Merge branch 'master' into bigmerge
Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs OpenSim/Services/AuthenticationService/PasswordAuthenticationService.csavinationmerge
commit
a4ec97cfdd
|
@ -12,7 +12,7 @@ Steps:
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|||
=== Building on Linux ===
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||||
|
||||
Prereqs:
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* Mono >= 2.4.2
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* Mono >= 2.4.3
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* Nant >= 0.85
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* On some Linux distributions you may need to install additional packages.
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See http://opensimulator.org/wiki/Dependencies for more information.
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|
@ -28,5 +28,3 @@ From the distribution type:
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|||
|
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Helpful resources:
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* http://opensimulator.org/wiki/Build_Instructions
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||||
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||||
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|
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@ -121,7 +121,7 @@ namespace OpenSim
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Util.FireAndForgetMethod = asyncCallMethod;
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stpMaxThreads = startupConfig.GetInt("MaxPoolThreads", 15);
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m_consolePrompt = startupConfig.GetString("console_prompt", @"Region (\R) ");
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m_consolePrompt = startupConfig.GetString("ConsolePrompt", @"Region (\R) ");
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}
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if (Util.FireAndForgetMethod == FireAndForgetMethod.SmartThreadPool)
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@ -1553,41 +1553,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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kill.Header.Reliable = true;
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kill.Header.Zerocoded = true;
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lock (m_killRecord)
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if (localIDs.Count == 1 && m_scene.GetScenePresence(localIDs[0]) != null)
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{
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if (localIDs.Count == 1)
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OutPacket(kill, ThrottleOutPacketType.State);
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}
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else
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{
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// We MUST lock for both manipulating the kill record and sending the packet, in order to avoid a race
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// condition where a kill can be processed before an out-of-date update for the same object.
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// ProcessEntityUpdates() also takes the m_killRecord lock.
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lock (m_killRecord)
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{
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if (m_scene.GetScenePresence(localIDs[0]) != null)
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{
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OutPacket(kill, ThrottleOutPacketType.State);
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return;
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}
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m_killRecord.Add(localIDs[0]);
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}
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else
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{
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lock (m_entityUpdates.SyncRoot)
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{
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foreach (uint localID in localIDs)
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m_killRecord.Add(localID);
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}
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foreach (uint localID in localIDs)
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m_killRecord.Add(localID);
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// The throttle queue used here must match that being used for updates. Otherwise, there is a
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// chance that a kill packet put on a separate queue will be sent to the client before an existing
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// update packet on another queue. Receiving updates after kills results in unowned and undeletable
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// scene objects in a viewer until that viewer is relogged in.
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OutPacket(kill, ThrottleOutPacketType.Task);
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}
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}
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// The throttle queue used here must match that being used for
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// updates. Otherwise, there is a chance that a kill packet put
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// on a separate queue will be sent to the client before an
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// existing update packet on another queue. Receiving updates
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// after kills results in unowned and undeletable
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// scene objects in a viewer until that viewer is relogged in.
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OutPacket(kill, ThrottleOutPacketType.Task);
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}
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/// <summary>
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/// Send information about the items contained in a folder to the client.
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///
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/// XXX This method needs some refactoring loving
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/// </summary>
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/// <remarks>
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/// XXX This method needs some refactoring loving
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/// </remarks>
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/// <param name="ownerID">The owner of the folder</param>
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/// <param name="folderID">The id of the folder</param>
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/// <param name="items">The items contained in the folder identified by folderID</param>
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|
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@ -164,7 +164,11 @@ namespace OpenSim.Region.Framework.Scenes
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private uint m_requestedSitTargetID;
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private UUID m_requestedSitTargetUUID;
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public bool SitGround = false;
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/// <summary>
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/// Are we sitting on the ground?
