Merge branch 'master' of git://opensimulator.org/git/opensim

remove-scene-viewer
Dan Lake 2011-11-02 14:59:34 -07:00
commit a724ebacd7
6 changed files with 458 additions and 386 deletions

View File

@ -169,6 +169,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
public bool SendAppearance(UUID agentId) public bool SendAppearance(UUID agentId)
{ {
// m_log.DebugFormat("[AVFACTORY]: Sending appearance for {0}", agentId);
ScenePresence sp = m_scene.GetScenePresence(agentId); ScenePresence sp = m_scene.GetScenePresence(agentId);
if (sp == null) if (sp == null)
{ {
@ -257,7 +259,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
/// </summary> /// </summary>
public void QueueAppearanceSend(UUID agentid) public void QueueAppearanceSend(UUID agentid)
{ {
// m_log.WarnFormat("[AVFACTORY]: Queue appearance send for {0}", agentid); // m_log.DebugFormat("[AVFACTORY]: Queue appearance send for {0}", agentid);
// 10000 ticks per millisecond, 1000 milliseconds per second // 10000 ticks per millisecond, 1000 milliseconds per second
long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 1000 * 10000); long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 1000 * 10000);
@ -393,10 +395,17 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
Dictionary<UUID, long> sends = new Dictionary<UUID, long>(m_sendqueue); Dictionary<UUID, long> sends = new Dictionary<UUID, long>(m_sendqueue);
foreach (KeyValuePair<UUID, long> kvp in sends) foreach (KeyValuePair<UUID, long> kvp in sends)
{ {
if (kvp.Value < now) // We have to load the key and value into local parameters to avoid a race condition if we loop
// around and load kvp with a different value before FireAndForget has launched its thread.
UUID avatarID = kvp.Key;
long sendTime = kvp.Value;
// m_log.DebugFormat("[AVFACTORY]: Handling queued appearance updates for {0}, update delta to now is {1}", avatarID, sendTime - now);
if (sendTime < now)
{ {
Util.FireAndForget(delegate(object o) { SendAppearance(kvp.Key); }); Util.FireAndForget(o => SendAppearance(avatarID));
m_sendqueue.Remove(kvp.Key); m_sendqueue.Remove(avatarID);
} }
} }
} }
@ -406,10 +415,15 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
Dictionary<UUID, long> saves = new Dictionary<UUID, long>(m_savequeue); Dictionary<UUID, long> saves = new Dictionary<UUID, long>(m_savequeue);
foreach (KeyValuePair<UUID, long> kvp in saves) foreach (KeyValuePair<UUID, long> kvp in saves)
{ {
if (kvp.Value < now) // We have to load the key and value into local parameters to avoid a race condition if we loop
// around and load kvp with a different value before FireAndForget has launched its thread.
UUID avatarID = kvp.Key;
long sendTime = kvp.Value;
if (sendTime < now)
{ {
Util.FireAndForget(delegate(object o) { SaveAppearance(kvp.Key); }); Util.FireAndForget(o => SaveAppearance(avatarID));
m_savequeue.Remove(kvp.Key); m_savequeue.Remove(avatarID);
} }
} }
} }

View File

@ -395,9 +395,11 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
{ {
result = OpenJPEG.EncodeFromImage(joint, true); result = OpenJPEG.EncodeFromImage(joint, true);
} }
catch (Exception) catch (Exception e)
{ {
m_log.Error("[DYNAMICTEXTUREMODULE]: OpenJpeg Encode Failed. Empty byte data returned!"); m_log.ErrorFormat(
"[DYNAMICTEXTUREMODULE]: OpenJpeg Encode Failed. Exception {0}{1}",
e.Message, e.StackTrace);
} }
return result; return result;

View File

@ -338,10 +338,11 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
{ {
imageJ2000 = OpenJPEG.EncodeFromImage(bitmap, true); imageJ2000 = OpenJPEG.EncodeFromImage(bitmap, true);
} }
catch (Exception) catch (Exception e)
{ {
m_log.Error( m_log.ErrorFormat(
"[VECTORRENDERMODULE]: OpenJpeg Encode Failed. Empty byte data returned!"); "[VECTORRENDERMODULE]: OpenJpeg Encode Failed. Exception {0}{1}",
e.Message, e.StackTrace);
} }
