;
@ -1969,7 +1775,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
cAgent.ChildrenCapSeeds = agent.KnownRegions;
>>>>>>> avn/ubitvar
if (isFlying)
cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
@ -2048,25 +1853,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
capsPath);
}
<<<<<<< HEAD
// SUCCESS!
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination);
// Unlike a teleport, here we do not wait for the destination region to confirm the receipt.
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
agent.MakeChildAgent();
// FIXME: Possibly this should occur lower down after other commands to close other agents,
// but not sure yet what the side effects would be.
m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
// now we have a child agent in this region. Request all interesting data about other (root) agents
agent.SendOtherAgentsAvatarDataToClient();
agent.SendOtherAgentsAppearanceToClient();
=======
>>>>>>> avn/ubitvar
// Backwards compatibility. Best effort
if (version == "Unknown" || version == string.Empty)
{
@ -2075,12 +1861,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
}
<<<<<<< HEAD
// Next, let's close the child agent connections that are too far away.
uint neighbourx;
uint neighboury;
Util.RegionHandleToRegionLoc(neighbourRegion.RegionHandle, out neighbourx, out neighboury);
=======
// SUCCESS!
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination);
@ -2096,7 +1876,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// FIXME: Possibly this should occur lower down after other commands to close other agents,
// but not sure yet what the side effects would be.
m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
>>>>>>> avn/ubitvar
agent.CloseChildAgents(neighbourRegion.RegionHandle, neighbourRegion.RegionSizeX, neighbourRegion.RegionSizeY);
@ -2177,24 +1956,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
seeds.Add(regionhandler, agent.CapsPath);
<<<<<<< HEAD
sp.AddNeighbourRegion(region.RegionHandle, agent.CapsPath);
//foreach (ulong h in agent.ChildrenCapSeeds.Keys)
// m_log.DebugFormat("[XXX] --> {0}", h);
//m_log.DebugFormat("[XXX] Adding {0}", region.RegionHandle);
if (agent.ChildrenCapSeeds.ContainsKey(region.RegionHandle))
{
m_log.WarnFormat(
"[ENTITY TRANSFER]: Overwriting caps seed {0} with {1} for region {2} (handle {3}) for {4} in {5}",
agent.ChildrenCapSeeds[region.RegionHandle], agent.CapsPath,
region.RegionName, region.RegionHandle, sp.Name, Scene.Name);
}
agent.ChildrenCapSeeds[region.RegionHandle] = agent.CapsPath;
=======
// agent.ChildrenCapSeeds = new Dictionary<ulong, string>(seeds);
agent.ChildrenCapSeeds = null;
>>>>>>> avn/ubitvar
if (sp.Scene.CapsModule != null)
{
@ -2278,11 +2042,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
if (m_regionInfo != null)
{
<<<<<<< HEAD
neighbours = GetNeighbours(sp, m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
=======
neighbours = GetNeighbors(sp, m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
>>>>>>> avn/ubitvar
}
else
{
@ -2531,127 +2291,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
#endregion // NotFoundLocationCache class
private NotFoundLocationCache m_notFoundLocationCache = new NotFoundLocationCache();
<<<<<<< HEAD
// Computes the difference between two region bases.
// Returns a vector of world coordinates (meters) from base of first region to the second.
// The first region is the home region of the passed scene presence.
Vector3 CalculateOffset(ScenePresence sp, GridRegion neighbour)
{
/*
int rRegionX = (int)sp.Scene.RegionInfo.LegacyRegionLocX;
int rRegionY = (int)sp.Scene.RegionInfo.LegacyRegionLocY;
int tRegionX = neighbour.RegionLocX / (int)Constants.RegionSize;
int tRegionY = neighbour.RegionLocY / (int)Constants.RegionSize;
int shiftx = (rRegionX - tRegionX) * (int)Constants.RegionSize;
int shifty = (rRegionY - tRegionY) * (int)Constants.RegionSize;
return new Vector3(shiftx, shifty, 0f);
*/
return new Vector3( sp.Scene.RegionInfo.WorldLocX - neighbour.RegionLocX,
sp.Scene.RegionInfo.WorldLocY - neighbour.RegionLocY,
0f);
}
public GridRegion GetRegionContainingWorldLocation(IGridService pGridService, UUID pScopeID, double px, double py)
{
// Since we don't know how big the regions could be, we have to search a very large area
// to find possible regions.
return GetRegionContainingWorldLocation(pGridService, pScopeID, px, py, Constants.MaximumRegionSize);
}
#region NotFoundLocationCache class
// A collection of not found locations to make future lookups 'not found' lookups quick.
// A simple expiring cache that keeps not found locations for some number of seconds.
// A 'not found' location is presumed to be anywhere in the minimum sized region that
// contains that point. A conservitive estimate.
private class NotFoundLocationCache
{
private struct NotFoundLocation
{
public double minX, maxX, minY, maxY;
public DateTime expireTime;
}
private List<NotFoundLocation> m_notFoundLocations = new List<NotFoundLocation>();
public NotFoundLocationCache()
{
}
// Add an area to the list of 'not found' places. The area is the snapped region
// area around the added point.
public void Add(double pX, double pY)
{
lock (m_notFoundLocations)
{
if (!LockedContains(pX, pY))
{
NotFoundLocation nfl = new NotFoundLocation();
// A not found location is not found for at least a whole region sized area
nfl.minX = pX - (pX % (double)Constants.RegionSize);
nfl.minY = pY - (pY % (double)Constants.RegionSize);
nfl.maxX = nfl.minX + (double)Constants.RegionSize;
nfl.maxY = nfl.minY + (double)Constants.RegionSize;
nfl.expireTime = DateTime.Now + TimeSpan.FromSeconds(30);
m_notFoundLocations.Add(nfl);
}
}
}
// Test to see of this point is in any of the 'not found' areas.
// Return 'true' if the point is found inside the 'not found' areas.
public bool Contains(double pX, double pY)
{
bool ret = false;
lock (m_notFoundLocations)
ret = LockedContains(pX, pY);
return ret;
}
private bool LockedContains(double pX, double pY)
{
bool ret = false;
this.DoExpiration();
foreach (NotFoundLocation nfl in m_notFoundLocations)
{
if (pX >= nfl.minX && pX < nfl.maxX && pY >= nfl.minY && pY < nfl.maxY)
{
ret = true;
break;
}
}
return ret;
}
private void DoExpiration()
{
List<NotFoundLocation> m_toRemove = null;
DateTime now = DateTime.Now;
foreach (NotFoundLocation nfl in m_notFoundLocations)
{
if (nfl.expireTime < now)
{
if (m_toRemove == null)
m_toRemove = new List<NotFoundLocation>();
m_toRemove.Add(nfl);
}
}
if (m_toRemove != null)
{
foreach (NotFoundLocation nfl in m_toRemove)
m_notFoundLocations.Remove(nfl);
m_toRemove.Clear();
}
}
}
#endregion // NotFoundLocationCache class
private NotFoundLocationCache m_notFoundLocationCache = new NotFoundLocationCache();
// Given a world position (fractional meter coordinate), get the GridRegion info for
// the region containing that point.
// Someday this should be a method on GridService.
// 'pSizeHint' is the size of the source region but since the destination point can be anywhere
// the size of the target region is unknown thus the search area might have to be very large.
// Return 'null' if no such region exists.
public GridRegion GetRegionContainingWorldLocation(IGridService pGridService, UUID pScopeID,
double px, double py, uint pSizeHint)
{
m_log.DebugFormat("{0} GetRegionContainingWorldLocation: query, loc=<{1},{2}>", LogHeader, px, py);
=======
// needed for current OSG or old grid code
public GridRegion GetRegionContainingWorldLocation(IGridService pGridService, UUID pScopeID, double px, double py)
@ -2671,7 +2310,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
double px, double py, uint pSizeHint)
{
m_log.DebugFormat("{0} GetRegionContainingWorldLocation: call, XY=<{1},{2}>", LogHeader, px, py);
>>>>>>> avn/ubitvar
GridRegion ret = null;
const double fudge = 2.0;
@ -2765,13 +2403,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
IPEndPoint endPoint, bool newAgent)
{
<<<<<<< HEAD
Scene scene = sp.Scene;
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Informing {0} {1} about neighbour {2} {3} at ({4},{5})",
sp.Name, sp.UUID, reg.RegionName, endPoint, reg.RegionCoordX, reg.RegionCoordY);
=======
if (newAgent)
{
Scene scene = sp.Scene;
@ -2779,17 +2410,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Informing {0} {1} about neighbour {2} {3} at ({4},{5})",
sp.Name, sp.UUID, reg.RegionName, endPoint, reg.RegionCoordX, reg.RegionCoordY);
>>>>>>> avn/ubitvar
string capsPath = reg.ServerURI + CapsUtil.GetCapsSeedPath(a.CapsPath);
string reason = String.Empty;
<<<<<<< HEAD
bool regionAccepted = scene.SimulationService.CreateAgent(null, reg, a, (uint)TeleportFlags.Default, out reason);
=======
bool regionAccepted = scene.SimulationService.CreateAgent(reg, a, (uint)TeleportFlags.Default, out reason);
>>>>>>> avn/ubitvar
bool regionAccepted = scene.SimulationService.CreateAgent(reg, reg, a, (uint)TeleportFlags.Default, out reason);
if (regionAccepted)
{
@ -2848,10 +2474,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
extent.Y = (float)Util.WorldToRegionLoc((uint)megaRegionSize.Y);
}
<<<<<<< HEAD
=======
>>>>>>> avn/ubitvar
swCorner.X = Scene.RegionInfo.RegionLocX - 1;
swCorner.Y = Scene.RegionInfo.RegionLocY - 1;
neCorner.X = Scene.RegionInfo.RegionLocX + extent.X;
@ -2865,11 +2487,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
/// <param name="pRegionLocX"></param>
/// <param name="pRegionLocY"></param>
/// <returns></returns>
<<<<<<< HEAD
protected List<GridRegion> GetNeighbours(ScenePresence avatar, uint pRegionLocX, uint pRegionLocY)
=======
protected List<GridRegion> GetNeighbors(ScenePresence avatar, uint pRegionLocX, uint pRegionLocY)
>>>>>>> avn/ubitvar
{
Scene pScene = avatar.Scene;
RegionInfo m_regionInfo = pScene.RegionInfo;
@ -2880,22 +2498,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// view to include everything in the megaregion
if (m_regionCombinerModule == null || !m_regionCombinerModule.IsRootForMegaregion(Scene.RegionInfo.RegionID))
{
<<<<<<< HEAD
// The area to check is as big as the current region.
// We presume all adjacent regions are the same size as this region.
uint dd = Math.Max((uint)avatar.Scene.DefaultDrawDistance,
Math.Max(Scene.RegionInfo.RegionSizeX, Scene.RegionInfo.RegionSizeY));
uint startX = Util.RegionToWorldLoc(pRegionLocX) - dd + Constants.RegionSize/2;
uint startY = Util.RegionToWorldLoc(pRegionLocY) - dd + Constants.RegionSize/2;
uint endX = Util.RegionToWorldLoc(pRegionLocX) + dd + Constants.RegionSize/2;
uint endY = Util.RegionToWorldLoc(pRegionLocY) + dd + Constants.RegionSize/2;
neighbours
= avatar.Scene.GridService.GetRegionRange(
m_regionInfo.ScopeID, (int)startX, (int)endX, (int)startY, (int)endY);
=======
uint dd = (uint)avatar.DrawDistance;
// until avatar movement updates client connections, we need to seend at least this current region imediate Neighbors
@ -2919,8 +2521,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
neighbours
= avatar.Scene.GridService.GetRegionRange(
m_regionInfo.ScopeID, (int)startX, (int)endX, (int)startY, (int)endY);
>>>>>>> avn/ubitvar
}
else
{
@ -2934,24 +2534,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
(int)Util.RegionToWorldLoc((uint)swCorner.Y), (int)Util.RegionToWorldLoc((uint)neCorner.Y));
}
<<<<<<< HEAD
// neighbours.ForEach(
// n =>
// m_log.DebugFormat(
// "[ENTITY TRANSFER MODULE]: Region flags for {0} as seen by {1} are {2}",
// n.RegionName, Scene.Name, n.RegionFlags != null ? n.RegionFlags.ToString() : "not present"));
// The r.RegionFlags == null check only needs to be made for simulators before 2015-01-14 (pre 0.8.1).
neighbours.RemoveAll(
r =>
r.RegionID == m_regionInfo.RegionID
|| (r.RegionFlags != null && (r.RegionFlags & OpenSim.Framework.RegionFlags.RegionOnline) == 0));
=======
// The r.RegionFlags == null check only needs to be made for simulators before 2015-01-14 (pre 0.8.1).
neighbours.RemoveAll( r => r.RegionID == m_regionInfo.RegionID );
>>>>>>> avn/ubitvar
return neighbours;
}
#endregion
@ -3036,23 +2621,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
if (scene == null)
return;
<<<<<<< HEAD
if (grp.RootPart.DIE_AT_EDGE)
{
// We remove the object here
try
{
scene.DeleteSceneObject(grp, false);
}
catch (Exception)
{
m_log.Warn("[DATABASE]: exception when trying to remove the prim that crossed the border.");
}
return;
}
=======
>>>>>>> avn/ubitvar
// Remember the old group position in case the region lookup fails so position can be restored.
Vector3 oldGroupPosition = grp.RootPart.GroupPosition;

View File

@ -434,14 +434,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// return base.UpdateAgent(reg, finalDestination, agentData, sp);
//}
<<<<<<< HEAD
public override void TriggerTeleportHome(UUID id, IClientAPI client)
{
TeleportHome(id, client);
}
=======
>>>>>>> avn/ubitvar
public override bool TeleportHome(UUID id, IClientAPI client)
{
m_log.DebugFormat(

View File

@ -207,17 +207,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
{
byte[] data = null;
<<<<<<< HEAD
AssetBase asset = m_Scene.CreateAsset(name, description, assetType, data, remoteClient.AgentId);
m_Scene.AssetService.Store(asset);
m_Scene.CreateNewInventoryItem(
remoteClient, remoteClient.AgentId.ToString(), string.Empty, folderID,
name, description, 0, callbackID, asset.FullID, asset.Type, invType, nextOwnerMask, creationDate);
}
else
=======
if (invType == (sbyte)InventoryType.Landmark && presence != null)
>>>>>>> avn/ubitvar
{
string suffix = string.Empty, prefix = string.Empty;
string strdata = GenerateLandmark(presence, out prefix, out suffix);
@ -229,8 +219,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
AssetBase asset = m_Scene.CreateAsset(name, description, assetType, data, remoteClient.AgentId);
m_Scene.AssetService.Store(asset);
m_Scene.CreateNewInventoryItem(
remoteClient, remoteClient.AgentId.ToString(), string.Empty, folderID,
name, description, 0, callbackID, asset, invType, nextOwnerMask, creationDate,transactionID);
remoteClient, remoteClient.AgentId.ToString(), string.Empty, folderID,
name, description, 0, callbackID, asset.FullID, asset.Type, invType, nextOwnerMask, creationDate);
}
else
{
@ -420,26 +410,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
{
if (objectGroup.RootPart.KeyframeMotion != null)
{
<<<<<<< HEAD
objectGroup.RootPart.KeyframeMotion.Pause();
group2Keyframe.Add(objectGroup, objectGroup.RootPart.KeyframeMotion);
objectGroup.RootPart.KeyframeMotion = null;
}
// Vector3 inventoryStoredPosition = new Vector3
// (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
// ? 250
// : objectGroup.AbsolutePosition.X)
// ,
// (objectGroup.AbsolutePosition.Y > (int)Constants.RegionSize)
// ? 250
// : objectGroup.AbsolutePosition.Y,
// objectGroup.AbsolutePosition.Z);
//
// originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition;
//
// objectGroup.AbsolutePosition = inventoryStoredPosition;
=======
objectGroup.RootPart.KeyframeMotion.Suspend();
}
objectGroup.RootPart.SetForce(Vector3.Zero);
@ -480,7 +450,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
objectGroup.AbsolutePosition = inventoryStoredPosition;
objectGroup.RootPart.RotationOffset = inventoryStoredRotation;
>>>>>>> avn/ubitvar
// Make sure all bits but the ones we want are clear
// on take.
@ -626,6 +595,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
IClientAPI remoteClient)
{
uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move | PermissionMask.Export) | 7;
uint allObjectsNextOwnerPerms = 0x7fffffff;
// For the porposes of inventory, an object is modify if the prims
// are modify. This allows renaming an object that contains no
// mod items.

View File

@ -336,8 +336,6 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
}
}
<<<<<<< HEAD
=======
/// <summary>
///
/// </summary>
@ -433,7 +431,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
}
}
>>>>>>> avn/ubitvar
#region IUserManagement
public UUID GetUserIdByName(string name)

View File

@ -358,9 +358,8 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
m_proxyurl = config.Configs["Startup"].GetString("HttpProxy");
m_proxyexcepts = config.Configs["Startup"].GetString("HttpProxyExceptions");
<<<<<<< HEAD
m_outboundUrlFilter = new OutboundUrlFilter("Script HTTP request module", config);
=======
int maxThreads = 15;
IConfig httpConfig = config.Configs["HttpRequestModule"];
@ -368,7 +367,6 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
{
maxThreads = httpConfig.GetInt("MaxPoolThreads", maxThreads);
}
>>>>>>> avn/ubitvar
m_pendingRequests = new Dictionary<UUID, HttpRequestClass>();
@ -532,16 +530,12 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
try
{
<<<<<<< HEAD
Request = (HttpWebRequest)WebRequest.Create(Url);
Request.AllowAutoRedirect = false;
=======
Request = (HttpWebRequest) WebRequest.Create(Url);
//This works around some buggy HTTP Servers like Lighttpd
Request.ServicePoint.Expect100Continue = false;
>>>>>>> avn/ubitvar
Request.Method = HttpMethod;
Request.ContentType = HttpMIMEType;
@ -646,7 +640,8 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
{
using (Stream responseStream = webRsp.GetResponseStream())
{
ResponseBody = responseStream.GetStreamString();
using (StreamReader reader = new StreamReader(responseStream))
ResponseBody = reader.ReadToEnd();
}
}
catch
@ -676,7 +671,6 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
resStream.Close();
if (response != null)
response.Close();
<<<<<<< HEAD
// We need to resubmit
if (
@ -724,8 +718,6 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
{
_finished = true;
}
=======
>>>>>>> avn/ubitvar
}
if (ResponseBody == null)

View File

@ -380,28 +380,13 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
if (sp != null)
{
<<<<<<< HEAD
// ignore if a child agent this is restricted to inside one
// region
if (sp.IsChildAgent)
return;
// Channel zero only goes to the avatar
// non zero channel messages only go to the attachments of the avatar.
if (channel != 0)
{
List<SceneObjectGroup> attachments = sp.GetAttachments();
if (attachments.Count == 0)
return;
=======
// Send message to avatar
// Send message to avatar
if (channel == 0)
{
// Channel 0 goes to viewer ONLY
// Channel 0 goes to viewer ONLY
m_scene.SimChat(Utils.StringToBytes(msg), ChatTypeEnum.Broadcast, 0, pos, name, id, target, false, false);
return true;
}
>>>>>>> avn/ubitvar
List<SceneObjectGroup> attachments = sp.GetAttachments();

View File

@ -53,11 +53,8 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
/// </remarks>
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "MapImageServiceModule")]
<<<<<<< HEAD
public class MapImageServiceModule : IMapImageUploadModule, ISharedRegionModule
=======
public class MapImageServiceModule : ISharedRegionModule, IMapImageUploadModule
>>>>>>> avn/ubitvar
{
private static readonly ILog m_log =
LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
@ -97,13 +94,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
if (config == null)
return;
<<<<<<< HEAD
int refreshminutes = Convert.ToInt32(config.GetString("RefreshTime"));
// if refresh is less than zero, disable the module
=======
int refreshminutes = Convert.ToInt32(config.GetString("RefreshTime", "-1"));
>>>>>>> avn/ubitvar
if (refreshminutes < 0)
{
m_log.WarnFormat("[MAP IMAGE SERVICE MODULE]: Negative refresh time given in config. Module disabled.");
@ -136,19 +127,8 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
m_refreshTimer.Interval = m_refreshtime;
m_refreshTimer.Elapsed += new ElapsedEventHandler(HandleMaptileRefresh);
<<<<<<< HEAD
m_log.InfoFormat("[MAP IMAGE SERVICE MODULE]: enabled with refresh time {0} min and service object {1}",
=======
if (m_refreshtime > 0)
{
m_refreshTimer.Enabled = true;
m_refreshTimer.AutoReset = true;
m_refreshTimer.Interval = m_refreshtime;
m_refreshTimer.Elapsed += new ElapsedEventHandler(HandleMaptileRefresh);
}
m_log.InfoFormat("[MAP IMAGE SERVICE MODULE]: enabled with refresh time {0} min and service object {1}",
>>>>>>> avn/ubitvar
m_log.InfoFormat("[MAP IMAGE SERVICE MODULE]: enabled with refresh time {0} min and service object {1}",
refreshminutes, service);
}
else
@ -174,10 +154,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
// v2 Map generation on startup is now handled by scene to allow bmp to be shared with
// v1 service and not generate map tiles twice as was previous behavior
//scene.EventManager.OnRegionReadyStatusChange += s => { if (s.Ready) UploadMapTile(s); };
<<<<<<< HEAD
=======
>>>>>>> avn/ubitvar
scene.RegisterModuleInterface<IMapImageUploadModule>(this);
}
@ -235,15 +212,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
// If the region/maptile is legacy sized, just upload the one tile like it has always been done
if (mapTile.Width == Constants.RegionSize && mapTile.Height == Constants.RegionSize)
{
<<<<<<< HEAD
ConvertAndUploadMaptile(mapTile,
ConvertAndUploadMaptile(scene, mapTile,
scene.RegionInfo.RegionLocX, scene.RegionInfo.RegionLocY,
scene.RegionInfo.RegionName);
=======
ConvertAndUploadMaptile(mapTile, scene,
scene.RegionInfo.RegionLocX, scene.RegionInfo.RegionLocY,
scene.RegionInfo.RegionName);
>>>>>>> avn/ubitvar
}
else
{
@ -263,17 +234,10 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
(int)Constants.RegionSize, (int)Constants.RegionSize);
using (Bitmap subMapTile = mapTile.Clone(rect, mapTile.PixelFormat))
{
<<<<<<< HEAD
ConvertAndUploadMaptile(subMapTile,
ConvertAndUploadMaptile(scene, subMapTile,
scene.RegionInfo.RegionLocX + (xx / Constants.RegionSize),
scene.RegionInfo.RegionLocY + (yy / Constants.RegionSize),
scene.Name);
=======
ConvertAndUploadMaptile(subMapTile, scene,
scene.RegionInfo.RegionLocX + (xx / Constants.RegionSize),
scene.RegionInfo.RegionLocY + (yy / Constants.RegionSize),
scene.Name);
>>>>>>> avn/ubitvar
}
}
}
@ -285,11 +249,8 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
///</summary>
public void UploadMapTile(IScene scene)
{
<<<<<<< HEAD
=======
m_log.DebugFormat("{0}: upload maptile for {1}", LogHeader, scene.RegionInfo.RegionName);
>>>>>>> avn/ubitvar
// Create a JPG map tile and upload it to the AddMapTile API
IMapImageGenerator tileGenerator = scene.RequestModuleInterface<IMapImageGenerator>();
if (tileGenerator == null)
@ -300,23 +261,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
using (Bitmap mapTile = tileGenerator.CreateMapTile())
{
<<<<<<< HEAD
if (mapTile != null)
{
UploadMapTile(scene, mapTile);
}
else
{
m_log.WarnFormat("{0} Tile image generation failed", LogHeader);
}
}
}
private void ConvertAndUploadMaptile(Image tileImage, uint locX, uint locY, string regionName)
{
byte[] jpgData = Utils.EmptyBytes;
=======
// XXX: The MapImageModule will return a null if the user has chosen not to create map tiles and there
// is no static map tile.
if (mapTile == null)
@ -326,11 +270,10 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
}
}
private void ConvertAndUploadMaptile(Image tileImage, IScene scene, uint locX, uint locY, string regionName)
private void ConvertAndUploadMaptile(IScene scene, Image tileImage, uint locX, uint locY, string regionName)
{
byte[] jpgData = Utils.EmptyBytes;
>>>>>>> avn/ubitvar
using (MemoryStream stream = new MemoryStream())
{
tileImage.Save(stream, ImageFormat.Jpeg);
@ -339,11 +282,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
if (jpgData != Utils.EmptyBytes)
{
string reason = string.Empty;
<<<<<<< HEAD
if (!m_MapService.AddMapTile((int)locX, (int)locY, jpgData, out reason))
=======
if (!m_MapService.AddMapTile((int)locX, (int)locY, jpgData, scene.RegionInfo.ScopeID, out reason))
>>>>>>> avn/ubitvar
{
m_log.DebugFormat("{0} Unable to upload tile image for {1} at {2}-{3}: {4}", LogHeader,
regionName, locX, locY, reason);
@ -351,11 +290,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
}
else
{
<<<<<<< HEAD
m_log.WarnFormat("{0} Tile image generation failed for region {1}", LogHeader, regionName);
=======
m_log.WarnFormat("{0} Tile image generation failed for region {1}", LogHeader, scene.RegionInfo.RegionName);
>>>>>>> avn/ubitvar
}
}
}

View File

@ -269,11 +269,8 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
return true;
}
<<<<<<< HEAD
public bool QueryAccess(GridRegion destination, UUID agentID, string agentHomeURI, bool viaTeleport, Vector3 position, string theirversion, List<UUID> features, out string version, out string reason)
=======
public bool QueryAccess(GridRegion destination, UUID agentID, string agentHomeURI, bool viaTeleport, Vector3 position, string theirversion, out string version, out string reason)
>>>>>>> avn/ubitvar
{
reason = "Communications failure";
version = ServiceVersion;
@ -302,29 +299,8 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
}
<<<<<<< HEAD
return m_scenes[destination.RegionID].QueryAccess(agentID, agentHomeURI, viaTeleport, position, features, out reason);
=======
// not really need on a grid running var regions sims
uint size = m_scenes[destination.RegionID].RegionInfo.RegionSizeX;
float theirVersionNumber = 0f;
string[] versionComponents = theirversion.Split(new char[] { '/' });
if (versionComponents.Length >= 2)
float.TryParse(versionComponents[1], out theirVersionNumber);
// Var regions here, and the requesting simulator is in an older version.
// We will forbide this, because it crashes the viewers
if (theirVersionNumber < 0.3f && size > 256)
{
reason = "Destination is a variable-sized region, and source is an old simulator. Consider upgrading.";
m_log.DebugFormat("[LOCAL SIMULATION CONNECTOR]: Request to access this variable-sized region from {0} simulator was denied", theirVersionNumber);
return false;
}
return m_scenes[destination.RegionID].QueryAccess(agentID, position, out reason);
>>>>>>> avn/ubitvar
}
//m_log.Debug("[LOCAL COMMS]: region not found for QueryAccess");