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/// </summary>
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public bool SitGround { get; private set; }
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private SendCourseLocationsMethod m_sendCourseLocationsMethod;
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@ -189,20 +193,12 @@ namespace OpenSim.Region.Framework.Scenes
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private readonly Vector3[] Dir_Vectors = new Vector3[11];
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protected Timer m_reprioritization_timer;
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protected bool m_reprioritizing;
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protected bool m_reprioritization_called;
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private Quaternion m_headrotation = Quaternion.Identity;
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//Reuse the Vector3 instead of creating a new one on the UpdateMovement method
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// private Vector3 movementvector;
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private bool m_autopilotMoving;
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private Vector3 m_autoPilotTarget;
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private bool m_sitAtAutoTarget;
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private string m_nextSitAnimation = String.Empty;
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//PauPaw:Proper PID Controler for autopilot************
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@ -1422,20 +1418,8 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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if (m_autopilotMoving)
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CheckAtSitTarget();
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if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
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{
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m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
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Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
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// TODO: This doesn't prevent the user from walking yet.
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// Setting parent ID would fix this, if we knew what value
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// to use. Or we could add a m_isSitting variable.
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//Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
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SitGround = true;
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}
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HandleAgentSitOnGround();
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// In the future, these values might need to go global.
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// Here's where you get them.
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@ -1641,111 +1625,109 @@ namespace OpenSim.Region.Framework.Scenes
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// "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}",
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// allowUpdate, m_moveToPositionInProgress, m_autopilotMoving);
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if (!m_autopilotMoving)
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{
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double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, MoveToPositionTarget);
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double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, MoveToPositionTarget);
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}",
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// Name, AbsolutePosition, MoveToPositionTarget, distanceToTarget);
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// Check the error term of the current position in relation to the target position
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if (distanceToTarget <= 1)
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// Check the error term of the current position in relation to the target position
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if (distanceToTarget <= 1)
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{
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// We are close enough to the target
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AbsolutePosition = MoveToPositionTarget;
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ResetMoveToTarget();
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updated = true;
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}
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else
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{
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try
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{
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// We are close enough to the target
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AbsolutePosition = MoveToPositionTarget;
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ResetMoveToTarget();
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updated = true;
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}
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else
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{
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try
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{
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// move avatar in 3D at one meter/second towards target, in avatar coordinate frame.
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// This movement vector gets added to the velocity through AddNewMovement().
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// Theoretically we might need a more complex PID approach here if other
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// unknown forces are acting on the avatar and we need to adaptively respond
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// to such forces, but the following simple approach seems to works fine.
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Vector3 LocalVectorToTarget3D =
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(MoveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords
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* Matrix4.CreateFromQuaternion(Quaternion.Inverse(Rotation)); // change to avatar coords
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// Ignore z component of vector
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// move avatar in 3D at one meter/second towards target, in avatar coordinate frame.
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// This movement vector gets added to the velocity through AddNewMovement().
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// Theoretically we might need a more complex PID approach here if other
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// unknown forces are acting on the avatar and we need to adaptively respond
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// to such forces, but the following simple approach seems to works fine.
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Vector3 LocalVectorToTarget3D =
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(MoveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords
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* Matrix4.CreateFromQuaternion(Quaternion.Inverse(Rotation)); // change to avatar coords
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// Ignore z component of vector
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// Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
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LocalVectorToTarget3D.Normalize();
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LocalVectorToTarget3D.Normalize();
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// update avatar movement flags. the avatar coordinate system is as follows:
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//
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// +X (forward)
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//
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// ^
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// |
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// |
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// |
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// |
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// (left) +Y <--------o--------> -Y
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// avatar
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// |
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// |
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// |
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// |
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// v
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// -X
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//
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// update avatar movement flags. the avatar coordinate system is as follows:
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//
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// +X (forward)
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//
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// ^
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// |
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// |
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// |
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// |
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// (left) +Y <--------o--------> -Y
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// avatar
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// |
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// |
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// |
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// |
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// v
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// -X
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//
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// based on the above avatar coordinate system, classify the movement into
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// one of left/right/back/forward.
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if (LocalVectorToTarget3D.X < 0) //MoveBack
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{
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MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
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AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
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updated = true;
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}
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else if (LocalVectorToTarget3D.X > 0) //Move Forward
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{
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MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
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AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
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updated = true;
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}
|
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// based on the above avatar coordinate system, classify the movement into
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// one of left/right/back/forward.