m_textureManager.ReturnData(id, imageJ2000); m_textureManager.ReturnData(id, imageJ2000);

View File

@ -2628,7 +2628,8 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary> /// </summary>
public void SendAppearanceToAllOtherAgents() public void SendAppearanceToAllOtherAgents()
{ {
//m_log.DebugFormat("[SCENE PRESENCE] SendAppearanceToAllOtherAgents: {0} ({1})", Name, UUID); // m_log.DebugFormat("[SCENE PRESENCE] SendAppearanceToAllOtherAgents: {0} {1}", Name, UUID);
// only send update from root agents to other clients; children are only "listening posts" // only send update from root agents to other clients; children are only "listening posts"
if (IsChildAgent) if (IsChildAgent)
{ {
@ -2656,7 +2657,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary> /// </summary>
public void SendOtherAgentsAppearanceToMe() public void SendOtherAgentsAppearanceToMe()
{ {
//m_log.DebugFormat("[SCENE PRESENCE] SendOtherAgentsAppearanceToMe: {0} ({1})", Name, UUID); // m_log.DebugFormat("[SCENE PRESENCE] SendOtherAgentsAppearanceToMe: {0} {1}", Name, UUID);
int count = 0; int count = 0;
m_scene.ForEachRootScenePresence(delegate(ScenePresence scenePresence) m_scene.ForEachRootScenePresence(delegate(ScenePresence scenePresence)

View File

@ -1958,6 +1958,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return end; return end;
} }
protected LSL_Vector GetSetPosTarget(SceneObjectPart part, LSL_Vector targetPos, LSL_Vector fromPos)
{
if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
return fromPos;
// Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos)
float ground = World.GetGroundHeight((float)targetPos.x, (float)targetPos.y);
bool disable_underground_movement = m_ScriptEngine.Config.GetBoolean("DisableUndergroundMovement", true);
if (part.ParentGroup.RootPart == part)
{
if ((targetPos.z < ground) && disable_underground_movement && m_host.ParentGroup.AttachmentPoint == 0)
targetPos.z = ground;
}
LSL_Vector real_vec = SetPosAdjust(fromPos, targetPos);
return real_vec;
}
protected void SetPos(SceneObjectPart part, LSL_Vector targetPos) protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
{ {
// Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos)
@ -7040,380 +7061,406 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{ {
int idx = 0; int idx = 0;
while (idx < rules.Length) bool positionChanged = false;
LSL_Vector currentPosition = GetPartLocalPos(part);
try
{ {
int code = rules.GetLSLIntegerItem(idx++); while (idx < rules.Length)
int remain = rules.Length - idx;
int face;
LSL_Vector v;
switch (code)
{ {
case (int)ScriptBaseClass.PRIM_POSITION: int code = rules.GetLSLIntegerItem(idx++);
if (remain < 1)
return; int remain = rules.Length - idx;
v=rules.GetVector3Item(idx++); int face;
SetPos(part, v); LSL_Vector v;
break; switch (code)
case (int)ScriptBaseClass.PRIM_SIZE: {
if (remain < 1) case (int)ScriptBaseClass.PRIM_POSITION:
return; if (remain < 1)
return;
v=rules.GetVector3Item(idx++);
SetScale(part, v); v=rules.GetVector3Item(idx++);
positionChanged = true;
break; currentPosition = GetSetPosTarget(part, v, currentPosition);
case (int)ScriptBaseClass.PRIM_ROTATION:
if (remain < 1) break;
return; case (int)ScriptBaseClass.PRIM_SIZE:
if (remain < 1)
LSL_Rotation q = rules.GetQuaternionItem(idx++); return;
// try to let this work as in SL...
if (part.ParentID == 0) v=rules.GetVector3Item(idx++);
{ SetScale(part, v);
// special case: If we are root, rotate complete SOG to new rotation
SetRot(part, Rot2Quaternion(q)); break;
} case (int)ScriptBaseClass.PRIM_ROTATION:
else if (remain < 1)
{ return;
// we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
SceneObjectPart rootPart = part.ParentGroup.RootPart; LSL_Rotation q = rules.GetQuaternionItem(idx++);
SetRot(part, rootPart.RotationOffset * Rot2Quaternion(q)); // try to let this work as in SL...
