Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
b313d16493
|
@ -903,47 +903,64 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private void HandleUseCircuitCode(object o)
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{
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// DateTime startTime = DateTime.Now;
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object[] array = (object[])o;
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UDPPacketBuffer buffer = (UDPPacketBuffer)array[0];
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UseCircuitCodePacket uccp = (UseCircuitCodePacket)array[1];
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IPEndPoint remoteEndPoint = null;
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IClientAPI client = null;
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try
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{
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// DateTime startTime = DateTime.Now;
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object[] array = (object[])o;
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UDPPacketBuffer buffer = (UDPPacketBuffer)array[0];
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UseCircuitCodePacket uccp = (UseCircuitCodePacket)array[1];
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m_log.DebugFormat("[LLUDPSERVER]: Handling UseCircuitCode request from {0}", buffer.RemoteEndPoint);
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remoteEndPoint = (IPEndPoint)buffer.RemoteEndPoint;
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AuthenticateResponse sessionInfo;
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if (IsClientAuthorized(uccp, out sessionInfo))
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{
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// Begin the process of adding the client to the simulator
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client
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= AddClient(
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uccp.CircuitCode.Code,
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uccp.CircuitCode.ID,
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uccp.CircuitCode.SessionID,
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remoteEndPoint,
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sessionInfo);
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m_log.DebugFormat("[LLUDPSERVER]: Handling UseCircuitCode request from {0}", buffer.RemoteEndPoint);
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// Send ack straight away to let the viewer know that the connection is active.
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// The client will be null if it already exists (e.g. if on a region crossing the client sends a use
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// circuit code to the existing child agent. This is not particularly obvious.
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SendAckImmediate(remoteEndPoint, uccp.Header.Sequence);
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// We only want to send initial data to new clients, not ones which are being converted from child to root.
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if (client != null)
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client.SceneAgent.SendInitialDataToMe();
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}
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else
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{
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// Don't create clients for unauthorized requesters.
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m_log.WarnFormat(
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"[LLUDPSERVER]: Connection request for client {0} connecting with unnotified circuit code {1} from {2}",
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uccp.CircuitCode.ID, uccp.CircuitCode.Code, remoteEndPoint);
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}
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// m_log.DebugFormat(
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// "[LLUDPSERVER]: Handling UseCircuitCode request from {0} took {1}ms",
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// buffer.RemoteEndPoint, (DateTime.Now - startTime).Milliseconds);
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IPEndPoint remoteEndPoint = (IPEndPoint)buffer.RemoteEndPoint;
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AuthenticateResponse sessionInfo;
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if (IsClientAuthorized(uccp, out sessionInfo))
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{
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// Begin the process of adding the client to the simulator
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IClientAPI client
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= AddClient(
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uccp.CircuitCode.Code,
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uccp.CircuitCode.ID,
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uccp.CircuitCode.SessionID,
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remoteEndPoint,
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sessionInfo);
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// Send ack straight away to let the viewer know that the connection is active.
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// The client will be null if it already exists (e.g. if on a region crossing the client sends a use
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// circuit code to the existing child agent. This is not particularly obvious.
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SendAckImmediate(remoteEndPoint, uccp.Header.Sequence);
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// We only want to send initial data to new clients, not ones which are being converted from child to root.
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if (client != null)
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client.SceneAgent.SendInitialDataToMe();
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}
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else
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catch (Exception e)
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{
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// Don't create clients for unauthorized requesters.
