fetch physical_prim switch from [Startup] config from inside scene, as is done for most other scene config params

0.7.2-post-fixes
Justin Clark-Casey (justincc) 2011-10-15 02:54:43 +01:00
parent 3a047b2bdb
commit a2c9b3d83d
7 changed files with 28 additions and 53 deletions

View File

@ -35,10 +35,7 @@ namespace OpenSim.Framework
public string StorageDll { get; set; } public string StorageDll { get; set; }
public string ClientstackDll { get; set; } public string ClientstackDll { get; set; }
/// <summary>
/// Controls whether physics can be applied to prims. Even if false, prims still have entries in a
/// PhysicsScene in order to perform collision detection
/// </summary>
public bool PhysicalPrim { get; set; } public bool PhysicalPrim { get; set; }
public string LibrariesXMLFile { get; set; } public string LibrariesXMLFile { get; set; }

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@ -362,7 +362,6 @@ namespace OpenSim
{ {
m_configSettings.PhysicsEngine = startupConfig.GetString("physics"); m_configSettings.PhysicsEngine = startupConfig.GetString("physics");
m_configSettings.MeshEngineName = startupConfig.GetString("meshing"); m_configSettings.MeshEngineName = startupConfig.GetString("meshing");
m_configSettings.PhysicalPrim = startupConfig.GetBoolean("physical_prim", true);
m_configSettings.See_into_region_from_neighbor = startupConfig.GetBoolean("see_into_this_sim_from_neighbor", true); m_configSettings.See_into_region_from_neighbor = startupConfig.GetBoolean("see_into_this_sim_from_neighbor", true);

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@ -659,7 +659,7 @@ namespace OpenSim
return new Scene( return new Scene(
regionInfo, circuitManager, sceneGridService, regionInfo, circuitManager, sceneGridService,
simDataService, estateDataService, m_moduleLoader, false, m_configSettings.PhysicalPrim, simDataService, estateDataService, m_moduleLoader, false,
m_configSettings.See_into_region_from_neighbor, m_config.Source, m_version); m_configSettings.See_into_region_from_neighbor, m_config.Source, m_version);
} }

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@ -73,8 +73,12 @@ namespace OpenSim.Region.Framework.Scenes
public List<Border> SouthBorders = new List<Border>(); public List<Border> SouthBorders = new List<Border>();
public List<Border> WestBorders = new List<Border>(); public List<Border> WestBorders = new List<Border>();
/// <summary>Are we applying physics to any of the prims in this scene?</summary> /// <summary>
/// Controls whether physics can be applied to prims. Even if false, prims still have entries in a
/// PhysicsScene in order to perform collision detection
/// </summary>
public bool m_physicalPrim; public bool m_physicalPrim;
public float m_maxNonphys = 256; public float m_maxNonphys = 256;
public float m_maxPhys = 10; public float m_maxPhys = 10;
public bool m_clampPrimSize; public bool m_clampPrimSize;
@ -528,7 +532,7 @@ namespace OpenSim.Region.Framework.Scenes
public Scene(RegionInfo regInfo, AgentCircuitManager authen, public Scene(RegionInfo regInfo, AgentCircuitManager authen,
SceneCommunicationService sceneGridService, SceneCommunicationService sceneGridService,
ISimulationDataService simDataService, IEstateDataService estateDataService, ISimulationDataService simDataService, IEstateDataService estateDataService,
ModuleLoader moduleLoader, bool dumpAssetsToFile, bool physicalPrim, ModuleLoader moduleLoader, bool dumpAssetsToFile,
bool SeeIntoRegionFromNeighbor, IConfigSource config, string simulatorVersion) bool SeeIntoRegionFromNeighbor, IConfigSource config, string simulatorVersion)
: this(regInfo) : this(regInfo)
{ {
@ -546,7 +550,6 @@ namespace OpenSim.Region.Framework.Scenes
m_regionHandle = m_regInfo.RegionHandle; m_regionHandle = m_regInfo.RegionHandle;
m_regionName = m_regInfo.RegionName; m_regionName = m_regInfo.RegionName;
m_physicalPrim = physicalPrim;
m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor; m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor;
m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
@ -671,6 +674,8 @@ namespace OpenSim.Region.Framework.Scenes
// TODO: Change default to true once the feature is supported // TODO: Change default to true once the feature is supported
m_usePreJump = startupConfig.GetBoolean("enableprejump", false); m_usePreJump = startupConfig.GetBoolean("enableprejump", false);
m_physicalPrim = startupConfig.GetBoolean("physical_prim", true);
m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
if (RegionInfo.NonphysPrimMax > 0) if (RegionInfo.NonphysPrimMax > 0)
{ {