} if (part.ParentID == 0)
{
break; // special case: If we are root, rotate complete SOG to new rotation
SetRot(part, Rot2Quaternion(q));
case (int)ScriptBaseClass.PRIM_TYPE: }
if (remain < 3) else
return; {
// we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
code = (int)rules.GetLSLIntegerItem(idx++); SceneObjectPart rootPart = part.ParentGroup.RootPart;
SetRot(part, rootPart.RotationOffset * Rot2Quaternion(q));
remain = rules.Length - idx; }
float hollow;
LSL_Vector twist; break;
LSL_Vector taper_b;
LSL_Vector topshear; case (int)ScriptBaseClass.PRIM_TYPE:
float revolutions; if (remain < 3)
float radiusoffset; return;
float skew;
LSL_Vector holesize; code = (int)rules.GetLSLIntegerItem(idx++);
LSL_Vector profilecut;
remain = rules.Length - idx;
switch (code) float hollow;
{ LSL_Vector twist;
case (int)ScriptBaseClass.PRIM_TYPE_BOX: LSL_Vector taper_b;
if (remain < 6) LSL_Vector topshear;
return; float revolutions;
float radiusoffset;
face = (int)rules.GetLSLIntegerItem(idx++); float skew;
v = rules.GetVector3Item(idx++); // cut LSL_Vector holesize;
hollow = (float)rules.GetLSLFloatItem(idx++); LSL_Vector profilecut;
twist = rules.GetVector3Item(idx++);
taper_b = rules.GetVector3Item(idx++); switch (code)
topshear = rules.GetVector3Item(idx++); {
case (int)ScriptBaseClass.PRIM_TYPE_BOX:
SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b, topshear, if (remain < 6)
(byte)ProfileShape.Square, (byte)Extrusion.Straight); return;
break;
face = (int)rules.GetLSLIntegerItem(idx++);
case (int)ScriptBaseClass.PRIM_TYPE_CYLINDER: v = rules.GetVector3Item(idx++); // cut
if (remain < 6) hollow = (float)rules.GetLSLFloatItem(idx++);
return; twist = rules.GetVector3Item(idx++);
taper_b = rules.GetVector3Item(idx++);
face = (int)rules.GetLSLIntegerItem(idx++); // holeshape topshear = rules.GetVector3Item(idx++);
v = rules.GetVector3Item(idx++); // cut
hollow = (float)rules.GetLSLFloatItem(idx++); SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b, topshear,
twist = rules.GetVector3Item(idx++); (byte)ProfileShape.Square, (byte)Extrusion.Straight);
taper_b = rules.GetVector3Item(idx++); break;
topshear = rules.GetVector3Item(idx++);
SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b, topshear, case (int)ScriptBaseClass.PRIM_TYPE_CYLINDER:
(byte)ProfileShape.Circle, (byte)Extrusion.Straight); if (remain < 6)
break; return;
case (int)ScriptBaseClass.PRIM_TYPE_PRISM: face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
if (remain < 6) v = rules.GetVector3Item(idx++); // cut
return; hollow = (float)rules.GetLSLFloatItem(idx++);
twist = rules.GetVector3Item(idx++);
face = (int)rules.GetLSLIntegerItem(idx++); // holeshape taper_b = rules.GetVector3Item(idx++);
v = rules.GetVector3Item(idx++); //cut topshear = rules.GetVector3Item(idx++);
hollow = (float)rules.GetLSLFloatItem(idx++); SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b, topshear,
twist = rules.GetVector3Item(idx++); (byte)ProfileShape.Circle, (byte)Extrusion.Straight);
taper_b = rules.GetVector3Item(idx++); break;
topshear = rules.GetVector3Item(idx++);
SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b, topshear, case (int)ScriptBaseClass.PRIM_TYPE_PRISM:
(byte)ProfileShape.EquilateralTriangle, (byte)Extrusion.Straight); if (remain < 6)
break; return;