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m_log.WarnFormat(
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"[LLUDPSERVER]: Connection request for client {0} connecting with unnotified circuit code {1} from {2}",
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uccp.CircuitCode.ID, uccp.CircuitCode.Code, remoteEndPoint);
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m_log.ErrorFormat(
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"[LLUDPSERVER]: UseCircuitCode handling from endpoint {0}, client {1} {2} failed. Exception {3}{4}",
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remoteEndPoint != null ? remoteEndPoint.ToString() : "n/a",
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client != null ? client.Name : "unknown",
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client != null ? client.AgentId.ToString() : "unknown",
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e.Message,
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e.StackTrace);
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}
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// m_log.DebugFormat(
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// "[LLUDPSERVER]: Handling UseCircuitCode request from {0} took {1}ms",
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// buffer.RemoteEndPoint, (DateTime.Now - startTime).Milliseconds);
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}
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/// <summary>
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@ -551,9 +551,14 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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// "[INVENTORY ACCESS MODULE]: Target of {0} in CreateItemForObject() is {1} {2}",
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// action, remoteClient.Name, userID);
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}
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else if (so.RootPart.OwnerID == so.RootPart.GroupID)
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{
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// Group owned objects go to the last owner before the object was transferred.
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userID = so.RootPart.LastOwnerID;
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}
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else
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{
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// All returns / deletes go to the object owner
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// Other returns / deletes go to the object owner
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//
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userID = so.RootPart.OwnerID;
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@ -148,6 +148,113 @@ namespace OpenSim.Region.CoreModules.World.Serialiser.Tests
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<OtherParts />
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</SceneObjectGroup>";
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private string badFloatsXml = @"
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<SceneObjectGroup>
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<RootPart>
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<SceneObjectPart xmlns:xsi=""http://www.w3.org/2001/XMLSchema-instance"" xmlns:xsd=""http://www.w3.org/2001/XMLSchema"">
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<AllowedDrop>false</AllowedDrop>
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<CreatorID><Guid>a6dacf01-4636-4bb9-8a97-30609438af9d</Guid></CreatorID>
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<FolderID><Guid>e6a5a05e-e8cc-4816-8701-04165e335790</Guid></FolderID>
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<InventorySerial>1</InventorySerial>
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<TaskInventory />
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<ObjectFlags>0</ObjectFlags>
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<UUID><Guid>e6a5a05e-e8cc-4816-8701-04165e335790</Guid></UUID>
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<LocalId>2698615125</LocalId>
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<Name>NaughtyPrim</Name>
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<Material>0</Material>
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<PassTouches>false</PassTouches>
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<RegionHandle>1099511628032000</RegionHandle>
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<ScriptAccessPin>0</ScriptAccessPin>
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<GroupPosition><X>147.23</X><Y>92.698</Y><Z>22.78084</Z></GroupPosition>
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<OffsetPosition><X>0</X><Y>0</Y><Z>0</Z></OffsetPosition>
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<RotationOffset><X>-4.371139E-08</X><Y>-1</Y><Z>-4.371139E-08</Z><W>0</W></RotationOffset>
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<Velocity><X>0</X><Y>0</Y><Z>0</Z></Velocity>
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<RotationalVelocity><X>0</X><Y>0</Y><Z>0</Z></RotationalVelocity>
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<AngularVelocity><X>0</X><Y>0</Y><Z>0</Z></AngularVelocity>
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<Acceleration><X>0</X><Y>0</Y><Z>0</Z></Acceleration>
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<Description />
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<Color />
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<Text />
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<SitName />
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<TouchName />
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<LinkNum>0</LinkNum>
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<ClickAction>0</ClickAction>
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<Shape>
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<ProfileCurve>1</ProfileCurve>
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<TextureEntry>AAAAAAAAERGZmQAAAAAABQCVlZUAAAAAQEAAAABAQAAAAAAAAAAAAAAAAAAAAA==</TextureEntry>
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<ExtraParams>AA==</ExtraParams>
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<PathBegin>0</PathBegin>
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<PathCurve>16</PathCurve>
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<PathEnd>0</PathEnd>
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<PathRadiusOffset>0</PathRadiusOffset>
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<PathRevolutions>0</PathRevolutions>
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<PathScaleX>100</PathScaleX>
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<PathScaleY>100</PathScaleY>
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<PathShearX>0</PathShearX>
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<PathShearY>0</PathShearY>