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if (LocalVectorToTarget3D.X < 0) //MoveBack
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{
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MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
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AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
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updated = true;
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}
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else if (LocalVectorToTarget3D.X > 0) //Move Forward
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{
|
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MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
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AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
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updated = true;
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}
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|
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if (LocalVectorToTarget3D.Y > 0) //MoveLeft
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{
|
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MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
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AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
|
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updated = true;
|
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}
|
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else if (LocalVectorToTarget3D.Y < 0) //MoveRight
|
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{
|
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MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
|
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AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
|
||||
updated = true;
|
||||
}
|
||||
if (LocalVectorToTarget3D.Y > 0) //MoveLeft
|
||||
{
|
||||
MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
|
||||
AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
|
||||
updated = true;
|
||||
}
|
||||
else if (LocalVectorToTarget3D.Y < 0) //MoveRight
|
||||
{
|
||||
MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
|
||||
AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
|
||||
updated = true;
|
||||
}
|
||||
|
||||
if (LocalVectorToTarget3D.Z > 0) //Up
|
||||
{
|
||||
// Don't set these flags for up or down - doing so will make the avatar crouch or
|
||||
// keep trying to jump even if walking along level ground
|
||||
//MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_UP;
|
||||
//AgentControlFlags
|
||||
//AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_UP;
|
||||
updated = true;
|
||||
}
|
||||
else if (LocalVectorToTarget3D.Z < 0) //Down
|
||||
{
|
||||
//MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN;
|
||||
//AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN;
|
||||
updated = true;
|
||||
}
|
||||
if (LocalVectorToTarget3D.Z > 0) //Up
|
||||
{
|
||||
// Don't set these flags for up or down - doing so will make the avatar crouch or
|
||||
// keep trying to jump even if walking along level ground
|
||||
//MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_UP;
|
||||
//AgentControlFlags
|
||||
//AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_UP;
|
||||
updated = true;
|
||||
}
|
||||
else if (LocalVectorToTarget3D.Z < 0) //Down
|
||||
{
|
||||
//MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN;
|
||||
//AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN;
|
||||
updated = true;
|
||||
}
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE PRESENCE]: HandleMoveToTargetUpdate adding {0} to move vector {1} for {2}",
|
||||
// LocalVectorToTarget3D, agent_control_v3, Name);
|
||||
|
||||
agent_control_v3 += LocalVectorToTarget3D;
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
//Avoid system crash, can be slower but...
|
||||
m_log.DebugFormat("Crash! {0}", e.ToString());
|
||||
}
|
||||
agent_control_v3 += LocalVectorToTarget3D;
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
//Avoid system crash, can be slower but...
|
||||
m_log.DebugFormat("Crash! {0}", e.ToString());
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1847,58 +1829,20 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
AgentControlFlags = (uint)AgentManager.ControlFlags.NONE;
|
||||
}
|
||||
|
||||
private void CheckAtSitTarget()
|
||||
{
|
||||
//m_log.Debug("[AUTOPILOT]: " + Util.GetDistanceTo(AbsolutePosition, m_autoPilotTarget).ToString());
|
||||
if (Util.GetDistanceTo(AbsolutePosition, m_autoPilotTarget) <= 1.5)
|
||||
{
|
||||
if (m_sitAtAutoTarget)
|
||||
{
|
||||
SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetUUID);
|
||||
if (part != null)
|
||||
{
|
||||
AbsolutePosition = part.AbsolutePosition;
|
||||
Velocity = Vector3.Zero;
|
||||
SendAvatarDataToAllAgents();
|
||||
|
||||
//HandleAgentSit(ControllingClient, m_requestedSitTargetUUID);
|
||||
}
|
||||
//ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
|
||||
m_requestedSitTargetUUID = UUID.Zero;
|
||||
}
|
||||
/*
|
||||
else
|
||||
{
|
||||
//ControllingClient.SendAlertMessage("Autopilot cancelled");
|
||||
//SendTerseUpdateToAllClients();
|
||||
//PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
|
||||
//proxy.PCode = (byte)PCode.ParticleSystem;
|
||||
////uint nextUUID = m_scene.NextLocalId;
|
||||
|
||||
//proxyObjectGroup = new SceneObjectGroup(m_scene, m_scene.RegionInfo.RegionHandle, UUID, nextUUID, m_autoPilotTarget, Quaternion.Identity, proxy);
|
||||
//if (proxyObjectGroup != null)
|
||||
//{
|
||||
//proxyObjectGroup.SendGroupFullUpdate();
|
||||
//ControllingClient.SendSitResponse(UUID.Zero, m_autoPilotTarget, Quaternion.Identity, true, Vector3.Zero, Vector3.Zero, false);
|
||||
//m_scene.DeleteSceneObject(proxyObjectGroup);
|
||||
//}
|
||||
}
|
||||
*/
|
||||
m_autoPilotTarget = Vector3.Zero;
|
||||
m_autopilotMoving = false;
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// Perform the logic necessary to stand the avatar up. This method also executes
|
||||
/// the stand animation.
