Merge branch 'master' of /home/opensim/var/repo/opensim
commit
a73a5be0c5
|
@ -0,0 +1,112 @@
|
|||
/*
|
||||
* 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.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace OpenSim.Framework.Console
|
||||
{
|
||||
/// <summary>
|
||||
/// Used to generated a formatted table for the console.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Currently subject to change. If you use this, be prepared to change your code when this class changes.
|
||||
/// </remarks>
|
||||
public class ConsoleDisplayList
|
||||
{
|
||||
/// <summary>
|
||||
/// The default divider between key and value for a list item.
|
||||
/// </summary>
|
||||
public const string DefaultKeyValueDivider = " : ";
|
||||
|
||||
/// <summary>
|
||||
/// The divider used between key and value for a list item.
|
||||
/// </summary>
|
||||
public string KeyValueDivider { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Table rows
|
||||
/// </summary>
|
||||
public List<KeyValuePair<string, string>> Rows { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Number of spaces to indent the list.
|
||||
/// </summary>
|
||||
public int Indent { get; set; }
|
||||
|
||||
public ConsoleDisplayList()
|
||||
{
|
||||
Rows = new List<KeyValuePair<string, string>>();
|
||||
KeyValueDivider = DefaultKeyValueDivider;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
StringBuilder sb = new StringBuilder();
|
||||
AddToStringBuilder(sb);
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
public void AddToStringBuilder(StringBuilder sb)
|
||||
{
|
||||
string formatString = GetFormatString();
|
||||
// System.Console.WriteLine("FORMAT STRING [{0}]", formatString);
|
||||
|
||||
// rows
|
||||
foreach (KeyValuePair<string, string> row in Rows)
|
||||
sb.AppendFormat(formatString, row.Key, row.Value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the format string for the table.
|
||||
/// </summary>
|
||||
private string GetFormatString()
|
||||
{
|
||||
StringBuilder formatSb = new StringBuilder();
|
||||
|
||||
int longestKey = -1;
|
||||
|
||||
foreach (KeyValuePair<string, string> row in Rows)
|
||||
if (row.Key.Length > longestKey)
|
||||
longestKey = row.Key.Length;
|
||||
|
||||
formatSb.Append(' ', Indent);
|
||||
|
||||
// Can only do left formatting for now
|
||||
formatSb.AppendFormat("{{0,-{0}}}{1}{{1}}\n", longestKey, KeyValueDivider);
|
||||
|
||||
return formatSb.ToString();
|
||||
}
|
||||
|
||||
public void AddRow(object key, object value)
|
||||
{
|
||||
Rows.Add(new KeyValuePair<string, string>(key.ToString(), value.ToString()));
|
||||
}
|
||||
}
|
||||
}
|
|
@ -38,7 +38,7 @@ namespace OpenSim.Framework.Console
|
|||
/// <remarks>
|
||||
/// Currently subject to change. If you use this, be prepared to change your code when this class changes.
|
||||
/// </remarks>
|
||||
public class ConsoleTable
|
||||
public class ConsoleDisplayTable
|
||||
{
|
||||
/// <summary>
|
||||
/// Default number of spaces between table columns.
|
||||
|
@ -48,12 +48,12 @@ namespace OpenSim.Framework.Console
|
|||
/// <summary>
|
||||
/// Table columns.
|
||||
/// </summary>
|
||||
public List<ConsoleTableColumn> Columns { get; private set; }
|
||||
public List<ConsoleDisplayTableColumn> Columns { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Table rows
|
||||
/// </summary>
|
||||
public List<ConsoleTableRow> Rows { get; private set; }
|
||||
public List<ConsoleDisplayTableRow> Rows { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Number of spaces to indent the table.
|
||||
|
@ -65,11 +65,11 @@ namespace OpenSim.Framework.Console
|
|||
/// </summary>
|
||||
public int TableSpacing { get; set; }
|
||||
|
||||
public ConsoleTable()
|
||||
public ConsoleDisplayTable()
|
||||
{
|
||||
TableSpacing = DefaultTableSpacing;
|
||||
Columns = new List<ConsoleTableColumn>();
|
||||
Rows = new List<ConsoleTableRow>();
|
||||
Columns = new List<ConsoleDisplayTableColumn>();
|
||||
Rows = new List<ConsoleDisplayTableRow>();
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
|
@ -88,7 +88,7 @@ namespace OpenSim.Framework.Console
|
|||
sb.AppendFormat(formatString, Columns.ConvertAll(c => c.Header).ToArray());
|
||||
|
||||
// rows
|
||||
foreach (ConsoleTableRow row in Rows)
|
||||
foreach (ConsoleDisplayTableRow row in Rows)
|
||||
sb.AppendFormat(formatString, row.Cells.ToArray());
|
||||
}
|
||||
|
||||
|
@ -115,23 +115,23 @@ namespace OpenSim.Framework.Console
|
|||
}
|
||||
}
|
||||
|
||||
public struct ConsoleTableColumn
|
||||
public struct ConsoleDisplayTableColumn
|
||||
{
|
||||
public string Header { get; set; }
|
||||
public int Width { get; set; }
|
||||
|
||||
public ConsoleTableColumn(string header, int width) : this()
|
||||
public ConsoleDisplayTableColumn(string header, int width) : this()
|
||||
{
|
||||
Header = header;
|
||||
Width = width;
|
||||
}
|
||||
}
|
||||
|
||||
public struct ConsoleTableRow
|
||||
public struct ConsoleDisplayTableRow
|
||||
{
|
||||
public List<string> Cells { get; private set; }
|
||||
|
||||
public ConsoleTableRow(List<string> cells) : this()
|
||||
public ConsoleDisplayTableRow(List<string> cells) : this()
|
||||
{
|
||||
Cells = cells;
|
||||
}
|
|
@ -49,6 +49,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
|
||||
private Scene m_scene;
|
||||
private IDialogModule m_dialogModule;
|
||||
private IInventoryAccessModule m_invAccessModule;
|
||||
|
||||
/// <summary>
|
||||
/// Are attachments enabled?