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<PathSkew>0</PathSkew>
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<PathTaperX>0</PathTaperX>
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<PathTaperY>0</PathTaperY>
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<PathTwist>0</PathTwist>
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<PathTwistBegin>0</PathTwistBegin>
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<PCode>9</PCode>
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<ProfileBegin>0</ProfileBegin>
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<ProfileEnd>0</ProfileEnd>
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<ProfileHollow>0</ProfileHollow>
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<Scale><X>10</X><Y>10</Y><Z>0.5</Z></Scale>
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<State>0</State>
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<ProfileShape>Square</ProfileShape>
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<HollowShape>Same</HollowShape>
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<SculptTexture><Guid>00000000-0000-0000-0000-000000000000</Guid></SculptTexture>
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<SculptType>0</SculptType><SculptData />
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<FlexiSoftness>0</FlexiSoftness>
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<FlexiTension>0,5</FlexiTension>
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<FlexiDrag>yo mamma</FlexiDrag>
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<FlexiGravity>0</FlexiGravity>
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<FlexiWind>0</FlexiWind>
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<FlexiForceX>0</FlexiForceX>
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<FlexiForceY>0</FlexiForceY>
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<FlexiForceZ>0</FlexiForceZ>
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<LightColorR>0</LightColorR>
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<LightColorG>0</LightColorG>
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<LightColorB>0</LightColorB>
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<LightColorA>1</LightColorA>
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<LightRadius>0</LightRadius>
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<LightCutoff>0</LightCutoff>
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<LightFalloff>0</LightFalloff>
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<LightIntensity>1</LightIntensity>
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<FlexiEntry>false</FlexiEntry>
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<LightEntry>false</LightEntry>
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<SculptEntry>false</SculptEntry>
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</Shape>
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<Scale><X>10</X><Y>10</Y><Z>0.5</Z></Scale>
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<UpdateFlag>0</UpdateFlag>
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<SitTargetOrientation><X>0</X><Y>0</Y><Z>0</Z><W>1</W></SitTargetOrientation>
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<SitTargetPosition><X>0</X><Y>0</Y><Z>0</Z></SitTargetPosition>
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<SitTargetPositionLL><X>0</X><Y>0</Y><Z>0</Z></SitTargetPositionLL>
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<SitTargetOrientationLL><X>0</X><Y>0</Y><Z>0</Z><W>1</W></SitTargetOrientationLL>
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<ParentID>0</ParentID>
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<CreationDate>1211330445</CreationDate>
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<Category>0</Category>
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<SalePrice>0</SalePrice>
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<ObjectSaleType>0</ObjectSaleType>
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<OwnershipCost>0</OwnershipCost>
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<GroupID><Guid>00000000-0000-0000-0000-000000000000</Guid></GroupID>
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<OwnerID><Guid>a6dacf01-4636-4bb9-8a97-30609438af9d</Guid></OwnerID>
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<LastOwnerID><Guid>a6dacf01-4636-4bb9-8a97-30609438af9d</Guid></LastOwnerID>
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<BaseMask>2147483647</BaseMask>
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<OwnerMask>2147483647</OwnerMask>
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<GroupMask>0</GroupMask>
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<EveryoneMask>0</EveryoneMask>
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<NextOwnerMask>2147483647</NextOwnerMask>
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<Flags>None</Flags>
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<CollisionSound><Guid>00000000-0000-0000-0000-000000000000</Guid></CollisionSound>
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<CollisionSoundVolume>0</CollisionSoundVolume>
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</SceneObjectPart>
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</RootPart>
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<OtherParts />
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</SceneObjectGroup>";
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private string xml2 = @"
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<SceneObjectGroup>
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<SceneObjectPart xmlns:xsi=""http://www.w3.org/2001/XMLSchema-instance"" xmlns:xsd=""http://www.w3.org/2001/XMLSchema"">
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@ -256,6 +363,32 @@ namespace OpenSim.Region.CoreModules.World.Serialiser.Tests
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// TODO: Check other properties
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}
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[Test]
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public void TestDeserializeBadFloatsXml()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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SceneObjectGroup so = SceneObjectSerializer.FromOriginalXmlFormat(badFloatsXml);
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SceneObjectPart rootPart = so.RootPart;
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Assert.That(rootPart.UUID, Is.EqualTo(new UUID("e6a5a05e-e8cc-4816-8701-04165e335790")));
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Assert.That(rootPart.CreatorID, Is.EqualTo(new UUID("a6dacf01-4636-4bb9-8a97-30609438af9d")));
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Assert.That(rootPart.Name, Is.EqualTo("NaughtyPrim"));
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// This terminates the deserialization earlier if couldn't be parsed.