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@ -130,19 +130,14 @@ namespace OpenSim.Region.Framework.Scenes
public bool AllowedDrop; public bool AllowedDrop;
public bool DIE_AT_EDGE; public bool DIE_AT_EDGE;
public bool RETURN_AT_EDGE; public bool RETURN_AT_EDGE;
public bool BlockGrab; public bool BlockGrab;
public bool StatusSandbox; public bool StatusSandbox;
public Vector3 StatusSandboxPos; public Vector3 StatusSandboxPos;
[XmlIgnore] [XmlIgnore]
@ -166,40 +161,28 @@ namespace OpenSim.Region.Framework.Scenes
public UUID Sound; public UUID Sound;
public byte SoundFlags; public byte SoundFlags;
public double SoundGain; public double SoundGain;
public double SoundRadius; public double SoundRadius;
public uint TimeStampFull; public uint TimeStampFull;
public uint TimeStampLastActivity; // Will be used for AutoReturn public uint TimeStampLastActivity; // Will be used for AutoReturn
public uint TimeStampTerse; public uint TimeStampTerse;
public UUID FromItemID; public UUID FromItemID;
public UUID FromFolderID; public UUID FromFolderID;
public int STATUS_ROTATE_X; public int STATUS_ROTATE_X;
public int STATUS_ROTATE_Y; public int STATUS_ROTATE_Y;
public int STATUS_ROTATE_Z; public int STATUS_ROTATE_Z;
private Dictionary<int, string> m_CollisionFilter = new Dictionary<int, string>(); private Dictionary<int, string> m_CollisionFilter = new Dictionary<int, string>();
/// <value> /// <value>
@ -216,35 +199,26 @@ namespace OpenSim.Region.Framework.Scenes
public scriptEvents AggregateScriptEvents; public scriptEvents AggregateScriptEvents;
public Vector3 AttachedPos; public Vector3 AttachedPos;
public Vector3 RotationAxis = Vector3.One; public Vector3 RotationAxis = Vector3.One;
public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this
// Certainly this must be a persistant setting finally // Certainly this must be a persistant setting finally
public bool IsWaitingForFirstSpinUpdatePacket; public bool IsWaitingForFirstSpinUpdatePacket;
public Quaternion SpinOldOrientation = Quaternion.Identity; public Quaternion SpinOldOrientation = Quaternion.Identity;
public Quaternion m_APIDTarget = Quaternion.Identity; public Quaternion m_APIDTarget = Quaternion.Identity;
public float m_APIDDamp = 0; public float m_APIDDamp = 0;
public float m_APIDStrength = 0; public float m_APIDStrength = 0;
/// <summary> /// <summary>
/// This part's inventory /// This part's inventory
/// </summary> /// </summary>
public IEntityInventory Inventory public IEntityInventory Inventory
{ {
get { return m_inventory; } get { return m_inventory; }

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@ -108,7 +108,7 @@ namespace OpenSim.Tests.Common
IConfigSource configSource = new IniConfigSource(); IConfigSource configSource = new IniConfigSource();
TestScene testScene = new TestScene( TestScene testScene = new TestScene(
regInfo, acm, scs, simDataService, estateDataService, null, false, false, false, configSource, null); regInfo, acm, scs, simDataService, estateDataService, null, false, false, configSource, null);
IRegionModule godsModule = new GodsModule(); IRegionModule godsModule = new GodsModule();
godsModule.Initialise(testScene, new IniConfigSource()); godsModule.Initialise(testScene, new IniConfigSource());

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@ -41,10 +41,10 @@ namespace OpenSim.Tests.Common.Mock
public TestScene( public TestScene(
RegionInfo regInfo, AgentCircuitManager authen, RegionInfo regInfo, AgentCircuitManager authen,
SceneCommunicationService sceneGridService, ISimulationDataService simDataService, IEstateDataService estateDataService, SceneCommunicationService sceneGridService, ISimulationDataService simDataService, IEstateDataService estateDataService,
ModuleLoader moduleLoader, bool dumpAssetsToFile, bool physicalPrim, ModuleLoader moduleLoader, bool dumpAssetsToFile,
bool SeeIntoRegionFromNeighbor, IConfigSource config, string simulatorVersion) bool SeeIntoRegionFromNeighbor, IConfigSource config, string simulatorVersion)
: base(regInfo, authen, sceneGridService, simDataService, estateDataService, moduleLoader, : base(regInfo, authen, sceneGridService, simDataService, estateDataService, moduleLoader,
dumpAssetsToFile, physicalPrim, SeeIntoRegionFromNeighbor, config, simulatorVersion) dumpAssetsToFile, SeeIntoRegionFromNeighbor, config, simulatorVersion)
{ {
} }