|
||||
|
@ -70,7 +71,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
public void AddRegion(Scene scene)
|
||||
{
|
||||
m_scene = scene;
|
||||
m_dialogModule = m_scene.RequestModuleInterface<IDialogModule>();
|
||||
m_scene.RegisterModuleInterface<IAttachmentsModule>(this);
|
||||
|
||||
if (Enabled)
|
||||
|
@ -87,7 +87,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
m_scene.EventManager.OnNewClient -= SubscribeToClientEvents;
|
||||
}
|
||||
|
||||
public void RegionLoaded(Scene scene) {}
|
||||
public void RegionLoaded(Scene scene)
|
||||
{
|
||||
m_dialogModule = m_scene.RequestModuleInterface<IDialogModule>();
|
||||
m_invAccessModule = m_scene.RequestModuleInterface<IInventoryAccessModule>();
|
||||
}
|
||||
|
||||
public void Close()
|
||||
{
|
||||
|
@ -578,90 +582,23 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
/// <returns>The user inventory item created that holds the attachment.</returns>
|
||||
private InventoryItemBase AddSceneObjectAsNewAttachmentInInv(IScenePresence sp, SceneObjectGroup grp)
|
||||
{
|
||||
if (m_invAccessModule == null)
|
||||
return null;
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[ATTACHMENTS MODULE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2}",
|
||||
// grp.Name, grp.LocalId, remoteClient.Name);
|
||||
|
||||
Vector3 inventoryStoredPosition = new Vector3
|
||||
(((grp.AbsolutePosition.X > (int)Constants.RegionSize)
|
||||
? Constants.RegionSize - 6
|
||||
: grp.AbsolutePosition.X)
|
||||
,
|
||||
(grp.AbsolutePosition.Y > (int)Constants.RegionSize)
|
||||
? Constants.RegionSize - 6
|
||||
: grp.AbsolutePosition.Y,
|
||||
grp.AbsolutePosition.Z);
|
||||
|
||||
Vector3 originalPosition = grp.AbsolutePosition;
|
||||
|
||||
grp.AbsolutePosition = inventoryStoredPosition;
|
||||
|
||||
// If we're being called from a script, then trying to serialize that same script's state will not complete
|
||||
// in any reasonable time period. Therefore, we'll avoid it. The worst that can happen is that if
|
||||
// the client/server crashes rather than logging out normally, the attachment's scripts will resume
|
||||
// without state on relog. Arguably, this is what we want anyway.
|
||||
string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp, false);
|
||||
|
||||
grp.AbsolutePosition = originalPosition;
|
||||
|
||||
AssetBase asset = m_scene.CreateAsset(
|
||||
grp.GetPartName(grp.LocalId),
|
||||
grp.GetPartDescription(grp.LocalId),
|
||||
(sbyte)AssetType.Object,
|
||||
Utils.StringToBytes(sceneObjectXml),
|
||||
sp.UUID);
|
||||
|
||||
m_scene.AssetService.Store(asset);
|
||||
|
||||
InventoryItemBase item = new InventoryItemBase();
|
||||
item.CreatorId = grp.RootPart.CreatorID.ToString();
|
||||
item.CreatorData = grp.RootPart.CreatorData;
|
||||
item.Owner = sp.UUID;
|
||||
item.ID = UUID.Random();
|
||||
item.AssetID = asset.FullID;
|
||||
item.Description = asset.Description;
|
||||
item.Name = asset.Name;
|
||||
item.AssetType = asset.Type;
|
||||
item.InvType = (int)InventoryType.Object;
|
||||
|
||||
InventoryFolderBase folder = m_scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object);
|
||||
if (folder != null)
|
||||
item.Folder = folder.ID;
|
||||
else // oopsies
|
||||
item.Folder = UUID.Zero;
|
||||
|
||||
if ((sp.UUID != grp.RootPart.OwnerID) && m_scene.Permissions.PropagatePermissions())
|
||||
{
|
||||
item.BasePermissions = grp.RootPart.NextOwnerMask;
|
||||
item.CurrentPermissions = grp.RootPart.NextOwnerMask;
|
||||
item.NextPermissions = grp.RootPart.NextOwnerMask;
|
||||
item.EveryOnePermissions = grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
|
||||
item.GroupPermissions = grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
|
||||
}
|
||||
else
|
||||
{
|
||||
item.BasePermissions = grp.RootPart.BaseMask;
|
||||
item.CurrentPermissions = grp.RootPart.OwnerMask;
|
||||
item.NextPermissions = grp.RootPart.NextOwnerMask;
|
||||
item.EveryOnePermissions = grp.RootPart.EveryoneMask;
|
||||
item.GroupPermissions = grp.RootPart.GroupMask;
|
||||
}
|
||||
item.CreationDate = Util.UnixTimeSinceEpoch();
|
||||
InventoryItemBase newItem = m_invAccessModule.CopyToInventory(
|
||||
DeRezAction.TakeCopy,
|
||||
m_scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object).ID,
|
||||
new List<SceneObjectGroup> { grp },
|
||||
sp.ControllingClient, true)[0];
|
||||
|
||||
// sets itemID so client can show item as 'attached' in inventory
|
||||
grp.FromItemID = item.ID;
|
||||
grp.FromItemID = newItem.ID;
|
||||
|
||||
if (m_scene.AddInventoryItem(item))
|
||||
{
|
||||
sp.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_dialogModule != null)
|
||||
m_dialogModule.SendAlertToUser(sp.ControllingClient, "Operation failed");
|
||||
}
|
||||
|
||||
return item;
|
||||
return newItem;
|
||||
}
|
||||
|
||||
// What makes this method odd and unique is it tries to detach using an UUID.... Yay for standards.