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// TODO: Need to address this
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Assert.That(rootPart.GroupPosition.X, Is.EqualTo(147.23f));
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Assert.That(rootPart.Shape.PathCurve, Is.EqualTo(16));
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// Defaults for bad parses
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Assert.That(rootPart.Shape.FlexiTension, Is.EqualTo(0));
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Assert.That(rootPart.Shape.FlexiDrag, Is.EqualTo(0));
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// TODO: Check other properties
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}
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[Test]
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public void TestSerializeXml()
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{
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|
|
|
@ -187,10 +187,62 @@ namespace OpenSim.Region.Framework.Scenes
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public event ClientClosed OnClientClosed;
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// Fired when a script is created
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// The indication that a new script exists in this region.
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public delegate void NewScript(UUID clientID, SceneObjectPart part, UUID itemID);
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public event NewScript OnNewScript;
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public virtual void TriggerNewScript(UUID clientID, SceneObjectPart part, UUID itemID)
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{
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NewScript handlerNewScript = OnNewScript;
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if (handlerNewScript != null)
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{
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foreach (NewScript d in handlerNewScript.GetInvocationList())
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{
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try
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{
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d(clientID, part, itemID);
|
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}
|
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[EVENT MANAGER]: Delegate for TriggerNewScript failed - continuing. {0} {1}",
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e.Message, e.StackTrace);
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}
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||||
}
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}
|
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}
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//TriggerUpdateScript: triggered after Scene receives client's upload of updated script and stores it as asset
|
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// An indication that the script has changed.
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public delegate void UpdateScript(UUID clientID, UUID itemId, UUID primId, bool isScriptRunning, UUID newAssetID);
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public event UpdateScript OnUpdateScript;
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public virtual void TriggerUpdateScript(UUID clientId, UUID itemId, UUID primId, bool isScriptRunning, UUID newAssetID)
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{
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UpdateScript handlerUpdateScript = OnUpdateScript;
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if (handlerUpdateScript != null)
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{
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foreach (UpdateScript d in handlerUpdateScript.GetInvocationList())
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{
|
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try
|
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{
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d(clientId, itemId, primId, isScriptRunning, newAssetID);
|
||||
}
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[EVENT MANAGER]: Delegate for TriggerUpdateScript failed - continuing. {0} {1}",
|
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e.Message, e.StackTrace);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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|
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/// <summary>
|
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/// This is fired when a scene object property that a script might be interested in (such as color, scale or
|
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/// inventory) changes. Only enough information is sent for the LSL changed event
|
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/// (see http://lslwiki.net/lslwiki/wakka.php?wakka=changed)
|
||||
/// ScriptChangedEvent is fired when a scene object property that a script might be interested
|
||||
/// in (such as color, scale or inventory) changes. Only enough information sent is for the LSL changed event.
|
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/// This is not an indication that the script has changed (see OnUpdateScript for that).
|
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/// This event is sent to a script to tell it that some property changed on
|
||||
/// the object the script is in. See http://lslwiki.net/lslwiki/wakka.php?wakka=changed .