case (int)ScriptBaseClass.PRIM_TYPE_SPHERE: face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
if (remain < 5) v = rules.GetVector3Item(idx++); //cut
return; hollow = (float)rules.GetLSLFloatItem(idx++);
twist = rules.GetVector3Item(idx++);
face = (int)rules.GetLSLIntegerItem(idx++); // holeshape taper_b = rules.GetVector3Item(idx++);
v = rules.GetVector3Item(idx++); // cut topshear = rules.GetVector3Item(idx++);
hollow = (float)rules.GetLSLFloatItem(idx++); SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b, topshear,
twist = rules.GetVector3Item(idx++); (byte)ProfileShape.EquilateralTriangle, (byte)Extrusion.Straight);
taper_b = rules.GetVector3Item(idx++); // dimple break;
SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b,
(byte)ProfileShape.HalfCircle, (byte)Extrusion.Curve1); case (int)ScriptBaseClass.PRIM_TYPE_SPHERE:
break; if (remain < 5)
return;
case (int)ScriptBaseClass.PRIM_TYPE_TORUS:
if (remain < 11) face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
return; v = rules.GetVector3Item(idx++); // cut
hollow = (float)rules.GetLSLFloatItem(idx++);
face = (int)rules.GetLSLIntegerItem(idx++); // holeshape twist = rules.GetVector3Item(idx++);
v = rules.GetVector3Item(idx++); //cut taper_b = rules.GetVector3Item(idx++); // dimple
hollow = (float)rules.GetLSLFloatItem(idx++); SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b,
twist = rules.GetVector3Item(idx++); (byte)ProfileShape.HalfCircle, (byte)Extrusion.Curve1);
holesize = rules.GetVector3Item(idx++); break;
topshear = rules.GetVector3Item(idx++);
profilecut = rules.GetVector3Item(idx++); case (int)ScriptBaseClass.PRIM_TYPE_TORUS:
taper_b = rules.GetVector3Item(idx++); // taper_a if (remain < 11)
revolutions = (float)rules.GetLSLFloatItem(idx++); return;
radiusoffset = (float)rules.GetLSLFloatItem(idx++);
skew = (float)rules.GetLSLFloatItem(idx++); face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
SetPrimitiveShapeParams(part, face, v, hollow, twist, holesize, topshear, profilecut, taper_b, v = rules.GetVector3Item(idx++); //cut
revolutions, radiusoffset, skew, (byte)ProfileShape.Circle, (byte)Extrusion.Curve1); hollow = (float)rules.GetLSLFloatItem(idx++);
break; twist = rules.GetVector3Item(idx++);
holesize = rules.GetVector3Item(idx++);
case (int)ScriptBaseClass.PRIM_TYPE_TUBE: topshear = rules.GetVector3Item(idx++);
if (remain < 11) profilecut = rules.GetVector3Item(idx++);
return; taper_b = rules.GetVector3Item(idx++); // taper_a
revolutions = (float)rules.GetLSLFloatItem(idx++);
face = (int)rules.GetLSLIntegerItem(idx++); // holeshape radiusoffset = (float)rules.GetLSLFloatItem(idx++);
v = rules.GetVector3Item(idx++); //cut skew = (float)rules.GetLSLFloatItem(idx++);
hollow = (float)rules.GetLSLFloatItem(idx++); SetPrimitiveShapeParams(part, face, v, hollow, twist, holesize, topshear, profilecut, taper_b,
twist = rules.GetVector3Item(idx++); revolutions, radiusoffset, skew, (byte)ProfileShape.Circle, (byte)Extrusion.Curve1);
holesize = rules.GetVector3Item(idx++); break;
topshear = rules.GetVector3Item(idx++);
profilecut = rules.GetVector3Item(idx++); case (int)ScriptBaseClass.PRIM_TYPE_TUBE:
taper_b = rules.GetVector3Item(idx++); // taper_a if (remain < 11)
revolutions = (float)rules.GetLSLFloatItem(idx++); return;
radiusoffset = (float)rules.GetLSLFloatItem(idx++);