|
||||
|
@ -709,70 +646,69 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
private SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
|
||||
IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt)
|
||||
{
|
||||
IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
|
||||
if (invAccess != null)
|
||||
if (m_invAccessModule == null)
|
||||
return null;
|
||||
|
||||
lock (sp.AttachmentsSyncLock)
|
||||
{
|
||||
lock (sp.AttachmentsSyncLock)
|
||||
SceneObjectGroup objatt;
|
||||
|
||||
if (itemID != UUID.Zero)
|
||||
objatt = m_invAccessModule.RezObject(sp.ControllingClient,
|
||||
itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
|
||||
false, false, sp.UUID, true);
|
||||
else
|
||||
objatt = m_invAccessModule.RezObject(sp.ControllingClient,
|
||||
null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
|
||||
false, false, sp.UUID, true);
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}",
|
||||
// objatt.Name, remoteClient.Name, AttachmentPt);
|
||||
|
||||
if (objatt != null)
|
||||
{
|
||||
SceneObjectGroup objatt;
|
||||
// HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
|
||||
objatt.HasGroupChanged = false;
|
||||
bool tainted = false;
|
||||
if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
|
||||
tainted = true;
|
||||
|
||||
if (itemID != UUID.Zero)
|
||||
objatt = invAccess.RezObject(sp.ControllingClient,
|
||||
itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
|
||||
false, false, sp.UUID, true);
|
||||
else
|
||||
objatt = invAccess.RezObject(sp.ControllingClient,
|
||||
null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
|
||||
false, false, sp.UUID, true);
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}",
|
||||
// objatt.Name, remoteClient.Name, AttachmentPt);
|
||||
|
||||
if (objatt != null)
|
||||
// This will throw if the attachment fails
|
||||
try
|
||||
{
|
||||
// HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
|
||||
objatt.HasGroupChanged = false;
|
||||
bool tainted = false;
|
||||
if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
|
||||
tainted = true;
|
||||
|
||||
// This will throw if the attachment fails
|
||||
try
|
||||
{
|
||||
AttachObject(sp, objatt, attachmentPt, false);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.ErrorFormat(
|
||||
"[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
|
||||
objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
|
||||
|
||||
// Make sure the object doesn't stick around and bail
|
||||
sp.RemoveAttachment(objatt);
|
||||
m_scene.DeleteSceneObject(objatt, false);
|
||||
return null;
|
||||
}
|
||||
|
||||
if (tainted)
|
||||
objatt.HasGroupChanged = true;
|
||||
|
||||
// Fire after attach, so we don't get messy perms dialogs
|
||||
// 4 == AttachedRez
|
||||
objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
|
||||
objatt.ResumeScripts();
|
||||
|
||||
// Do this last so that event listeners have access to all the effects of the attachment
|
||||
m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID);
|
||||
|
||||
return objatt;
|
||||
AttachObject(sp, objatt, attachmentPt, false);
|
||||
}
|
||||
else
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.WarnFormat(
|
||||
"[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}",
|
||||
itemID, sp.Name, attachmentPt);
|
||||
m_log.ErrorFormat(
|
||||
"[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
|
||||
objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
|
||||
|
||||
// Make sure the object doesn't stick around and bail
|
||||
sp.RemoveAttachment(objatt);
|
||||
m_scene.DeleteSceneObject(objatt, false);
|
||||
return null;
|
||||
}
|
||||
|
||||
if (tainted)
|
||||
objatt.HasGroupChanged = true;
|
||||
|
||||
// Fire after attach, so we don't get messy perms dialogs
|
||||
// 4 == AttachedRez
|
||||
objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
|
||||
objatt.ResumeScripts();
|
||||
|
||||
// Do this last so that event listeners have access to all the effects of the attachment
|
||||
m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID);
|
||||
|
||||
return objatt;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat(
|
||||
"[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}",
|
||||
itemID, sp.Name, attachmentPt);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -99,12 +99,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
public void TestAddAttachmentFromGround()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// log4net.Config.XmlConfigurator.Configure();
|
||||
// TestHelpers.EnableLogging();
|
||||
|
||||
AddPresence();
|
||||
string attName = "att";
|
||||
|
||||
SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName).ParentGroup;
|
||||
SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, m_presence.UUID).ParentGroup;
|
||||
|
||||
m_attMod.AttachObject(m_presence, so, (uint)AttachmentPoint.Chest, false);
|
||||
|
||||
|
@ -123,6 +123,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
Assert.That(
|
||||
m_presence.Appearance.GetAttachpoint(attSo.FromItemID),
|
||||
Is.EqualTo((int)AttachmentPoint.Chest));
|
||||
|
||||
InventoryItemBase attachmentItem = scene.InventoryService.GetItem(new InventoryItemBase(attSo.FromItemID));