View File

@ -206,11 +206,8 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
return m_remoteConnector.UpdateAgent(destination, cAgentData);
}
<<<<<<< HEAD
public bool QueryAccess(GridRegion destination, UUID agentID, string agentHomeURI, bool viaTeleport, Vector3 position, string sversion, List<UUID> features, out string version, out string reason)
=======
public bool QueryAccess(GridRegion destination, UUID agentID, string agentHomeURI, bool viaTeleport, Vector3 position, string sversion, out string version, out string reason)
>>>>>>> avn/ubitvar
{
reason = "Communications failure";
version = "Unknown";
@ -219,22 +216,12 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
return false;
// Try local first
<<<<<<< HEAD
if (m_localBackend.QueryAccess(destination, agentID, agentHomeURI, viaTeleport, position, sversion, features, out version, out reason))
=======
if (m_localBackend.QueryAccess(destination, agentID, agentHomeURI, viaTeleport, position, sversion, out version, out reason))
return true;
>>>>>>> avn/ubitvar
return true;
// else do the remote thing
if (!m_localBackend.IsLocalRegion(destination.RegionID))
<<<<<<< HEAD
return m_remoteConnector.QueryAccess(destination, agentID, agentHomeURI, viaTeleport, position, sversion, features, out version, out reason);
=======
return m_remoteConnector.QueryAccess(destination, agentID, agentHomeURI, viaTeleport, position, sversion, out version, out reason);
>>>>>>> avn/ubitvar
return false;
}

View File

@ -162,13 +162,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
private UUID m_defaultUser;
<<<<<<< HEAD
private UUID m_defaultUser;
public ArchiveReadRequest(Scene scene, string loadPath, Guid requestId, Dictionary<string,object>options)
=======
public ArchiveReadRequest(Scene scene, string loadPath, Guid requestId, Dictionary<string, object> options)
>>>>>>> avn/ubitvar
{
m_rootScene = scene;
@ -177,11 +171,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
m_defaultUser = (UUID)options["default-user"];
m_log.InfoFormat("Using User {0} as default user", m_defaultUser.ToString());
}
<<<<<<< HEAD
else
=======
else
>>>>>>> avn/ubitvar
{
m_defaultUser = scene.RegionInfo.EstateSettings.EstateOwner;
}
@ -200,10 +190,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
}
m_errorMessage = String.Empty;
<<<<<<< HEAD
=======
>>>>>>> avn/ubitvar
m_merge = options.ContainsKey("merge");
m_forceTerrain = options.ContainsKey("force-terrain");
m_forceParcels = options.ContainsKey("force-parcels");
@ -212,34 +199,18 @@ namespace OpenSim.Region.CoreModules.World.Archiver
m_requestId = requestId;
m_displacement = options.ContainsKey("displacement") ? (Vector3)options["displacement"] : Vector3.Zero;
m_rotation = options.ContainsKey("rotation") ? (float)options["rotation"] : 0f;
<<<<<<< HEAD
m_rotationCenter = options.ContainsKey("rotation-center") ? (Vector3)options["rotation-center"]
: new Vector3(scene.RegionInfo.RegionSizeX / 2f, scene.RegionInfo.RegionSizeY / 2f, 0f);
// Zero can never be a valid user or group id
m_validUserUuids[UUID.Zero] = false;
m_validGroupUuids[UUID.Zero] = false;
=======
m_rotationCenter = options.ContainsKey("rotation-center") ? (Vector3)options["rotation-center"]
: new Vector3(scene.RegionInfo.RegionSizeX / 2f, scene.RegionInfo.RegionSizeY / 2f, 0f);
m_requestId = requestId;
// Zero can never be a valid user id (or group)
m_validUserUuids[UUID.Zero] = false;
m_validGroupUuids[UUID.Zero] = false;
>>>>>>> avn/ubitvar
m_groupsModule = m_rootScene.RequestModuleInterface<IGroupsModule>();
m_assetService = m_rootScene.AssetService;
}
<<<<<<< HEAD
public ArchiveReadRequest(Scene scene, Stream loadStream, Guid requestId, Dictionary<string, object>options)
=======
public ArchiveReadRequest(Scene scene, Stream loadStream, Guid requestId, Dictionary<string, object> options)
>>>>>>> avn/ubitvar
{
m_rootScene = scene;
m_loadPath = null;
@ -249,11 +220,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
m_requestId = requestId;
m_defaultUser = scene.RegionInfo.EstateSettings.EstateOwner;
<<<<<<< HEAD
=======
>>>>>>> avn/ubitvar
// Zero can never be a valid user id
m_validUserUuids[UUID.Zero] = false;
@ -327,24 +294,15 @@ namespace OpenSim.Region.CoreModules.World.Archiver
if ((successfulAssetRestores + failedAssetRestores) % 250 == 0)
m_log.Debug("[ARCHIVER]: Loaded " + successfulAssetRestores + " assets and failed to load " + failedAssetRestores + " assets...");
}
<<<<<<< HEAD
else if (filePath.StartsWith(ArchiveConstants.TERRAINS_PATH) && (!m_merge || m_forceTerrain))
=======
else if ((!m_merge || m_forceTerrain) && filePath.StartsWith(ArchiveConstants.TERRAINS_PATH))
>>>>>>> avn/ubitvar
{
LoadTerrain(scene, filePath, data);
}
else if (!m_merge && filePath.StartsWith(ArchiveConstants.SETTINGS_PATH))
{
LoadRegionSettings(scene, filePath, data, dearchivedScenes);
<<<<<<< HEAD
}
else if (filePath.StartsWith(ArchiveConstants.LANDDATA_PATH) && (!m_merge || m_forceParcels))
=======
}
else if ((!m_merge || m_forceParcels) && filePath.StartsWith(ArchiveConstants.LANDDATA_PATH))
>>>>>>> avn/ubitvar
{
sceneContext.SerialisedParcels.Add(Encoding.UTF8.GetString(data));
}
@ -565,10 +523,6 @@ namespace OpenSim.Region.CoreModules.World.Archiver
}
}
<<<<<<< HEAD
=======
>>>>>>> avn/ubitvar
bool isTelehub = (sceneObject.UUID == oldTelehubUUID) && (oldTelehubUUID != UUID.Zero);
// For now, give all incoming scene objects new uuids. This will allow scenes to be cloned
@ -585,10 +539,6 @@ namespace OpenSim.Region.CoreModules.World.Archiver
}
ModifySceneObject(scene, sceneObject);
<<<<<<< HEAD
=======
>>>>>>> avn/ubitvar
if (scene.AddRestoredSceneObject(sceneObject, true, false))
{
@ -649,8 +599,6 @@ namespace OpenSim.Region.CoreModules.World.Archiver
// being no copy/no mod for everyone
lock (part.TaskInventory)
{
<<<<<<< HEAD
=======
// And zap any troublesome sit target information
part.SitTargetOrientation = new Quaternion(0, 0, 0, 1);
part.SitTargetPosition = new Vector3(0, 0, 0);
@ -659,7 +607,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
// Not doing so results in inventory items
// being no copy/no mod for everyone
part.TaskInventory.LockItemsForRead(true);
>>>>>>> avn/ubitvar
TaskInventoryDictionary inv = part.TaskInventory;
foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
{
@ -680,18 +628,12 @@ namespace OpenSim.Region.CoreModules.World.Archiver
if (!ResolveGroupUuid(kvp.Value.GroupID))
kvp.Value.GroupID = UUID.Zero;
}
<<<<<<< HEAD
=======
part.TaskInventory.LockItemsForRead(false);
>>>>>>> avn/ubitvar
}
}
}
<<<<<<< HEAD
=======
>>>>>>> avn/ubitvar
/// <summary>
/// Load serialized parcels.
/// </summary>
@ -712,11 +654,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
parcel.AABBMin += parcelDisp;
parcel.AABBMax += parcelDisp;
}
<<<<<<< HEAD
=======
>>>>>>> avn/ubitvar
// Validate User and Group UUID's
if (!ResolveGroupUuid(parcel.GroupID))
@ -731,26 +669,18 @@ namespace OpenSim.Region.CoreModules.World.Archiver
}
else
{
<<<<<<< HEAD
parcel.OwnerID = m_rootScene.RegionInfo.EstateSettings.EstateOwner;
=======
parcel.OwnerID = m_defaultUser;
parcel.GroupID = UUID.Zero;
>>>>>>> avn/ubitvar
parcel.IsGroupOwned = false;
}
}
else
{
if (!ResolveUserUuid(scene, parcel.OwnerID))
<<<<<<< HEAD
parcel.OwnerID = m_rootScene.RegionInfo.EstateSettings.EstateOwner;
=======
parcel.OwnerID = m_defaultUser;
if (!ResolveGroupUuid(parcel.GroupID))
parcel.GroupID = UUID.Zero;
>>>>>>> avn/ubitvar
}
List<LandAccessEntry> accessList = new List<LandAccessEntry>();
@ -879,10 +809,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
if (data == null)
return false;
}
<<<<<<< HEAD
=======
>>>>>>> avn/ubitvar
//m_log.DebugFormat("[ARCHIVER]: Importing asset {0}, type {1}", uuid, assetType);
AssetBase asset = new AssetBase(new UUID(uuid), String.Empty, assetType, UUID.Zero.ToString());
@ -1004,11 +931,6 @@ namespace OpenSim.Region.CoreModules.World.Archiver
private bool LoadTerrain(Scene scene, string terrainPath, byte[] data)
{
ITerrainModule terrainModule = scene.RequestModuleInterface<ITerrainModule>();
<<<<<<< HEAD
=======
>>>>>>> avn/ubitvar
using (MemoryStream ms = new MemoryStream(data))
{
if (m_displacement != Vector3.Zero || m_rotation != 0f)

View File

@ -111,19 +111,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
String defaultUser = "";
float rotation = 0f;
Vector3 rotationCenter = new Vector3(Constants.RegionSize / 2f, Constants.RegionSize / 2f, 0);
<<<<<<< HEAD
OptionSet options = new OptionSet();
options.Add("m|merge", delegate (string v) { mergeOar = (v != null); });
options.Add("s|skip-assets", delegate (string v) { skipAssets = (v != null); });
options.Add("force-terrain", delegate (string v) { forceTerrain = (v != null); });
options.Add("forceterrain", delegate (string v) { forceTerrain = (v != null); }); // downward compatibility
options.Add("force-parcels", delegate (string v) { forceParcels = (v != null); });
options.Add("forceparcels", delegate (string v) { forceParcels = (v != null); }); // downward compatibility
options.Add("no-objects", delegate (string v) { noObjects = (v != null); });
options.Add("default-user=", delegate(string v) { defaultUser = (v == null) ? "" : v; });
options.Add("displacement=", delegate (string v) {
=======
OptionSet options = new OptionSet();
options.Add("m|merge", delegate(string v) { mergeOar = (v != null); });
@ -136,7 +124,6 @@ namespace OpenSim.Region.CoreModules.World.Archiver
options.Add("default-user=", delegate(string v) { defaultUser = (v == null) ? "" : v; });
options.Add("displacement=", delegate(string v)
{
>>>>>>> avn/ubitvar
try
{
displacement = v == null ? Vector3.Zero : Vector3.Parse(v);
@ -163,12 +150,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver
// Convert to radians for internals
rotation = Util.Clamp<float>(rotation, -359f, 359f) / 180f * (float)Math.PI;
});
<<<<<<< HEAD
options.Add("rotation-center=", delegate (string v) {
=======
options.Add("rotation-center=", delegate(string v)
{
>>>>>>> avn/ubitvar
try
{
rotationCenter = v == null ? Vector3.Zero : Vector3.Parse(v);
@ -308,21 +291,12 @@ namespace OpenSim.Region.CoreModules.World.Archiver
Dictionary<string, object> archiveOptions = new Dictionary<string, object>();
DearchiveRegion(loadPath, Guid.Empty, archiveOptions);
}
<<<<<<< HEAD
public void DearchiveRegion(string loadPath, Guid requestId, Dictionary<string,object> options)
{
m_log.InfoFormat(
"[ARCHIVER]: Loading archive to region {0} from {1}", Scene.RegionInfo.RegionName, loadPath);
=======
public void DearchiveRegion(string loadPath, Guid requestId, Dictionary<string, object> options)
{
m_log.InfoFormat(
"[ARCHIVER]: Loading archive to region {0} from {1}", Scene.RegionInfo.RegionName, loadPath);
>>>>>>> avn/ubitvar
new ArchiveReadRequest(Scene, loadPath, requestId, options).DearchiveRegion();
}
@ -331,11 +305,6 @@ namespace OpenSim.Region.CoreModules.World.Archiver
Dictionary<string, object> archiveOptions = new Dictionary<string, object>();
DearchiveRegion(loadStream, Guid.Empty, archiveOptions);
}
<<<<<<< HEAD
=======
>>>>>>> avn/ubitvar
public void DearchiveRegion(Stream loadStream, Guid requestId, Dictionary<string, object> options)
{
new ArchiveReadRequest(Scene, loadStream, requestId, options).DearchiveRegion();

View File

@ -68,6 +68,8 @@ namespace OpenSim.Region.CoreModules.World.Estate
public event ChangeDelegate OnEstateInfoChange;
public event MessageDelegate OnEstateMessage;
private int m_delayCount = 0;
#region Region Module interface
public string Name { get { return "EstateManagementModule"; } }
@ -146,6 +148,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
flags |= RegionFlags.AllowParcelChanges;
if (Scene.RegionInfo.RegionSettings.BlockShowInSearch)
flags |= RegionFlags.BlockParcelSearch;
if (Scene.RegionInfo.RegionSettings.GodBlockSearch)
flags |= (RegionFlags)(1 << 11);
if (Scene.RegionInfo.RegionSettings.Casino)
flags |= (RegionFlags)(1 << 10);
if (Scene.RegionInfo.RegionSettings.FixedSun)
flags |= RegionFlags.SunFixed;
@ -198,6 +204,14 @@ namespace OpenSim.Region.CoreModules.World.Estate
change(Scene.RegionInfo.RegionID);
}
protected void RaiseRegionInfoChange(object sender, ElapsedEventArgs e)
{
ChangeDelegate change = OnRegionInfoChange;
if (change != null)
change(Scene.RegionInfo.RegionID);
}
public void TriggerRegionInfoChange()
{
m_regionChangeTimer.Stop();
@ -1491,68 +1505,8 @@ namespace OpenSim.Region.CoreModules.World.Estate
sendRegionHandshake(client);
}
<<<<<<< HEAD
private uint GetEstateFlags()
=======
public uint GetRegionFlags()
{
RegionFlags flags = RegionFlags.None;
// Fully implemented
//
if (Scene.RegionInfo.RegionSettings.AllowDamage)
flags |= RegionFlags.AllowDamage;
if (Scene.RegionInfo.RegionSettings.BlockTerraform)
flags |= RegionFlags.BlockTerraform;
if (!Scene.RegionInfo.RegionSettings.AllowLandResell)
flags |= RegionFlags.BlockLandResell;
if (Scene.RegionInfo.RegionSettings.DisableCollisions)
flags |= RegionFlags.SkipCollisions;
if (Scene.RegionInfo.RegionSettings.DisableScripts)
flags |= RegionFlags.SkipScripts;
if (Scene.RegionInfo.RegionSettings.DisablePhysics)
flags |= RegionFlags.SkipPhysics;
if (Scene.RegionInfo.RegionSettings.BlockFly)
flags |= RegionFlags.NoFly;
if (Scene.RegionInfo.RegionSettings.RestrictPushing)
flags |= RegionFlags.RestrictPushObject;
if (Scene.RegionInfo.RegionSettings.AllowLandJoinDivide)
flags |= RegionFlags.AllowParcelChanges;
if (Scene.RegionInfo.RegionSettings.BlockShowInSearch)
flags |= RegionFlags.BlockParcelSearch;
if (Scene.RegionInfo.RegionSettings.GodBlockSearch)
flags |= (RegionFlags)(1 << 11);
if (Scene.RegionInfo.RegionSettings.Casino)
flags |= (RegionFlags)(1 << 10);
if (Scene.RegionInfo.RegionSettings.FixedSun)
flags |= RegionFlags.SunFixed;
if (Scene.RegionInfo.RegionSettings.Sandbox)
flags |= RegionFlags.Sandbox;
if (Scene.RegionInfo.EstateSettings.AllowVoice)
flags |= RegionFlags.AllowVoice;
if (Scene.RegionInfo.EstateSettings.AllowLandmark)
flags |= RegionFlags.AllowLandmark;
if (Scene.RegionInfo.EstateSettings.AllowSetHome)
flags |= RegionFlags.AllowSetHome;
if (Scene.RegionInfo.EstateSettings.BlockDwell)
flags |= RegionFlags.BlockDwell;
if (Scene.RegionInfo.EstateSettings.ResetHomeOnTeleport)
flags |= RegionFlags.ResetHomeOnTeleport;
// TODO: SkipUpdateInterestList
// Omitted
//
// Omitted: NullLayer (what is that?)
// Omitted: SkipAgentAction (what does it do?)
return (uint)flags;
}
public uint GetEstateFlags()
>>>>>>> avn/ubitvar
{
RegionFlags flags = RegionFlags.None;