skew = (float)rules.GetLSLFloatItem(idx++); face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
SetPrimitiveShapeParams(part, face, v, hollow, twist, holesize, topshear, profilecut, taper_b, v = rules.GetVector3Item(idx++); //cut
revolutions, radiusoffset, skew, (byte)ProfileShape.Square, (byte)Extrusion.Curve1); hollow = (float)rules.GetLSLFloatItem(idx++);
break; twist = rules.GetVector3Item(idx++);
holesize = rules.GetVector3Item(idx++);
case (int)ScriptBaseClass.PRIM_TYPE_RING: topshear = rules.GetVector3Item(idx++);
if (remain < 11) profilecut = rules.GetVector3Item(idx++);
return; taper_b = rules.GetVector3Item(idx++); // taper_a
revolutions = (float)rules.GetLSLFloatItem(idx++);
face = (int)rules.GetLSLIntegerItem(idx++); // holeshape radiusoffset = (float)rules.GetLSLFloatItem(idx++);
v = rules.GetVector3Item(idx++); //cut skew = (float)rules.GetLSLFloatItem(idx++);
hollow = (float)rules.GetLSLFloatItem(idx++); SetPrimitiveShapeParams(part, face, v, hollow, twist, holesize, topshear, profilecut, taper_b,
twist = rules.GetVector3Item(idx++); revolutions, radiusoffset, skew, (byte)ProfileShape.Square, (byte)Extrusion.Curve1);
holesize = rules.GetVector3Item(idx++); break;
topshear = rules.GetVector3Item(idx++);
profilecut = rules.GetVector3Item(idx++); case (int)ScriptBaseClass.PRIM_TYPE_RING:
taper_b = rules.GetVector3Item(idx++); // taper_a if (remain < 11)
revolutions = (float)rules.GetLSLFloatItem(idx++); return;
radiusoffset = (float)rules.GetLSLFloatItem(idx++);
skew = (float)rules.GetLSLFloatItem(idx++); face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
SetPrimitiveShapeParams(part, face, v, hollow, twist, holesize, topshear, profilecut, taper_b, v = rules.GetVector3Item(idx++); //cut
revolutions, radiusoffset, skew, (byte)ProfileShape.EquilateralTriangle, (byte)Extrusion.Curve1); hollow = (float)rules.GetLSLFloatItem(idx++);
break; twist = rules.GetVector3Item(idx++);
holesize = rules.GetVector3Item(idx++);
case (int)ScriptBaseClass.PRIM_TYPE_SCULPT: topshear = rules.GetVector3Item(idx++);
if (remain < 2) profilecut = rules.GetVector3Item(idx++);
return; taper_b = rules.GetVector3Item(idx++); // taper_a
revolutions = (float)rules.GetLSLFloatItem(idx++);
string map = rules.Data[idx++].ToString(); radiusoffset = (float)rules.GetLSLFloatItem(idx++);
face = (int)rules.GetLSLIntegerItem(idx++); // type skew = (float)rules.GetLSLFloatItem(idx++);
SetPrimitiveShapeParams(part, map, face, (byte)Extrusion.Curve1); SetPrimitiveShapeParams(part, face, v, hollow, twist, holesize, topshear, profilecut, taper_b,
break; revolutions, radiusoffset, skew, (byte)ProfileShape.EquilateralTriangle, (byte)Extrusion.Curve1);
} break;
break; case (int)ScriptBaseClass.PRIM_TYPE_SCULPT:
if (remain < 2)
case (int)ScriptBaseClass.PRIM_TEXTURE: return;
if (remain < 5)
return; string map = rules.Data[idx++].ToString();
face = (int)rules.GetLSLIntegerItem(idx++); // type
face=(int)rules.GetLSLIntegerItem(idx++); SetPrimitiveShapeParams(part, map, face, (byte)Extrusion.Curve1);
string tex=rules.Data[idx++].ToString(); break;
LSL_Vector repeats=rules.GetVector3Item(idx++); }
LSL_Vector offsets=rules.GetVector3Item(idx++);
double rotation=(double)rules.GetLSLFloatItem(idx++); break;
SetTexture(part, tex, face); case (int)ScriptBaseClass.PRIM_TEXTURE:
ScaleTexture(part, repeats.x, repeats.y, face); if (remain < 5)
OffsetTexture(part, offsets.x, offsets.y, face); return;
RotateTexture(part, rotation, face);
face=(int)rules.GetLSLIntegerItem(idx++);
break; string tex=rules.Data[idx++].ToString();
LSL_Vector repeats=rules.GetVector3Item(idx++);
case (int)ScriptBaseClass.PRIM_COLOR: LSL_Vector offsets=rules.GetVector3Item(idx++);
if (remain < 3) double rotation=(double)rules.GetLSLFloatItem(idx++);
return;
SetTexture(part, tex, face);
face=(int)rules.GetLSLIntegerItem(idx++); ScaleTexture(part, repeats.x, repeats.y, face);
LSL_Vector color=rules.GetVector3Item(idx++); OffsetTexture(part, offsets.x, offsets.y, face);
double alpha=(double)rules.GetLSLFloatItem(idx++); RotateTexture(part, rotation, face);
part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); break;
SetAlpha(part, alpha, face);
case (int)ScriptBaseClass.PRIM_COLOR:
break; if (remain < 3)
return;
case (int)ScriptBaseClass.PRIM_FLEXIBLE:
if (remain < 7) face=(int)rules.GetLSLIntegerItem(idx++);
return; LSL_Vector color=rules.GetVector3Item(idx++);
double alpha=(double)rules.GetLSLFloatItem(idx++);
bool flexi = rules.GetLSLIntegerItem(idx++);
int softness = rules.GetLSLIntegerItem(idx++); part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
float gravity = (float)rules.GetLSLFloatItem(idx++); SetAlpha(part, alpha, face);
float friction = (float)rules.GetLSLFloatItem(idx++);
float wind = (float)rules.GetLSLFloatItem(idx++); break;
float tension = (float)rules.GetLSLFloatItem(idx++);
LSL_Vector force = rules.GetVector3Item(idx++); case (int)ScriptBaseClass.PRIM_FLEXIBLE:
if (remain < 7)
SetFlexi(part, flexi, softness, gravity, friction, wind, tension, force); return;
break; bool flexi = rules.GetLSLIntegerItem(idx++);
int softness = rules.GetLSLIntegerItem(idx++);
case (int)ScriptBaseClass.PRIM_POINT_LIGHT: float gravity = (float)rules.GetLSLFloatItem(idx++);
if (remain < 5) float friction = (float)rules.GetLSLFloatItem(idx++);
return; float wind = (float)rules.GetLSLFloatItem(idx++);
bool light = rules.GetLSLIntegerItem(idx++); float tension = (float)rules.GetLSLFloatItem(idx++);
LSL_Vector lightcolor = rules.GetVector3Item(idx++); LSL_Vector force = rules.GetVector3Item(idx++);
float intensity = (float)rules.GetLSLFloatItem(idx++);
float radius = (float)rules.GetLSLFloatItem(idx++); SetFlexi(part, flexi, softness, gravity, friction, wind, tension, force);
float falloff = (float)rules.GetLSLFloatItem(idx++);
break;
SetPointLight(part, light, lightcolor, intensity, radius, falloff);
case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
break; if (remain < 5)
return;
case (int)ScriptBaseClass.PRIM_GLOW: bool light = rules.GetLSLIntegerItem(idx++);
if (remain < 2) LSL_Vector lightcolor = rules.GetVector3Item(idx++);
return; float intensity = (float)rules.GetLSLFloatItem(idx++);
face = rules.GetLSLIntegerItem(idx++); float radius = (float)rules.GetLSLFloatItem(idx++);
float glow = (float)rules.GetLSLFloatItem(idx++); float falloff = (float)rules.GetLSLFloatItem(idx++);
SetGlow(part, face, glow); SetPointLight(part, light, lightcolor, intensity, radius, falloff);
break; break;
case (int)ScriptBaseClass.PRIM_BUMP_SHINY: case (int)ScriptBaseClass.PRIM_GLOW:
if (remain < 3) if (remain < 2)
return; return;