|
||||
Assert.That(attachmentItem, Is.Not.Null);
|
||||
Assert.That(attachmentItem.Name, Is.EqualTo(attName));
|
||||
|
||||
InventoryFolderBase targetFolder = scene.InventoryService.GetFolderForType(m_presence.UUID, AssetType.Object);
|
||||
Assert.That(attachmentItem.Folder, Is.EqualTo(targetFolder.ID));
|
||||
|
||||
// TestHelpers.DisableLogging();
|
||||
}
|
||||
|
||||
[Test]
|
||||
|
|
|
@ -175,7 +175,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
sbyte assetType,
|
||||
byte wearableType, uint nextOwnerMask, int creationDate)
|
||||
{
|
||||
m_log.DebugFormat("[AGENT INVENTORY]: Received request to create inventory item {0} in folder {1}", name, folderID);
|
||||
m_log.DebugFormat("[INVENTORY ACCESS MODULE]: Received request to create inventory item {0} in folder {1}", name, folderID);
|
||||
|
||||
if (!m_Scene.Permissions.CanCreateUserInventory(invType, remoteClient.AgentId))
|
||||
return;
|
||||
|
@ -210,7 +210,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
else
|
||||
{
|
||||
m_log.ErrorFormat(
|
||||
"ScenePresence for agent uuid {0} unexpectedly not found in CreateNewInventoryItem",
|
||||
"[INVENTORY ACCESS MODULE]: ScenePresence for agent uuid {0} unexpectedly not found in CreateNewInventoryItem",
|
||||
remoteClient.AgentId);
|
||||
}
|
||||
}
|
||||
|
@ -288,16 +288,19 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
else
|
||||
{
|
||||
m_log.ErrorFormat(
|
||||
"[AGENT INVENTORY]: Could not find item {0} for caps inventory update",
|
||||
"[INVENTORY ACCESS MODULE]: Could not find item {0} for caps inventory update",
|
||||
itemID);
|
||||
}
|
||||
|
||||
return UUID.Zero;
|
||||
}
|
||||
|
||||
public virtual UUID CopyToInventory(DeRezAction action, UUID folderID,
|
||||
List<SceneObjectGroup> objectGroups, IClientAPI remoteClient)
|
||||
public virtual List<InventoryItemBase> CopyToInventory(
|
||||
DeRezAction action, UUID folderID,
|
||||
List<SceneObjectGroup> objectGroups, IClientAPI remoteClient, bool asAttachment)
|
||||
{
|
||||
List<InventoryItemBase> copiedItems = new List<InventoryItemBase>();
|
||||
|
||||
Dictionary<UUID, List<SceneObjectGroup>> bundlesToCopy = new Dictionary<UUID, List<SceneObjectGroup>>();
|
||||
|
||||
if (CoalesceMultipleObjectsToInventory)
|
||||
|
@ -324,16 +327,16 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
}
|
||||
}
|
||||
|
||||
// This is method scoped and will be returned. It will be the
|
||||
// last created asset id
|
||||
UUID assetID = UUID.Zero;
|
||||
// m_log.DebugFormat(
|
||||
// "[INVENTORY ACCESS MODULE]: Copying {0} object bundles to folder {1} action {2} for {3}",
|
||||
// bundlesToCopy.Count, folderID, action, remoteClient.Name);
|
||||
|
||||
// Each iteration is really a separate asset being created,
|
||||
// with distinct destinations as well.
|
||||
foreach (List<SceneObjectGroup> bundle in bundlesToCopy.Values)
|
||||
assetID = CopyBundleToInventory(action, folderID, bundle, remoteClient);
|
||||
copiedItems.Add(CopyBundleToInventory(action, folderID, bundle, remoteClient, asAttachment));
|
||||
|
||||
return assetID;
|
||||
return copiedItems;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -344,12 +347,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
/// <param name="folderID"></param>
|
||||
/// <param name="objlist"></param>
|
||||
/// <param name="remoteClient"></param>
|
||||
/// <returns></returns>
|
||||
protected UUID CopyBundleToInventory(
|
||||
DeRezAction action, UUID folderID, List<SceneObjectGroup> objlist, IClientAPI remoteClient)
|
||||
/// <param name="asAttachment">Should be true if the bundle is being copied as an attachment. This prevents
|
||||
/// attempted serialization of any script state which would abort any operating scripts.</param>
|
||||
/// <returns>The inventory item created by the copy</returns>
|
||||
protected InventoryItemBase CopyBundleToInventory(
|
||||
DeRezAction action, UUID folderID, List<SceneObjectGroup> objlist, IClientAPI remoteClient,
|
||||
bool asAttachment)
|
||||
{
|
||||
UUID assetID = UUID.Zero;
|
||||
|
||||
CoalescedSceneObjects coa = new CoalescedSceneObjects(UUID.Zero);
|
||||
Dictionary<UUID, Vector3> originalPositions = new Dictionary<UUID, Vector3>();
|
||||
|
||||
|
@ -385,18 +389,27 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
|
||||
string itemXml;
|
||||
|
||||
// If we're being called from a script, then trying to serialize that same script's state will not complete
|
||||
// in any reasonable time period. Therefore, we'll avoid it. The worst that can happen is that if
|
||||
// the client/server crashes rather than logging out normally, the attachment's scripts will resume
|
||||
// without state on relog. Arguably, this is what we want anyway.
|
||||
if (objlist.Count > 1)
|
||||
itemXml = CoalescedSceneObjectsSerializer.ToXml(coa);
|
||||
itemXml = CoalescedSceneObjectsSerializer.ToXml(coa, !asAttachment);
|
||||
else
|
||||
itemXml = SceneObjectSerializer.ToOriginalXmlFormat(objlist[0]);
|
||||
itemXml = SceneObjectSerializer.ToOriginalXmlFormat(objlist[0], !asAttachment);
|
||||
|
||||
// Restore the position of each group now that it has been stored to inventory.
