Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim
commit
b2e50474dc
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@ -5199,11 +5199,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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catch (Exception e)
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catch (Exception e)
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{
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{
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m_log.Error("[GENERICMESSAGE] " + e);
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m_log.ErrorFormat(
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"[LLCLIENTVIEW]: Exeception when handling generic message {0}{1}", e.Message, e.StackTrace);
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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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m_log.Error("[GENERICMESSAGE] Not handling GenericMessage with method-type of: " + method);
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//m_log.Debug("[LLCLIENTVIEW]: Not handling GenericMessage with method-type of: " + method);
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return false;
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return false;
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}
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}
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@ -695,9 +695,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (packet.Header.Reliable && !udpClient.PacketArchive.TryEnqueue(packet.Header.Sequence))
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if (packet.Header.Reliable && !udpClient.PacketArchive.TryEnqueue(packet.Header.Sequence))
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{
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{
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if (packet.Header.Resent)
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if (packet.Header.Resent)
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m_log.Debug("[LLUDPSERVER]: Received a resend of already processed packet #" + packet.Header.Sequence + ", type: " + packet.Type);
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m_log.DebugFormat(
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else
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"[LLUDPSERVER]: Received a resend of already processed packet #{0}, type {1} from {2}",
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m_log.Warn("[LLUDPSERVER]: Received a duplicate (not marked as resend) of packet #" + packet.Header.Sequence + ", type: " + packet.Type);
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packet.Header.Sequence, packet.Type, client.Name);
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else
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m_log.WarnFormat(
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"[LLUDPSERVER]: Received a duplicate (not marked as resend) of packet #{0}, type {1} from {2}",
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packet.Header.Sequence, packet.Type, client.Name);
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// Avoid firing a callback twice for the same packet
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// Avoid firing a callback twice for the same packet
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return;
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return;
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@ -190,7 +190,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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itemID = group.GetFromItemID();
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itemID = group.GetFromItemID();
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}
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}
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SetAttachmentInventoryStatus(remoteClient, AttachmentPt, itemID, group);
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ShowAttachInUserInventory(remoteClient, AttachmentPt, itemID, group);
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AttachToAgent(sp, group, AttachmentPt, attachPos, silent);
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AttachToAgent(sp, group, AttachmentPt, attachPos, silent);
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}
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}
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@ -218,24 +218,24 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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public UUID RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
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public UUID RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
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{
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{
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m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing single attachment from item {0} for {1}", itemID, remoteClient.Name);
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return RezSingleAttachmentFromInventory(remoteClient, itemID, AttachmentPt, true);
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return RezSingleAttachmentFromInventory(remoteClient, itemID, AttachmentPt, true);
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}
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}
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public UUID RezSingleAttachmentFromInventory(
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public UUID RezSingleAttachmentFromInventory(
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IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus)
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IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus)
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{
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{
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m_log.DebugFormat(
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"[ATTACHMENTS MODULE]: Rezzing attachment to point {0} from item {1} for {2}",
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(AttachmentPoint)AttachmentPt, itemID, remoteClient.Name);
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SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(remoteClient, itemID, AttachmentPt);
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SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(remoteClient, itemID, AttachmentPt);
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if (updateInventoryStatus)
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if (updateInventoryStatus)
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{
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{
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if (att == null)
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if (att == null)
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{
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ShowDetachInUserInventory(itemID, remoteClient);
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ShowDetachInUserInventory(itemID, remoteClient);
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}
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else
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ShowAttachInUserInventory(att, remoteClient, itemID, AttachmentPt);
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SetAttachmentInventoryStatus(att, remoteClient, itemID, AttachmentPt);
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}
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}
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if (null == att)
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if (null == att)
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@ -300,12 +300,20 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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return null;
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return null;