face = (int)rules.GetLSLIntegerItem(idx++); face = rules.GetLSLIntegerItem(idx++);
int shiny = (int)rules.GetLSLIntegerItem(idx++); float glow = (float)rules.GetLSLFloatItem(idx++);
Bumpiness bump = (Bumpiness)Convert.ToByte((int)rules.GetLSLIntegerItem(idx++));
SetGlow(part, face, glow);
SetShiny(part, face, shiny, bump);
break;
break;
case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
case (int)ScriptBaseClass.PRIM_FULLBRIGHT: if (remain < 3)
if (remain < 2) return;
return; face = (int)rules.GetLSLIntegerItem(idx++);
face = rules.GetLSLIntegerItem(idx++); int shiny = (int)rules.GetLSLIntegerItem(idx++);
bool st = rules.GetLSLIntegerItem(idx++); Bumpiness bump = (Bumpiness)Convert.ToByte((int)rules.GetLSLIntegerItem(idx++));
SetFullBright(part, face , st);
break; SetShiny(part, face, shiny, bump);
case (int)ScriptBaseClass.PRIM_MATERIAL: break;
if (remain < 1)
return; case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
int mat = rules.GetLSLIntegerItem(idx++); if (remain < 2)
if (mat < 0 || mat > 7) return;
return; face = rules.GetLSLIntegerItem(idx++);
bool st = rules.GetLSLIntegerItem(idx++);
part.Material = Convert.ToByte(mat); SetFullBright(part, face , st);
break; break;
case (int)ScriptBaseClass.PRIM_PHANTOM: case (int)ScriptBaseClass.PRIM_MATERIAL:
if (remain < 1) if (remain < 1)
return; return;
int mat = rules.GetLSLIntegerItem(idx++);
string ph = rules.Data[idx++].ToString(); if (mat < 0 || mat > 7)
m_host.ParentGroup.ScriptSetPhantomStatus(ph.Equals("1")); return;
break; part.Material = Convert.ToByte(mat);
break;
case (int)ScriptBaseClass.PRIM_PHYSICS:
if (remain < 1) case (int)ScriptBaseClass.PRIM_PHANTOM:
return; if (remain < 1)
string phy = rules.Data[idx++].ToString(); return;
bool physics;
string ph = rules.Data[idx++].ToString();
if (phy.Equals("1")) m_host.ParentGroup.ScriptSetPhantomStatus(ph.Equals("1"));
physics = true;
else break;
physics = false;
case (int)ScriptBaseClass.PRIM_PHYSICS:
part.ScriptSetPhysicsStatus(physics); if (remain < 1)
break; return;
string phy = rules.Data[idx++].ToString();
case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ: bool physics;
if (remain < 1)
return; if (phy.Equals("1"))
string temp = rules.Data[idx++].ToString(); physics = true;
else
m_host.ParentGroup.ScriptSetTemporaryStatus(temp.Equals("1")); physics = false;
break; part.ScriptSetPhysicsStatus(physics);
break;
case (int)ScriptBaseClass.PRIM_TEXGEN:
if (remain < 2) case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
return; if (remain < 1)
//face,type return;
face = rules.GetLSLIntegerItem(idx++); string temp = rules.Data[idx++].ToString();
int style = rules.GetLSLIntegerItem(idx++);
SetTexGen(part, face, style); m_host.ParentGroup.ScriptSetTemporaryStatus(temp.Equals("1"));
break;
case (int)ScriptBaseClass.PRIM_TEXT: break;
if (remain < 3)
return; case (int)ScriptBaseClass.PRIM_TEXGEN:
string primText = rules.GetLSLStringItem(idx++); if (remain < 2)
LSL_Vector primTextColor = rules.GetVector3Item(idx++); return;
LSL_Float primTextAlpha = rules.GetLSLFloatItem(idx++); //face,type
Vector3 av3 = new Vector3(Util.Clip((float)primTextColor.x, 0.0f, 1.0f), face = rules.GetLSLIntegerItem(idx++);
Util.Clip((float)primTextColor.y, 0.0f, 1.0f), int style = rules.GetLSLIntegerItem(idx++);
Util.Clip((float)primTextColor.z, 0.0f, 1.0f)); SetTexGen(part, face, style);