View File

@ -69,11 +69,8 @@ namespace OpenSim.Region.CoreModules.World.Land
/// <summary>
/// Minimum land unit size in region co-ordinates.
/// </summary>
<<<<<<< HEAD
public const int LandUnit = 4;
=======
public const int landUnit = 4;
>>>>>>> avn/ubitvar
private static readonly string remoteParcelRequestPath = "0009/";
@ -106,17 +103,12 @@ namespace OpenSim.Region.CoreModules.World.Land
// caches ExtendedLandData
private Cache parcelInfoCache;
<<<<<<< HEAD
/// <summary>
/// Record positions that avatar's are currently being forced to move to due to parcel entry restrictions.
/// </summary>
private Dictionary<UUID, Vector3> forcedPosition = new Dictionary<UUID, Vector3>();
=======
private Dictionary<UUID, Vector3> forcedPosition =
new Dictionary<UUID, Vector3>();
>>>>>>> avn/ubitvar
// Enables limiting parcel layer info transmission when doing simple updates
private bool shouldLimitParcelLayerInfoToViewDistance { get; set; }
@ -132,7 +124,6 @@ namespace OpenSim.Region.CoreModules.World.Land
public void Initialise(IConfigSource source)
{
<<<<<<< HEAD
shouldLimitParcelLayerInfoToViewDistance = true;
parcelLayerViewDistance = 128;
IConfig landManagementConfig = source.Configs["LandManagement"];
@ -140,24 +131,16 @@ namespace OpenSim.Region.CoreModules.World.Land
{
shouldLimitParcelLayerInfoToViewDistance = landManagementConfig.GetBoolean("LimitParcelLayerUpdateDistance", shouldLimitParcelLayerInfoToViewDistance);
parcelLayerViewDistance = landManagementConfig.GetInt("ParcelLayerViewDistance", parcelLayerViewDistance);
=======
IConfig cnf = source.Configs["LandManagement"];
if (cnf != null)
{
DefaultGodParcelGroup = new UUID(cnf.GetString("DefaultAdministratorGroupUUID", UUID.Zero.ToString()));
DefaultGodParcelName = cnf.GetString("DefaultAdministratorParcelName", "Default Parcel");
>>>>>>> avn/ubitvar
DefaultGodParcelGroup = new UUID(landManagementConfig.GetString("DefaultAdministratorGroupUUID", UUID.Zero.ToString()));
DefaultGodParcelName = landManagementConfig.GetString("DefaultAdministratorParcelName", "Default Parcel");
}
}
public void AddRegion(Scene scene)
{
m_scene = scene;
<<<<<<< HEAD
m_landIDList = new int[m_scene.RegionInfo.RegionSizeX / LandUnit, m_scene.RegionInfo.RegionSizeY / LandUnit];
=======
m_landIDList = new int[m_scene.RegionInfo.RegionSizeX / landUnit, m_scene.RegionInfo.RegionSizeY / landUnit];
>>>>>>> avn/ubitvar
landChannel = new LandChannel(scene, this);
parcelInfoCache = new Cache();
@ -299,11 +282,8 @@ namespace OpenSim.Region.CoreModules.World.Land
{
m_landList.Clear();
m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
<<<<<<< HEAD
m_landIDList = new int[m_scene.RegionInfo.RegionSizeX / LandUnit, m_scene.RegionInfo.RegionSizeY / LandUnit];
=======
m_landIDList = new int[m_scene.RegionInfo.RegionSizeX / landUnit, m_scene.RegionInfo.RegionSizeY / landUnit];
>>>>>>> avn/ubitvar
}
}
@ -313,16 +293,10 @@ namespace OpenSim.Region.CoreModules.World.Land
/// <returns>The parcel created.</returns>
protected ILandObject CreateDefaultParcel()
{
<<<<<<< HEAD
m_log.DebugFormat(
"[LAND MANAGEMENT MODULE]: Creating default parcel for region {0}", m_scene.RegionInfo.RegionName);
ILandObject fullSimParcel = new LandObject(UUID.Zero, false, m_scene);
=======
m_log.DebugFormat("{0} Creating default parcel for region {1}", LogHeader, m_scene.RegionInfo.RegionName);
ILandObject fullSimParcel = new LandObject(UUID.Zero, false, m_scene);
>>>>>>> avn/ubitvar
fullSimParcel.SetLandBitmap(fullSimParcel.GetSquareLandBitmap(0, 0,
(int)m_scene.RegionInfo.RegionSizeX, (int)m_scene.RegionInfo.RegionSizeY));
fullSimParcel.LandData.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
@ -456,15 +430,10 @@ namespace OpenSim.Region.CoreModules.World.Land
public void SendLandUpdate(ScenePresence avatar, bool force)
{
<<<<<<< HEAD
ILandObject over = GetLandObject((int)Math.Min(((int)m_scene.RegionInfo.RegionSizeX - 1), Math.Max(0, Math.Round(avatar.AbsolutePosition.X))),
(int)Math.Min(((int)m_scene.RegionInfo.RegionSizeY - 1), Math.Max(0, Math.Round(avatar.AbsolutePosition.Y))));
=======
if (avatar.IsChildAgent)
return;
ILandObject over = GetLandObjectClipedXY(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
>>>>>>> avn/ubitvar
if (over != null)
{
@ -621,28 +590,17 @@ namespace OpenSim.Region.CoreModules.World.Land
new_land.LandData.LocalID = newLandLocalID;
bool[,] landBitmap = new_land.GetLandBitmap();
<<<<<<< HEAD
// m_log.DebugFormat("{0} AddLandObject. new_land.bitmapSize=({1},{2}). newLocalID={3}",
// LogHeader, landBitmap.GetLength(0), landBitmap.GetLength(1), newLandLocalID);
=======
>>>>>>> avn/ubitvar
if (landBitmap.GetLength(0) != m_landIDList.GetLength(0) || landBitmap.GetLength(1) != m_landIDList.GetLength(1))
{
// Going to variable sized regions can cause mismatches
m_log.ErrorFormat("{0} AddLandObject. Added land bitmap different size than region ID map. bitmapSize=({1},{2}), landIDSize=({3},{4})",
<<<<<<< HEAD
LogHeader, landBitmap.GetLength(0), landBitmap.GetLength(1), m_landIDList.GetLength(0), m_landIDList.GetLength(1) );
=======
LogHeader, landBitmap.GetLength(0), landBitmap.GetLength(1), m_landIDList.GetLength(0), m_landIDList.GetLength(1));
>>>>>>> avn/ubitvar
}
else
{
// If other land objects still believe that they occupy any parts of the same space,
// then do not allow the add to proceed.
for (int x = 0; x < landBitmap.GetLength(0); x++)
<<<<<<< HEAD
{
for (int y = 0; y < landBitmap.GetLength(1); y++)
{
@ -650,40 +608,6 @@ namespace OpenSim.Region.CoreModules.World.Land
{
int lastRecordedLandId = m_landIDList[x, y];
if (lastRecordedLandId > 0)
{
ILandObject lastRecordedLo = m_landList[lastRecordedLandId];
if (lastRecordedLo.LandBitmap[x, y])
{
m_log.ErrorFormat(
"{0}: Cannot add parcel \"{1}\", local ID {2} at tile {3},{4} because this is still occupied by parcel \"{5}\", local ID {6} in {7}",
LogHeader, new_land.LandData.Name, new_land.LandData.LocalID, x, y,
lastRecordedLo.LandData.Name, lastRecordedLo.LandData.LocalID, m_scene.Name);
return null;
}
}
}
}
}
for (int x = 0; x < landBitmap.GetLength(0); x++)
=======
>>>>>>> avn/ubitvar
{
for (int y = 0; y < landBitmap.GetLength(1); y++)
{
if (landBitmap[x, y])
{
<<<<<<< HEAD
// m_log.DebugFormat(
// "[LAND MANAGEMENT MODULE]: Registering parcel {0} for land co-ord ({1}, {2}) on {3}",
// new_land.LandData.Name, x, y, m_scene.RegionInfo.RegionName);
=======
int lastRecordedLandId = m_landIDList[x, y];
if (lastRecordedLandId > 0)
{
ILandObject lastRecordedLo = m_landList[lastRecordedLandId];
@ -712,7 +636,6 @@ namespace OpenSim.Region.CoreModules.World.Land
// "[LAND MANAGEMENT MODULE]: Registering parcel {0} for land co-ord ({1}, {2}) on {3}",
// new_land.LandData.Name, x, y, m_scene.RegionInfo.RegionName);
>>>>>>> avn/ubitvar
m_landIDList[x, y] = newLandLocalID;
}
}
@ -829,33 +752,6 @@ namespace OpenSim.Region.CoreModules.World.Land
/// <returns>Land object at the point supplied</returns>
public ILandObject GetLandObject(float x_float, float y_float)
{
<<<<<<< HEAD
return GetLandObject((int)x_float, (int)y_float, true /* returnNullIfLandObjectNotFound */);
/*
int x;
int y;
if (x_float >= m_scene.RegionInfo.RegionSizeX || x_float < 0 || y_float >= m_scene.RegionInfo.RegionSizeX || y_float < 0)
return null;
try
{
x = Convert.ToInt32(Math.Floor(Convert.ToDouble(x_float) / (float)landUnit));
y = Convert.ToInt32(Math.Floor(Convert.ToDouble(y_float) / (float)landUnit));
}
catch (OverflowException)
{
return null;
}
if (x >= (m_scene.RegionInfo.RegionSizeX / landUnit)
|| y >= (m_scene.RegionInfo.RegionSizeY / landUnit)
|| x < 0
|| y < 0)
{
return null;
}
=======
return GetLandObject((int)x_float, (int)y_float, true);
}
@ -875,45 +771,18 @@ namespace OpenSim.Region.CoreModules.World.Land
avy = 0;
else if (avy >= m_scene.RegionInfo.RegionSizeY)
avy = (int)Constants.RegionSize - 1;
>>>>>>> avn/ubitvar
lock (m_landIDList)
{
<<<<<<< HEAD
// Corner case. If an autoreturn happens during sim startup
// we will come here with the list uninitialized
//
// int landId = m_landIDList[x, y];
// if (landId == 0)
// m_log.DebugFormat(
// "[LAND MANAGEMENT MODULE]: No land object found at ({0}, {1}) on {2}",
// x, y, m_scene.RegionInfo.RegionName);
try
{
if (m_landList.ContainsKey(m_landIDList[x, y]))
return m_landList[m_landIDList[x, y]];
}
catch (Exception e)
{
m_log.DebugFormat("{0} GetLandObject exception. x={1}, y={2}, m_landIDList.len=({3},{4})",
LogHeader, x, y, m_landIDList.GetLength(0), m_landIDList.GetLength(1));
}
return null;
=======
try
{
return m_landList[m_landIDList[avx / landUnit, avy / landUnit]];
return m_landList[m_landIDList[avx / LandUnit, avy / LandUnit]];
}
catch (IndexOutOfRangeException)
{
return null;
}
>>>>>>> avn/ubitvar
}
*/
}
// Public entry.
@ -923,38 +792,15 @@ namespace OpenSim.Region.CoreModules.World.Land
return GetLandObject(x, y, false /* returnNullIfLandObjectNotFound */);
}
<<<<<<< HEAD
/// <summary>
/// Given a region position, return the parcel land object for that location
/// </summary>
/// <returns>
/// The land object.
/// </returns>
/// <param name='x'></param>
/// <param name='y'></param>
/// <param name='returnNullIfLandObjectNotFound'>
/// Return null if the land object requested is not within the region's bounds.
/// </param>
private ILandObject GetLandObject(int x, int y, bool returnNullIfLandObjectOutsideBounds)
{
if (x >= m_scene.RegionInfo.RegionSizeX || y >= m_scene.RegionInfo.RegionSizeY || x < 0 || y < 0)
=======
public ILandObject GetLandObject(int x, int y, bool returnNullIfLandObjectOutsideBounds)
{
if (x >= m_scene.RegionInfo.RegionSizeX || y >= m_scene.RegionInfo.RegionSizeY || x < 0 || y < 0)
>>>>>>> avn/ubitvar
{
// These exceptions here will cause a lot of complaints from the users specifically because
// they happen every time at border crossings
if (returnNullIfLandObjectOutsideBounds)
return null;
else
<<<<<<< HEAD
throw new Exception(
String.Format("{0} GetLandObject for non-existent position. Region={1}, pos=<{2},{3}",
LogHeader, m_scene.RegionInfo.RegionName, x, y)
);
=======
throw new Exception("Error: Parcel not found at point " + x + ", " + y);
}
@ -968,7 +814,6 @@ namespace OpenSim.Region.CoreModules.World.Land
{
return null;
}
>>>>>>> avn/ubitvar
}
return m_landList[m_landIDList[x / 4, y / 4]];
@ -987,19 +832,6 @@ namespace OpenSim.Region.CoreModules.World.Land
return ret;
}
// Create a 'parcel is here' bitmap for the parcel identified by the passed landID
private bool[,] CreateBitmapForID(int landID)
{
bool[,] ret = new bool[m_landIDList.GetLength(0), m_landIDList.GetLength(1)];
for (int xx = 0; xx < m_landIDList.GetLength(0); xx++)
for (int yy = 0; yy < m_landIDList.GetLength(0); yy++)
if (m_landIDList[xx, yy] == landID)
ret[xx, yy] = true;
return ret;
}
#endregion
#region Parcel Modification
@ -1169,19 +1001,12 @@ namespace OpenSim.Region.CoreModules.World.Land
//Now add the new land object
ILandObject result = AddLandObject(newLand);
<<<<<<< HEAD
if (result != null)
{
UpdateLandObject(startLandObject.LandData.LocalID, startLandObject.LandData);
result.SendLandUpdateToAvatarsOverMe();
}
=======
UpdateLandObject(startLandObject.LandData.LocalID, startLandObject.LandData);
result.SendLandUpdateToAvatarsOverMe();
startLandObject.SendLandUpdateToAvatarsOverMe();
m_scene.ForEachClient(SendParcelOverlay);
>>>>>>> avn/ubitvar
}
/// <summary>
@ -1263,15 +1088,6 @@ namespace OpenSim.Region.CoreModules.World.Land
#region Parcel Updating
<<<<<<< HEAD
// Send parcel layer info for the whole region
public void SendParcelOverlay(IClientAPI remote_client)
{
SendParcelOverlay(remote_client, 0, 0, (int)Constants.MaximumRegionSize);
}
=======
>>>>>>> avn/ubitvar
/// <summary>
/// Send the parcel overlay blocks to the client. We send the overlay packets
/// around a location and limited by the 'parcelLayerViewDistance'. This number
@ -1285,7 +1101,7 @@ namespace OpenSim.Region.CoreModules.World.Land
/// <param name="xPlace">X position in the region to send surrounding parcel layer info</param>
/// <param name="yPlace">y position in the region to send surrounding parcel layer info</param>
/// <param name="layerViewDistance">Distance from x,y position to send parcel layer info</param>
private void SendParcelOverlay(IClientAPI remote_client, int xPlace, int yPlace, int layerViewDistance)
public void SendParcelOverlay(IClientAPI remote_client)
{
if (remote_client.SceneAgent.PresenceType == PresenceType.Npc)
return;
@ -1295,149 +1111,18 @@ namespace OpenSim.Region.CoreModules.World.Land
byte[] byteArray = new byte[LAND_BLOCKS_PER_PACKET];
int byteArrayCount = 0;
int sequenceID = 0;
<<<<<<< HEAD
int xLow = 0;
int xHigh = (int)m_scene.RegionInfo.RegionSizeX;
int yLow = 0;
int yHigh = (int)m_scene.RegionInfo.RegionSizeY;
if (shouldLimitParcelLayerInfoToViewDistance)
// Layer data is in LandUnit (4m) chunks
for (int y = 0; y < m_scene.RegionInfo.RegionSizeY; y += LandUnit)
{
// Compute view distance around the given point
int txLow = xPlace - layerViewDistance;
int txHigh = xPlace + layerViewDistance;
// If the distance is outside the region area, move the view distance to ba all in the region
if (txLow < xLow)
=======
for (int x = 0; x < m_scene.RegionInfo.RegionSizeX; x += LandUnit)
{
byte tempByte = 0; //This represents the byte for the current 4x4
// Layer data is in landUnit (4m) chunks
for (int y = 0; y < m_scene.RegionInfo.RegionSizeY; y += landUnit)
{
for (int x = 0; x < m_scene.RegionInfo.RegionSizeX; x += landUnit)
>>>>>>> avn/ubitvar
{
txLow = xLow;
txHigh = Math.Min(yLow + (layerViewDistance * 2), xHigh);
}
if (txHigh > xHigh)
{
txLow = Math.Max(xLow, xHigh - (layerViewDistance * 2));
txHigh = xHigh;
}
xLow = txLow;
xHigh = txHigh;
<<<<<<< HEAD
int tyLow = yPlace - layerViewDistance;
int tyHigh = yPlace + layerViewDistance;
if (tyLow < yLow)
{
tyLow = yLow;
tyHigh = Math.Min(yLow + (layerViewDistance * 2), yHigh);
}
if (tyHigh > yHigh)
{
tyLow = Math.Max(yLow, yHigh - (layerViewDistance * 2));
tyHigh = yHigh;
}
yLow = tyLow;
yHigh = tyHigh;
}
// m_log.DebugFormat("{0} SendParcelOverlay: place=<{1},{2}>, vDist={3}, xLH=<{4},{5}, yLH=<{6},{7}>",
// LogHeader, xPlace, yPlace, layerViewDistance, xLow, xHigh, yLow, yHigh);
=======
ILandObject currentParcelBlock = GetLandObject(x, y);
>>>>>>> avn/ubitvar
// Layer data is in landUnit (4m) chunks
for (int y = yLow; y < yHigh / Constants.TerrainPatchSize * (Constants.TerrainPatchSize / LandUnit); y++)
{
for (int x = xLow; x < xHigh / Constants.TerrainPatchSize * (Constants.TerrainPatchSize / LandUnit); x++)
{
byteArray[byteArrayCount] = BuildLayerByte(GetLandObject(x * LandUnit, y * LandUnit), x, y, remote_client);
byteArrayCount++;
if (byteArrayCount >= LAND_BLOCKS_PER_PACKET)
if (currentParcelBlock != null)
{
<<<<<<< HEAD
// m_log.DebugFormat("{0} SendParcelOverlay, sending packet, bytes={1}", LogHeader, byteArray.Length);
remote_client.SendLandParcelOverlay(byteArray, sequenceID);
byteArrayCount = 0;
sequenceID++;
byteArray = new byte[LAND_BLOCKS_PER_PACKET];
}
}
}
if (byteArrayCount != 0)
{
remote_client.SendLandParcelOverlay(byteArray, sequenceID);
// m_log.DebugFormat("{0} SendParcelOverlay, complete sending packet, bytes={1}", LogHeader, byteArray.Length);
}
}
private byte BuildLayerByte(ILandObject currentParcelBlock, int x, int y, IClientAPI remote_client)
{
byte tempByte = 0; //This represents the byte for the current 4x4
if (currentParcelBlock != null)
{
if (currentParcelBlock.LandData.OwnerID == remote_client.AgentId)
{
//Owner Flag
tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER);
}
else if (currentParcelBlock.LandData.SalePrice > 0 &&
(currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
{
//Sale Flag
tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_IS_FOR_SALE);
}
else if (currentParcelBlock.LandData.OwnerID == UUID.Zero)
{
//Public Flag
tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_PUBLIC);
}
else
{
//Other Flag
tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_OTHER);
}
//Now for border control
ILandObject westParcel = null;
ILandObject southParcel = null;
if (x > 0)
{
westParcel = GetLandObject((x - 1) * LandUnit, y * LandUnit);
}
if (y > 0)
{
southParcel = GetLandObject(x * LandUnit, (y - 1) * LandUnit);
}
if (x == 0)
{
tempByte = Convert.ToByte(tempByte | LandChannel.LAND_FLAG_PROPERTY_BORDER_WEST);
}
else if (westParcel != null && westParcel != currentParcelBlock)
{
tempByte = Convert.ToByte(tempByte | LandChannel.LAND_FLAG_PROPERTY_BORDER_WEST);
}
if (y == 0)
{
tempByte = Convert.ToByte(tempByte | LandChannel.LAND_FLAG_PROPERTY_BORDER_SOUTH);
}
else if (southParcel != null && southParcel != currentParcelBlock)
{
tempByte = Convert.ToByte(tempByte | LandChannel.LAND_FLAG_PROPERTY_BORDER_SOUTH);
}
=======
// types
if (currentParcelBlock.LandData.OwnerID == remote_client.AgentId)
{
@ -1525,10 +1210,7 @@ namespace OpenSim.Region.CoreModules.World.Land
if (byteArrayCount > 0)
{
remote_client.SendLandParcelOverlay(byteArray, sequenceID);
>>>>>>> avn/ubitvar
}
return tempByte;
}
public void ClientOnParcelPropertiesRequest(int start_x, int start_y, int end_x, int end_y, int sequence_id,
@ -1569,10 +1251,6 @@ namespace OpenSim.Region.CoreModules.World.Land
temp[i].SendLandProperties(sequence_id, snap_selection, requestResult, remote_client);
}
<<<<<<< HEAD
// Also send the layer data around the point of interest
SendParcelOverlay(remote_client, (start_x + end_x) / 2, (start_y + end_y) / 2, parcelLayerViewDistance);
=======
// SendParcelOverlay(remote_client);
}
@ -1612,7 +1290,6 @@ namespace OpenSim.Region.CoreModules.World.Land
avatar.currentParcelUUID = parcelID; // force parcel flags review
});
}
>>>>>>> avn/ubitvar
}
public void ClientOnParcelPropertiesUpdateRequest(LandUpdateArgs args, int localID, IClientAPI remote_client)
@ -1821,35 +1498,17 @@ namespace OpenSim.Region.CoreModules.World.Land
for (int i = 0; i < data.Count; i++)
IncomingLandObjectFromStorage(data[i]);
<<<<<<< HEAD
// Prevent race conditions from any auto-creation of new parcels for varregions whilst we are still loading
// the existing parcels.
lock (m_landList)
{
for (int i = 0; i < data.Count; i++)
IncomingLandObjectFromStorage(data[i]);
// Layer data is in landUnit (4m) chunks
// Layer data is in LandUnit (4m) chunks
for (int y = 0; y < m_scene.RegionInfo.RegionSizeY / Constants.TerrainPatchSize * (Constants.TerrainPatchSize / LandUnit); y++)
{
for (int x = 0; x < m_scene.RegionInfo.RegionSizeX / Constants.TerrainPatchSize * (Constants.TerrainPatchSize / LandUnit); x++)
=======
// Layer data is in landUnit (4m) chunks
for (int y = 0; y < m_scene.RegionInfo.RegionSizeY / Constants.TerrainPatchSize * (Constants.TerrainPatchSize / landUnit); y++)
{
for (int x = 0; x < m_scene.RegionInfo.RegionSizeX / Constants.TerrainPatchSize * (Constants.TerrainPatchSize / landUnit); x++)
>>>>>>> avn/ubitvar
{
if (m_landIDList[x, y] == 0)
{
if (m_landList.Count == 1)
{
m_log.DebugFormat(
<<<<<<< HEAD
"[{0}]: Auto-extending land parcel as landID at {1},{2} is 0 and only one land parcel is present in {3}",
=======
"[{0}]: Auto-extending land parcel as landID at {1},{2} is 0 and only one land parcel is present in {3}",
>>>>>>> avn/ubitvar
LogHeader, x, y, m_scene.Name);
int onlyParcelID = 0;
@ -1872,19 +1531,11 @@ namespace OpenSim.Region.CoreModules.World.Land
else if (m_landList.Count > 1)
{
m_log.DebugFormat(
<<<<<<< HEAD
"{0}: Auto-creating land parcel as landID at {1},{2} is 0 and more than one land parcel is present in {3}",
LogHeader, x, y, m_scene.Name);
// There are several other parcels so we must create a new one for the unassigned space
ILandObject newLand = new LandObject(UUID.Zero, false, m_scene);
=======
"{0}: Auto-creating land parcel as landID at {1},{2} is 0 and more than one land parcel is present in {3}",
LogHeader, x, y, m_scene.Name);
// There are several other parcels so we must create a new one for the unassigned space
ILandObject newLand = new LandObject(UUID.Zero, false, m_scene);
>>>>>>> avn/ubitvar
// Claim all the unclaimed "0" ids
newLand.SetLandBitmap(CreateBitmapForID(0));
newLand.LandData.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
@ -1895,11 +1546,7 @@ namespace OpenSim.Region.CoreModules.World.Land
{
// We should never reach this point as the separate code path when no land data exists should have fired instead.
m_log.WarnFormat(
<<<<<<< HEAD
"{0}: Ignoring request to auto-create parcel in {1} as there are no other parcels present",
=======
"{0}: Ignoring request to auto-create parcel in {1} as there are no other parcels present",
>>>>>>> avn/ubitvar
LogHeader, m_scene.Name);
}
}
@ -1910,13 +1557,9 @@ namespace OpenSim.Region.CoreModules.World.Land
private void IncomingLandObjectFromStorage(LandData data)
{
<<<<<<< HEAD
ILandObject new_land = new LandObject(data, m_scene);
=======
ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
new_land.LandData = data.Copy();
>>>>>>> avn/ubitvar
new_land.SetLandBitmapFromByteArray();
AddLandObject(new_land);
// new_land.SendLandUpdateToAvatarsOverMe();
@ -2568,17 +2211,6 @@ namespace OpenSim.Region.CoreModules.World.Land
private void AppendParcelsSummaryReport(StringBuilder report)
{
<<<<<<< HEAD
report.AppendFormat("Land information for {0}\n", m_scene.Name);
ConsoleDisplayTable cdt = new ConsoleDisplayTable();
cdt.AddColumn("Parcel Name", ConsoleDisplayUtil.ParcelNameSize);
cdt.AddColumn("ID", 3);
cdt.AddColumn("Area", 6);
cdt.AddColumn("Starts", ConsoleDisplayUtil.VectorSize);
cdt.AddColumn("Ends", ConsoleDisplayUtil.VectorSize);
cdt.AddColumn("Owner", ConsoleDisplayUtil.UserNameSize);
=======
report.AppendFormat("Land information for {0}\n", m_scene.RegionInfo.RegionName);
report.AppendFormat(
"{0,-20} {1,-10} {2,-9} {3,-18} {4,-18} {5,-20}\n",
@ -2588,27 +2220,12 @@ namespace OpenSim.Region.CoreModules.World.Land
"AABBMin",
"AABBMax",
"Owner");
>>>>>>> avn/ubitvar
lock (m_landList)
{
foreach (ILandObject lo in m_landList.Values)
{
LandData ld = lo.LandData;
<<<<<<< HEAD
string ownerName;
if (ld.IsGroupOwned)
{
GroupRecord rec = m_groupManager.GetGroupRecord(ld.GroupID);
ownerName = (rec != null) ? rec.GroupName : "Unknown Group";
}
else
{
ownerName = m_userManager.GetUserName(ld.OwnerID);
}
cdt.AddRow(
ld.Name, ld.LocalID, ld.Area, lo.StartPoint, lo.EndPoint, ownerName);
=======
report.AppendFormat(
"{0,-20} {1,-10} {2,-9} {3,-18} {4,-18} {5,-20}\n",
@ -2636,11 +2253,8 @@ namespace OpenSim.Region.CoreModules.World.Land
else
{
ForceAvatarToPosition(avatar, avatar.lastKnownAllowedPosition);
>>>>>>> avn/ubitvar
}
}
report.Append(cdt.ToString());
}
private void AppendParcelReport(StringBuilder report, ILandObject lo)

View File

@ -46,20 +46,12 @@ namespace OpenSim.Region.CoreModules.World.Land
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly string LogHeader = "[LAND OBJECT]";
<<<<<<< HEAD
private readonly int landUnit = 4;
private int m_lastSeqId = 0;
=======
private readonly int landUnit = 4;
private int m_lastSeqId = 0;
private int m_expiryCounter = 0;
>>>>>>> avn/ubitvar
protected Scene m_scene;
protected List<SceneObjectGroup> primsOverMe = new List<SceneObjectGroup>();
protected Dictionary<uint, UUID> m_listTransactions = new Dictionary<uint, UUID>();
@ -67,16 +59,12 @@ namespace OpenSim.Region.CoreModules.World.Land
protected ExpiringCache<UUID, bool> m_groupMemberCache = new ExpiringCache<UUID, bool>();
protected TimeSpan m_groupMemberCacheTimeout = TimeSpan.FromSeconds(30); // cache invalidation after 30 seconds
<<<<<<< HEAD
public bool[,] LandBitmap { get; set; }
=======
private bool[,] m_landBitmap;
public bool[,] LandBitmap
{
get { return m_landBitmap; }
set { m_landBitmap = value; }
}
>>>>>>> avn/ubitvar
#endregion
@ -87,9 +75,6 @@ namespace OpenSim.Region.CoreModules.World.Land
return free;
}
<<<<<<< HEAD
public LandData LandData { get; set; }
=======
protected LandData m_landData;
public LandData LandData
{
@ -97,7 +82,6 @@ namespace OpenSim.Region.CoreModules.World.Land
set { m_landData = value; }
}
>>>>>>> avn/ubitvar
public IPrimCounts PrimCounts { get; set; }
@ -225,12 +209,6 @@ namespace OpenSim.Region.CoreModules.World.Land
else
{
// Normal Calculations
<<<<<<< HEAD
int parcelMax = (int)(((float)LandData.Area / (m_scene.RegionInfo.RegionSizeX * m_scene.RegionInfo.RegionSizeY))
* (float)m_scene.RegionInfo.ObjectCapacity
* (float)m_scene.RegionInfo.RegionSettings.ObjectBonus);
// TODO: The calculation of ObjectBonus should be refactored. It does still not work in the same manner as SL!
=======
int parcelMax = (int)( (long)LandData.Area
* (long)m_scene.RegionInfo.ObjectCapacity
* (long)m_scene.RegionInfo.RegionSettings.ObjectBonus
@ -252,7 +230,6 @@ namespace OpenSim.Region.CoreModules.World.Land
int parcelMax = (int)((long)LandData.Area
* (long)m_scene.RegionInfo.ObjectCapacity
/ 65536L);
>>>>>>> avn/ubitvar
return parcelMax;
}
}
@ -266,15 +243,10 @@ namespace OpenSim.Region.CoreModules.World.Land
else
{
//Normal Calculations
<<<<<<< HEAD
int simMax = (int)(((float)LandData.SimwideArea / (m_scene.RegionInfo.RegionSizeX * m_scene.RegionInfo.RegionSizeY))
* (float)m_scene.RegionInfo.ObjectCapacity);
=======
int simMax = (int)( (long)LandData.SimwideArea
* (long)m_scene.RegionInfo.ObjectCapacity
/ (long)(m_scene.RegionInfo.RegionSizeX * m_scene.RegionInfo.RegionSizeY) );
// m_log.DebugFormat("Simwide Area: {0}, Capacity {1}, SimMax {2}", LandData.SimwideArea, m_scene.RegionInfo.ObjectCapacity, simMax);
>>>>>>> avn/ubitvar
return simMax;
}
}
@ -439,12 +411,6 @@ namespace OpenSim.Region.CoreModules.World.Land
{
uint preserve = LandData.Flags & ~allowedDelta;
newData.Flags = preserve | (args.ParcelFlags & allowedDelta);
<<<<<<< HEAD
m_scene.LandChannel.UpdateLandObject(LandData.LocalID, newData);
SendLandUpdateToAvatarsOverMe(snap_selection);
}
=======
uint curdelta = LandData.Flags ^ newData.Flags;
curdelta &= (uint)(ParcelFlags.SoundLocal);
@ -456,7 +422,6 @@ namespace OpenSim.Region.CoreModules.World.Land
return true;
}
return false;
>>>>>>> avn/ubitvar
}
public void UpdateLandSold(UUID avatarID, UUID groupID, bool groupOwned, uint AuctionID, int claimprice, int area)
@ -806,17 +771,11 @@ namespace OpenSim.Region.CoreModules.World.Land
/// </summary>
private void UpdateAABBAndAreaValues()
{
<<<<<<< HEAD
int min_x = 10000;
int min_y = 10000;
int max_x = 0;
int max_y = 0;
=======
int min_x = Int32.MaxValue;
int min_y = Int32.MaxValue;
int max_x = Int32.MinValue;
int max_y = Int32.MinValue;
>>>>>>> avn/ubitvar
int tempArea = 0;
int x, y;
for (x = 0; x < LandBitmap.GetLength(0); x++)
@ -825,12 +784,6 @@ namespace OpenSim.Region.CoreModules.World.Land
{
if (LandBitmap[x, y] == true)
{
<<<<<<< HEAD
if (min_x > x) min_x = x;
if (min_y > y) min_y = y;
if (max_x < x) max_x = x;
if (max_y < y) max_y = y;
=======
if (min_x > x)
min_x = x;
if (min_y > y)
@ -839,7 +792,6 @@ namespace OpenSim.Region.CoreModules.World.Land
max_x = x;
if (max_y < y)
max_y = y;
>>>>>>> avn/ubitvar
tempArea += landUnit * landUnit; //16sqm peice of land
}
}
@ -847,27 +799,6 @@ namespace OpenSim.Region.CoreModules.World.Land
int tx = min_x * landUnit;
if (tx > ((int)m_scene.RegionInfo.RegionSizeX - 1))
tx = ((int)m_scene.RegionInfo.RegionSizeX - 1);
<<<<<<< HEAD
int ty = min_y * landUnit;
if (ty > ((int)m_scene.RegionInfo.RegionSizeY - 1))
ty = ((int)m_scene.RegionInfo.RegionSizeY - 1);
LandData.AABBMin =
new Vector3(
(float)(min_x * landUnit), (float)(min_y * landUnit), m_scene != null ? (float)m_scene.Heightmap[tx, ty] : 0);
tx = max_x * landUnit;
if (tx > ((int)m_scene.RegionInfo.RegionSizeX - 1))
tx = ((int)m_scene.RegionInfo.RegionSizeX - 1);
ty = max_y * landUnit;
if (ty > ((int)m_scene.RegionInfo.RegionSizeY - 1))
ty = ((int)m_scene.RegionInfo.RegionSizeY - 1);
LandData.AABBMax
= new Vector3(
(float)(max_x * landUnit), (float)(max_y * landUnit), m_scene != null ? (float)m_scene.Heightmap[tx, ty] : 0);
=======
int htx;
if (tx >= ((int)m_scene.RegionInfo.RegionSizeX))
htx = (int)m_scene.RegionInfo.RegionSizeX - 1;
@ -904,7 +835,6 @@ namespace OpenSim.Region.CoreModules.World.Land
LandData.AABBMax
= new Vector3(
(float)(tx), (float)(ty), m_scene != null ? (float)m_scene.Heightmap[htx, hty] : 0);
>>>>>>> avn/ubitvar
LandData.Area = tempArea;
}
@ -920,10 +850,6 @@ namespace OpenSim.Region.CoreModules.World.Land
public void SetLandBitmap(bool[,] bitmap)
{
LandBitmap = bitmap;
<<<<<<< HEAD
// m_log.DebugFormat("{0} SetLandBitmap. BitmapSize=<{1},{2}>", LogHeader, LandBitmap.GetLength(0), LandBitmap.GetLength(1));
=======
>>>>>>> avn/ubitvar
ForceUpdateLandInfo();
}
@ -1024,16 +950,11 @@ namespace OpenSim.Region.CoreModules.World.Land
private byte[] ConvertLandBitmapToBytes()
{
byte[] tempConvertArr = new byte[LandBitmap.GetLength(0) * LandBitmap.GetLength(1) / 8];
<<<<<<< HEAD
byte tempByte = 0;
int byteNum = 0;
int i = 0;
=======
int tempByte = 0;
int i, byteNum = 0;
int mask = 1;
i = 0;
>>>>>>> avn/ubitvar
for (int y = 0; y < LandBitmap.GetLength(1); y++)
{
for (int x = 0; x < LandBitmap.GetLength(0); x++)
@ -1070,7 +991,6 @@ namespace OpenSim.Region.CoreModules.World.Land
// LogHeader, LandBitmap.GetLength(0), LandBitmap.GetLength(1));
=======
*/
>>>>>>> avn/ubitvar
return tempConvertArr;
}

View File

@ -104,7 +104,6 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
terrainRenderer.Initialise(m_scene, m_config);
<<<<<<< HEAD
mapbmp = new Bitmap((int)m_scene.Heightmap.Width, (int)m_scene.Heightmap.Height,
System.Drawing.Imaging.PixelFormat.Format24bppRgb);
//long t = System.Environment.TickCount;
@ -113,17 +112,6 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
//}
//t = System.Environment.TickCount - t;
//m_log.InfoFormat("[MAPTILE] generation of 10 maptiles needed {0} ms", t);
=======
mapbmp = new Bitmap((int)m_scene.Heightmap.Width, (int)m_scene.Heightmap.Height,
System.Drawing.Imaging.PixelFormat.Format24bppRgb);
//long t = System.Environment.TickCount;
//for (int i = 0; i < 10; ++i) {
terrainRenderer.TerrainToBitmap(mapbmp);
//}
//t = System.Environment.TickCount - t;
//m_log.InfoFormat("[MAPTILE] generation of 10 maptiles needed {0} ms", t);
>>>>>>> avn/ubitvar
if (drawPrimVolume)
{
DrawObjectVolume(m_scene, mapbmp);