|
||||
/// </summary>
|
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public event ScriptChangedEvent OnScriptChangedEvent;
|
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public delegate void ScriptChangedEvent(uint localID, uint change);
|
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|
|
|
@ -283,6 +283,10 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
remoteClient.SendAgentAlertMessage("Script saved", false);
|
||||
}
|
||||
|
||||
// Tell anyone managing scripts that a script has been reloaded/changed
|
||||
EventManager.TriggerUpdateScript(remoteClient.AgentId, itemId, primId, isScriptRunning, item.AssetID);
|
||||
|
||||
part.ParentGroup.ResumeScripts();
|
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return errors;
|
||||
}
|
||||
|
@ -1624,9 +1628,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// have state in inventory
|
||||
part.Inventory.CreateScriptInstance(copyID, 0, false, DefaultScriptEngine, 0);
|
||||
|
||||
// tell anyone watching that there is a new script in town
|
||||
EventManager.TriggerNewScript(agentID, part, copyID);
|
||||
|
||||
// m_log.InfoFormat("[PRIMINVENTORY]: " +
|
||||
// "Rezzed script {0} into prim local ID {1} for user {2}",
|
||||
// item.inventoryName, localID, remoteClient.Name);
|
||||
|
||||
part.ParentGroup.ResumeScripts();
|
||||
|
||||
return part;
|
||||
|
@ -1707,6 +1715,10 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
part.Inventory.AddInventoryItem(taskItem, false);
|
||||
part.Inventory.CreateScriptInstance(taskItem, 0, false, DefaultScriptEngine, 0);
|
||||
|
||||
// tell anyone managing scripts that a new script exists
|
||||
EventManager.TriggerNewScript(agentID, part, taskItem.ItemID);
|
||||
|
||||
part.ParentGroup.ResumeScripts();
|
||||
|
||||
return part;
|
||||
|
@ -1926,7 +1938,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
foreach (SceneObjectGroup g in deleteGroups)
|
||||
{
|
||||
AddReturn(g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return");
|
||||
AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -3427,6 +3427,27 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
agent.startpos.Z = 720;
|
||||
}
|
||||
}
|
||||
|
||||
// Honor Estate teleport routing via Telehubs
|
||||
if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero && RegionInfo.EstateSettings.AllowDirectTeleport == false)
|
||||
{
|
||||
SceneObjectGroup telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject);
|
||||
// Can have multiple SpawnPoints
|
||||
List<SpawnPoint> spawnpoints = RegionInfo.RegionSettings.SpawnPoints();
|
||||
if ( spawnpoints.Count > 1)
|
||||
{
|
||||
// We have multiple SpawnPoints, Route the agent to a random one
|
||||
agent.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count)].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
|
||||
}
|
||||
else
|
||||
{
|
||||
// We have a single SpawnPoint and will route the agent to it
|
||||
agent.startpos = spawnpoints[0].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// Honor parcel landing type and position.
|
||||
if (land != null)
|
||||
{
|
||||
|
|
|
@ -359,7 +359,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_log.ErrorFormat(
|
||||
"[SCENEGRAPH]: Tried to add scene object {0} to {1} with illegal UUID of {2}",
|
||||
sceneObject.Name, m_parentScene.RegionInfo.RegionName, UUID.Zero);
|
||||
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -368,12 +368,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// m_log.DebugFormat(
|
||||
// "[SCENEGRAPH]: Scene graph for {0} already contains object {1} in AddSceneObject()",
|
||||
// m_parentScene.RegionInfo.RegionName, sceneObject.UUID);
|
||||
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENEGRAPH]: Adding scene object {0} {1}, with {2} parts on {3}",
|
||||
// "[SCENEGRAPH]: Adding scene object {0} {1}, with {2} parts on {3}",
|
||||
// sceneObject.Name, sceneObject.UUID, sceneObject.Parts.Length, m_parentScene.RegionInfo.RegionName);
|
||||
|
||||
SceneObjectPart[] parts = sceneObject.Parts;
|
||||
|
@ -409,7 +409,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