part.SetText(primText, av3, Util.Clip((float)primTextAlpha, 0.0f, 1.0f)); break;
case (int)ScriptBaseClass.PRIM_TEXT:
break; if (remain < 3)
case (int)ScriptBaseClass.PRIM_NAME: return;
if (remain < 1) string primText = rules.GetLSLStringItem(idx++);
return; LSL_Vector primTextColor = rules.GetVector3Item(idx++);
string primName = rules.GetLSLStringItem(idx++); LSL_Float primTextAlpha = rules.GetLSLFloatItem(idx++);
part.Name = primName; Vector3 av3 = new Vector3(Util.Clip((float)primTextColor.x, 0.0f, 1.0f),
break; Util.Clip((float)primTextColor.y, 0.0f, 1.0f),
case (int)ScriptBaseClass.PRIM_DESC: Util.Clip((float)primTextColor.z, 0.0f, 1.0f));
if (remain < 1) part.SetText(primText, av3, Util.Clip((float)primTextAlpha, 0.0f, 1.0f));
return;
string primDesc = rules.GetLSLStringItem(idx++); break;
part.Description = primDesc; case (int)ScriptBaseClass.PRIM_NAME:
break; if (remain < 1)
case (int)ScriptBaseClass.PRIM_ROT_LOCAL: return;
if (remain < 1) string primName = rules.GetLSLStringItem(idx++);
return; part.Name = primName;
LSL_Rotation lr = rules.GetQuaternionItem(idx++); break;
SetRot(part, Rot2Quaternion(lr)); case (int)ScriptBaseClass.PRIM_DESC:
break; if (remain < 1)
case (int)ScriptBaseClass.PRIM_OMEGA: return;
if (remain < 3) string primDesc = rules.GetLSLStringItem(idx++);
return; part.Description = primDesc;
LSL_Vector axis = rules.GetVector3Item(idx++); break;
LSL_Float spinrate = rules.GetLSLFloatItem(idx++); case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
LSL_Float gain = rules.GetLSLFloatItem(idx++); if (remain < 1)
TargetOmega(part, axis, (double)spinrate, (double)gain); return;
break; LSL_Rotation lr = rules.GetQuaternionItem(idx++);
case (int)ScriptBaseClass.PRIM_LINK_TARGET: SetRot(part, Rot2Quaternion(lr));
if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless. break;
return; case (int)ScriptBaseClass.PRIM_OMEGA:
LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++); if (remain < 3)
LSL_List new_rules = rules.GetSublist(idx, -1); return;
setLinkPrimParams((int)new_linknumber, new_rules); LSL_Vector axis = rules.GetVector3Item(idx++);
LSL_Float spinrate = rules.GetLSLFloatItem(idx++);
LSL_Float gain = rules.GetLSLFloatItem(idx++);
TargetOmega(part, axis, (double)spinrate, (double)gain);
break;
case (int)ScriptBaseClass.PRIM_LINK_TARGET:
if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless.
return;
LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++);
LSL_List new_rules = rules.GetSublist(idx, -1);
setLinkPrimParams((int)new_linknumber, new_rules);
return; return;
}
}
}
finally
{
if (positionChanged)
{
if (part.ParentGroup.RootPart == part)
{
SceneObjectGroup parent = part.ParentGroup;
parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
}
else
{
part.OffsetPosition = new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z);
SceneObjectGroup parent = part.ParentGroup;
parent.HasGroupChanged = true;
parent.ScheduleGroupForTerseUpdate();
}
} }
} }
} }

View File

@ -266,7 +266,14 @@ namespace OpenSim.Server.Base
{ {
while (m_Running) while (m_Running)
{ {
MainConsole.Instance.Prompt(); try
{
MainConsole.Instance.Prompt();
}
catch (Exception e)
{
m_log.ErrorFormat("Command error: {0}", e);
}
} }
if (m_pidFile != String.Empty) if (m_pidFile != String.Empty)