View File

@ -270,14 +270,8 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
// the heigthfield might have some jumps in values. Rendered land is smooth, though,
// as a slope is rendered at that place. So average 4 neighbour values to emulate that.
<<<<<<< HEAD
private float getHeight(ITerrainChannel hm, int x, int y) {
if (x < (hm.Width - 1) && y < (hm.Height - 1))
=======
private float getHeight(ITerrainChannel hm, int x, int y)
{
if (x < ((int)Constants.RegionSize - 1) && y < ((int)Constants.RegionSize - 1))
>>>>>>> avn/ubitvar
return (float)(hm[x, y] * .444 + (hm[x + 1, y] + hm[x, y + 1]) * .222 + hm[x + 1, y +1] * .112);
else
return (float)hm[x, y];
@ -291,14 +285,6 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
ITerrainChannel hm = m_scene.Heightmap;
if (mapbmp.Width != hm.Width || mapbmp.Height != hm.Height)
{
m_log.ErrorFormat("{0} TerrainToBitmap. Passed bitmap wrong dimensions. passed=<{1},{2}>, size=<{3},{4}>",
LogHeader, mapbmp.Width, mapbmp.Height, hm.Width, hm.Height);
}
ITerrainChannel hm = m_scene.Heightmap;
if (mapbmp.Width != hm.Width || mapbmp.Height != hm.Height)
{
m_log.ErrorFormat("{0} TerrainToBitmap. Passed bitmap wrong dimensions. passed=<{1},{2}>, size=<{3},{4}>",

View File

@ -46,10 +46,6 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FloodBrushes
if (fillArea[x, y])
{
double noise = TerrainUtil.PerlinNoise2D((double) x / map.Width, (double) y / map.Height, 8, 1.0);
<<<<<<< HEAD
=======
>>>>>>> avn/ubitvar
map[x, y] += noise * strength;
}
}

View File

@ -75,15 +75,6 @@ namespace OpenSim.Region.CoreModules.World.Terrain
#endregion
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
<<<<<<< HEAD
=======
#pragma warning disable 414
private static readonly string LogHeader = "[TERRAIN MODULE]";
#pragma warning restore 414
private readonly Commander m_commander = new Commander("terrain");
>>>>>>> avn/ubitvar
#pragma warning disable 414
private static readonly string LogHeader = "[TERRAIN MODULE]";
@ -95,16 +86,6 @@ namespace OpenSim.Region.CoreModules.World.Terrain
private readonly Dictionary<string, ITerrainLoader> m_loaders = new Dictionary<string, ITerrainLoader>();
private readonly Dictionary<StandardTerrainEffects, ITerrainPaintableEffect> m_painteffects =
new Dictionary<StandardTerrainEffects, ITerrainPaintableEffect>();
<<<<<<< HEAD
private Dictionary<string, ITerrainEffect> m_plugineffects;
private Dictionary<string, ITerrainModifier> m_modifyOperations =
new Dictionary<string, ITerrainModifier>();
private ITerrainChannel m_channel;
private ITerrainChannel m_revert;
private Scene m_scene;
private volatile bool m_tainted;
private readonly Stack<LandUndoState> m_undo = new Stack<LandUndoState>(5);
=======
private Dictionary<string, ITerrainEffect> m_plugineffects;
private ITerrainChannel m_channel;
@ -112,7 +93,6 @@ namespace OpenSim.Region.CoreModules.World.Terrain
private Scene m_scene;
private volatile bool m_tainted;
>>>>>>> avn/ubitvar
private String m_InitialTerrain = "pinhead-island";
// If true, send terrain patch updates to clients based on their view distance
@ -126,19 +106,12 @@ namespace OpenSim.Region.CoreModules.World.Terrain
private bool[,] updated; // for each patch, whether it needs to be sent to this client
private int updateCount; // number of patches that need to be sent
public ScenePresence Presence; // a reference to the client to send to
<<<<<<< HEAD
public TerrainData Terrain; // reference to the underlying terrain
=======
>>>>>>> avn/ubitvar
public PatchUpdates(TerrainData terrData, ScenePresence pPresence)
{
updated = new bool[terrData.SizeX / Constants.TerrainPatchSize, terrData.SizeY / Constants.TerrainPatchSize];
updateCount = 0;
Presence = pPresence;
<<<<<<< HEAD
Terrain = terrData;
=======
>>>>>>> avn/ubitvar
// Initially, send all patches to the client
SetAll(true);
}
@ -147,26 +120,17 @@ namespace OpenSim.Region.CoreModules.World.Terrain
{
return (updateCount > 0);
}
<<<<<<< HEAD
=======
>>>>>>> avn/ubitvar
public void SetByXY(int x, int y, bool state)
{
this.SetByPatch(x / Constants.TerrainPatchSize, y / Constants.TerrainPatchSize, state);
}
<<<<<<< HEAD
=======
>>>>>>> avn/ubitvar
public bool GetByPatch(int patchX, int patchY)
{
return updated[patchX, patchY];
}
<<<<<<< HEAD
=======
>>>>>>> avn/ubitvar
public void SetByPatch(int patchX, int patchY, bool state)
{
bool prevState = updated[patchX, patchY];
@ -176,24 +140,17 @@ namespace OpenSim.Region.CoreModules.World.Terrain
updateCount--;
updated[patchX, patchY] = state;
}
<<<<<<< HEAD
public void SetAll(bool state)
{
updateCount = 0;
for(int xx = 0; xx < updated.GetLength(0); xx++)
for(int yy = 0; yy < updated.GetLength(1); yy++)
=======
public void SetAll(bool state)
{
updateCount = 0;
for (int xx = 0; xx < updated.GetLength(0); xx++)
for (int yy = 0; yy < updated.GetLength(1); yy++)
>>>>>>> avn/ubitvar
updated[xx, yy] = state;
if (state)
updateCount = updated.GetLength(0) * updated.GetLength(1);
}
// Logically OR's the terrain data's patch taint map into this client's update map.
public void SetAll(TerrainData terrData)
{
@ -206,15 +163,10 @@ namespace OpenSim.Region.CoreModules.World.Terrain
terrData.SizeX / Constants.TerrainPatchSize, terrData.SizeY / Constants.TerrainPatchSize)
);
}
<<<<<<< HEAD
for(int xx = 0; xx < terrData.SizeX; xx += Constants.TerrainPatchSize)
{
for(int yy = 0; yy < terrData.SizeY; yy += Constants.TerrainPatchSize)
=======
for (int xx = 0; xx < terrData.SizeX; xx += Constants.TerrainPatchSize)
{
for (int yy = 0; yy < terrData.SizeY; yy += Constants.TerrainPatchSize)
>>>>>>> avn/ubitvar
{
// Only set tainted. The patch bit may be set if the patch was to be sent later.
if (terrData.IsTaintedAt(xx, yy, false))
@ -275,20 +227,13 @@ namespace OpenSim.Region.CoreModules.World.Terrain
(int)m_scene.RegionInfo.RegionSizeY,
(int)m_scene.RegionInfo.RegionSizeZ);
m_scene.Heightmap = m_channel;
<<<<<<< HEAD
UpdateRevertMap();
=======
UpdateBakedMap();
>>>>>>> avn/ubitvar
}
else
{
m_channel = m_scene.Heightmap;
<<<<<<< HEAD
UpdateRevertMap();
=======
UpdateBakedMap();
>>>>>>> avn/ubitvar
}
m_scene.RegisterModuleInterface<ITerrainModule>(this);
@ -296,11 +241,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
m_scene.EventManager.OnClientClosed += EventManager_OnClientClosed;
m_scene.EventManager.OnPluginConsole += EventManager_OnPluginConsole;
m_scene.EventManager.OnTerrainTick += EventManager_OnTerrainTick;
<<<<<<< HEAD
m_scene.EventManager.OnFrame += EventManager_OnFrame;
=======
m_scene.EventManager.OnTerrainCheckUpdates += EventManager_TerrainCheckUpdates;
>>>>>>> avn/ubitvar
}
InstallDefaultEffects();
@ -339,11 +280,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain
// remove the commands
m_scene.UnregisterModuleCommander(m_commander.Name);
// remove the event-handlers
<<<<<<< HEAD
m_scene.EventManager.OnFrame -= EventManager_OnFrame;
=======
m_scene.EventManager.OnTerrainCheckUpdates -= EventManager_TerrainCheckUpdates;
>>>>>>> avn/ubitvar
m_scene.EventManager.OnTerrainTick -= EventManager_OnTerrainTick;
m_scene.EventManager.OnPluginConsole -= EventManager_OnPluginConsole;
m_scene.EventManager.OnClientClosed -= EventManager_OnClientClosed;
@ -490,11 +428,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
{
ITerrainChannel channel = loader.Value.LoadStream(stream);
m_channel.Merge(channel, displacement, radianRotation, rotationDisplacement);
<<<<<<< HEAD
UpdateRevertMap();
=======
UpdateBakedMap();
>>>>>>> avn/ubitvar
}
catch(NotImplementedException)
{
@ -574,27 +508,16 @@ namespace OpenSim.Region.CoreModules.World.Terrain
// Someone diddled terrain outside the normal code paths. Set the taintedness for all clients.
// ITerrainModule.TaintTerrain()
<<<<<<< HEAD
public void TaintTerrain()
{
lock(m_perClientPatchUpdates)
{
// Set the flags for all clients so the tainted patches will be sent out
foreach(PatchUpdates pups in m_perClientPatchUpdates.Values)
=======
public void TaintTerrain ()
{
lock (m_perClientPatchUpdates)
{
// Set the flags for all clients so the tainted patches will be sent out
foreach (PatchUpdates pups in m_perClientPatchUpdates.Values)
>>>>>>> avn/ubitvar
{
pups.SetAll(m_scene.Heightmap.GetTerrainData());
}
}
<<<<<<< HEAD
=======
}
// ITerrainModule.PushTerrain()
@ -615,38 +538,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain
pups.SetAll(true);
}
}
>>>>>>> avn/ubitvar
}
// ITerrainModule.PushTerrain()
public void PushTerrain(IClientAPI pClient)
{
// If view distance based, set the modified patch bits and the frame event will send the updates
if (m_sendTerrainUpdatesByViewDistance)
{
ScenePresence presence = m_scene.GetScenePresence(pClient.AgentId);
if (presence != null)
{
lock(m_perClientPatchUpdates)
{
PatchUpdates pups;
if (!m_perClientPatchUpdates.TryGetValue(pClient.AgentId, out pups))
{
// There is a ScenePresence without a send patch map. Create one.
pups = new PatchUpdates(m_scene.Heightmap.GetTerrainData(), presence);
m_perClientPatchUpdates.Add(presence.UUID, pups);
}
// By setting all to modified, the next update tick will send the patches
pups.SetAll(true);
}
}
}
else
{
// The traditional way is to call into the protocol stack to send them all.
pClient.SendLayerData(new float[10]);
}
}
#region Plugin Loading Methods
private void LoadPlugins()
@ -750,6 +643,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
m_floodeffects[StandardTerrainEffects.Revert] = new RevertArea(m_baked);
// Terrain Modifier operations
/*
m_modifyOperations["min"] = new MinModifier(this);
m_modifyOperations["max"] = new MaxModifier(this);
m_modifyOperations["raise"] = new RaiseModifier(this);
@ -757,7 +651,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
m_modifyOperations["fill"] = new FillModifier(this);
m_modifyOperations["smooth"] = new SmoothModifier(this);
m_modifyOperations["noise"] = new NoiseModifier(this);
*/
// Filesystem load/save loaders
m_loaders[".r32"] = new RAW32();
m_loaders[".f32"] = m_loaders[".r32"];
@ -778,24 +672,9 @@ namespace OpenSim.Region.CoreModules.World.Terrain
/// </summary>
public void UpdateBakedMap()
{
<<<<<<< HEAD
/*
int x;
for (x = 0; x < m_channel.Width; x++)
{
int y;
for (y = 0; y < m_channel.Height; y++)
{
m_revert[x, y] = m_channel[x, y];
}
}
*/
m_revert = m_channel.MakeCopy();
=======
m_baked = m_channel.MakeCopy();
m_painteffects[StandardTerrainEffects.Revert] = new RevertSphere(m_baked);
m_floodeffects[StandardTerrainEffects.Revert] = new RevertArea(m_baked);
>>>>>>> avn/ubitvar
}
/// <summary>
@ -822,13 +701,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain
{
ITerrainChannel channel = loader.Value.LoadFile(filename, offsetX, offsetY,
fileWidth, fileHeight,
<<<<<<< HEAD
(int)m_scene.RegionInfo.RegionSizeX,
(int)m_scene.RegionInfo.RegionSizeY);
=======
(int) m_scene.RegionInfo.RegionSizeX,
(int) m_scene.RegionInfo.RegionSizeY);
>>>>>>> avn/ubitvar
m_scene.Heightmap = channel;
m_channel = channel;
UpdateBakedMap();
@ -894,27 +768,11 @@ namespace OpenSim.Region.CoreModules.World.Terrain
}
/// <summary>
<<<<<<< HEAD
/// Called before processing of every simulation frame.
=======
>>>>>>> avn/ubitvar
/// This is used to check to see of any of the terrain is tainted and, if so, schedule
/// updates for all the presences.
/// This also checks to see if there are updates that need to be sent for each presence.
/// This is where the logic is to send terrain updates to clients.
/// </summary>
<<<<<<< HEAD
private void EventManager_OnFrame()
{
TerrainData terrData = m_channel.GetTerrainData();
bool shouldTaint = false;
for(int x = 0; x < terrData.SizeX; x += Constants.TerrainPatchSize)
{
for(int y = 0; y < terrData.SizeY; y += Constants.TerrainPatchSize)
{
if (terrData.IsTaintedAt(x, y))
=======
private void EventManager_TerrainCheckUpdates()
{
// this needs fixing
@ -926,7 +784,6 @@ namespace OpenSim.Region.CoreModules.World.Terrain
for (int y = 0; y < terrData.SizeY; y += Constants.TerrainPatchSize)
{
if (terrData.IsTaintedAt(x, y,true))
>>>>>>> avn/ubitvar
{
// Found a patch that was modified. Push this flag into the clients.
SendToClients(terrData, x, y);
@ -944,10 +801,6 @@ namespace OpenSim.Region.CoreModules.World.Terrain
m_scene.EventManager.TriggerTerrainTainted();
m_tainted = true;
}
<<<<<<< HEAD
=======
>>>>>>> avn/ubitvar
}
/// <summary>
@ -1016,14 +869,6 @@ namespace OpenSim.Region.CoreModules.World.Terrain
presence.ControllingClient.OnLandUndo -= client_OnLandUndo;
presence.ControllingClient.OnUnackedTerrain -= client_OnUnackedTerrain;
}
<<<<<<< HEAD
lock(m_perClientPatchUpdates)
m_perClientPatchUpdates.Remove(client);
}
=======
>>>>>>> avn/ubitvar
lock (m_perClientPatchUpdates)
m_perClientPatchUpdates.Remove(client);
}
@ -1038,21 +883,12 @@ namespace OpenSim.Region.CoreModules.World.Terrain
TerrainData terrData = m_channel.GetTerrainData();
bool wasLimited = false;
<<<<<<< HEAD
for(int x = 0; x < terrData.SizeX; x += Constants.TerrainPatchSize)
{
for(int y = 0; y < terrData.SizeY; y += Constants.TerrainPatchSize)
{
if (terrData.IsTaintedAt(x, y, false /* clearOnTest */))
{
=======
for (int x = 0; x < terrData.SizeX; x += Constants.TerrainPatchSize)
{
for (int y = 0; y < terrData.SizeY; y += Constants.TerrainPatchSize)
{
if (terrData.IsTaintedAt(x, y, false /* clearOnTest */))
{
>>>>>>> avn/ubitvar
// If we should respect the estate settings then
// fixup and height deltas that don't respect them.
// Note that LimitChannelChanges() modifies the TerrainChannel with the limited height values.
@ -1075,22 +911,13 @@ namespace OpenSim.Region.CoreModules.World.Terrain
float maxDelta = (float)m_scene.RegionInfo.RegionSettings.TerrainRaiseLimit;
// loop through the height map for this patch and compare it against
<<<<<<< HEAD
// the revert map
for(int x = xStart; x < xStart + Constants.TerrainPatchSize; x++)
=======
// the baked map
for (int x = xStart; x < xStart + Constants.TerrainPatchSize; x++)
>>>>>>> avn/ubitvar
{
for(int y = yStart; y < yStart + Constants.TerrainPatchSize; y++)
{
float requestedHeight = terrData[x, y];
<<<<<<< HEAD
float bakedHeight = (float)m_revert[x, y];
=======
float bakedHeight = (float)m_baked[x, y];
>>>>>>> avn/ubitvar
float requestedDelta = requestedHeight - bakedHeight;
if (requestedDelta > maxDelta)
@ -1111,19 +938,6 @@ namespace OpenSim.Region.CoreModules.World.Terrain
private void client_OnLandUndo(IClientAPI client)
{
<<<<<<< HEAD
lock(m_undo)
{
if (m_undo.Count > 0)
{
LandUndoState goback = m_undo.Pop();
if (goback != null)
goback.PlaybackState();
}
}
=======
>>>>>>> avn/ubitvar
}
/// <summary>
@ -1133,175 +947,6 @@ namespace OpenSim.Region.CoreModules.World.Terrain
/// <param name="x">The patch corner to send</param>
/// <param name="y">The patch corner to send</param>
private void SendToClients(TerrainData terrData, int x, int y)
<<<<<<< HEAD
{
if (m_sendTerrainUpdatesByViewDistance)
{
// Add that this patch needs to be sent to the accounting for each client.
lock(m_perClientPatchUpdates)
{
m_scene.ForEachScenePresence(presence =>
{
PatchUpdates thisClientUpdates;
if (!m_perClientPatchUpdates.TryGetValue(presence.UUID, out thisClientUpdates))
{
// There is a ScenePresence without a send patch map. Create one.
thisClientUpdates = new PatchUpdates(terrData, presence);
m_perClientPatchUpdates.Add(presence.UUID, thisClientUpdates);
}
thisClientUpdates.SetByXY(x, y, true);
}
);
}
}
else
{
// Legacy update sending where the update is sent out as soon as noticed
// We know the actual terrain data that is passed is ignored so this passes a dummy heightmap.
//float[] heightMap = terrData.GetFloatsSerialized();
float[] heightMap = new float[10];
m_scene.ForEachClient(
delegate(IClientAPI controller)
{
controller.SendLayerData(x / Constants.TerrainPatchSize,
y / Constants.TerrainPatchSize,
heightMap);
}
);
}
}
private class PatchesToSend : IComparable<PatchesToSend>
{
public int PatchX;
public int PatchY;
public float Dist;
public PatchesToSend(int pX, int pY, float pDist)
{
PatchX = pX;
PatchY = pY;
Dist = pDist;
}
public int CompareTo(PatchesToSend other)
{
return Dist.CompareTo(other.Dist);
}
}
// Called each frame time to see if there are any patches to send to any of the
// ScenePresences.
// We know this is only called if we are doing view distance patch sending so some
// tests are not made.
// Loop through all the per-client info and send any patches necessary.
private void CheckSendingPatchesToClients()
{
lock(m_perClientPatchUpdates)
{
foreach(PatchUpdates pups in m_perClientPatchUpdates.Values)
{
if (pups.HasUpdates())
{
// There is something that could be sent to this client.
List<PatchesToSend> toSend = GetModifiedPatchesInViewDistance(pups);
if (toSend.Count > 0)
{
// m_log.DebugFormat("{0} CheckSendingPatchesToClient: sending {1} patches to {2} in region {3}",
// LogHeader, toSend.Count, pups.Presence.Name, m_scene.RegionInfo.RegionName);
// Sort the patches to send by the distance from the presence
toSend.Sort();
/* old way that sent individual patches
foreach (PatchesToSend pts in toSend)
{
pups.Presence.ControllingClient.SendLayerData(pts.PatchX, pts.PatchY, null);
// presence.ControllingClient.SendLayerData(xs.ToArray(), ys.ToArray(), null, TerrainPatch.LayerType.Land);
}
*/
// new way that sends all patches to the protocol so they can be sent in one block
int[] xPieces = new int[toSend.Count];
int[] yPieces = new int[toSend.Count];
float[] patchPieces = new float[toSend.Count * 2];
int pieceIndex = 0;
foreach(PatchesToSend pts in toSend)
{
patchPieces[pieceIndex++] = pts.PatchX;
patchPieces[pieceIndex++] = pts.PatchY;
}
pups.Presence.ControllingClient.SendLayerData(-toSend.Count, 0, patchPieces);
}
}
}
}
}
// Compute a list of modified patches that are within our view distance.
private List<PatchesToSend> GetModifiedPatchesInViewDistance(PatchUpdates pups)
{
List<PatchesToSend> ret = new List<PatchesToSend>();
ScenePresence presence = pups.Presence;
if (presence == null)
return ret;
Vector3 presencePos = presence.AbsolutePosition;
// Before this distance check, the whole region just showed up. Adding the distance
// check causes different things to happen for the current and adjacent regions.
// So, to keep legacy views, if the region is legacy sized, don't do distance check.
bool isLegacySizedRegion = pups.Terrain.SizeX == Constants.RegionSize && pups.Terrain.SizeY == Constants.RegionSize;
bool shouldCheckViewDistance = m_sendTerrainUpdatesByViewDistance && !isLegacySizedRegion;
int startX = 0;
int endX = (int)m_scene.RegionInfo.RegionSizeX / Constants.TerrainPatchSize;
int startY = 0;
int endY = (int)m_scene.RegionInfo.RegionSizeY / Constants.TerrainPatchSize;
// The following only reduces the size of area scanned for updates. Only significant for very large varregions.
if (shouldCheckViewDistance)
{
// Compute the area of patches within our draw distance
startX = (((int)(presencePos.X - presence.DrawDistance)) / Constants.TerrainPatchSize) - 2;
startX = Math.Max(startX, 0);
startX = Math.Min(startX, (int)m_scene.RegionInfo.RegionSizeX / Constants.TerrainPatchSize);
startY = (((int)(presencePos.Y - presence.DrawDistance)) / Constants.TerrainPatchSize) - 2;
startY = Math.Max(startY, 0);
startY = Math.Min(startY, (int)m_scene.RegionInfo.RegionSizeY / Constants.TerrainPatchSize);
endX = (((int)(presencePos.X + presence.DrawDistance)) / Constants.TerrainPatchSize) + 2;
endX = Math.Max(endX, 0);
endX = Math.Min(endX, (int)m_scene.RegionInfo.RegionSizeX / Constants.TerrainPatchSize);
endY = (((int)(presencePos.Y + presence.DrawDistance)) / Constants.TerrainPatchSize) + 2;
endY = Math.Max(endY, 0);
endY = Math.Min(endY, (int)m_scene.RegionInfo.RegionSizeY / Constants.TerrainPatchSize);
}
// m_log.DebugFormat("{0} GetModifiedPatchesInViewDistance. rName={1}, ddist={2}, apos={3}, cpos={4}, isChild={5}, start=<{6},{7}>, end=<{8},{9}>",
// LogHeader, m_scene.RegionInfo.RegionName,
// presence.DrawDistance, presencePos, presence.CameraPosition,
// isLegacySizeChildRegion,
// startX, startY, endX, endY);
for(int x = startX; x < endX; x++)
{
for(int y = startY; y < endY; y++)
{
//Need to make sure we don't send the same ones over and over
Vector3 patchPos = new Vector3(x * Constants.TerrainPatchSize, y * Constants.TerrainPatchSize, presencePos.Z);
if (pups.GetByPatch(x, y))
{
//Check which has less distance, camera or avatar position, both have to be done.
//Its not a radius, its a diameter and we add 50 so that it doesn't look like it cuts off
if (!shouldCheckViewDistance
|| Util.DistanceLessThan(presencePos, patchPos, presence.DrawDistance + 50)
|| Util.DistanceLessThan(presence.CameraPosition, patchPos, presence.DrawDistance + 50))
{
//They can see it, send it to them
pups.SetByPatch(x, y, false);
float dist = Vector3.DistanceSquared(presencePos, patchPos);
ret.Add(new PatchesToSend(x, y, dist));
}
}
=======
{
// Add that this patch needs to be sent to the accounting for each client.
lock (m_perClientPatchUpdates)
@ -1475,7 +1120,6 @@ namespace OpenSim.Region.CoreModules.World.Terrain
}
}
}
>>>>>>> avn/ubitvar
}
}
return ret;
@ -1499,24 +1143,6 @@ namespace OpenSim.Region.CoreModules.World.Terrain
int zx = (int)(west + 0.5);
int zy = (int)(north + 0.5);
<<<<<<< HEAD
int dx;
for(dx=-n; dx<=n; dx++)
{
int dy;
for(dy=-n; dy<=n; dy++)
{
int x = zx + dx;
int y = zy + dy;
if (x >= 0 && y >= 0 && x < m_channel.Width && y < m_channel.Height)
{
if (m_scene.Permissions.CanTerraformLand(agentId, new Vector3(x, y, 0)))
{
allowMask[x, y] = true;
allowed = true;
}
=======
int startX = zx - n;
if (startX < 0)
startX = 0;
@ -1542,25 +1168,17 @@ namespace OpenSim.Region.CoreModules.World.Terrain
{
allowMask[x, y] = true;
allowed = true;
>>>>>>> avn/ubitvar
}
}
}
if (allowed)
{
StoreUndoState();
<<<<<<< HEAD
m_painteffects[(StandardTerrainEffects)action].PaintEffect(
m_channel, allowMask, west, south, height, size, seconds);
//revert changes outside estate limits
=======
m_painteffects[(StandardTerrainEffects) action].PaintEffect(
m_channel, allowMask, west, south, height, size, seconds,
startX, endX, startY, endY);
//block changes outside estate limits
>>>>>>> avn/ubitvar
if (!god)
EnforceEstateLimits();
}
@ -1577,22 +1195,42 @@ namespace OpenSim.Region.CoreModules.World.Terrain
bool[,] fillArea = new bool[m_channel.Width, m_channel.Height];
fillArea.Initialize();
int x;
for(x = 0; x < m_channel.Width; x++)
int startX = (int)west;
int startY = (int)south;
int endX = (int)east;
int endY = (int)north;
if (startX < 0)
startX = 0;
else if (startX >= m_channel.Width)
startX = m_channel.Width - 1;
if (endX < 0)
endX = 0;
else if (endX >= m_channel.Width)
endX = m_channel.Width - 1;
if (startY < 0)
startY = 0;
else if (startY >= m_channel.Height)
startY = m_channel.Height - 1;
if (endY < 0)
endY = 0;
else if (endY >= m_channel.Height)
endY = m_channel.Height - 1;
int x, y;
for (x = startX; x <= endX; x++)
{
int y;
for(y = 0; y < m_channel.Height; y++)
for (y = startY; y <= endY; y++)
{
if (x < east && x > west)
if (m_scene.Permissions.CanTerraformLand(agentId, new Vector3(x, y, 0)))
{
if (y < north && y > south)
{
if (m_scene.Permissions.CanTerraformLand(agentId, new Vector3(x, y, 0)))
{
fillArea[x, y] = true;
allowed = true;
}
}
fillArea[x, y] = true;
allowed = true;
}
}
}
@ -1600,15 +1238,10 @@ namespace OpenSim.Region.CoreModules.World.Terrain
if (allowed)
{
StoreUndoState();
<<<<<<< HEAD
m_floodeffects[(StandardTerrainEffects)action].FloodEffect(m_channel, fillArea, size);
//revert changes outside estate limits
=======
m_floodeffects[(StandardTerrainEffects) action].FloodEffect(m_channel, fillArea, size);
m_floodeffects[(StandardTerrainEffects)action].FloodEffect(m_channel, fillArea, size,
startX, endX, startY, endY);
//block changes outside estate limits
>>>>>>> avn/ubitvar
if (!god)
EnforceEstateLimits();
}
@ -1641,52 +1274,22 @@ namespace OpenSim.Region.CoreModules.World.Terrain
private void StoreUndoState()
{
<<<<<<< HEAD
lock(m_undo)
{
if (m_undo.Count > 0)
{
LandUndoState last = m_undo.Peek();
if (last != null)
{
if (last.Compare(m_channel))
return;
}
}
LandUndoState nUndo = new LandUndoState(this, m_channel);
m_undo.Push(nUndo);
}
=======
>>>>>>> avn/ubitvar
}
#region Console Commands
private void InterfaceLoadFile(Object[] args)
{
<<<<<<< HEAD
LoadFromFile((string)args[0]);
=======
LoadFromFile((string) args[0]);
>>>>>>> avn/ubitvar
}
private void InterfaceLoadTileFile(Object[] args)
{
<<<<<<< HEAD
LoadFromFile((string)args[0],
(int)args[1],
(int)args[2],
(int)args[3],
(int)args[4]);
=======
LoadFromFile((string) args[0],
(int) args[1],
(int) args[2],
(int) args[3],
(int) args[4]);
>>>>>>> avn/ubitvar
}
private void InterfaceSaveFile(Object[] args)
@ -1711,15 +1314,9 @@ namespace OpenSim.Region.CoreModules.World.Terrain
private void InterfaceRevertTerrain(Object[] args)
{
int x, y;
<<<<<<< HEAD
for(x = 0; x < m_channel.Width; x++)
for(y = 0; y < m_channel.Height; y++)
m_channel[x, y] = m_revert[x, y];
=======
for (x = 0; x < m_channel.Width; x++)
for (y = 0; y < m_channel.Height; y++)
m_channel[x, y] = m_baked[x, y];
>>>>>>> avn/ubitvar
}
@ -1729,15 +1326,9 @@ namespace OpenSim.Region.CoreModules.World.Terrain
if (direction.ToLower().StartsWith("y"))
{
<<<<<<< HEAD
for(int x = 0; x < m_channel.Width; x++)
{
for(int y = 0; y < m_channel.Height / 2; y++)
=======
for (int x = 0; x < m_channel.Width; x++)
{
for (int y = 0; y < m_channel.Height / 2; y++)
>>>>>>> avn/ubitvar
{
double height = m_channel[x, y];
double flippedHeight = m_channel[x, (int)m_channel.Height - 1 - y];
@ -1749,15 +1340,9 @@ namespace OpenSim.Region.CoreModules.World.Terrain
}
else if (direction.ToLower().StartsWith("x"))
{
<<<<<<< HEAD
for(int y = 0; y < m_channel.Height; y++)
{
for(int x = 0; x < m_channel.Width / 2; x++)
=======
for (int y = 0; y < m_channel.Height; y++)
{
for (int x = 0; x < m_channel.Width / 2; x++)
>>>>>>> avn/ubitvar
{
double height = m_channel[x, y];
double flippedHeight = m_channel[(int)m_channel.Width - 1 - x, y];
@ -1837,47 +1422,29 @@ namespace OpenSim.Region.CoreModules.World.Terrain
double val = (double)args[0];
int x, y;
<<<<<<< HEAD
for(x = 0; x < m_channel.Width; x++)
for(y = 0; y < m_channel.Height; y++)
m_channel[x, y] += (double)args[0];
=======
for (x = 0; x < m_channel.Width; x++)
for (y = 0; y < m_channel.Height; y++)
m_channel[x, y] += val;
>>>>>>> avn/ubitvar
}
private void InterfaceMultiplyTerrain(Object[] args)
{
int x, y;
<<<<<<< HEAD
for(x = 0; x < m_channel.Width; x++)
for(y = 0; y < m_channel.Height; y++)
m_channel[x, y] *= (double)args[0];
=======
double val = (double)args[0];
for (x = 0; x < m_channel.Width; x++)
for (y = 0; y < m_channel.Height; y++)
m_channel[x, y] *= val;
>>>>>>> avn/ubitvar
}
private void InterfaceLowerTerrain(Object[] args)
{
int x, y;
<<<<<<< HEAD
for(x = 0; x < m_channel.Width; x++)
for(y = 0; y < m_channel.Height; y++)
m_channel[x, y] -= (double)args[0];
=======
double val = (double)args[0];
for (x = 0; x < m_channel.Width; x++)
for (y = 0; y < m_channel.Height; y++)
m_channel[x, y] -= val;
>>>>>>> avn/ubitvar
}
public void InterfaceFillTerrain(Object[] args)
@ -1885,26 +1452,16 @@ namespace OpenSim.Region.CoreModules.World.Terrain
int x, y;
double val = (double)args[0];
<<<<<<< HEAD
for(x = 0; x < m_channel.Width; x++)
for(y = 0; y < m_channel.Height; y++)
m_channel[x, y] = (double)args[0];
=======
for (x = 0; x < m_channel.Width; x++)
for (y = 0; y < m_channel.Height; y++)
m_channel[x, y] = val;
>>>>>>> avn/ubitvar
}
private void InterfaceMinTerrain(Object[] args)
{
int x, y;
<<<<<<< HEAD
for(x = 0; x < m_channel.Width; x++)
=======
double val = (double)args[0];
for (x = 0; x < m_channel.Width; x++)
>>>>>>> avn/ubitvar
{
for(y = 0; y < m_channel.Height; y++)
{
@ -1916,19 +1473,14 @@ namespace OpenSim.Region.CoreModules.World.Terrain
private void InterfaceMaxTerrain(Object[] args)
{
int x, y;
<<<<<<< HEAD
for(x = 0; x < m_channel.Width; x++)
=======
double val = (double)args[0];
for (x = 0; x < m_channel.Width; x++)
>>>>>>> avn/ubitvar
{
for(y = 0; y < m_channel.Height; y++)
{
m_channel[x, y] = Math.Min(val, m_channel[x, y]);
}
}
<<<<<<< HEAD
}
private void InterfaceShow(Object[] args)
@ -1944,8 +1496,6 @@ namespace OpenSim.Region.CoreModules.World.Terrain
double height = m_channel[(int)point.X, (int)point.Y];
Console.WriteLine("Terrain height at {0} is {1}", point, height);
=======
>>>>>>> avn/ubitvar
}
private void InterfaceShowDebugStats(Object[] args)
@ -2157,6 +1707,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
public void ModifyCommand(string module, string[] cmd)
{
/*
string result;
Scene scene = SceneManager.Instance.CurrentScene;
if ((scene != null) && (scene != m_scene))
@ -2196,6 +1747,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
{
MainConsole.Instance.Output(result);
}
*/
}
#endregion