|
||||
foreach (SceneObjectGroup objectGroup in objlist)
|
||||
objectGroup.AbsolutePosition = originalPositions[objectGroup.UUID];
|
||||
|
||||
InventoryItemBase item = CreateItemForObject(action, remoteClient, objlist[0], folderID);
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[INVENTORY ACCESS MODULE]: Created item is {0}",
|
||||
// item != null ? item.ID.ToString() : "NULL");
|
||||
|
||||
if (item == null)
|
||||
return UUID.Zero;
|
||||
return null;
|
||||
|
||||
// Can't know creator is the same, so null it in inventory
|
||||
if (objlist.Count > 1)
|
||||
|
@ -406,7 +419,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
}
|
||||
else
|
||||
{
|
||||
item.CreatorId = objlist[0].RootPart.CreatorID.ToString();
|
||||
item.CreatorId = objlist[0].RootPart.CreatorID.ToString();
|
||||
item.CreatorData = objlist[0].RootPart.CreatorData;
|
||||
item.SaleType = objlist[0].RootPart.ObjectSaleType;
|
||||
item.SalePrice = objlist[0].RootPart.SalePrice;
|
||||
}
|
||||
|
@ -419,8 +433,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
objlist[0].OwnerID.ToString());
|
||||
m_Scene.AssetService.Store(asset);
|
||||
|
||||
item.AssetID = asset.FullID;
|
||||
assetID = asset.FullID;
|
||||
item.AssetID = asset.FullID;
|
||||
|
||||
if (DeRezAction.SaveToExistingUserInventoryItem == action)
|
||||
{
|
||||
|
@ -453,9 +466,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
|
||||
// This is a hook to do some per-asset post-processing for subclasses that need that
|
||||
if (remoteClient != null)
|
||||
ExportAsset(remoteClient.AgentId, assetID);
|
||||
ExportAsset(remoteClient.AgentId, asset.FullID);
|
||||
|
||||
return assetID;
|
||||
return item;
|
||||
}
|
||||
|
||||
protected virtual void ExportAsset(UUID agentID, UUID assetID)
|
||||
|
@ -592,7 +605,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
if (null == item)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[AGENT INVENTORY]: Object {0} {1} scheduled for save to inventory has already been deleted.",
|
||||
"[INVENTORY ACCESS MODULE]: Object {0} {1} scheduled for save to inventory has already been deleted.",
|
||||
so.Name, so.UUID);
|
||||
|
||||
return null;
|
||||
|
@ -643,7 +656,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
{
|
||||
// Catch all. Use lost & found
|
||||
//
|
||||
|
||||
folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
|
||||
}
|
||||
}
|
||||
|
@ -694,7 +706,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
if (item == null)
|
||||
{
|
||||
m_log.WarnFormat(
|
||||
"[InventoryAccessModule]: Could not find item {0} for {1} in RezObject()",
|
||||
"[INVENTORY ACCESS MODULE]: Could not find item {0} for {1} in RezObject()",
|
||||
itemID, remoteClient.Name);
|
||||
|
||||
return null;
|
||||
|
@ -726,7 +738,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
else
|
||||
{
|
||||
m_log.WarnFormat(
|
||||
"[InventoryAccessModule]: Could not find asset {0} for {1} in RezObject()",
|
||||
"[INVENTORY ACCESS MODULE]: Could not find asset {0} for {1} in RezObject()",
|
||||
assetID, remoteClient.Name);
|
||||
}
|
||||
|
||||
|
@ -803,7 +815,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
group = objlist[i];
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[InventoryAccessModule]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
|
||||
// "[INVENTORY ACCESS MODULE]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
|
||||
// group.Name, group.LocalId, group.UUID,
|
||||
// group.RootPart.OwnerMask, group.RootPart.NextOwnerMask, group.RootPart.GroupMask, group.RootPart.EveryoneMask,
|
||||
// remoteClient.Name);
|
||||
|
@ -811,7 +823,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
// Vector3 storedPosition = group.AbsolutePosition;
|
||||
if (group.UUID == UUID.Zero)
|
||||
{
|
||||
m_log.Debug("[InventoryAccessModule]: Object has UUID.Zero! Position 3");
|
||||
m_log.Debug("[INVENTORY ACCESS MODULE]: Object has UUID.Zero! Position 3");
|
||||
}
|
||||
|
||||
foreach (SceneObjectPart part in group.Parts)
|
||||
|
@ -874,7 +886,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
}
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[InventoryAccessModule]: Rezzed {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
|
||||
// "[INVENTORY ACCESS MODULE]: Rezzed {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
|
||||
// group.Name, group.LocalId, group.UUID,
|
||||
// group.RootPart.OwnerMask, group.RootPart.NextOwnerMask, group.RootPart.GroupMask, group.RootPart.EveryoneMask,
|
||||
// remoteClient.Name);
|
||||
|
@ -964,8 +976,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
|
||||
so.FromFolderID = item.Folder;
|
||||
|
||||
// Console.WriteLine("rootPart.OwnedID {0}, item.Owner {1}, item.CurrentPermissions {2:X}",
|
||||
// rootPart.OwnerID, item.Owner, item.CurrentPermissions);
|
||||
// m_log.DebugFormat(
|
||||
// "[INVENTORY ACCESS MODULE]: rootPart.OwnedID {0}, item.Owner {1}, item.CurrentPermissions {2:X}",
|
||||
// rootPart.OwnerID, item.Owner, item.CurrentPermissions);
|
||||
|
||||
if ((rootPart.OwnerID != item.Owner) ||
|
||||
(item.CurrentPermissions & 16) != 0)
|
||||
|
@ -1088,7 +1101,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
if (assetRequestItem.AssetID != requestID)
|
||||
{
|
||||
m_log.WarnFormat(
|
||||
"[CLIENT]: {0} requested asset {1} from item {2} but this does not match item's asset {3}",
|
||||
"[INVENTORY ACCESS MODULE]: {0} requested asset {1} from item {2} but this does not match item's asset {3}",
|
||||
Name, requestID, itemID, assetRequestItem.AssetID);
|
||||
|
||||
return false;
|
||||
|
|
|
@ -0,0 +1,155 @@
|
|||
/*
|
||||
* 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.Text;
|
||||
using System.Text.RegularExpressions;
|
||||
using log4net;
|
||||
using Mono.Addins;
|
||||
using NDesk.Options;
|
||||
using Nini.Config;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Console;
|
||||
using OpenSim.Framework.Statistics;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
|
||||
namespace OpenSim.Region.CoreModules.World.Objects.Commands
|
||||
{
|
||||
/// <summary>
|
||||
/// A module that holds commands for manipulating objects in the scene.