|
||||
/// </summary>
|
||||
public void StandUp()
|
||||
{
|
||||
// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
|
||||
|
||||
SitGround = false;
|
||||
if (PhysicsActor == null)
|
||||
AddToPhysicalScene(false);
|
||||
|
||||
if (ParentID != 0)
|
||||
{
|
||||
m_log.Debug("StandupCode Executed");
|
||||
SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID);
|
||||
if (part != null)
|
||||
{
|
||||
|
@ -1926,11 +1870,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
|
||||
}
|
||||
|
||||
if (PhysicsActor == null)
|
||||
{
|
||||
AddToPhysicalScene(false);
|
||||
}
|
||||
|
||||
m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
|
||||
ParentPosition = Vector3.Zero;
|
||||
|
||||
|
@ -1987,9 +1926,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
return targetPart;
|
||||
}
|
||||
|
||||
private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
|
||||
private void SendSitResponse(UUID targetID, Vector3 offset, Quaternion pSitOrientation)
|
||||
{
|
||||
bool autopilot = true;
|
||||
Vector3 pos = new Vector3();
|
||||
Quaternion sitOrientation = pSitOrientation;
|
||||
Vector3 cameraEyeOffset = Vector3.Zero;
|
||||
|
@ -1997,89 +1935,87 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
bool forceMouselook = false;
|
||||
|
||||
SceneObjectPart part = FindNextAvailableSitTarget(targetID);
|
||||
if (part != null)
|
||||
{
|
||||
// TODO: determine position to sit at based on scene geometry; don't trust offset from client
|
||||
// see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
|
||||
if (part == null)
|
||||
return;
|
||||
|
||||
// Is a sit target available?
|
||||
Vector3 avSitOffSet = part.SitTargetPosition;
|
||||
Quaternion avSitOrientation = part.SitTargetOrientation;
|
||||
UUID avOnTargetAlready = part.SitTargetAvatar;
|
||||
// TODO: determine position to sit at based on scene geometry; don't trust offset from client
|
||||
// see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
|
||||
|
||||
bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero));
|
||||
bool SitTargetisSet =
|
||||
(!(avSitOffSet == Vector3.Zero &&
|
||||
(
|
||||
avSitOrientation == Quaternion.Identity // Valid Zero Rotation quaternion
|
||||
|| avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point
|
||||
|| avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion
|
||||
)
|
||||
));
|
||||
// Is a sit target available?