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}
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}
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public UUID SetAttachmentInventoryStatus(
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/// <summary>
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/// Update the user inventory to the attachment of an item
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/// </summary>
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/// <param name="att"></param>
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/// <param name="remoteClient"></param>
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/// <param name="itemID"></param>
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/// <param name="AttachmentPt"></param>
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/// <returns></returns>
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protected UUID ShowAttachInUserInventory(
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SceneObjectGroup att, IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
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SceneObjectGroup att, IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
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{
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{
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m_log.DebugFormat(
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// m_log.DebugFormat(
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"[ATTACHMENTS MODULE]: Updating inventory of {0} to show attachment of {1} (item ID {2})",
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// "[ATTACHMENTS MODULE]: Updating inventory of {0} to show attachment of {1} (item ID {2})",
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remoteClient.Name, att.Name, itemID);
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// remoteClient.Name, att.Name, itemID);
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if (!att.IsDeleted)
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if (!att.IsDeleted)
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AttachmentPt = att.RootPart.AttachmentPoint;
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AttachmentPt = att.RootPart.AttachmentPoint;
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@ -329,7 +337,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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/// <param name="AttachmentPt"></param>
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/// <param name="AttachmentPt"></param>
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/// <param name="itemID"></param>
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/// <param name="itemID"></param>
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/// <param name="att"></param>
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/// <param name="att"></param>
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public void SetAttachmentInventoryStatus(
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protected void ShowAttachInUserInventory(
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IClientAPI remoteClient, uint AttachmentPt, UUID itemID, SceneObjectGroup att)
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IClientAPI remoteClient, uint AttachmentPt, UUID itemID, SceneObjectGroup att)
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{
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{
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// m_log.DebugFormat(
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// m_log.DebugFormat(
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@ -387,7 +395,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// Save avatar attachment information
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// Save avatar attachment information
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if (m_scene.AvatarFactory != null)
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if (m_scene.AvatarFactory != null)
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{
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{
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m_log.Debug("[ATTACHMENTS MODULE]: Dettaching from UserID: " + remoteClient.AgentId + ", ItemID: " + itemID);
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m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + remoteClient.AgentId + ", ItemID: " + itemID);
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m_scene.AvatarFactory.UpdateDatabase(remoteClient.AgentId, presence.Appearance);
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m_scene.AvatarFactory.UpdateDatabase(remoteClient.AgentId, presence.Appearance);
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}
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}
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}
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}
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@ -198,7 +198,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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public void UpdateDatabase(UUID user, AvatarAppearance appearance)
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public void UpdateDatabase(UUID user, AvatarAppearance appearance)
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{
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{
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m_log.DebugFormat("[APPEARANCE]: UpdateDatabase");
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//m_log.DebugFormat("[APPEARANCE]: UpdateDatabase");
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AvatarData adata = new AvatarData(appearance);
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AvatarData adata = new AvatarData(appearance);
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m_scene.AvatarService.SetAvatar(user, adata);
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m_scene.AvatarService.SetAvatar(user, adata);
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}
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}
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@ -109,17 +109,6 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="itemID"></param>
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/// <param name="itemID"></param>
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/// <param name="remoteClient"></param>
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/// <param name="remoteClient"></param>
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void DetachSingleAttachmentToGround(UUID itemID, IClientAPI remoteClient);
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void DetachSingleAttachmentToGround(UUID itemID, IClientAPI remoteClient);
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/// <summary>
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/// Update the user inventory to the attachment of an item
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/// </summary>
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/// <param name="att"></param>
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/// <param name="remoteClient"></param>
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/// <param name="itemID"></param>
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/// <param name="AttachmentPt"></param>
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/// <returns></returns>
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UUID SetAttachmentInventoryStatus(
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SceneObjectGroup att, IClientAPI remoteClient, UUID itemID, uint AttachmentPt);
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/// <summary>
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/// <summary>
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/// Update the user inventory to show a detach.
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/// Update the user inventory to show a detach.