|
||||
/// </summary>
|
||||
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "RegionCommandsModule")]
|
||||
public class RegionCommandsModule : INonSharedRegionModule
|
||||
{
|
||||
private Scene m_scene;
|
||||
private ICommandConsole m_console;
|
||||
|
||||
public string Name { get { return "Region Commands Module"; } }
|
||||
|
||||
public Type ReplaceableInterface { get { return null; } }
|
||||
|
||||
public void Initialise(IConfigSource source)
|
||||
{
|
||||
// m_log.DebugFormat("[REGION COMMANDS MODULE]: INITIALIZED MODULE");
|
||||
}
|
||||
|
||||
public void PostInitialise()
|
||||
{
|
||||
// m_log.DebugFormat("[REGION COMMANDS MODULE]: POST INITIALIZED MODULE");
|
||||
}
|
||||
|
||||
public void Close()
|
||||
{
|
||||
// m_log.DebugFormat("[REGION COMMANDS MODULE]: CLOSED MODULE");
|
||||
}
|
||||
|
||||
public void AddRegion(Scene scene)
|
||||
{
|
||||
// m_log.DebugFormat("[REGION COMMANDS MODULE]: REGION {0} ADDED", scene.RegionInfo.RegionName);
|
||||
|
||||
m_scene = scene;
|
||||
m_console = MainConsole.Instance;
|
||||
|
||||
m_console.Commands.AddCommand(
|
||||
"Regions", false, "show scene",
|
||||
"show scene",
|
||||
"Show live scene information for the currently selected region.", HandleShowScene);
|
||||
}
|
||||
|
||||
public void RemoveRegion(Scene scene)
|
||||
{
|
||||
// m_log.DebugFormat("[REGION COMMANDS MODULE]: REGION {0} REMOVED", scene.RegionInfo.RegionName);
|
||||
}
|
||||
|
||||
public void RegionLoaded(Scene scene)
|
||||
{
|
||||
// m_log.DebugFormat("[REGION COMMANDS MODULE]: REGION {0} LOADED", scene.RegionInfo.RegionName);
|
||||
}
|
||||
|
||||
private void HandleShowScene(string module, string[] cmd)
|
||||
{
|
||||
if (!(MainConsole.Instance.ConsoleScene == null || MainConsole.Instance.ConsoleScene == m_scene))
|
||||
return;
|
||||
|
||||
SimStatsReporter r = m_scene.StatsReporter;
|
||||
float[] stats = r.LastReportedSimStats;
|
||||
|
||||
float timeDilation = stats[0];
|
||||
float simFps = stats[1];
|
||||
float physicsFps = stats[2];
|
||||
float agentUpdates = stats[3];
|
||||
float rootAgents = stats[4];
|
||||
float childAgents = stats[5];
|
||||
float totalPrims = stats[6];
|
||||
float activePrims = stats[7];
|
||||
float totalFrameTime = stats[8];
|
||||
// float netFrameTime = stats.StatsBlock[9].StatValue; // Ignored - not used by OpenSimulator
|
||||
float physicsFrameTime = stats[10];
|
||||
float otherFrameTime = stats[11];
|
||||
// float imageFrameTime = stats.StatsBlock[12].StatValue; // Ignored
|
||||
float inPacketsPerSecond = stats[13];
|
||||
float outPacketsPerSecond = stats[14];
|
||||
float unackedBytes = stats[15];
|
||||
// float agentFrameTime = stats.StatsBlock[16].StatValue; // Not really used
|
||||
float pendingDownloads = stats[17];
|
||||
float pendingUploads = stats[18];
|
||||
float activeScripts = stats[19];
|
||||
float scriptLinesPerSecond = stats[20];
|
||||
|
||||
StringBuilder sb = new StringBuilder();
|
||||
sb.AppendFormat("Scene statistics for {0}\n", m_scene.RegionInfo.RegionName);
|
||||
|
||||
ConsoleDisplayList dispList = new ConsoleDisplayList();
|
||||
dispList.AddRow("Time Dilation", timeDilation);
|
||||
dispList.AddRow("Sim FPS", simFps);
|
||||
dispList.AddRow("Physics FPS", physicsFps);
|
||||
dispList.AddRow("Avatars", rootAgents);
|
||||
dispList.AddRow("Child agents", childAgents);
|
||||
dispList.AddRow("Total prims", totalPrims);
|
||||
dispList.AddRow("Scripts", activeScripts);
|
||||
dispList.AddRow("Script lines processed per second", scriptLinesPerSecond);
|
||||
dispList.AddRow("Physics enabled prims", activePrims);
|
||||
dispList.AddRow("Total frame time", totalFrameTime);
|
||||
dispList.AddRow("Physics frame time", physicsFrameTime);
|
||||
dispList.AddRow("Other frame time", otherFrameTime);
|
||||
dispList.AddRow("Agent Updates per second", agentUpdates);
|
||||
dispList.AddRow("Packets processed from clients per second", inPacketsPerSecond);
|
||||
dispList.AddRow("Packets sent to clients per second", outPacketsPerSecond);
|
||||
dispList.AddRow("Bytes unacknowledged by clients", unackedBytes);
|
||||
dispList.AddRow("Pending asset downloads to clients", pendingDownloads);
|
||||
dispList.AddRow("Pending asset uploads from clients", pendingUploads);
|
||||
|
||||