View File

@ -60,12 +60,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain.Tests
TerrainChannel map = new TerrainChannel((int)Constants.RegionSize, (int)Constants.RegionSize);
ITerrainPaintableEffect effect = new RaiseSphere();
<<<<<<< HEAD
effect.PaintEffect(map, allowMask, midRegion, midRegion, -1.0, 2, 6.0);
=======
effect.PaintEffect(map, allowMask, midRegion, midRegion, -1.0, 2, 6.0,
0, midRegion - 1,0, (int)Constants.RegionSize -1);
>>>>>>> avn/ubitvar
Assert.That(map[127, midRegion] > 0.0, "Raise brush should raising value at this point (127,128).");
Assert.That(map[125, midRegion] > 0.0, "Raise brush should raising value at this point (124,128).");
Assert.That(map[120, midRegion] == 0.0, "Raise brush should not change value at this point (120,128).");
@ -84,12 +80,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain.Tests
}
effect = new LowerSphere();
<<<<<<< HEAD
effect.PaintEffect(map, allowMask, midRegion, midRegion, -1.0, 2, 6.0);
=======
effect.PaintEffect(map, allowMask, midRegion, midRegion, -1.0, 2, 6.0,
0, (int)Constants.RegionSize -1,0, (int)Constants.RegionSize -1);
>>>>>>> avn/ubitvar
Assert.That(map[127, midRegion] >= 0.0, "Lower should not lowering value below 0.0 at this point (127,128).");
Assert.That(map[127, midRegion] == 0.0, "Lower brush should lowering value to 0.0 at this point (127,128).");
Assert.That(map[125, midRegion] < 1.0, "Lower brush should lowering value at this point (124,128).");

View File

@ -79,13 +79,10 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
/// <remarks>Based on the algorithm described at http://opensimulator.org/wiki/Terrain_Splatting
/// Note we create a 256x256 dimension texture even if the actual terrain is larger.
/// </remarks>
<<<<<<< HEAD
public static Bitmap Splat(ITerrainChannel terrain,
UUID[] textureIDs, float[] startHeights, float[] heightRanges,
Vector3d regionPosition, IAssetService assetService, bool textureTerrain)
=======
public static Bitmap Splat(ITerrainChannel terrain, UUID[] textureIDs, float[] startHeights, float[] heightRanges, Vector3d regionPosition, IAssetService assetService, bool textureTerrain)
>>>>>>> avn/ubitvar
{
Debug.Assert(textureIDs.Length == 4);
Debug.Assert(startHeights.Length == 4);
@ -133,8 +130,8 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
asset = assetService.Get(textureIDs[i].ToString());
if (asset != null)
{
// m_log.DebugFormat(
// "[TERRAIN SPLAT]: Got cached original JPEG2000 terrain texture {0} {1}", i, asset.ID);
// m_log.DebugFormat(
// "[TERRAIN SPLAT]: Got cached original JPEG2000 terrain texture {0} {1}", i, asset.ID);
try { detailTexture[i] = (Bitmap)CSJ2K.J2kImage.FromBytes(asset.Data); }
catch (Exception ex)
@ -144,7 +141,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
}
if (detailTexture[i] != null)
{
{
// Make sure this texture is the correct size, otherwise resize
if (detailTexture[i].Width != 256 || detailTexture[i].Height != 256)
{
@ -199,74 +196,12 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
using (SolidBrush brush = new SolidBrush(DEFAULT_TERRAIN_COLOR[i]))
gfx.FillRectangle(brush, 0, 0, 256, 256);
}
else
{
if (detailTexture[i].Width != 256 || detailTexture[i].Height != 256)
{
detailTexture[i] = ResizeBitmap(detailTexture[i], 256, 256);
}
}
}
<<<<<<< HEAD
else
=======
#region Layer Map
float[,] layermap = new float[256 , 256];
int xFactor = terrain.Width / 256;
int yFactor = terrain.Height / 256;
for (int y = 0; y < 256; y++)
>>>>>>> avn/ubitvar
{
if (detailTexture[i].Width != 256 || detailTexture[i].Height != 256)
{
<<<<<<< HEAD
detailTexture[i] = ResizeBitmap(detailTexture[i], 256, 256);
=======
float height = (float)terrain[x * xFactor, y * yFactor];
float pctX = (float)x / 255f;
float pctY = (float)y / 255f;
// Use bilinear interpolation between the four corners of start height and
// height range to select the current values at this position
float startHeight = ImageUtils.Bilinear(
startHeights[0],
startHeights[2],
startHeights[1],
startHeights[3],
pctX, pctY);
startHeight = Utils.Clamp(startHeight, 0f, 255f);
float heightRange = ImageUtils.Bilinear(
heightRanges[0],
heightRanges[2],
heightRanges[1],
heightRanges[3],
pctX, pctY);
heightRange = Utils.Clamp(heightRange, 0f, 255f);
// Generate two frequencies of perlin noise based on our global position
// The magic values were taken from http://opensimulator.org/wiki/Terrain_Splatting
Vector3 vec = new Vector3
(
((float)regionPosition.X + (x * xFactor)) * 0.20319f,
((float)regionPosition.Y + (y * yFactor)) * 0.20319f,
height * 0.25f
);
float lowFreq = Perlin.noise2(vec.X * 0.222222f, vec.Y * 0.222222f) * 6.5f;
float highFreq = Perlin.turbulence2(vec.X, vec.Y, 2f) * 2.25f;
float noise = (lowFreq + highFreq) * 2f;
// Combine the current height, generated noise, start height, and height range parameters, then scale all of it
float layer = ((height + noise - startHeight) / heightRange) * 4f;
if (Single.IsNaN(layer)) layer = 0f;
layermap[x,y] = Utils.Clamp(layer, 0f, 3f);
>>>>>>> avn/ubitvar
}
}
}
@ -286,7 +221,6 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
{
for (int x = 0; x < 256; x++)
{
<<<<<<< HEAD
float height = (float)terrain[x * xFactor, y * yFactor];
float pctX = (float)x / 255f;
@ -328,58 +262,6 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
if (Single.IsNaN(layer))
layer = 0f;
layermap[x, y] = Utils.Clamp(layer, 0f, 3f);
=======
// Get handles to all of the texture data arrays
BitmapData[] datas = new BitmapData[]
{
detailTexture[0].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[0].PixelFormat),
detailTexture[1].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[1].PixelFormat),
detailTexture[2].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[2].PixelFormat),
detailTexture[3].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[3].PixelFormat)
};
int[] comps = new int[]
{
(datas[0].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
(datas[1].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
(datas[2].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
(datas[3].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3
};
for (int y = 0; y < 256; y++)
{
for (int x = 0; x < 256; x++)
{
float layer = layermap[x, y];
// Select two textures
int l0 = (int)Math.Floor(layer);
int l1 = Math.Min(l0 + 1, 3);
byte* ptrA = (byte*)datas[l0].Scan0 + y * datas[l0].Stride + x * comps[l0];
byte* ptrB = (byte*)datas[l1].Scan0 + y * datas[l1].Stride + x * comps[l1];
byte* ptrO = (byte*)outputData.Scan0 + y * outputData.Stride + x * 3;
float aB = *(ptrA + 0);
float aG = *(ptrA + 1);
float aR = *(ptrA + 2);
float bB = *(ptrB + 0);
float bG = *(ptrB + 1);
float bR = *(ptrB + 2);
float layerDiff = layer - l0;
// Interpolate between the two selected textures
*(ptrO + 0) = (byte)Math.Floor(aB + layerDiff * (bB - aB));
*(ptrO + 1) = (byte)Math.Floor(aG + layerDiff * (bG - aG));
*(ptrO + 2) = (byte)Math.Floor(aR + layerDiff * (bR - aR));
}
}
for (int i = 0; i < 4; i++)
detailTexture[i].UnlockBits(datas[i]);
>>>>>>> avn/ubitvar
}
}
@ -471,10 +353,6 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
b.Dispose();
return result;
}
<<<<<<< HEAD
=======
>>>>>>> avn/ubitvar
public static Bitmap SplatSimple(float[] heightmap)
{
const float BASE_HSV_H = 93f / 360f;

View File

@ -156,13 +156,6 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
public Bitmap CreateMapTile()
{
<<<<<<< HEAD
// Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f);
// Camera above the middle of the region
Vector3 camPos = new Vector3(
m_scene.RegionInfo.RegionSizeX/2 - 0.5f,
m_scene.RegionInfo.RegionSizeY/2 - 0.5f,
=======
/* this must be on all map, not just its image
if ((DateTime.Now - lastImageTime).TotalSeconds < 3600)
{
@ -179,16 +172,10 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
Vector3 camPos = new Vector3(
m_scene.RegionInfo.RegionSizeX / 2 - 0.5f,
m_scene.RegionInfo.RegionSizeY / 2 - 0.5f,
>>>>>>> avn/ubitvar
221.7025033688163f);
// Viewport viewing down onto the region
Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f,
(int)m_scene.RegionInfo.RegionSizeX, (int)m_scene.RegionInfo.RegionSizeY,
<<<<<<< HEAD
(float)m_scene.RegionInfo.RegionSizeX, (float)m_scene.RegionInfo.RegionSizeY );
// Fill the viewport and return the image
return CreateMapTile(viewport, false);
=======
(float)m_scene.RegionInfo.RegionSizeX, (float)m_scene.RegionInfo.RegionSizeY);
Bitmap tile = CreateMapTile(viewport, false);
@ -199,7 +186,6 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
lastImageTime = DateTime.Now;
return (Bitmap)lastImage.Clone();
*/
>>>>>>> avn/ubitvar
}
public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures)
@ -315,15 +301,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;
renderer.AddPlane("Water", m_scene.RegionInfo.RegionSizeX * 0.5f);
<<<<<<< HEAD
renderer.Scene.sceneobject("Water").setPos(m_scene.RegionInfo.RegionSizeX/2 - 0.5f,
waterHeight,
m_scene.RegionInfo.RegionSizeY/2 - 0.5f );
=======
renderer.Scene.sceneobject("Water").setPos(m_scene.RegionInfo.RegionSizeX / 2 - 0.5f,
waterHeight,
m_scene.RegionInfo.RegionSizeY / 2 - 0.5f);
>>>>>>> avn/ubitvar
warp_Material waterColorMaterial = new warp_Material(ConvertColor(WATER_COLOR));
waterColorMaterial.setReflectivity(0); // match water color with standard map module thanks lkalif
@ -352,11 +332,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
warp_Vector pos = ConvertVector(x, y, (float)terrain[(int)x, (int)y]);
obj.addVertex(new warp_Vertex(pos,
x / (float)m_scene.RegionInfo.RegionSizeX,
<<<<<<< HEAD
(((float)m_scene.RegionInfo.RegionSizeY) - y) / m_scene.RegionInfo.RegionSizeY) );
=======
(((float)m_scene.RegionInfo.RegionSizeY) - y) / m_scene.RegionInfo.RegionSizeY));
>>>>>>> avn/ubitvar
}
}
@ -424,12 +400,8 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
warp_Texture texture;
using (
Bitmap image
<<<<<<< HEAD
= TerrainSplat.Splat(terrain, textureIDs, startHeights, heightRanges,
=======
= TerrainSplat.Splat(
terrain, textureIDs, startHeights, heightRanges,
>>>>>>> avn/ubitvar
new Vector3d(globalX, globalY, 0.0), m_scene.AssetService, textureTerrain))
{
texture = new warp_Texture(image);
@ -711,12 +683,6 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
return new warp_Vector(x, z, y);
}
// Note: axis change.
private static warp_Vector ConvertVector(float x, float y, float z)
{
return new warp_Vector(x, z, y);
}
private static warp_Vector ConvertVector(Vector3 vector)
{
return new warp_Vector(vector.X, vector.Z, vector.Y);

View File

@ -141,12 +141,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
private void OnMapNameRequest(IClientAPI remoteClient, string mapName, uint flags)
{
<<<<<<< HEAD
List<MapBlockData> blocks = new List<MapBlockData>();
if (mapName.Length < 3 || (mapName.EndsWith("#") && mapName.Length < 4))
=======
Util.FireAndForget(x =>
>>>>>>> avn/ubitvar
{
List<MapBlockData> blocks = new List<MapBlockData>();
if (mapName.Length < 3 || (mapName.EndsWith("#") && mapName.Length < 4))
@ -232,74 +227,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
// they have different values depending on different viewers, apparently
remoteClient.SendMapBlock(blocks, flags);
<<<<<<< HEAD
List<GridRegion> regionInfos = m_scene.GridService.GetRegionsByName(m_scene.RegionInfo.ScopeID, mapName, 20);
string mapNameOrig = mapName;
if (regionInfos.Count == 0)
{
// Hack to get around the fact that ll V3 now drops the port from the
// map name. See https://jira.secondlife.com/browse/VWR-28570
//
// Caller, use this magic form instead:
// secondlife://http|!!mygrid.com|8002|Region+Name/128/128
// or url encode if possible.
// the hacks we do with this viewer...
//
if (mapName.Contains("|"))
mapName = mapName.Replace('|', ':');
if (mapName.Contains("+"))
mapName = mapName.Replace('+', ' ');
if (mapName.Contains("!"))
mapName = mapName.Replace('!', '/');
if (mapName != mapNameOrig)
regionInfos = m_scene.GridService.GetRegionsByName(m_scene.RegionInfo.ScopeID, mapName, 20);
}
m_log.DebugFormat("[MAPSEARCHMODULE]: search {0} returned {1} regions. Flags={2}", mapName, regionInfos.Count, flags);
if (regionInfos.Count > 0)
{
foreach (GridRegion info in regionInfos)
{
if ((flags & 2) == 2) // V2 sends this
{
List<MapBlockData> datas = WorldMap.Map2BlockFromGridRegion(info, flags);
// ugh! V2-3 is very sensitive about the result being
// exactly the same as the requested name
if (regionInfos.Count == 1 && (mapName != mapNameOrig))
datas.ForEach(d => d.Name = mapNameOrig);
blocks.AddRange(datas);
}
else
{
MapBlockData data = WorldMap.MapBlockFromGridRegion(info, flags);
blocks.Add(data);
}
}
}
// final block, closing the search result
AddFinalBlock(blocks);
// flags are agent flags sent from the viewer.
// they have different values depending on different viewers, apparently
remoteClient.SendMapBlock(blocks, flags);
// send extra user messages for V3
// because the UI is very confusing
// while we don't fix the hard-coded urls
if (flags == 2)
{
if (regionInfos.Count == 0)
remoteClient.SendAlertMessage("No regions found with that name.");
// this seems unnecessary because found regions will show up in the search results
//else if (regionInfos.Count == 1)
// remoteClient.SendAlertMessage("Region found!");
}
=======
// send extra user messages for V3
// because the UI is very confusing
// while we don't fix the hard-coded urls
@ -311,7 +238,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
// remoteClient.SendAgentAlertMessage("Region found!", false);
}
});
>>>>>>> avn/ubitvar
}
private void AddFinalBlock(List<MapBlockData> blocks)