|
||||
Vector3 avSitOffSet = part.SitTargetPosition;
|
||||
Quaternion avSitOrientation = part.SitTargetOrientation;
|
||||
UUID avOnTargetAlready = part.SitTargetAvatar;
|
||||
|
||||
bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero));
|
||||
bool SitTargetisSet =
|
||||
(!(avSitOffSet == Vector3.Zero &&
|
||||
(
|
||||
avSitOrientation == Quaternion.Identity // Valid Zero Rotation quaternion
|
||||
|| avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point
|
||||
|| avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion
|
||||
)
|
||||
));
|
||||
|
||||
// m_log.DebugFormat("[SCENE PRESENCE]: {0} {1}", SitTargetisSet, SitTargetUnOccupied);
|
||||
|
||||
if (SitTargetisSet && SitTargetUnOccupied)
|
||||
if (PhysicsActor != null)
|
||||
m_sitAvatarHeight = m_physicsActor.Size.Z;
|
||||
|
||||
bool canSit = false;
|
||||
pos = part.AbsolutePosition + offset;
|
||||
|
||||
if (SitTargetisSet)
|
||||
{
|
||||
if (SitTargetUnOccupied)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[SCENE PRESENCE]: Sitting {0} on {1} {2} because sit target is set and unoccupied",
|
||||
Name, part.Name, part.LocalId);
|
||||
|
||||
part.SitTargetAvatar = UUID;
|
||||
offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z);
|
||||
sitOrientation = avSitOrientation;
|
||||
autopilot = false;
|
||||
canSit = true;
|
||||
}
|
||||
pos = part.AbsolutePosition + offset;
|
||||
//if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1)
|
||||
//{
|
||||
// offset = pos;
|
||||
//autopilot = false;
|
||||
//}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Util.GetDistanceTo(AbsolutePosition, pos) <= 10)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[SCENE PRESENCE]: Sitting {0} on {1} {2} because sit target is unset and within 10m",
|
||||
Name, part.Name, part.LocalId);
|
||||
|
||||
AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
|
||||
canSit = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (canSit)
|
||||
{
|
||||
if (PhysicsActor != null)
|
||||
{
|
||||
// If we're not using the client autopilot, we're immediately warping the avatar to the location
|
||||
// We can remove the physicsActor until they stand up.
|
||||
m_sitAvatarHeight = PhysicsActor.Size.Z;
|
||||
|
||||
if (autopilot)
|
||||
{
|
||||
if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5)
|
||||
{
|
||||
autopilot = false;
|
||||
|
||||
RemoveFromPhysicalScene();
|
||||
AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
RemoveFromPhysicalScene();
|
||||
}
|
||||
RemoveFromPhysicalScene();
|
||||
}
|
||||
|
||||
cameraAtOffset = part.GetCameraAtOffset();
|
||||
cameraEyeOffset = part.GetCameraEyeOffset();
|
||||
forceMouselook = part.GetForceMouselook();
|
||||
}
|
||||
|
||||
ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
|
||||
m_requestedSitTargetUUID = targetID;
|
||||
ControllingClient.SendSitResponse(
|
||||
targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
|
||||
|
||||
// This calls HandleAgentSit twice, once from here, and the client calls
|
||||
// HandleAgentSit itself after it gets to the location
|
||||
// It doesn't get to the location until we've moved them there though
|
||||
// which happens in HandleAgentSit :P
|
||||
m_autopilotMoving = autopilot;
|
||||
m_autoPilotTarget = pos;
|
||||
m_sitAtAutoTarget = autopilot;
|
||||
if (!autopilot)
|
||||
HandleAgentSit(remoteClient, UUID);
|
||||
m_requestedSitTargetUUID = targetID;
|
||||
|
||||
// Moved here to avoid a race with default sit anim
|
||||
// The script event needs to be raised after the default sit anim is set.
|
||||
if (part != null)
|
||||
HandleAgentSit(ControllingClient, UUID);
|
||||
|
||||
// Moved here to avoid a race with default sit anim
|
||||
// The script event needs to be raised after the default sit anim is set.