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@ -1319,6 +1319,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_frame % m_update_presences == 0)
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if (m_frame % m_update_presences == 0)
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m_sceneGraph.UpdatePresences();
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m_sceneGraph.UpdatePresences();
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// Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client)
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if (m_frame % m_update_coarse_locations == 0)
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if (m_frame % m_update_coarse_locations == 0)
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{
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{
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List<Vector3> coarseLocations;
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List<Vector3> coarseLocations;
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@ -1336,9 +1337,12 @@ namespace OpenSim.Region.Framework.Scenes
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m_sceneGraph.UpdatePreparePhysics();
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m_sceneGraph.UpdatePreparePhysics();
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physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
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physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
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// Apply any pending avatar force input to the avatar's velocity
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if (m_frame % m_update_entitymovement == 0)
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if (m_frame % m_update_entitymovement == 0)
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m_sceneGraph.UpdateScenePresenceMovement();
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m_sceneGraph.UpdateScenePresenceMovement();
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// Perform the main physics update. This will do the actual work of moving objects and avatars according to their
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// velocity
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int tmpPhysicsMS = Util.EnvironmentTickCount();
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int tmpPhysicsMS = Util.EnvironmentTickCount();
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if (m_frame % m_update_physics == 0)
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if (m_frame % m_update_physics == 0)
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{
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{
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@ -522,16 +522,6 @@ namespace OpenSim.Region.Framework.Scenes
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m_parentScene.AttachmentsModule.DetachSingleAttachmentToGround(group.UUID, remoteClient);
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m_parentScene.AttachmentsModule.DetachSingleAttachmentToGround(group.UUID, remoteClient);
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}
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}
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protected internal void DetachObject(uint objectLocalID, IClientAPI remoteClient)
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{
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SceneObjectGroup group = GetGroupByPrim(objectLocalID);
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if (group != null)
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{
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//group.DetachToGround();
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m_parentScene.AttachmentsModule.ShowDetachInUserInventory(group.GetFromItemID(), remoteClient);
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}
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}
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protected internal void HandleUndo(IClientAPI remoteClient, UUID primId)
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protected internal void HandleUndo(IClientAPI remoteClient, UUID primId)
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{
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{
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if (primId != UUID.Zero)
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if (primId != UUID.Zero)
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@ -1430,9 +1430,9 @@ namespace OpenSim.Region.Framework.Scenes
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// don't backup while it's selected or you're asking for changes mid stream.
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// don't backup while it's selected or you're asking for changes mid stream.
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if (isTimeToPersist() || forcedBackup)
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if (isTimeToPersist() || forcedBackup)
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{
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{
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m_log.DebugFormat(
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// m_log.DebugFormat(
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"[SCENE]: Storing {0}, {1} in {2}",
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// "[SCENE]: Storing {0}, {1} in {2}",
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Name, UUID, m_scene.RegionInfo.RegionName);
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// Name, UUID, m_scene.RegionInfo.RegionName);
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SceneObjectGroup backup_group = Copy(false);
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SceneObjectGroup backup_group = Copy(false);
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backup_group.RootPart.Velocity = RootPart.Velocity;
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backup_group.RootPart.Velocity = RootPart.Velocity;
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@ -1522,6 +1522,8 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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// If the agent update does move the avatar, then calculate the force ready for the velocity update,
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// which occurs later in the main scene loop
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if (update_movementflag || (update_rotation && DCFlagKeyPressed))
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if (update_movementflag || (update_rotation && DCFlagKeyPressed))
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{
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{
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// m_log.DebugFormat("{0} {1}", update_movementflag, (update_rotation && DCFlagKeyPressed));
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// m_log.DebugFormat("{0} {1}", update_movementflag, (update_rotation && DCFlagKeyPressed));
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@ -3727,8 +3729,8 @@ namespace OpenSim.Region.Framework.Scenes
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return;
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return;
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UUID itemID = m_appearance.GetAttachedItem(p);
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UUID itemID = m_appearance.GetAttachedItem(p);
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UUID assetID = m_appearance.GetAttachedAsset(p);
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//UUID assetID = m_appearance.GetAttachedAsset(p);
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// For some reason assetIDs are being written as Zero's in the DB -- need to track tat down
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// For some reason assetIDs are being written as Zero's in the DB -- need to track tat down
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// But they're not used anyway, the item is being looked up for now, so let's proceed.
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// But they're not used anyway, the item is being looked up for now, so let's proceed.
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//if (UUID.Zero == assetID)
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//if (UUID.Zero == assetID)
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@ -3739,17 +3741,11 @@ namespace OpenSim.Region.Framework.Scenes
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try
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try
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{
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{
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// Rez from inventory
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m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p);
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UUID asset
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= m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p);
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m_log.InfoFormat(
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"[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})",
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p, itemID, assetID, asset);
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}
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}
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catch (Exception e)
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catch (Exception e)
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{
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{
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m_log.ErrorFormat("[ATTACHMENT]: Unable to rez attachment: {0}", e.ToString());
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m_log.ErrorFormat("[ATTACHMENT]: Unable to rez attachment: {0}{1}", e.Message, e.StackTrace);
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}
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}
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}
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}
|
||||||
}
|
}
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||||||
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