View File

@ -68,12 +68,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
private static readonly UUID STOP_UUID = UUID.Random();
private static readonly string m_mapLayerPath = "0001/";
<<<<<<< HEAD
private IMapImageGenerator m_mapImageGenerator;
private IMapImageUploadModule m_mapImageServiceModule;
private OpenSim.Framework.BlockingQueue<MapRequestState> requests = new OpenSim.Framework.BlockingQueue<MapRequestState>();
=======
private ManualResetEvent queueEvent = new ManualResetEvent(false);
private Queue<MapRequestState> requests = new Queue<MapRequestState>();
@ -82,7 +76,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
private IMapImageGenerator m_mapImageGenerator;
private IMapImageUploadModule m_mapImageServiceModule;
>>>>>>> avn/ubitvar
protected Scene m_scene;
private List<MapBlockData> cachedMapBlocks = new List<MapBlockData>();
@ -154,14 +147,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
if (!m_Enabled)
return;
<<<<<<< HEAD
m_ServiceThrottle = scene.RequestModuleInterface<IServiceThrottleModule>();
=======
m_mapImageGenerator = m_scene.RequestModuleInterface<IMapImageGenerator>();
m_mapImageServiceModule = m_scene.RequestModuleInterface<IMapImageUploadModule>();
}
>>>>>>> avn/ubitvar
m_mapImageGenerator = m_scene.RequestModuleInterface<IMapImageGenerator>();
m_mapImageServiceModule = m_scene.RequestModuleInterface<IMapImageUploadModule>();
}
@ -275,56 +260,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
// 6/8/2011 -- I'm adding an explicit 2048 check, so that we never forget that there is
// a hack here, and so that regions below 4096 don't get spammed with unnecessary map blocks.
<<<<<<< HEAD
if (m_scene.RegionInfo.RegionLocX >= 2048 || m_scene.RegionInfo.RegionLocY >= 2048)
{
ScenePresence avatarPresence = null;
m_scene.TryGetScenePresence(agentID, out avatarPresence);
if (avatarPresence != null)
{
bool lookup = false;
lock (cachedMapBlocks)
{
if (cachedMapBlocks.Count > 0 && ((cachedTime + 1800) > Util.UnixTimeSinceEpoch()))
{
List<MapBlockData> mapBlocks;
mapBlocks = cachedMapBlocks;
avatarPresence.ControllingClient.SendMapBlock(mapBlocks, 0);
}
else
{
lookup = true;
}
}
if (lookup)
{
List<MapBlockData> mapBlocks = new List<MapBlockData>(); ;
// Get regions that are within 8 regions of here
List<GridRegion> regions = m_scene.GridService.GetRegionRange(m_scene.RegionInfo.ScopeID,
(int)Util.RegionToWorldLoc(m_scene.RegionInfo.RegionLocX - 8),
(int)Util.RegionToWorldLoc(m_scene.RegionInfo.RegionLocX + 8),
(int)Util.RegionToWorldLoc(m_scene.RegionInfo.RegionLocY - 8),
(int)Util.RegionToWorldLoc(m_scene.RegionInfo.RegionLocY + 8) );
foreach (GridRegion r in regions)
{
MapBlockData block = MapBlockFromGridRegion(r, 0);
mapBlocks.Add(block);
}
avatarPresence.ControllingClient.SendMapBlock(mapBlocks, 0);
lock (cachedMapBlocks)
cachedMapBlocks = mapBlocks;
cachedTime = Util.UnixTimeSinceEpoch();
}
}
}
=======
//if (m_scene.RegionInfo.RegionLocX >= 2048 || m_scene.RegionInfo.RegionLocY >= 2048)
//{
// ScenePresence avatarPresence = null;
@ -373,7 +308,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
// }
// }
//}
>>>>>>> avn/ubitvar
LLSDMapLayerResponse mapResponse = new LLSDMapLayerResponse();
mapResponse.LayerData.Array.Add(GetOSDMapLayerResponse());
@ -459,7 +393,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
ThreadPriority.BelowNormal,
true,
true);
Watchdog.StartThread(
WorkManager.StartThread(
MapBlockSendThread,
string.Format("MapBlockSendThread ({0})", m_scene.RegionInfo.RegionName),
ThreadPriority.BelowNormal,
@ -516,12 +450,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
uint xstart = 0;
uint ystart = 0;
Util.RegionHandleToWorldLoc(m_scene.RegionInfo.RegionHandle, out xstart, out ystart);
<<<<<<< HEAD
if (itemtype == (int)GridItemType.AgentLocations)
=======
if (itemtype == 6) // Service 6 right now (MAP_ITEM_AGENTS_LOCATION; green dots)
>>>>>>> avn/ubitvar
if (itemtype == (int)GridItemType.AgentLocations) // Service 6 right now (MAP_ITEM_AGENTS_LOCATION; green dots)
{
if (regionhandle == 0 || regionhandle == m_scene.RegionInfo.RegionHandle)
{
@ -531,22 +461,12 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
mapItemReply mapitem = new mapItemReply();
if (m_scene.GetRootAgentCount() <= 1)
{
<<<<<<< HEAD
mapitem = new mapItemReply(
xstart + 1,
ystart + 1,
UUID.Zero,
Util.Md5Hash(m_scene.RegionInfo.RegionName + tc.ToString()),
0, 0);
=======
mapitem = new mapItemReply();
mapitem.x = xstart + 1;
mapitem.y = ystart + 1;
mapitem.id = UUID.Zero;
mapitem.name = Util.Md5Hash(m_scene.RegionInfo.RegionName + tc.ToString());
mapitem.Extra = 0;
mapitem.Extra2 = 0;
>>>>>>> avn/ubitvar
mapitems.Add(mapitem);
}
else
@ -556,22 +476,12 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
// Don't send a green dot for yourself
if (sp.UUID != remoteClient.AgentId)
{
<<<<<<< HEAD
mapitem = new mapItemReply(
xstart + (uint)sp.AbsolutePosition.X,
ystart + (uint)sp.AbsolutePosition.Y,
UUID.Zero,
Util.Md5Hash(m_scene.RegionInfo.RegionName + tc.ToString()),
1, 0);
=======
mapitem = new mapItemReply();
mapitem.x = xstart + (uint)sp.AbsolutePosition.X;
mapitem.y = ystart + (uint)sp.AbsolutePosition.Y;
mapitem.id = UUID.Zero;
mapitem.name = Util.Md5Hash(m_scene.RegionInfo.RegionName + tc.ToString());
mapitem.Extra = 1;
mapitem.Extra2 = 0;
>>>>>>> avn/ubitvar
mapitems.Add(mapitem);
}
});
@ -615,8 +525,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
Vector3 max = parcel.AABBMax;
float x = (min.X+max.X)/2;
float y = (min.Y+max.Y)/2;
<<<<<<< HEAD
mapitem = new mapItemReply(
xstart + (uint)x,
ystart + (uint)y,
@ -625,16 +533,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
parcel.Area,
parcel.SalePrice
);
=======
mapitem = new mapItemReply();
mapitem.x = xstart + (uint)x;
mapitem.y = ystart +(uint)y;
// mapitem.z = (uint)m_scene.GetGroundHeight(x,y);
mapitem.id = parcel.GlobalID;
mapitem.name = parcel.Name;
mapitem.Extra = parcel.Area;
mapitem.Extra2 = parcel.SalePrice;
>>>>>>> avn/ubitvar
mapitems.Add(mapitem);
}
}
@ -659,7 +557,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
SceneObjectGroup sog = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject);
if (sog != null)
{
<<<<<<< HEAD
mapitem = new mapItemReply(
xstart + (uint)sog.AbsolutePosition.X,
ystart + (uint)sog.AbsolutePosition.Y,
@ -668,15 +565,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
0, // color (not used)
0 // 0 = telehub / 1 = infohub
);
=======
mapitem = new mapItemReply();
mapitem.x = xstart + (uint)sog.AbsolutePosition.X;
mapitem.y = ystart + (uint)sog.AbsolutePosition.Y;
mapitem.id = UUID.Zero;
mapitem.name = sog.Name;
mapitem.Extra = 0; // color (not used)
mapitem.Extra2 = 0; // 0 = telehub / 1 = infohub
>>>>>>> avn/ubitvar
mapitems.Add(mapitem);
remoteClient.SendMapItemReply(mapitems.ToArray(), itemtype, flags);
@ -763,126 +651,9 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
{
lock (requests)
{
<<<<<<< HEAD
if (st.agentID != UUID.Zero)
{
bool dorequest = true;
lock (m_rootAgents)
{
if (!m_rootAgents.Contains(st.agentID))
dorequest = false;
}
if (dorequest && !m_blacklistedregions.ContainsKey(st.regionhandle))
{
if (nAsyncRequests >= MAX_ASYNC_REQUESTS) // hit the break
{
// AH!!! Recursive !
// Put this request back in the queue and return
EnqueueMapItemRequest(st);
return;
}
RequestMapItemsDelegate d = RequestMapItemsAsync;
d.BeginInvoke(st.agentID, st.flags, st.EstateID, st.godlike, st.itemtype, st.regionhandle, RequestMapItemsCompleted, null);
//OSDMap response = RequestMapItemsAsync(st.agentID, st.flags, st.EstateID, st.godlike, st.itemtype, st.regionhandle);
//RequestMapItemsCompleted(response);
Interlocked.Increment(ref nAsyncRequests);
}
}
});
}
/// <summary>
/// Sends the mapitem response to the IClientAPI
/// </summary>
/// <param name="response">The OSDMap Response for the mapitem</param>
private void RequestMapItemsCompleted(IAsyncResult iar)
{
AsyncResult result = (AsyncResult)iar;
RequestMapItemsDelegate icon = (RequestMapItemsDelegate)result.AsyncDelegate;
OSDMap response = (OSDMap)icon.EndInvoke(iar);
Interlocked.Decrement(ref nAsyncRequests);
if (!response.ContainsKey("requestID"))
return;
UUID requestID = response["requestID"].AsUUID();
if (requestID != UUID.Zero)
{
MapRequestState mrs = new MapRequestState();
mrs.agentID = UUID.Zero;
lock (m_openRequests)
{
if (m_openRequests.ContainsKey(requestID))
{
mrs = m_openRequests[requestID];
m_openRequests.Remove(requestID);
}
}
if (mrs.agentID != UUID.Zero)
{
ScenePresence av = null;
m_scene.TryGetScenePresence(mrs.agentID, out av);
if (av != null)
{
if (response.ContainsKey(mrs.itemtype.ToString()))
{
List<mapItemReply> returnitems = new List<mapItemReply>();
OSDArray itemarray = (OSDArray)response[mrs.itemtype.ToString()];
for (int i = 0; i < itemarray.Count; i++)
{
OSDMap mapitem = (OSDMap)itemarray[i];
mapItemReply mi = new mapItemReply();
mi.FromOSD(mapitem);
returnitems.Add(mi);
}
av.ControllingClient.SendMapItemReply(returnitems.ToArray(), mrs.itemtype, mrs.flags);
}
// Service 7 (MAP_ITEM_LAND_FOR_SALE)
uint itemtype = (uint)GridItemType.LandForSale;
if (response.ContainsKey(itemtype.ToString()))
{
List<mapItemReply> returnitems = new List<mapItemReply>();
OSDArray itemarray = (OSDArray)response[itemtype.ToString()];
for (int i = 0; i < itemarray.Count; i++)
{
OSDMap mapitem = (OSDMap)itemarray[i];
mapItemReply mi = new mapItemReply();
mi.FromOSD(mapitem);
returnitems.Add(mi);
}
av.ControllingClient.SendMapItemReply(returnitems.ToArray(), itemtype, mrs.flags);
}
// Service 1 (MAP_ITEM_TELEHUB)
itemtype = (uint)GridItemType.Telehub;
if (response.ContainsKey(itemtype.ToString()))
{
List<mapItemReply> returnitems = new List<mapItemReply>();
OSDArray itemarray = (OSDArray)response[itemtype.ToString()];
for (int i = 0; i < itemarray.Count; i++)
{
OSDMap mapitem = (OSDMap)itemarray[i];
mapItemReply mi = new mapItemReply();
mi.FromOSD(mapitem);
returnitems.Add(mi);
}
av.ControllingClient.SendMapItemReply(returnitems.ToArray(), itemtype, mrs.flags);
}
}
}
=======
queueEvent.Set();
requests.Enqueue(state);
>>>>>>> avn/ubitvar
}
}
@ -1228,11 +999,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
/// <param name="maxY"></param>
public void RequestMapBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY, uint flag)
{
<<<<<<< HEAD
=======
m_log.DebugFormat("[WoldMapModule] RequestMapBlocks {0}={1}={2}={3} {4}", minX, minY, maxX, maxY, flag);
/* this flag does not seem to mean what his says
>>>>>>> avn/ubitvar
if ((flag & 0x10000) != 0) // user clicked on qthe map a tile that isn't visible
{
List<MapBlockData> response = new List<MapBlockData>();
@ -1241,34 +1009,15 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
// on an unloaded square.
// But make sure: Look whether the one we requested is in there
List<GridRegion> regions = m_scene.GridService.GetRegionRange(m_scene.RegionInfo.ScopeID,
<<<<<<< HEAD
(int)Util.RegionToWorldLoc((uint)minX), (int)Util.RegionToWorldLoc((uint)maxX),
(int)Util.RegionToWorldLoc((uint)minY), (int)Util.RegionToWorldLoc((uint)maxY) );
m_log.DebugFormat("[WORLD MAP MODULE] RequestMapBlocks min=<{0},{1}>, max=<{2},{3}>, flag={4}, cntFound={5}",
minX, minY, maxX, maxY, flag.ToString("X"), regions.Count);
=======
(int)Util.RegionToWorldLoc((uint)minX),
(int)Util.RegionToWorldLoc((uint)maxX),
(int)Util.RegionToWorldLoc((uint)minY),
(int)Util.RegionToWorldLoc((uint)maxY) );
>>>>>>> avn/ubitvar
if (regions != null)
{
foreach (GridRegion r in regions)
{
<<<<<<< HEAD
if (r.RegionLocX == Util.RegionToWorldLoc((uint)minX)
&& r.RegionLocY == Util.RegionToWorldLoc((uint)minY) )
{
// found it => add it to response
// Version 2 viewers can handle the larger regions
if ((flag & 2) == 2)
response.AddRange(Map2BlockFromGridRegion(r, flag));
else
response.Add(MapBlockFromGridRegion(r, flag));
=======
if (r.RegionLocX == Util.RegionToWorldLoc((uint)minX) &&
r.RegionLocY == Util.RegionToWorldLoc((uint)minY))
{
@ -1281,7 +1030,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
MapBlockFromGridRegion(block, r, flag);
response.Add(block);
}
>>>>>>> avn/ubitvar
break;
}
}
@ -1373,19 +1121,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
List<MapBlockData> allBlocks = new List<MapBlockData>();
List<MapBlockData> mapBlocks = new List<MapBlockData>();
List<GridRegion> regions = m_scene.GridService.GetRegionRange(m_scene.RegionInfo.ScopeID,
<<<<<<< HEAD
(int)Util.RegionToWorldLoc((uint)(minX - 4)), (int)Util.RegionToWorldLoc((uint)(maxX + 4)),
(int)Util.RegionToWorldLoc((uint)(minY - 4)), (int)Util.RegionToWorldLoc((uint)(maxY + 4)) );
//m_log.DebugFormat("{0} GetAndSendBlocks. min=<{1},{2}>, max=<{3},{4}>, cntFound={5}",
// LogHeader, minX, minY, maxX, maxY, regions.Count);
foreach (GridRegion r in regions)
{
// Version 2 viewers can handle the larger regions
if ((flag & 2) == 2)
mapBlocks.AddRange(Map2BlockFromGridRegion(r, flag));
else
mapBlocks.Add(MapBlockFromGridRegion(r, flag));
=======
minX * (int)Constants.RegionSize,
maxX * (int)Constants.RegionSize,
minY * (int)Constants.RegionSize,
@ -1407,7 +1142,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
mapBlocks.Add(block);
remoteClient.SendMapBlock(mapBlocks, flag & 0xffff);
return allBlocks;
>>>>>>> avn/ubitvar
}
foreach (GridRegion r in regions)
@ -1438,15 +1172,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
return allBlocks;
}
<<<<<<< HEAD
// Fill a passed MapBlockData from a GridRegion
public MapBlockData MapBlockFromGridRegion(GridRegion r, uint flag)
=======
public void MapBlockFromGridRegion(MapBlockData block, GridRegion r, uint flag)
>>>>>>> avn/ubitvar
{
MapBlockData block = new MapBlockData();
block.Access = r.Access;
switch (flag & 0xffff)
{
@ -1461,14 +1188,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
break;
}
block.Name = r.RegionName;
<<<<<<< HEAD
block.X = (ushort)Util.WorldToRegionLoc((uint)r.RegionLocX);
block.Y = (ushort)Util.WorldToRegionLoc((uint)r.RegionLocY);
block.SizeX = (ushort) r.RegionSizeX;
block.SizeY = (ushort) r.RegionSizeY;
return block;
=======
block.X = (ushort)(r.RegionLocX / Constants.RegionSize);
block.Y = (ushort)(r.RegionLocY / Constants.RegionSize);
block.SizeX = (ushort)r.RegionSizeX;
@ -1508,45 +1227,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
blocks.Add(block);
}
return blocks;
>>>>>>> avn/ubitvar
}
public List<MapBlockData> Map2BlockFromGridRegion(GridRegion r, uint flag)
{
List<MapBlockData> blocks = new List<MapBlockData>();
MapBlockData block = new MapBlockData();
if (r == null)
{
block.Access = (byte)SimAccess.Down;
block.MapImageId = UUID.Zero;
blocks.Add(block);
}
else
{
block.Access = r.Access;
switch (flag & 0xffff)
{
case 0:
block.MapImageId = r.TerrainImage;
break;
case 2:
block.MapImageId = r.ParcelImage;
break;
default:
block.MapImageId = UUID.Zero;
break;
}
block.Name = r.RegionName;
block.X = (ushort)(r.RegionLocX / Constants.RegionSize);
block.Y = (ushort)(r.RegionLocY / Constants.RegionSize);
block.SizeX = (ushort)r.RegionSizeX;
block.SizeY = (ushort)r.RegionSizeY;
blocks.Add(block);
}
return blocks;
}
public Hashtable OnHTTPThrottled(Hashtable keysvals)
{
Hashtable reply = new Hashtable();
@ -1681,7 +1363,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
foreach (GridRegion r in regions)
{
MapBlockData mapBlock = MapBlockFromGridRegion(r, 0);
MapBlockData mapBlock = new MapBlockData();
MapBlockFromGridRegion(mapBlock, r , 0);
AssetBase texAsset = m_scene.AssetService.Get(mapBlock.MapImageId.ToString());
if (texAsset != null)
@ -1752,13 +1435,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
uint xstart = 0;
uint ystart = 0;
<<<<<<< HEAD
Util.RegionHandleToWorldLoc(m_scene.RegionInfo.RegionHandle,out xstart,out ystart);
// m_log.DebugFormat("{0} HandleRemoteMapItemRequest. loc=<{1},{2}>",
// LogHeader, Util.WorldToRegionLoc(xstart), Util.WorldToRegionLoc(ystart));
=======
Util.RegionHandleToWorldLoc(m_scene.RegionInfo.RegionHandle, out xstart, out ystart);
>>>>>>> avn/ubitvar
// Service 6 (MAP_ITEM_AGENTS_LOCATION; green dots)
@ -1878,7 +1555,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
return;
m_log.DebugFormat("[WORLD MAP]: Generating map image for {0}", m_scene.Name);
<<<<<<< HEAD
using (Bitmap mapbmp = m_mapImageGenerator.CreateMapTile())
{
@ -1894,23 +1570,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
{
byte[] data;
=======
using (Bitmap mapbmp = m_mapImageGenerator.CreateMapTile())
{
// V1 (This Module)
GenerateMaptile(mapbmp);
// v2/3 (MapImageServiceModule)
m_mapImageServiceModule.UploadMapTile(m_scene, mapbmp);
}
}
private void GenerateMaptile(Bitmap mapbmp)
{
byte[] data;
>>>>>>> avn/ubitvar
try
{
data = OpenJPEG.EncodeFromImage(mapbmp, true);
@ -2027,11 +1686,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
int regionSizeX = (int)m_scene.RegionInfo.RegionSizeX;
int regionSizeY = (int)m_scene.RegionInfo.RegionSizeY;
<<<<<<< HEAD
int landTileSize = LandManagementModule.LandUnit;
=======
int landTileSize = LandManagementModule.landUnit;
>>>>>>> avn/ubitvar
int regionLandTilesX = regionSizeX / landTileSize;
int regionLandTilesY = regionSizeY / landTileSize;
@ -2054,10 +1709,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
{
using (SolidBrush transparent = new SolidBrush(background))
g.FillRectangle(transparent, 0, 0, regionSizeX, regionSizeY);
<<<<<<< HEAD
=======
>>>>>>> avn/ubitvar
foreach (ILandObject land in parcels)
{
@ -2080,17 +1731,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
using (SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9)))
{
<<<<<<< HEAD
for (int x = 0 ; x < regionLandTilesX ; x++)
{
for (int y = 0 ; y < regionLandTilesY ; y++)
{
if (saleBitmap[x, y])
g.FillRectangle(
yellow, x * landTileSize,
regionSizeX - landTileSize - (y * landTileSize),
landTileSize,
=======
for (int x = 0; x < regionLandTilesX ; x++)
{
for (int y = 0; y < regionLandTilesY ; y++)
@ -2101,7 +1741,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
x * landTileSize,
regionSizeX - landTileSize - (y * landTileSize),
landTileSize,
>>>>>>> avn/ubitvar
landTileSize);
}
}

View File

@ -402,7 +402,6 @@ namespace OpenSim.Region.DataSnapshot
string url = services[i].Trim();
using (RestClient cli = new RestClient(url))
{
<<<<<<< HEAD
cli.AddQueryParameter("service", serviceName);
cli.AddQueryParameter("host", m_hostname);
cli.AddQueryParameter("port", m_listener_port);
@ -436,30 +435,7 @@ namespace OpenSim.Region.DataSnapshot
// string responseStr = Util.UTF8.GetString(response);
m_log.Info("[DATASNAPSHOT]: data service " + url + " notified. Secret: " + m_Secret);
}
=======
m_log.Warn("[DATASNAPSHOT]: Ignoring unknown exception " + e.ToString());
}
byte[] response = new byte[1024];
// int n = 0;
try
{
// n = reply.Read(response, 0, 1024);
reply.Read(response, 0, 1024);
}
catch (Exception e)
{
m_log.WarnFormat("[DATASNAPSHOT]: Unable to decode reply from data service. Ignoring. {0}", e.StackTrace);
}
// This is not quite working, so...
// string responseStr = Util.UTF8.GetString(response);
m_log.Info("[DATASNAPSHOT]: data service " + url + " notified. Secret: " + m_Secret);
if(reply != null)
reply.Close();
>>>>>>> avn/ubitvar
}
}
#endregion

View File

@ -35,7 +35,9 @@ namespace OpenSim.Services.Interfaces
public interface IBakedTextureModule
{
WearableCacheItem[] Get(UUID id);
void Store(UUID id);
void Store(UUID id, WearableCacheItem[] WearableCache);
void UpdateMeshAvatar(UUID id);
}
}

View File

@ -93,15 +93,9 @@ namespace OpenSim.Region.Framework.Interfaces
void EnableChildAgent(ScenePresence agent, GridRegion region);
<<<<<<< HEAD
GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out string version,
out Vector3 newpos, out string reason);
=======
GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out string version, out Vector3 newpos);
GridRegion GetObjectDestination(SceneObjectGroup grp, Vector3 targetPosition, out Vector3 newpos);
bool checkAgentAccessToRegion(ScenePresence agent, GridRegion destiny, Vector3 position, out string version, out string reason);
>>>>>>> avn/ubitvar
void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
bool CrossPrimGroupIntoNewRegion(GridRegion destination, Vector3 newPosition, SceneObjectGroup grp, bool silent);

View File

@ -58,8 +58,6 @@ namespace OpenSim.Region.Framework.Interfaces
public interface IHttpRequestModule
{
UUID MakeHttpRequest(string url, string parameters, string body);
<<<<<<< HEAD
/// <summary>
/// Starts the http request.
/// </summary>
@ -86,12 +84,7 @@ namespace OpenSim.Region.Framework.Interfaces
/// Stop and remove all http requests for the given script.
/// </summary>
/// <param name='id'></param>
void StopHttpRequestsForScript(UUID id);
=======
UUID StartHttpRequest(uint localID, UUID itemID, string url, List<string> parameters, Dictionary<string, string> headers, string body);
void StopHttpRequest(uint m_localID, UUID m_itemID);
>>>>>>> avn/ubitvar
IServiceRequest GetNextCompletedRequest();
void RemoveCompletedRequest(UUID id);
}

View File

@ -25,24 +25,14 @@
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
<<<<<<< HEAD
using System.Drawing;
using OpenSim.Framework;
=======
using OpenMetaverse;
using OpenSim.Framework;
using System.Drawing;
>>>>>>> avn/ubitvar
namespace OpenSim.Region.Framework.Interfaces
{
public interface IMapImageUploadModule
{
<<<<<<< HEAD
void UploadMapTile(IScene scene, Bitmap mapTile);
}
}
=======
/// <summary>
/// Upload a new maptile
/// </summary>
@ -50,4 +40,3 @@ namespace OpenSim.Region.Framework.Interfaces
void UploadMapTile(IScene scene, Bitmap mapTile);
}
}
>>>>>>> avn/ubitvar

View File

@ -127,12 +127,7 @@ namespace OpenSim.Region.Framework.Interfaces
/// <param name="requestId">If supplied, this request Id is later returned in the saved event</param>
/// <param name="options">
/// Dictionary of options.
<<<<<<< HEAD
/// </param>
void DearchiveRegion(Stream loadStream, Guid requestId, Dictionary<string,object> options);
=======
/// </param>
void DearchiveRegion(Stream loadStream, Guid requestId, Dictionary<string, object> options);
>>>>>>> avn/ubitvar
}
}

View File

@ -28,11 +28,8 @@ using System.IO;
using OpenSim.Framework;
<<<<<<< HEAD
=======
using System.IO;
using OpenSim.Framework;
>>>>>>> avn/ubitvar
using OpenMetaverse;
namespace OpenSim.Region.Framework.Interfaces
@ -55,12 +52,6 @@ namespace OpenSim.Region.Framework.Interfaces
/// </summary>
void PushTerrain(IClientAPI pClient);
/// <summary>
/// When a client initially connects, all the terrain must be pushed to the viewer.
/// This call causes all the terrain patches to be sent to the client.
/// </summary>
void PushTerrain(IClientAPI pClient);
/// <summary>
/// Load a terrain from a stream.
/// </summary>
@ -69,7 +60,6 @@ namespace OpenSim.Region.Framework.Interfaces
/// </param>
/// <param name="stream"></param>
void LoadFromStream(string filename, Stream stream);
void LoadFromStream(string filename, Vector3 displacement, float radianRotation, Vector2 rotationDisplacement, Stream stream);
void LoadFromStream(string filename, System.Uri pathToTerrainHeightmap);
void LoadFromStream(string filename, Vector3 displacement,
float radianRotation, Vector2 rotationDisplacement, Stream stream);

View File

@ -37,10 +37,6 @@ namespace OpenSim.Region.Framework.Interfaces
/// </summary>
void GenerateMaptile();
List<MapBlockData> Map2BlockFromGridRegion(GridRegion r, uint flag);
<<<<<<< HEAD
MapBlockData MapBlockFromGridRegion(GridRegion r, uint flag);
=======
void MapBlockFromGridRegion(MapBlockData block, GridRegion r, uint flag);
>>>>>>> avn/ubitvar
}
}

View File

@ -351,26 +351,7 @@ namespace OpenSim.Region.Framework.Scenes
m_group = grp;
m_scene = grp.Scene;
<<<<<<< HEAD
Vector3 grppos = grp.AbsolutePosition;
Vector3 offset = grppos - m_serializedPosition;
// avoid doing it more than once
// current this will happen dragging a prim to other region
m_serializedPosition = grppos;
m_basePosition += offset;
m_nextPosition += offset;
m_currentFrame.StartPosition += offset;
m_currentFrame.Position += offset;
for (int i = 0; i < m_frames.Count; i++)
{
Keyframe k = m_frames[i];
k.StartPosition += offset;
k.Position += offset;
m_frames[i]=k;
=======
lock (m_frames)
{
Vector3 grppos = grp.AbsolutePosition;
@ -390,7 +371,6 @@ namespace OpenSim.Region.Framework.Scenes
k.Position += offset;
m_frames[i] = k;
}
>>>>>>> avn/ubitvar
}
if (m_running)
@ -708,29 +688,6 @@ namespace OpenSim.Region.Framework.Scenes
if (m_frames.Count == 0)
{
<<<<<<< HEAD
if (!m_running) return;
GetNextList();
if (m_frames.Count == 0)
{
Stop();
// Scene scene = m_group.Scene;
//
// IScriptModule[] scriptModules = scene.RequestModuleInterfaces<IScriptModule>();
// foreach (IScriptModule m in scriptModules)
// {
// if (m == null)
// continue;
// m.PostObjectEvent(m_group.RootPart.UUID, "moving_end", new object[0]);
// }
m_group.Scene.EventManager.TriggerMovingEndEvent(m_group.RootPart.LocalId);
return;
}
=======
lock (m_frames)
{
GetNextList();
@ -738,17 +695,7 @@ namespace OpenSim.Region.Framework.Scenes
if (m_frames.Count == 0)
{
Done();
Scene scene = m_group.Scene;
IScriptModule[] scriptModules = scene.RequestModuleInterfaces<IScriptModule>();
foreach (IScriptModule m in scriptModules)
{
if (m == null)
continue;
m.PostObjectEvent(m_group.RootPart.UUID, "moving_end", new object[0]);
}
>>>>>>> avn/ubitvar
m_group.Scene.EventManager.TriggerMovingEndEvent(m_group.RootPart.LocalId);
return;
}
@ -792,21 +739,13 @@ namespace OpenSim.Region.Framework.Scenes
float completed = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
bool lastStep = m_currentFrame.TimeMS <= tickDuration;
Vector3 positionThisStep = m_currentFrame.StartPosition + (m_currentFrame.Position.Value - m_currentFrame.StartPosition) * completed;
Vector3 motionThisStep = positionThisStep - m_group.AbsolutePosition;
Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
Vector3 motionThisFrame = v / (float)remainingSteps;
v = v * 1000 / m_currentFrame.TimeMS;
<<<<<<< HEAD
float mag = Vector3.Mag(motionThisStep);
if ((mag >= 0.02f) || lastStep)
{
m_nextPosition = m_group.AbsolutePosition + motionThisStep;
m_group.AbsolutePosition = m_nextPosition;
=======
m_nextPosition = m_group.AbsolutePosition + motionThisFrame;
if (Vector3.Mag(motionThisFrame) >= 0.05f)
>>>>>>> avn/ubitvar
update = true;
//int totalSteps = m_currentFrame.TimeTotal / (int)tickDuration;
@ -819,45 +758,6 @@ namespace OpenSim.Region.Framework.Scenes
Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, completed);
step.Normalize();
<<<<<<< HEAD
/* use simpler change detection
* float angle = 0;
float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
float aa_bb = aa * bb;
if (aa_bb == 0)
{
angle = 0;
}
else
{
float ab = current.X * step.X +
current.Y * step.Y +
current.Z * step.Z +
current.W * step.W;
float q = (ab * ab) / aa_bb;
if (q > 1.0f)
{
angle = 0;
}
else
{
angle = (float)Math.Acos(2 * q - 1);
}
}
if (angle > 0.01f)
*/
if(Math.Abs(step.X - current.X) > 0.001f
|| Math.Abs(step.Y - current.Y) > 0.001f
|| Math.Abs(step.Z - current.Z) > 0.001f
|| lastStep)
// assuming w is a dependente var
=======
/* use simpler change detection
* float angle = 0;
@ -893,9 +793,8 @@ namespace OpenSim.Region.Framework.Scenes
|| Math.Abs(step.Y - current.Y) > 0.001f
|| Math.Abs(step.Z - current.Z) > 0.001f)
// assuming w is a dependente var
>>>>>>> avn/ubitvar
{
// m_group.UpdateGroupRotationR(step);
// m_group.UpdateGroupRotationR(step);
m_group.RootPart.RotationOffset = step;
//m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
@ -922,22 +821,15 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectGroup tmp = m_group;
m_group = null;
if (!m_selected && tmp != null)
m_serializedPosition = tmp.AbsolutePosition;
<<<<<<< HEAD
=======
fmt.Serialize(ms, this);
m_group = tmp;
if (!timerWasStopped && m_running && !m_waitingCrossing)
StartTimer();
>>>>>>> avn/ubitvar
using (MemoryStream ms = new MemoryStream())
{
BinaryFormatter fmt = new BinaryFormatter();
if (!m_selected && tmp != null)
m_serializedPosition = tmp.AbsolutePosition;
fmt.Serialize(ms, this);
m_group = tmp;
if (m_running && !m_waitingCrossing)
if (!timerWasStopped && m_running && !m_waitingCrossing)
StartTimer();
return ms.ToArray();