|
||||
part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
// public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset, string sitAnimation)
|
||||
public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset)
|
||||
{
|
||||
if (ParentID != 0)
|
||||
|
@ -2105,11 +2041,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
m_nextSitAnimation = part.SitAnimation;
|
||||
}
|
||||
|
||||
m_requestedSitTargetID = part.LocalId;
|
||||
//m_requestedSitOffset = offset;
|
||||
m_requestedSitTargetUUID = targetID;
|
||||
|
||||
m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset);
|
||||
// m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset);
|
||||
|
||||
if (m_scene.PhysicsScene.SupportsRayCast())
|
||||
{
|
||||
|
@ -2123,7 +2059,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_log.Warn("Sit requested on unknown object: " + targetID.ToString());
|
||||
}
|
||||
|
||||
SendSitResponse(remoteClient, targetID, offset, Quaternion.Identity);
|
||||
SendSitResponse(targetID, offset, Quaternion.Identity);
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -2334,45 +2270,42 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
|
||||
|
||||
if (m_sitAtAutoTarget || !m_autopilotMoving)
|
||||
if (part != null)
|
||||
{
|
||||
if (part != null)
|
||||
if (part.SitTargetAvatar == UUID)
|
||||
{
|
||||
if (part.SitTargetAvatar == UUID)
|
||||
{
|
||||
Vector3 sitTargetPos = part.SitTargetPosition;
|
||||
Quaternion sitTargetOrient = part.SitTargetOrientation;
|
||||
Vector3 sitTargetPos = part.SitTargetPosition;
|
||||
Quaternion sitTargetOrient = part.SitTargetOrientation;
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE PRESENCE]: Sitting {0} at sit target {1}, {2} on {3} {4}",
|
||||
// Name, sitTargetPos, sitTargetOrient, part.Name, part.LocalId);
|
||||
|
||||
//Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
|
||||
//Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
|
||||
//Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
|
||||
//Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
|
||||
|
||||
//Quaternion result = (sitTargetOrient * vq) * nq;
|
||||
//Quaternion result = (sitTargetOrient * vq) * nq;
|
||||
|
||||
m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT;
|
||||
Rotation = sitTargetOrient;
|
||||
ParentPosition = part.AbsolutePosition;
|
||||
part.ParentGroup.AddAvatar(UUID);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_pos -= part.AbsolutePosition;
|
||||
ParentPosition = part.AbsolutePosition;
|
||||
part.ParentGroup.AddAvatar(UUID);
|
||||
m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT;
|
||||
Rotation = sitTargetOrient;
|
||||
ParentPosition = part.AbsolutePosition;
|
||||
part.ParentGroup.AddAvatar(UUID);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_pos -= part.AbsolutePosition;
|
||||
ParentPosition = part.AbsolutePosition;
|
||||
part.ParentGroup.AddAvatar(UUID);
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
|
||||
// Name, part.AbsolutePosition, m_pos, ParentPosition, part.Name, part.LocalId);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
ParentID = m_requestedSitTargetID;
|
||||
|
||||
|
@ -2383,6 +2316,19 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
SendAvatarDataToAllAgents();
|
||||
}
|
||||
|
||||
public void HandleAgentSitOnGround()
|
||||
{
|
||||
m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
|
||||
Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
|
||||
|
||||
// TODO: This doesn't prevent the user from walking yet.
|
||||
// Setting parent ID would fix this, if we knew what value
|
||||
// to use. Or we could add a m_isSitting variable.
|
||||
//Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
|
||||
SitGround = true;
|
||||
RemoveFromPhysicalScene();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Event handler for the 'Always run' setting on the client
|
||||
/// Tells the physics plugin to increase speed of movement.
|
||||
|
|
|
@ -0,0 +1,176 @@
|
|||
/*
|
||||
* 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.Reflection;
|
||||
using Nini.Config;
|
||||
using NUnit.Framework;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Communications;
|
||||
using OpenSim.Framework.Servers;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
|
||||
using OpenSim.Tests.Common;
|
||||
using OpenSim.Tests.Common.Mock;
|
||||
using System.Threading;
|
||||
|
||||
namespace OpenSim.Region.Framework.Scenes.Tests
|
||||
{
|
||||
[TestFixture]
|
||||
public class ScenePresenceSitTests
|
||||
{
|
||||
private TestScene m_scene;
|
||||
private ScenePresence m_sp;
|
||||
|
||||
[SetUp]
|
||||
public void Init()
|
||||
{
|
||||
m_scene = SceneHelpers.SetupScene();
|
||||
m_sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestSitOutsideRangeNoTarget()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// log4net.Config.XmlConfigurator.Configure();
|
||||
|
||||
// More than 10 meters away from 0, 0, 0 (default part position)
|
||||
Vector3 startPos = new Vector3(10.1f, 0, 0);
|
||||
m_sp.AbsolutePosition = startPos;
|
||||
|
||||
SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene);
|
||||
|
||||
m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero);
|
||||
|
||||
Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
|
||||
Assert.That(m_sp.ParentID, Is.EqualTo(0));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestSitWithinRangeNoTarget()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// log4net.Config.XmlConfigurator.Configure();
|
||||
|
||||
// Less than 10 meters away from 0, 0, 0 (default part position)
|
||||
Vector3 startPos = new Vector3(9.9f, 0, 0);
|
||||
m_sp.AbsolutePosition = startPos;
|
||||
|
||||
SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene);
|
||||
|
||||
m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero);
|
||||
|
||||
Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
|
||||
Assert.That(m_sp.ParentID, Is.EqualTo(part.LocalId));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestSitAndStandWithNoSitTarget()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// log4net.Config.XmlConfigurator.Configure();
|
||||
|
||||
// Make sure we're within range to sit
|
||||
Vector3 startPos = new Vector3(1, 1, 1);
|
||||
m_sp.AbsolutePosition = startPos;
|
||||
|
||||
SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene);
|
||||
|
||||
m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero);
|
||||
|
||||
Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
|
||||
Assert.That(m_sp.ParentID, Is.EqualTo(part.LocalId));
|
||||
Assert.That(m_sp.PhysicsActor, Is.Null);
|
||||
|
||||
// FIXME: This is different for live avatars - z position is adjusted. This is half the height of the
|
||||
// default avatar.