dispList.AddToStringBuilder(sb);
|
||||
|
||||
MainConsole.Instance.Output(sb.ToString());
|
||||
}
|
||||
}
|
||||
}
|
|
@ -49,11 +49,15 @@ namespace OpenSim.Region.Framework.Interfaces
|
|||
/// <param name="folderID"></param>
|
||||
/// <param name="objectGroups"></param>
|
||||
/// <param name="remoteClient"></param>
|
||||
/// <param name="asAttachment">
|
||||
/// Should be true if the object(s) are begin taken as attachments. False otherwise.
|
||||
/// </param>
|
||||
/// <returns>
|
||||
/// Returns the UUID of the newly created item asset (not the item itself).
|
||||
/// FIXME: This is not very useful. It would be far more useful to return a list of items instead.
|
||||
/// A list of the items created. If there was more than one object and objects are not being coaleseced in
|
||||
/// inventory, then the order of items is in the same order as the input objects.
|
||||
/// </returns>
|
||||
UUID CopyToInventory(DeRezAction action, UUID folderID, List<SceneObjectGroup> objectGroups, IClientAPI remoteClient);
|
||||
List<InventoryItemBase> CopyToInventory(
|
||||
DeRezAction action, UUID folderID, List<SceneObjectGroup> objectGroups, IClientAPI remoteClient, bool asAttachment);
|
||||
|
||||
/// <summary>
|
||||
/// Rez an object into the scene from the user's inventory
|
||||
|
|
|
@ -155,7 +155,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
|
||||
if (invAccess != null)
|
||||
invAccess.CopyToInventory(x.action, x.folderID, x.objectGroups, x.remoteClient);
|
||||
invAccess.CopyToInventory(x.action, x.folderID, x.objectGroups, x.remoteClient, false);
|
||||
|
||||
if (x.permissionToDelete)
|
||||
{
|
||||
|
|
|
@ -77,7 +77,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
public bool DebugUpdates { get; private set; }
|
||||
|
||||
public SynchronizeSceneHandler SynchronizeScene;
|
||||
public SimStatsReporter StatsReporter;
|
||||
|
||||
/// <summary>
|
||||
/// Statistical information for this scene.
|
||||
/// </summary>
|
||||
public SimStatsReporter StatsReporter { get; private set; }
|
||||
|
||||
public List<Border> NorthBorders = new List<Border>();
|
||||
public List<Border> EastBorders = new List<Border>();
|
||||
public List<Border> SouthBorders = new List<Border>();
|
||||
|
|
|
@ -1027,10 +1027,16 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public void ApplyNextOwnerPermissions()
|
||||
{
|
||||
Util.PrintCallStack();
|
||||
|
||||
lock (m_items)
|
||||
{
|
||||
foreach (TaskInventoryItem item in m_items.Values)
|
||||
{
|
||||
// m_log.DebugFormat (
|
||||
// "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}",
|
||||
// item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions);
|
||||
|
||||
if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
|
||||
{
|
||||
if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
|
||||
|
@ -1040,6 +1046,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
|
||||
item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
|
||||
}
|
||||
|
||||
item.CurrentPermissions &= item.NextPermissions;
|
||||
item.BasePermissions &= item.NextPermissions;
|
||||
item.EveryonePermissions &= item.NextPermissions;
|
||||
|
|
|
@ -47,14 +47,30 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
/// </remarks>
|
||||
public class CoalescedSceneObjectsSerializer
|
||||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
/// <summary>
|
||||
/// Serialize coalesced objects to Xml
|
||||
/// </summary>
|
||||
/// <param name="coa"></param>
|
||||
/// <param name="doScriptStates">
|
||||
/// If true then serialize script states. This will halt any running scripts
|
||||
/// </param>
|
||||
/// <returns></returns>
|
||||
public static string ToXml(CoalescedSceneObjects coa)
|
||||
{
|
||||
return ToXml(coa, true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Serialize coalesced objects to Xml
|
||||
/// </summary>
|
||||
/// <param name="coa"></param>
|
||||
/// <param name="doScriptStates">
|
||||
/// If true then serialize script states. This will halt any running scripts
|
||||
/// </param>
|
||||
/// <returns></returns>
|
||||
public static string ToXml(CoalescedSceneObjects coa, bool doScriptStates)
|
||||
{
|
||||
using (StringWriter sw = new StringWriter())
|
||||
{
|
||||
|
@ -91,7 +107,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