View File

@ -487,7 +487,7 @@ namespace OpenSim.Region.Framework.Scenes
XmlTextReader reader;
XmlReader reader;
private int XRint()
{
@ -524,7 +524,7 @@ namespace OpenSim.Region.Framework.Scenes
public static bool EReadProcessors(
Dictionary<string, Action> processors,
XmlTextReader xtr)
XmlReader xtr)
{
bool errors = false;
@ -564,14 +564,15 @@ namespace OpenSim.Region.Framework.Scenes
public string ToXml2()
{
MemoryStream ms = new MemoryStream(512);
UTF8Encoding enc = new UTF8Encoding();
XmlTextWriter xwriter = new XmlTextWriter(ms, enc);
ToXml2(xwriter);
xwriter.Flush();
string s = ms.GetStreamString();
xwriter.Close();
return s;
using (StringWriter sw = new StringWriter())
{
using (XmlTextWriter xwriter = new XmlTextWriter(sw))
{
ToXml2(xwriter);
}
return sw.ToString();
}
}
public static SOPVehicle FromXml2(string text)
@ -598,7 +599,7 @@ namespace OpenSim.Region.Framework.Scenes
return v;
}
public static SOPVehicle FromXml2(XmlTextReader reader)
public static SOPVehicle FromXml2(XmlReader reader)
{
SOPVehicle vehicle = new SOPVehicle();
@ -611,7 +612,7 @@ namespace OpenSim.Region.Framework.Scenes
return vehicle;
}
private void FromXml2(XmlTextReader _reader, out bool errors)
private void FromXml2(XmlReader _reader, out bool errors)
{
errors = false;
reader = _reader;

View File

@ -881,14 +881,22 @@ namespace OpenSim.Region.Framework.Scenes
return;
}
<<<<<<< HEAD
if (newName == String.Empty)
newName = item.Name;
=======
if (newName == null) newName = item.Name;
AssetBase asset = AssetService.Get(item.AssetID.ToString());
>>>>>>> avn/ubitvar
if (asset != null)
{
if (newName != String.Empty)
{
asset.Name = newName;
}
else
{
newName = item.Name;
}
if (remoteClient.AgentId == oldAgentID
|| (LibraryService != null
@ -916,6 +924,13 @@ namespace OpenSim.Region.Framework.Scenes
}
}
}
else
{
m_log.ErrorFormat(
"[AGENT INVENTORY]: Could not copy item {0} since asset {1} could not be found",
item.Name, item.AssetID);
}
}
/// <summary>
/// Create a new asset data structure.
@ -982,31 +997,12 @@ namespace OpenSim.Region.Framework.Scenes
public void CreateNewInventoryItem(
IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
string name, string description, uint flags, uint callbackID,
<<<<<<< HEAD
UUID assetID, sbyte assetType, sbyte invType, uint nextOwnerMask, int creationDate)
{
CreateNewInventoryItem(
remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, assetID, assetType, invType,
(uint)PermissionMask.All | (uint)PermissionMask.Export, (uint)PermissionMask.All | (uint)PermissionMask.Export, 0, nextOwnerMask, 0,
creationDate, true);
=======
AssetBase asset, sbyte invType, uint nextOwnerMask, int creationDate, UUID transationID)
{
CreateNewInventoryItem(
remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, asset, invType,
(uint)PermissionMask.All | (uint)PermissionMask.Export, (uint)PermissionMask.All | (uint)PermissionMask.Export, 0, nextOwnerMask, 0, creationDate, transationID);
}
private void CreateNewInventoryItem(
IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType,
uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate)
{
CreateNewInventoryItem(remoteClient, creatorID, creatorData, folderID,
name, description, flags, callbackID, asset, invType,
baseMask, currentMask, everyoneMask, nextOwnerMask, groupMask, creationDate, UUID.Zero);
>>>>>>> avn/ubitvar
}
/// <summary>
@ -1030,14 +1026,9 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="creationDate">Unix timestamp at which this item was created.</param>
private void CreateNewInventoryItem(
IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
<<<<<<< HEAD
string name, string description, uint flags, uint callbackID, UUID assetID, sbyte assetType, sbyte invType,
uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate,
bool assetUpload)
=======
string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType,
uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate,UUID transationID)
>>>>>>> avn/ubitvar
{
InventoryItemBase item = new InventoryItemBase();
item.Owner = remoteClient.AgentId;
@ -1058,17 +1049,13 @@ namespace OpenSim.Region.Framework.Scenes
item.BasePermissions = baseMask;
item.CreationDate = creationDate;
<<<<<<< HEAD
if (AddInventoryItem(item, assetUpload))
=======
// special AnimationSet case
if (item.InvType == (int)CustomInventoryType.AnimationSet)
AnimationSet.enforceItemPermitions(item,true);
if (AddInventoryItem(item))
>>>>>>> avn/ubitvar
{
remoteClient.SendInventoryItemCreateUpdate(item, transationID, callbackID);
remoteClient.SendInventoryItemCreateUpdate(item, callbackID);
}
else
{
@ -1284,7 +1271,6 @@ namespace OpenSim.Region.Framework.Scenes
agentItem.BasePermissions = taskItem.BasePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move);
if (taskItem.InvType == (int)InventoryType.Object)
{
<<<<<<< HEAD
// Bake the new base permissions from folded permissions
// The folded perms are in the lowest 3 bits of the current perms
// We use base permissions here to avoid baking the "Locked" status
@ -1296,13 +1282,6 @@ namespace OpenSim.Region.Framework.Scenes
agentItem.BasePermissions = perms | (uint)PermissionMask.Move;
// Newly given items cannot be "locked" on rez. Make sure by
// setting current equal to base.
=======
uint perms = taskItem.BasePermissions & taskItem.NextPermissions;
PermissionsUtil.ApplyFoldedPermissions(taskItem.CurrentPermissions, ref perms);
// agentItem.BasePermissions = perms | (uint)PermissionMask.Move;
// agentItem.CurrentPermissions = agentItem.BasePermissions;
agentItem.BasePermissions = perms | (uint)PermissionMask.Move;
>>>>>>> avn/ubitvar
}
agentItem.CurrentPermissions = agentItem.BasePermissions;
@ -1577,12 +1556,12 @@ namespace OpenSim.Region.Framework.Scenes
public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
{
<<<<<<< HEAD
ScenePresence avatar;
IClientAPI remoteClient = null;
if (TryGetScenePresence(destID, out avatar))
remoteClient = avatar.ControllingClient;
=======
// ????
SceneObjectPart destPart = GetSceneObjectPart(destID);
if (destPart != null) // Move into a prim
{
@ -1590,7 +1569,7 @@ namespace OpenSim.Region.Framework.Scenes
MoveTaskInventoryItem(destID, host, itemID);
return destID; // Prim folder ID == prim ID
}
>>>>>>> avn/ubitvar
// /????
InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
@ -2156,14 +2135,16 @@ namespace OpenSim.Region.Framework.Scenes
List<uint> deleteIDs = new List<uint>();
List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
// Start with true for both, then remove the flags if objects
// that we can't derez are part of the selection
bool permissionToTake = true;
bool permissionToTakeCopy = true;
bool permissionToDelete = true;
foreach (uint localID in localIDs)
{
// Start with true for both, then remove the flags if objects
// that we can't derez are part of the selection
bool permissionToTake = true;
bool permissionToTakeCopy = true;
bool permissionToDelete = true;
// Invalid id
SceneObjectPart part = GetSceneObjectPart(localID);
@ -2287,27 +2268,15 @@ namespace OpenSim.Region.Framework.Scenes
}
}
<<<<<<< HEAD
// OK, we're done with permissions. Let's check if any part of the code prevents the objects from being deleted
bool canDelete = EventManager.TriggerDeRezRequested(remoteClient, deleteGroups, action);
if (permissionToTake && (action != DeRezAction.Delete || this.m_useTrashOnDelete))
=======
SendKillObject(deleteIDs);
SendKillObject(deleteIDs);
if (deleteGroups.Count > 0)
>>>>>>> avn/ubitvar
{
foreach (SceneObjectGroup g in deleteGroups)
deleteIDs.Remove(g.LocalId);
m_asyncSceneObjectDeleter.DeleteToInventory(
action, destinationID, deleteGroups, remoteClient,
<<<<<<< HEAD
permissionToDelete && canDelete);
}
else if (permissionToDelete && canDelete)
=======
true);
}
if (takeGroups.Count > 0)
@ -2317,7 +2286,6 @@ namespace OpenSim.Region.Framework.Scenes
false);
}
if (deleteIDs.Count > 0)
>>>>>>> avn/ubitvar
{
foreach (SceneObjectGroup g in deleteGroups)
DeleteSceneObject(g, true);
@ -2361,7 +2329,7 @@ namespace OpenSim.Region.Framework.Scenes
item.AssetType = asset.Type;
item.InvType = (int)InventoryType.Object;
InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, FolderType.Object);
if (folder != null)
item.Folder = folder.ID;
else // oopsies
@ -2435,34 +2403,10 @@ namespace OpenSim.Region.Framework.Scenes
string xmlData = ExternalRepresentationUtils.SanitizeXml(Utils.BytesToString(assetData));
<<<<<<< HEAD
try
=======
if (e == null || attachment) // Single
{
SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
/*
if (!attachment)
{
g.RootPart.AttachPoint = g.RootPart.Shape.State;
g.RootPart.AttachedPos = g.AbsolutePosition;
g.RootPart.AttachRotation = g.GroupRotation;
if (g.RootPart.Shape.PCode != (byte)PCode.NewTree &&
g.RootPart.Shape.PCode != (byte)PCode.Tree)
g.RootPart.Shape.State = 0;
}
*/
objlist.Add(g);
veclist.Add(new Vector3(0, 0, 0));
bbox = g.GetAxisAlignedBoundingBox(out offsetHeight);
return true;
}
else
>>>>>>> avn/ubitvar
{
using (XmlTextReader wrappedReader = new XmlTextReader(xmlData, XmlNodeType.Element, null))
{
<<<<<<< HEAD
using (XmlReader reader = XmlReader.Create(wrappedReader, new XmlReaderSettings() { IgnoreWhitespace = true, ConformanceLevel = ConformanceLevel.Fragment }))
{
reader.Read();
@ -2481,7 +2425,7 @@ namespace OpenSim.Region.Framework.Scenes
Util.LogFailedXML("[AGENT INVENTORY]:", xmlData);
g = null;
}
if (g != null)
{
objlist.Add(g);
@ -2492,7 +2436,7 @@ namespace OpenSim.Region.Framework.Scenes
return true;
}
else
{
{
XmlDocument doc = new XmlDocument();
doc.LoadXml(xmlData);
XmlElement e = (XmlElement)doc.SelectSingleNode("/CoalescedObject");
@ -2526,28 +2470,6 @@ namespace OpenSim.Region.Framework.Scenes
return false;
}
}
=======
SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml);
/*
g.RootPart.AttachPoint = g.RootPart.Shape.State;
g.RootPart.AttachedPos = g.AbsolutePosition;
g.RootPart.AttachRotation = g.GroupRotation;
if (g.RootPart.Shape.PCode != (byte)PCode.NewTree &&
g.RootPart.Shape.PCode != (byte)PCode.Tree)
g.RootPart.Shape.State = 0;
*/
objlist.Add(g);
XmlElement el = (XmlElement)n;
string rawX = el.GetAttribute("offsetx");
string rawY = el.GetAttribute("offsety");
string rawZ = el.GetAttribute("offsetz");
float x = Convert.ToSingle(rawX);
float y = Convert.ToSingle(rawY);
float z = Convert.ToSingle(rawZ);
veclist.Add(new Vector3(x, y, z));
>>>>>>> avn/ubitvar
}
}
catch (Exception e)

View File

@ -551,7 +551,6 @@ namespace OpenSim.Region.Framework.Scenes
void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder)
{
<<<<<<< HEAD
try
{
SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems);
@ -562,10 +561,7 @@ namespace OpenSim.Region.Framework.Scenes
string.Format(
"[AGENT INVENTORY]: Error in SendInventoryAsync() for {0} with folder ID {1}. Exception ", e));
}
=======
Thread.Sleep(20);
SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems);
>>>>>>> avn/ubitvar
}
void SendInventoryComplete(IAsyncResult iar)

File diff suppressed because it is too large Load Diff

View File

@ -1,4 +1,3 @@
<<<<<<< HEAD
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
@ -201,7 +200,7 @@ namespace OpenSim.Region.Framework.Scenes
/// If -1 then updates until shutdown.
/// </param>
/// <returns>true if update completed within minimum frame time, false otherwise.</returns>
public abstract bool Update(int frames);
public abstract void Update(int frames);
#endregion
@ -635,603 +634,3 @@ namespace OpenSim.Region.Framework.Scenes
public abstract bool CheckClient(UUID agentID, System.Net.IPEndPoint ep);
}
}
=======
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Threading;
using OpenMetaverse;
using log4net;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Region.Framework.Interfaces;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
namespace OpenSim.Region.Framework.Scenes
{
public abstract class SceneBase : IScene
{
protected static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected static readonly string LogHeader = "[SCENE]";
#region Events
public event restart OnRestart;
#endregion
#region Fields
public string Name { get { return RegionInfo.RegionName; } }
public IConfigSource Config
{
get { return GetConfig(); }
}
protected virtual IConfigSource GetConfig()
{
return null;
}
/// <value>
/// All the region modules attached to this scene.
/// </value>
public Dictionary<string, IRegionModuleBase> RegionModules
{
get { return m_regionModules; }
}
private Dictionary<string, IRegionModuleBase> m_regionModules = new Dictionary<string, IRegionModuleBase>();
/// <value>
/// The module interfaces available from this scene.
/// </value>
protected Dictionary<Type, List<object>> ModuleInterfaces = new Dictionary<Type, List<object>>();
protected Dictionary<string, object> ModuleAPIMethods = new Dictionary<string, object>();
/// <value>
/// The module commanders available from this scene
/// </value>
protected Dictionary<string, ICommander> m_moduleCommanders = new Dictionary<string, ICommander>();
/// <value>
/// Registered classes that are capable of creating entities.
/// </value>
protected Dictionary<PCode, IEntityCreator> m_entityCreators = new Dictionary<PCode, IEntityCreator>();
/// <summary>
/// The last allocated local prim id. When a new local id is requested, the next number in the sequence is
/// dispensed.
/// </summary>
protected uint m_lastAllocatedLocalId = 720000;
private readonly Mutex _primAllocateMutex = new Mutex(false);
protected readonly ClientManager m_clientManager = new ClientManager();
public bool LoginsEnabled
{
get
{
return m_loginsEnabled;
}
set
{
if (m_loginsEnabled != value)
{
m_loginsEnabled = value;
EventManager.TriggerRegionLoginsStatusChange(this);
}
}
}
private bool m_loginsEnabled;
public bool Ready
{
get
{
return m_ready;
}
set
{
if (m_ready != value)
{
m_ready = value;
EventManager.TriggerRegionReadyStatusChange(this);
}
}
}
private bool m_ready;
public float TimeDilation
{
get { return 1.0f; }
}
protected ulong m_regionHandle;
protected string m_regionName;
public ITerrainChannel Heightmap;
/// <value>
/// Allows retrieval of land information for this scene.
/// </value>
public ILandChannel LandChannel;
/// <value>
/// Manage events that occur in this scene (avatar movement, script rez, etc.). Commonly used by region modules
/// to subscribe to scene events.
/// </value>
public EventManager EventManager
{
get { return m_eventManager; }
}
protected EventManager m_eventManager;
protected ScenePermissions m_permissions;
public ScenePermissions Permissions
{
get { return m_permissions; }
}
protected string m_datastore;
/* Used by the loadbalancer plugin on GForge */
protected RegionStatus m_regStatus;
public RegionStatus RegionStatus
{
get { return m_regStatus; }
set { m_regStatus = value; }
}
#endregion
public SceneBase(RegionInfo regInfo)
{
RegionInfo = regInfo;
}
#region Update Methods
/// <summary>
/// Called to update the scene loop by a number of frames and until shutdown.
/// </summary>
/// <param name="frames">
/// Number of frames to update. Exits on shutdown even if there are frames remaining.
/// If -1 then updates until shutdown.
/// </param>
public abstract void Update(int frames);
#endregion
#region Terrain Methods
/// <summary>
/// Loads the World heightmap
/// </summary>
public abstract void LoadWorldMap();
/// <summary>
/// Send the region heightmap to the client
/// </summary>
/// <param name="RemoteClient">Client to send to</param>
public virtual void SendLayerData(IClientAPI RemoteClient)
{
// RemoteClient.SendLayerData(Heightmap.GetFloatsSerialised());
ITerrainModule terrModule = RequestModuleInterface<ITerrainModule>();
if (terrModule != null)
{
terrModule.PushTerrain(RemoteClient);
}
}
#endregion
#region Add/Remove Agent/Avatar
public abstract ISceneAgent AddNewAgent(IClientAPI client, PresenceType type);
public abstract bool CloseAgent(UUID agentID, bool force);
public bool TryGetScenePresence(UUID agentID, out object scenePresence)
{
scenePresence = null;
ScenePresence sp = null;
if (TryGetScenePresence(agentID, out sp))
{
scenePresence = sp;
return true;
}
return false;
}
/// <summary>
/// Try to get a scene presence from the scene
/// </summary>
/// <param name="agentID"></param>
/// <param name="scenePresence">null if there is no scene presence with the given agent id</param>
/// <returns>true if there was a scene presence with the given id, false otherwise.</returns>
public abstract bool TryGetScenePresence(UUID agentID, out ScenePresence scenePresence);
#endregion
/// <summary>
///
/// </summary>
/// <returns></returns>
public virtual RegionInfo RegionInfo { get; private set; }
#region admin stuff
public abstract void OtherRegionUp(GridRegion otherRegion);
public virtual string GetSimulatorVersion()
{
return "OpenSimulator Server";
}
#endregion
#region Shutdown
/// <summary>
/// Tidy before shutdown
/// </summary>
public virtual void Close()
{
try
{
EventManager.TriggerShutdown();
}
catch (Exception e)
{
m_log.Error(string.Format("[SCENE]: SceneBase.cs: Close() - Failed with exception ", e));
}
}
#endregion
/// <summary>
/// Returns a new unallocated local ID
/// </summary>
/// <returns>A brand new local ID</returns>
public uint AllocateLocalId()
{
uint myID;
_primAllocateMutex.WaitOne();
myID = ++m_lastAllocatedLocalId;
_primAllocateMutex.ReleaseMutex();
return myID;
}
public uint AllocatePresenceLocalId()
{
uint myID;
_primAllocateMutex.WaitOne();
myID = ++m_lastAllocatedLocalId;
++m_lastAllocatedLocalId;
_primAllocateMutex.ReleaseMutex();
return myID;
}
#region Module Methods
/// <summary>
/// Add a region-module to this scene. TODO: This will replace AddModule in the future.
/// </summary>
/// <param name="name"></param>
/// <param name="module"></param>
public void AddRegionModule(string name, IRegionModuleBase module)
{
if (!RegionModules.ContainsKey(name))
{
RegionModules.Add(name, module);
}
}
public void RemoveRegionModule(string name)
{
RegionModules.Remove(name);
}
/// <summary>
/// Register a module commander.
/// </summary>
/// <param name="commander"></param>
public void RegisterModuleCommander(ICommander commander)
{
lock (m_moduleCommanders)
{
m_moduleCommanders.Add(commander.Name, commander);
}
}
/// <summary>
/// Unregister a module commander and all its commands
/// </summary>
/// <param name="name"></param>
public void UnregisterModuleCommander(string name)
{
lock (m_moduleCommanders)
{
ICommander commander;
if (m_moduleCommanders.TryGetValue(name, out commander))
m_moduleCommanders.Remove(name);
}
}
/// <summary>
/// Get a module commander
/// </summary>
/// <param name="name"></param>
/// <returns>The module commander, null if no module commander with that name was found</returns>
public ICommander GetCommander(string name)
{
lock (m_moduleCommanders)
{
if (m_moduleCommanders.ContainsKey(name))
return m_moduleCommanders[name];
}
return null;
}
public Dictionary<string, ICommander> GetCommanders()
{
return m_moduleCommanders;
}
/// <summary>
/// Register an interface to a region module. This allows module methods to be called directly as
/// well as via events. If there is already a module registered for this interface, it is not replaced
/// (is this the best behaviour?)
/// </summary>
/// <param name="mod"></param>
public void RegisterModuleInterface<M>(M mod)
{
// m_log.DebugFormat("[SCENE BASE]: Registering interface {0}", typeof(M));
List<Object> l = null;
if (!ModuleInterfaces.TryGetValue(typeof(M), out l))
{
l = new List<Object>();
ModuleInterfaces.Add(typeof(M), l);
}
if (l.Count > 0)
return;
l.Add(mod);
if (mod is IEntityCreator)
{
IEntityCreator entityCreator = (IEntityCreator)mod;
foreach (PCode pcode in entityCreator.CreationCapabilities)
{
m_entityCreators[pcode] = entityCreator;
}
}
}
public void UnregisterModuleInterface<M>(M mod)
{
List<Object> l;
if (ModuleInterfaces.TryGetValue(typeof(M), out l))
{
if (l.Remove(mod))
{
if (mod is IEntityCreator)
{
IEntityCreator entityCreator = (IEntityCreator)mod;
foreach (PCode pcode in entityCreator.CreationCapabilities)
{
m_entityCreators[pcode] = null;
}
}
}
}
}
public void StackModuleInterface<M>(M mod)
{
List<Object> l;
if (ModuleInterfaces.ContainsKey(typeof(M)))
l = ModuleInterfaces[typeof(M)];
else
l = new List<Object>();
if (l.Contains(mod))
return;
l.Add(mod);
if (mod is IEntityCreator)
{
IEntityCreator entityCreator = (IEntityCreator)mod;
foreach (PCode pcode in entityCreator.CreationCapabilities)
{
m_entityCreators[pcode] = entityCreator;
}
}
ModuleInterfaces[typeof(M)] = l;
}
/// <summary>
/// For the given interface, retrieve the region module which implements it.
/// </summary>
/// <returns>null if there is no registered module implementing that interface</returns>
public T RequestModuleInterface<T>()
{
if (ModuleInterfaces.ContainsKey(typeof(T)) &&
(ModuleInterfaces[typeof(T)].Count > 0))
return (T)ModuleInterfaces[typeof(T)][0];
else
return default(T);
}
/// <summary>
/// For the given interface, retrieve an array of region modules that implement it.
/// </summary>
/// <returns>an empty array if there are no registered modules implementing that interface</returns>
public T[] RequestModuleInterfaces<T>()
{
if (ModuleInterfaces.ContainsKey(typeof(T)))
{
List<T> ret = new List<T>();
foreach (Object o in ModuleInterfaces[typeof(T)])
ret.Add((T)o);
return ret.ToArray();
}
else
{
return new T[] {};
}
}
#endregion
/// <summary>
/// Call this from a region module to add a command to the OpenSim console.
/// </summary>
/// <param name="mod"></param>
/// <param name="command"></param>
/// <param name="shorthelp"></param>
/// <param name="longhelp"></param>
/// <param name="callback"></param>
public void AddCommand(IRegionModuleBase module, string command, string shorthelp, string longhelp, CommandDelegate callback)
{
AddCommand(module, command, shorthelp, longhelp, string.Empty, callback);
}
/// <summary>
/// Call this from a region module to add a command to the OpenSim console.
/// </summary>
/// <param name="mod">
/// The use of IRegionModuleBase is a cheap trick to get a different method signature,
/// though all new modules should be using interfaces descended from IRegionModuleBase anyway.
/// </param>
/// <param name="category">
/// Category of the command. This is the section under which it will appear when the user asks for help
/// </param>
/// <param name="command"></param>
/// <param name="shorthelp"></param>
/// <param name="longhelp"></param>
/// <param name="callback"></param>
public void AddCommand(
string category, IRegionModuleBase module, string command, string shorthelp, string longhelp, CommandDelegate callback)
{
AddCommand(category, module, command, shorthelp, longhelp, string.Empty, callback);
}
/// <summary>
/// Call this from a region module to add a command to the OpenSim console.
/// </summary>
/// <param name="mod"></param>
/// <param name="command"></param>
/// <param name="shorthelp"></param>
/// <param name="longhelp"></param>
/// <param name="descriptivehelp"></param>
/// <param name="callback"></param>
public void AddCommand(IRegionModuleBase module, string command, string shorthelp, string longhelp, string descriptivehelp, CommandDelegate callback)
{
string moduleName = "";
if (module != null)
moduleName = module.Name;
AddCommand(moduleName, module, command, shorthelp, longhelp, descriptivehelp, callback);
}
/// <summary>
/// Call this from a region module to add a command to the OpenSim console.
/// </summary>
/// <param name="category">
/// Category of the command. This is the section under which it will appear when the user asks for help
/// </param>
/// <param name="mod"></param>
/// <param name="command"></param>
/// <param name="shorthelp"></param>
/// <param name="longhelp"></param>
/// <param name="descriptivehelp"></param>
/// <param name="callback"></param>
public void AddCommand(
string category, IRegionModuleBase module, string command,
string shorthelp, string longhelp, string descriptivehelp, CommandDelegate callback)
{
if (MainConsole.Instance == null)
return;
bool shared = false;
if (module != null)
shared = module is ISharedRegionModule;
MainConsole.Instance.Commands.AddCommand(
category, shared, command, shorthelp, longhelp, descriptivehelp, callback);
}
public virtual ISceneObject DeserializeObject(string representation)
{
return null;
}
public virtual bool AllowScriptCrossings
{
get { return false; }
}
public virtual void Start()
{
}
public void Restart()
{
// This has to be here to fire the event
restart handlerPhysicsCrash = OnRestart;
if (handlerPhysicsCrash != null)
handlerPhysicsCrash(RegionInfo);
}
public abstract bool CheckClient(UUID agentID, System.Net.IPEndPoint ep);
}
}
>>>>>>> avn/ubitvar