|
||||
// Curiously, Vector3.ToString() will not display the last two places of the float. For example,
|
||||
// printing out npc.AbsolutePosition will give <0, 0, 0.8454993> not <0, 0, 0.845499337>
|
||||
Assert.That(
|
||||
m_sp.AbsolutePosition,
|
||||
Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, 0.845499337f)));
|
||||
|
||||
m_sp.StandUp();
|
||||
|
||||
Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
|
||||
Assert.That(m_sp.ParentID, Is.EqualTo(0));
|
||||
Assert.That(m_sp.PhysicsActor, Is.Not.Null);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestSitAndStandWithSitTarget()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// log4net.Config.XmlConfigurator.Configure();
|
||||
|
||||
// If a prim has a sit target then we can sit from any distance away
|
||||
Vector3 startPos = new Vector3(128, 128, 30);
|
||||
m_sp.AbsolutePosition = startPos;
|
||||
|
||||
SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene);
|
||||
part.SitTargetPosition = new Vector3(0, 0, 1);
|
||||
|
||||
m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero);
|
||||
|
||||
Assert.That(part.SitTargetAvatar, Is.EqualTo(m_sp.UUID));
|
||||
Assert.That(m_sp.ParentID, Is.EqualTo(part.LocalId));
|
||||
Assert.That(
|
||||
m_sp.AbsolutePosition,
|
||||
Is.EqualTo(part.AbsolutePosition + part.SitTargetPosition + ScenePresence.SIT_TARGET_ADJUSTMENT));
|
||||
Assert.That(m_sp.PhysicsActor, Is.Null);
|
||||
|
||||
m_sp.StandUp();
|
||||
|
||||
Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
|
||||
Assert.That(m_sp.ParentID, Is.EqualTo(0));
|
||||
Assert.That(m_sp.PhysicsActor, Is.Not.Null);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestSitAndStandOnGround()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// log4net.Config.XmlConfigurator.Configure();
|
||||
|
||||
// If a prim has a sit target then we can sit from any distance away
|
||||
// Vector3 startPos = new Vector3(128, 128, 30);
|
||||
// sp.AbsolutePosition = startPos;
|
||||
|
||||
m_sp.HandleAgentSitOnGround();
|
||||
|
||||
Assert.That(m_sp.SitGround, Is.True);
|
||||
Assert.That(m_sp.PhysicsActor, Is.Null);
|
||||
|
||||
m_sp.StandUp();
|
||||
|
||||
Assert.That(m_sp.SitGround, Is.False);
|
||||
Assert.That(m_sp.PhysicsActor, Is.Not.Null);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -125,6 +125,13 @@ namespace OpenSim.Services.AuthenticationService
|
|||
m_log.DebugFormat("[PASS AUTH]: {0} {1} impersonating {2}, proceeding with login", a.FirstName, a.LastName, principalID);
|
||||
return GetToken(principalID, lifetime);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[AUTH SERVICE]: Salted hash {0} of given password did not match salted hash of {1} for PrincipalID {2}. Authentication failure.",
|
||||
principalID);
|
||||
return String.Empty;
|
||||
}
|
||||
}
|
||||
|
||||
m_log.DebugFormat("[PASS AUTH]: Impersonation of {0} failed", principalID);
|
||||
|
|
Loading…
Reference in New Issue