writer.WriteAttributeString("offsety", offsets[i].Y.ToString());
|
||||
writer.WriteAttributeString("offsetz", offsets[i].Z.ToString());
|
||||
|
||||
SceneObjectSerializer.ToOriginalXmlFormat(obj, writer, true);
|
||||
SceneObjectSerializer.ToOriginalXmlFormat(obj, writer, doScriptStates);
|
||||
|
||||
writer.WriteEndElement(); // SceneObjectGroup
|
||||
}
|
||||
|
|
|
@ -145,12 +145,12 @@ namespace OpenSim.Region.OptionalModules.Avatar.Attachments
|
|||
{
|
||||
sb.AppendFormat("Attachments for {0}\n", sp.Name);
|
||||
|
||||
ConsoleTable ct = new ConsoleTable() { Indent = 2 };
|
||||
ct.Columns.Add(new ConsoleTableColumn("Attachment Name", 36));
|
||||
ct.Columns.Add(new ConsoleTableColumn("Local ID", 10));
|
||||
ct.Columns.Add(new ConsoleTableColumn("Item ID", 36));
|
||||
ct.Columns.Add(new ConsoleTableColumn("Attach Point", 14));
|
||||
ct.Columns.Add(new ConsoleTableColumn("Position", 15));
|
||||
ConsoleDisplayTable ct = new ConsoleDisplayTable() { Indent = 2 };
|
||||
ct.Columns.Add(new ConsoleDisplayTableColumn("Attachment Name", 36));
|
||||
ct.Columns.Add(new ConsoleDisplayTableColumn("Local ID", 10));
|
||||
ct.Columns.Add(new ConsoleDisplayTableColumn("Item ID", 36));
|
||||
ct.Columns.Add(new ConsoleDisplayTableColumn("Attach Point", 14));
|
||||
ct.Columns.Add(new ConsoleDisplayTableColumn("Position", 15));
|
||||
|
||||
// sb.AppendFormat(
|
||||
// " {0,-36} {1,-10} {2,-36} {3,-14} {4,-15}\n",
|
||||
|
@ -176,7 +176,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Attachments
|
|||
// attachmentObject.Name, attachmentObject.LocalId, attachmentObject.FromItemID,
|
||||
// (AttachmentPoint)attachmentObject.AttachmentPoint, attachmentObject.RootPart.AttachedPos);
|
||||
ct.Rows.Add(
|
||||
new ConsoleTableRow(
|
||||
new ConsoleDisplayTableRow(
|
||||
new List<string>()
|
||||
{
|
||||
attachmentObject.Name,
|
||||
|
|
|
@ -509,19 +509,21 @@ namespace OpenSim.Services.GridService
|
|||
return;
|
||||
}
|
||||
|
||||
MainConsole.Instance.Output("Region Name Region UUID");
|
||||
MainConsole.Instance.Output("Location URI");
|
||||
MainConsole.Instance.Output("Owner ID Flags");
|
||||
MainConsole.Instance.Output("-------------------------------------------------------------------------------");
|
||||
foreach (RegionData r in regions)
|
||||
{
|
||||
OpenSim.Data.RegionFlags flags = (OpenSim.Data.RegionFlags)Convert.ToInt32(r.Data["flags"]);
|
||||
MainConsole.Instance.Output(String.Format("{0,-20} {1}\n{2,-20} {3}\n{4,-39} {5}\n\n",
|
||||
r.RegionName, r.RegionID,
|
||||
String.Format("{0},{1}", r.posX / Constants.RegionSize, r.posY / Constants.RegionSize),
|
||||
r.Data["serverURI"],
|
||||
r.Data["owner_uuid"], flags));
|
||||
|
||||
ConsoleDisplayList dispList = new ConsoleDisplayList();
|
||||
dispList.AddRow("Region Name", r.RegionName);
|
||||
dispList.AddRow("Region ID", r.RegionID);
|
||||
dispList.AddRow("Location", string.Format("{0},{1}", r.coordX, r.coordY));
|
||||
dispList.AddRow("URI", r.Data["serverURI"]);
|
||||
dispList.AddRow("Owner ID", r.Data["owner_uuid"]);
|
||||
dispList.AddRow("Flags", flags);
|
||||
|
||||
MainConsole.Instance.Output(dispList.ToString());
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -566,7 +566,7 @@ namespace OpenSim.Tests.Common
|
|||
/// <returns></returns>
|
||||
public static SceneObjectPart AddSceneObject(Scene scene)
|
||||
{
|
||||
return AddSceneObject(scene, "Test Object");
|
||||
return AddSceneObject(scene, "Test Object", UUID.Zero);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -574,10 +574,11 @@ namespace OpenSim.Tests.Common
|
|||
/// </summary>
|
||||
/// <param name="scene"></param>
|
||||
/// <param name="name"></param>
|
||||
/// <param name="ownerId"></param>
|
||||
/// <returns></returns>
|
||||
public static SceneObjectPart AddSceneObject(Scene scene, string name)
|
||||
public static SceneObjectPart AddSceneObject(Scene scene, string name, UUID ownerId)
|
||||
{
|
||||
SceneObjectPart part = CreateSceneObjectPart(name, UUID.Random(), UUID.Zero);
|
||||
SceneObjectPart part = CreateSceneObjectPart(name, UUID.Random(), ownerId);
|
||||
|
||||
//part.UpdatePrimFlags(false, false, true);
|
||||
//part.ObjectFlags |= (uint)PrimFlags.Phantom;
|
||||
|
|
Loading…
Reference in New Issue