View File

@ -1928,7 +1928,7 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
}
*/
parentGroup.AdjustChildPrimPermissions();
parentGroup.AdjustChildPrimPermissions(false);
parentGroup.HasGroupChanged = true;
parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
parentGroup.ScheduleGroupForFullUpdate();
@ -2066,7 +2066,7 @@ namespace OpenSim.Region.Framework.Scenes
// return unless the root is deleted. This will remove them
// from the database. They will be rewritten immediately,
// minus the rows for the unlinked child prims.
g.AdjustChildPrimPermissions();
g.AdjustChildPrimPermissions(false);
m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
g.TriggerScriptChangedEvent(Changed.LINK);
g.HasGroupChanged = true; // Persist
@ -2154,13 +2154,8 @@ namespace OpenSim.Region.Framework.Scenes
if (m_parentScene.Permissions.CanDuplicateObject(
original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
{
<<<<<<< HEAD
m_log.WarnFormat(
"[SCENEGRAPH]: Attempt to duplicate nonexistent prim id {0} by {1}", originalPrimID, AgentID);
=======
SceneObjectGroup copy = original.Copy(true);
copy.AbsolutePosition = copy.AbsolutePosition + offset;
>>>>>>> avn/ubitvar
if (original.OwnerID != AgentID)
{
@ -2197,63 +2192,12 @@ namespace OpenSim.Region.Framework.Scenes
// PROBABLE END OF FIXME
<<<<<<< HEAD
// FIXME: This section needs to be refactored so that it just calls AddSceneObject()
Entities.Add(copy);
lock (SceneObjectGroupsByFullID)
SceneObjectGroupsByFullID[copy.UUID] = copy;
SceneObjectPart[] children = copy.Parts;
lock (SceneObjectGroupsByFullPartID)
{
SceneObjectGroupsByFullPartID[copy.UUID] = copy;
foreach (SceneObjectPart part in children)
SceneObjectGroupsByFullPartID[part.UUID] = copy;
}
lock (SceneObjectGroupsByLocalPartID)
{
SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
foreach (SceneObjectPart part in children)
SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
}
// PROBABLE END OF FIXME
// Since we copy from a source group that is in selected
// state, but the copy is shown deselected in the viewer,
// We need to clear the selection flag here, else that
// prim never gets persisted at all. The client doesn't
// think it's selected, so it will never send a deselect...
copy.IsSelected = false;
m_numTotalPrim += copy.Parts.Length;
// Go through all parts (primitives and meshes) of this Scene Object
foreach (SceneObjectPart part in copy.Parts)
{
// Keep track of the total number of meshes or geometric primitives now in the scene;
// determine which object this is based on its primitive type: sculpted (sculpt) prim refers to
// a mesh and all other prims (i.e. box, sphere, etc) are geometric primitives
if (part.GetPrimType() == PrimType.SCULPT)
m_numMesh++;
else
m_numPrim++;
}
if (rot != Quaternion.Identity)
{
copy.UpdateGroupRotationR(rot);
}
=======
// Since we copy from a source group that is in selected
// state, but the copy is shown deselected in the viewer,
// We need to clear the selection flag here, else that
// prim never gets persisted at all. The client doesn't
// think it's selected, so it will never send a deselect...
copy.IsSelected = false;
>>>>>>> avn/ubitvar
m_numPrim += copy.Parts.Length;

View File

@ -266,15 +266,12 @@ namespace OpenSim.Region.Framework.Scenes
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart part = parts[i];
<<<<<<< HEAD
// m_log.DebugFormat("[SCENE OBJECT GROUP INVENTORY]: Effective perms of {0} are {1}", part.Name, (OpenMetaverse.PermissionMask)part.OwnerMask);
ownerMask &= part.OwnerMask;
=======
if (useBase)
ownerMask &= part.BaseMask;
else
ownerMask &= part.OwnerMask;
>>>>>>> avn/ubitvar
perms &= part.Inventory.MaskEffectivePermissions();
}

View File

@ -122,17 +122,12 @@ namespace OpenSim.Region.Framework.Scenes
/// since the group's last persistent backup
/// </summary>
private bool m_hasGroupChanged = false;
<<<<<<< HEAD
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 List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
>>>>>>> avn/ubitvar
/// <summary>
/// This indicates whether the object has changed such that it needs to be repersisted to permenant storage
@ -205,7 +200,6 @@ namespace OpenSim.Region.Framework.Scenes
/// the prims in the database still use the old SceneGroupID. That's a problem if the group
/// is deleted, because we delete groups by searching for prims by their SceneGroupID.
/// </summary>
<<<<<<< HEAD
public bool GroupContainsForeignPrims
{
private set
@ -218,9 +212,7 @@ namespace OpenSim.Region.Framework.Scenes
get { return m_groupContainsForeignPrims; }
}
=======
public bool HasGroupChangedDueToDelink { get; set; }
>>>>>>> avn/ubitvar
private bool isTimeToPersist()
{
@ -350,7 +342,6 @@ namespace OpenSim.Region.Framework.Scenes
get { return RootPart.VolumeDetectActive; }
}
<<<<<<< HEAD
private Vector3 lastPhysGroupPos;
private Quaternion lastPhysGroupRot;
@ -358,9 +349,8 @@ namespace OpenSim.Region.Framework.Scenes
/// Is this entity set to be saved in persistent storage?
/// </summary>
public bool Backup { get; private set; }
=======
private bool m_isBackedUp;
>>>>>>> avn/ubitvar
public bool IsBackedUp
{
@ -570,146 +560,11 @@ namespace OpenSim.Region.Framework.Scenes
&& !Scene.LoadingPrims
)
{
<<<<<<< HEAD
if (
!Scene.PositionIsInCurrentRegion(val)
&& !IsAttachmentCheckFull()
&& (!Scene.LoadingPrims)
)
{
IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
string version = String.Empty;
Vector3 newpos = Vector3.Zero;
string failureReason = String.Empty;
OpenSim.Services.Interfaces.GridRegion destination = null;
if (m_rootPart.KeyframeMotion != null)
m_rootPart.KeyframeMotion.StartCrossingCheck();
bool canCross = true;
foreach (ScenePresence av in GetSittingAvatars())
{
// We need to cross these agents. First, let's find
// out if any of them can't cross for some reason.
// We have to deny the crossing entirely if any
// of them are banned. Alternatively, we could
// unsit banned agents....
// We set the avatar position as being the object
// position to get the region to send to
if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out version, out newpos, out failureReason)) == null)
{
canCross = false;
break;
}
m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
}
if (canCross)
{
// We unparent the SP quietly so that it won't
// be made to stand up
List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
foreach (ScenePresence av in GetSittingAvatars())
{
avtocrossInfo avinfo = new avtocrossInfo();
SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
if (parentPart != null)
av.ParentUUID = parentPart.UUID;
avinfo.av = av;
avinfo.ParentID = av.ParentID;
avsToCross.Add(avinfo);
av.PrevSitOffset = av.OffsetPosition;
av.ParentID = 0;
}
m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
// Normalize
if (val.X >= m_scene.RegionInfo.RegionSizeX)
val.X -= m_scene.RegionInfo.RegionSizeX;
if (val.Y >= m_scene.RegionInfo.RegionSizeY)
val.Y -= m_scene.RegionInfo.RegionSizeY;
if (val.X < 0)
val.X += m_scene.RegionInfo.RegionSizeX;
if (val.Y < 0)
val.Y += m_scene.RegionInfo.RegionSizeY;
// If it's deleted, crossing was successful
if (IsDeleted)
{
foreach (avtocrossInfo avinfo in avsToCross)
{
ScenePresence av = avinfo.av;
if (!av.IsInTransit) // just in case...
{
m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
av.IsInTransit = true;
// A temporary measure to allow regression tests to work.
// Quite possibly, all BeginInvoke() calls should be replaced by Util.FireAndForget
// or similar since BeginInvoke() always uses the system threadpool to launch
// threads rather than any replace threadpool that we might be using.
if (Util.FireAndForgetMethod == FireAndForgetMethod.RegressionTest)
{
entityTransfer.CrossAgentToNewRegionAsync(av, val, destination, av.Flying, version);
CrossAgentToNewRegionCompleted(av);
}
else
{
CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
d.BeginInvoke(
av, val, destination, av.Flying, version,
ar => CrossAgentToNewRegionCompleted(d.EndInvoke(ar)), null);
}
}
else
{
m_log.DebugFormat("[SCENE OBJECT]: Not crossing avatar {0} to {1} because it's already in transit", av.Name, val);
}
}
return;
}
else // cross failed, put avas back ??
{
foreach (avtocrossInfo avinfo in avsToCross)
{
ScenePresence av = avinfo.av;
av.ParentUUID = UUID.Zero;
av.ParentID = avinfo.ParentID;
}
}
}
else
{
if (m_rootPart.KeyframeMotion != null)
m_rootPart.KeyframeMotion.CrossingFailure();
if (RootPart.PhysActor != null)
{
RootPart.PhysActor.CrossingFailure();
}
}
Vector3 oldp = AbsolutePosition;
val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)m_scene.RegionInfo.RegionSizeX - 0.5f);
val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)m_scene.RegionInfo.RegionSizeY - 0.5f);
val.Z = Util.Clamp<float>(oldp.Z, 0.5f, Constants.RegionHeight);
=======
if (!inTransit)
{
inTransit = true;
SOGCrossDelegate d = CrossAsync;
d.BeginInvoke(this, val, CrossAsyncCompleted, d);
>>>>>>> avn/ubitvar
}
return;
}
@ -1200,7 +1055,7 @@ namespace OpenSim.Region.Framework.Scenes
/// No avatar should appear more than once in this list.
/// Do not manipulate this list directly - use the Add/Remove sitting avatar methods on SceneObjectPart.
/// </remarks>
protected internal List<ScenePresence> m_sittingAvatars = new List<ScenePresence>();
protected internal List<UUID> m_sittingAvatars = new List<UUID>();
#endregion
@ -1311,14 +1166,10 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
public virtual void AttachToBackup()
{
<<<<<<< HEAD
if (CanBeBackedUp)
=======
if (IsAttachment) return;
m_scene.SceneGraph.FireAttachToBackup(this);
if (InSceneBackup)
>>>>>>> avn/ubitvar
// if (InSceneBackup)
{
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: Attaching object {0} {1} to scene presistence sweep", Name, UUID);
@ -1431,21 +1282,12 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns></returns>
public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
{
<<<<<<< HEAD
maxX = -256f;
maxY = -256f;
maxZ = -256f;
minX = 10000f;
minY = 10000f;
minZ = 10000f;
=======
maxX = float.MinValue;
maxY = float.MinValue;
maxZ = float.MinValue;
minX = float.MaxValue;
minY = float.MaxValue;
minZ = float.MaxValue;
>>>>>>> avn/ubitvar
SceneObjectPart[] parts = m_parts.GetArray();
foreach (SceneObjectPart part in parts)
@ -1843,17 +1685,6 @@ namespace OpenSim.Region.Framework.Scenes
}
}
<<<<<<< HEAD
/// <summary>
///
/// </summary>
/// <param name="part"></param>
private void SetPartAsNonRoot(SceneObjectPart part)
{
part.ParentID = m_rootPart.LocalId;
part.ClearUndoState();
=======
/// <summary>
/// Add the avatar to this linkset (avatar is sat).
/// </summary>
@ -1893,7 +1724,6 @@ namespace OpenSim.Region.Framework.Scenes
public List<ScenePresence> GetLinkedAvatars()
{
return m_linkedAvatars;
>>>>>>> avn/ubitvar
}
/// <summary>
@ -2197,14 +2027,7 @@ namespace OpenSim.Region.Framework.Scenes
if (Scene != null)
{
<<<<<<< HEAD
if (!sp.IsChildAgent && sp.ParentID == part.LocalId)
sp.StandUp();
if (!silent)
=======
Scene.ForEachRootScenePresence(delegate(ScenePresence avatar)
>>>>>>> avn/ubitvar
{
if (avatar.ParentID == LocalId)
avatar.StandUp();
@ -2504,16 +2327,6 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns></returns>
public SceneObjectGroup Copy(bool userExposed)
{
<<<<<<< HEAD
// FIXME: This is dangerous since it's easy to forget to reset some references when necessary and end up
// with bugs that only occur in some circumstances (e.g. crossing between regions on the same simulator
// but not between regions on different simulators). Really, all copying should be done explicitly.
SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
dupe.Backup = false;
dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
dupe.m_sittingAvatars = new List<ScenePresence>();
=======
m_dupeInProgress = true;
SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
dupe.m_isBackedUp = false;
@ -2525,7 +2338,6 @@ namespace OpenSim.Region.Framework.Scenes
dupe.m_linkedAvatars = new List<ScenePresence>();
dupe.m_sittingAvatars = new List<UUID>();
>>>>>>> avn/ubitvar
dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
@ -2700,12 +2512,8 @@ namespace OpenSim.Region.Framework.Scenes
return RootPart.Torque;
}
<<<<<<< HEAD
public void MoveToTarget(Vector3 target, float tau)
=======
// This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
public void moveToTarget(Vector3 target, float tau)
>>>>>>> avn/ubitvar
public void MoveToTarget(Vector3 target, float tau)
{
if (IsAttachment)
{
@ -2732,21 +2540,7 @@ namespace OpenSim.Region.Framework.Scenes
if (IsAttachment)
{
ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
<<<<<<< HEAD
if (avatar != null)
avatar.ResetMoveToTarget();
}
else
{
PhysicsActor pa = RootPart.PhysActor;
if (pa != null && pa.PIDActive)
{
pa.PIDActive = false;
ScheduleGroupForTerseUpdate();
=======
if (avatar != null)
{
avatar.ResetMoveToTarget();
@ -2786,7 +2580,6 @@ namespace OpenSim.Region.Framework.Scenes
rootpart.PhysActor.APIDDamping = damping;
rootpart.PhysActor.APIDActive = true;
}
>>>>>>> avn/ubitvar
}
}
}
@ -3484,18 +3277,6 @@ namespace OpenSim.Region.Framework.Scenes
linkPart.Rezzed = RootPart.Rezzed;
<<<<<<< HEAD
// We must persist the delinked group to the database immediately, for safety. The problem
// is that although in memory the new group has a new SceneGroupID, in the database it
// still has the parent group's SceneGroupID (until the next backup). This means that if the
// parent group is deleted then the delinked group will also be deleted from the database.
// This problem will disappear if the region remains alive long enough for another backup,
// since at that time the delinked group's new SceneGroupID will be written to the database.
// But if the region crashes before that then the prims will be permanently gone, and this must
// not happen. (We can't use a just-in-time trick like GroupContainsForeignPrims in this case
// because the delinked group doesn't know when the source group is deleted.)
m_scene.ForceSceneObjectBackup(objectGroup);
=======
// When we delete a group, we currently have to force persist to the database if the object id has changed
// (since delete works by deleting all rows which have a given object id)
@ -3507,7 +3288,6 @@ namespace OpenSim.Region.Framework.Scenes
m_rootPart.PhysActor.Building = false;
objectGroup.HasGroupChangedDueToDelink = true;
>>>>>>> avn/ubitvar
if (sendEvents)
linkPart.TriggerScriptChangedEvent(Changed.LINK);
@ -3521,13 +3301,9 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="objectGroup"></param>
public virtual void DetachFromBackup()
{
<<<<<<< HEAD
if (Backup && Scene != null)
=======
if (m_scene != null)
m_scene.SceneGraph.FireDetachFromBackup(this);
if (m_isBackedUp && Scene != null)
>>>>>>> avn/ubitvar
m_scene.EventManager.OnBackup -= ProcessBackup;
Backup = false;
@ -3973,9 +3749,6 @@ namespace OpenSim.Region.Framework.Scenes
{
RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF);
<<<<<<< HEAD
AdjustChildPrimPermissions(Scene.Permissions.IsGod(AgentID));
=======
bool god = Scene.Permissions.IsGod(AgentID);
if (field == 1 && god)
@ -3986,8 +3759,7 @@ namespace OpenSim.Region.Framework.Scenes
});
}
AdjustChildPrimPermissions();
>>>>>>> avn/ubitvar
AdjustChildPrimPermissions(false);
if (field == 1 && god) // Base mask was set. Update all child part inventories
{
@ -5037,10 +4809,10 @@ namespace OpenSim.Region.Framework.Scenes
/// down after it move one place down the list.
/// </remarks>
/// <returns>A list of the sitting avatars. Returns an empty list if there are no sitting avatars.</returns>
public List<ScenePresence> GetSittingAvatars()
public List<UUID> GetSittingAvatars()
{
lock (m_sittingAvatars)
return new List<ScenePresence>(m_sittingAvatars);
return new List<UUID>(m_sittingAvatars);
}
/// <summary>

View File

@ -1046,39 +1046,22 @@ namespace OpenSim.Region.Framework.Scenes
}
set
{
<<<<<<< HEAD
if (Util.IsNanOrInfinity(value))
m_angularVelocity = Vector3.Zero;
else
m_angularVelocity = value;
PhysicsActor actor = PhysActor;
if ((actor != null) && actor.IsPhysical)
actor.RotationalVelocity = m_angularVelocity;
=======
m_angularVelocity = value;
PhysicsActor actor = PhysActor;
if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE)
{
actor.RotationalVelocity = m_angularVelocity;
}
>>>>>>> avn/ubitvar
}
}
/// <summary></summary>
public Vector3 Acceleration
{
<<<<<<< HEAD
get { return m_acceleration; }
set
{
if (Util.IsNanOrInfinity(value))
m_acceleration = Vector3.Zero;
else
m_acceleration = value;
}
=======
get
{
PhysicsActor actor = PhysActor;
@ -1088,9 +1071,14 @@ namespace OpenSim.Region.Framework.Scenes
}
return m_acceleration;
}
set { m_acceleration = value; }
>>>>>>> avn/ubitvar
set
{
if (Util.IsNanOrInfinity(value))
m_acceleration = Vector3.Zero;
else
m_acceleration = value;
}
}
public string Description { get; set; }
@ -1431,7 +1419,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <value>
/// null if there are no sitting avatars. This is to save us create a hashset for every prim in a scene.
/// </value>
private HashSet<ScenePresence> m_sittingAvatars;
private HashSet<UUID> m_sittingAvatars;
public virtual UUID RegionID
{
@ -1932,7 +1920,6 @@ namespace OpenSim.Region.Framework.Scenes
public void AddTextureAnimation(Primitive.TextureAnimation pTexAnim)
{
<<<<<<< HEAD
byte[] data;
if (pTexAnim.Flags == Primitive.TextureAnimMode.ANIM_OFF)
@ -1944,13 +1931,6 @@ namespace OpenSim.Region.Framework.Scenes
data = new byte[16];
int pos = 0;
=======
if (((int)pTexAnim.Flags & 1) != 0) // ANIM_ON
{
byte[] data = new byte[16];
int pos = 0;
>>>>>>> avn/ubitvar
// The flags don't like conversion from uint to byte, so we have to do
// it the crappy way. See the above function :(
@ -1962,17 +1942,9 @@ namespace OpenSim.Region.Framework.Scenes
Utils.FloatToBytes(pTexAnim.Start).CopyTo(data, pos);
Utils.FloatToBytes(pTexAnim.Length).CopyTo(data, pos + 4);
Utils.FloatToBytes(pTexAnim.Rate).CopyTo(data, pos + 8);
<<<<<<< HEAD
}
=======
>>>>>>> avn/ubitvar
m_TextureAnimation = data;
}
else
{
m_TextureAnimation = Utils.EmptyBytes;
}
m_TextureAnimation = data;
}
public void AdjustSoundGain(double volume)
@ -2240,7 +2212,7 @@ namespace OpenSim.Region.Framework.Scenes
Array.Copy(Shape.ExtraParams, extraP, extraP.Length);
dupe.Shape.ExtraParams = extraP;
dupe.m_sittingAvatars = new HashSet<ScenePresence>();
dupe.m_sittingAvatars = new HashSet<UUID>();
// safeguard actual copy is done in sog.copy
dupe.KeyframeMotion = null;
@ -2829,7 +2801,7 @@ namespace OpenSim.Region.Framework.Scenes
CollidingMessage = CreateColliderArgs(this, colliders);
if (CollidingMessage.Colliders.Count > 0)
DoNotify(notify, LocalId, CollidingMessage);
notify(LocalId, CollidingMessage);
if (PassCollisions)
sendToRoot = true;
@ -2843,7 +2815,7 @@ namespace OpenSim.Region.Framework.Scenes
{
CollidingMessage = CreateColliderArgs(ParentGroup.RootPart, colliders);
if (CollidingMessage.Colliders.Count > 0)
DoNotify(notify, ParentGroup.RootPart.LocalId, CollidingMessage);
notify(ParentGroup.RootPart.LocalId, CollidingMessage);
}
}
}
@ -2858,35 +2830,6 @@ namespace OpenSim.Region.Framework.Scenes
colliding.Add(CreateDetObjectForGround());
LandCollidingMessage.Colliders = colliding;
<<<<<<< HEAD
DoNotify(notify, LocalId, LandCollidingMessage);
}
}
private void DoNotify(ScriptCollidingNotification notify, uint id, ColliderArgs collargs)
{
if (m_parentGroup != null && ParentGroup.Scene != null && ParentGroup.Scene.ShouldUseFireAndForgetForCollisions)
{
// For those learning C#, FireAndForget takes a function, an object to pass
// to that function and an ID string. The "oo => {}" construct is a lambda expression
// for a function with one arguement ('oo'). The 'new Object[] {}" construct creates an Object
// that is an object array and initializes it with three items (the parameters
// being passed). The parameters passed are the function to call ('notify') and
// its two arguements. Finally, once in the function (called later by the FireAndForget
// thread scheduler), the passed object is cast to an object array and then each
// of its items (aoo[0] to aoo[2]) are individually cast to what they are and
// then used in a call of the passed ScriptCollidingNotification function.
Util.FireAndForget(oo =>
{
Object[] aoo = (Object[])oo;
((ScriptCollidingNotification)aoo[0])((uint)aoo[1], (ColliderArgs)aoo[2]);
}, new Object[] { notify, id, collargs }, "SOP.Collision");
}
else
{
notify(id, collargs);
=======
if (Inventory.ContainsScripts())
{
if (!PassCollisions)
@ -2898,7 +2841,6 @@ namespace OpenSim.Region.Framework.Scenes
if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot)
{
notify(ParentGroup.RootPart.LocalId, LandCollidingMessage);
>>>>>>> avn/ubitvar
}
}
@ -3046,12 +2988,7 @@ namespace OpenSim.Region.Framework.Scenes
if (pa != null)
{
<<<<<<< HEAD
Vector3 newpos = pa.Position;
=======
Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
>>>>>>> avn/ubitvar
if (!ParentGroup.Scene.PositionIsInCurrentRegion(newpos))
{
// Setting position outside current region will start region crossing
@ -3996,14 +3933,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
public void StopMoveToTarget()
{
<<<<<<< HEAD
ParentGroup.StopMoveToTarget();
=======
ParentGroup.stopMoveToTarget();
// ParentGroup.ScheduleGroupForTerseUpdate();
//ParentGroup.ScheduleGroupForFullUpdate();
>>>>>>> avn/ubitvar
}
public void StoreUndoState(ObjectChangeType change)
@ -4665,8 +4595,6 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
public void ClonePermissions(SceneObjectPart source)
{
bool update = false;
uint prevOwnerMask = OwnerMask;
uint prevGroupMask = GroupMask;
uint prevEveryoneMask = EveryoneMask;
@ -4851,12 +4779,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
}
else // it already has a physical representation
{
<<<<<<< HEAD
pa.SetMaterial(Material);
pa.Position = GetWorldPosition();
pa.Orientation = GetWorldRotation();
DoPhysicsPropertyUpdate(UsePhysics, true);
=======
DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
/* moved into DoPhysicsPropertyUpdate
if(VolumeDetectActive)
@ -4864,7 +4787,6 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
else
pa.SetVolumeDetect(0);
*/
>>>>>>> avn/ubitvar
if (pa.Building != building)
pa.Building = building;
@ -5621,19 +5543,19 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
/// true if the avatar was not already recorded, false otherwise.
/// </returns>
/// <param name='avatarId'></param>
protected internal bool AddSittingAvatar(ScenePresence sp)
protected internal bool AddSittingAvatar(UUID id)
{
lock (ParentGroup.m_sittingAvatars)
{
if (IsSitTargetSet && SitTargetAvatar == UUID.Zero)
SitTargetAvatar = sp.UUID;
SitTargetAvatar = id;
if (m_sittingAvatars == null)
m_sittingAvatars = new HashSet<ScenePresence>();
m_sittingAvatars = new HashSet<UUID>();
if (m_sittingAvatars.Add(sp))
if (m_sittingAvatars.Add(id))
{
ParentGroup.m_sittingAvatars.Add(sp);
ParentGroup.m_sittingAvatars.Add(id);
return true;
}
@ -5650,22 +5572,22 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
/// true if the avatar was present and removed, false if it was not present.
/// </returns>
/// <param name='avatarId'></param>
protected internal bool RemoveSittingAvatar(ScenePresence sp)
protected internal bool RemoveSittingAvatar(UUID id)
{
lock (ParentGroup.m_sittingAvatars)
{
if (SitTargetAvatar == sp.UUID)
if (SitTargetAvatar == id)
SitTargetAvatar = UUID.Zero;
if (m_sittingAvatars == null)
return false;
if (m_sittingAvatars.Remove(sp))
if (m_sittingAvatars.Remove(id))
{
if (m_sittingAvatars.Count == 0)
m_sittingAvatars = null;
ParentGroup.m_sittingAvatars.Remove(sp);
ParentGroup.m_sittingAvatars.Remove(id);
return true;
}
@ -5679,14 +5601,14 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
/// </summary>
/// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
/// <returns>A hashset of the sitting avatars. Returns null if there are no sitting avatars.</returns>
public HashSet<ScenePresence> GetSittingAvatars()
public HashSet<UUID> GetSittingAvatars()
{
lock (ParentGroup.m_sittingAvatars)
{
if (m_sittingAvatars == null)
return null;
else
return new HashSet<ScenePresence>(m_sittingAvatars);
return new HashSet<UUID>(m_sittingAvatars);
}
}

View File

@ -892,16 +892,8 @@ namespace OpenSim.Region.Framework.Scenes
offsetHeight = 0;
return false;
}
<<<<<<< HEAD
Vector3 bbox;
float offsetHeight;
m_part.ParentGroup.Scene.GetObjectsToRez(rezAsset.Data, false, out objlist, out veclist, out bbox, out offsetHeight);
=======
bool single = m_part.ParentGroup.Scene.GetObjectsToRez(rezAsset.Data, false, out objlist, out veclist, out bbox, out offsetHeight);
>>>>>>> avn/ubitvar
for (int i = 0; i < objlist.Count; i++)
{
@ -1068,12 +1060,7 @@ namespace OpenSim.Region.Framework.Scenes
m_items.LockItemsForRead(false);
if (type == 10) // Script
{
<<<<<<< HEAD
// route it through here, to handle script cleanup tasks
RemoveScriptInstance(itemID, false);
=======
m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
>>>>>>> avn/ubitvar
}
m_items.LockItemsForWrite(true);
m_items.Remove(itemID);

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