lock (SceneObjectGroupsByFullID)
|
||||
SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject;
|
||||
|
||||
|
||||
lock (SceneObjectGroupsByFullPartID)
|
||||
{
|
||||
foreach (SceneObjectPart part in parts)
|
||||
|
|
|
@ -1330,7 +1330,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_log.DebugFormat(
|
||||
"[SCENE OBJECT GROUP]: Returning object {0} due to parcel autoreturn",
|
||||
RootPart.UUID);
|
||||
m_scene.AddReturn(OwnerID, Name, AbsolutePosition, "parcel autoreturn");
|
||||
m_scene.AddReturn(OwnerID == GroupID ? LastOwnerID : OwnerID, Name, AbsolutePosition, "parcel autoreturn");
|
||||
m_scene.DeRezObjects(null, new List<uint>() { RootPart.LocalId }, UUID.Zero,
|
||||
DeRezAction.Return, UUID.Zero);
|
||||
|
||||
|
|
|
@ -303,6 +303,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
// ~SceneObjectPart()
|
||||
// {
|
||||
// Console.WriteLine(
|
||||
// "[SCENE OBJECT PART]: Destructor called for {0}, local id {1}, parent {2} {3}",
|
||||
// Name, LocalId, ParentGroup.Name, ParentGroup.LocalId);
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT PART]: Destructor called for {0}, local id {1}, parent {2} {3}",
|
||||
// Name, LocalId, ParentGroup.Name, ParentGroup.LocalId);
|
||||
|
|
|
@ -29,6 +29,7 @@ using System;
|
|||
using System.Collections.Generic;
|
||||
using System.Drawing;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using System.Xml;
|
||||
using log4net;
|
||||
|
@ -570,13 +571,15 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
|
||||
private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
|
||||
{
|
||||
bool errors = false;
|
||||
obj.Shape = ReadShape(reader, "Shape", out errors);
|
||||
List<string> errorNodeNames;
|
||||
obj.Shape = ReadShape(reader, "Shape", out errorNodeNames);
|
||||
|
||||
if (errors)
|
||||
if (errorNodeNames != null)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[SceneObjectSerializer]: Parsing PrimitiveBaseShape for object part {0} {1} encountered errors. Please see earlier log entries.",
|
||||
obj.Name, obj.UUID);
|
||||
"[SceneObjectSerializer]: Parsing PrimitiveBaseShape for object part {0} {1} encountered errors in properties {2}.",
|
||||
obj.Name, obj.UUID, string.Join(", ", errorNodeNames.ToArray()));
|
||||
}
|
||||
}
|
||||
|
||||
private static void ProcessScale(SceneObjectPart obj, XmlTextReader reader)
|
||||
|
@ -1519,37 +1522,44 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
/// </summary>
|
||||
/// <param name="reader"></param>
|
||||
/// <param name="name">The name of the xml element containing the shape</param>
|
||||
/// <param name="errors">true if any errors were encountered during parsing, false otherwise</param>
|
||||
/// <param name="errors">a list containing the failing node names. If no failures then null.</param>
|
||||
/// <returns>The shape parsed</returns>
|
||||
public static PrimitiveBaseShape ReadShape(XmlTextReader reader, string name, out bool errors)
|
||||
public static PrimitiveBaseShape ReadShape(XmlTextReader reader, string name, out List<string> errorNodeNames)
|
||||
{
|
||||
errors = false;
|
||||
List<string> internalErrorNodeNames = null;
|
||||
|
||||
PrimitiveBaseShape shape = new PrimitiveBaseShape();
|
||||
|
||||
if (reader.IsEmptyElement)
|
||||
{
|
||||
reader.Read();
|
||||
errorNodeNames = null;
|
||||
return shape;
|
||||
}
|
||||
|
||||
reader.ReadStartElement(name, String.Empty); // Shape
|
||||
|
||||
errors = ExternalRepresentationUtils.ExecuteReadProcessors(
|
||||
ExternalRepresentationUtils.ExecuteReadProcessors(
|
||||
shape,
|
||||
m_ShapeXmlProcessors,
|
||||
reader,
|
||||
(o, nodeName, e)
|
||||
=>
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[SceneObjectSerializer]: Exception while parsing Shape property {0}: {1}{2}",
|
||||
nodeName, e.Message, e.StackTrace);
|
||||
// m_log.DebugFormat(
|
||||
// "[SceneObjectSerializer]: Exception while parsing Shape property {0}: {1}{2}",
|
||||
// nodeName, e.Message, e.StackTrace);
|
||||
if (internalErrorNodeNames == null)
|
||||
internalErrorNodeNames = new List<string>();
|
||||
|
||||
internalErrorNodeNames.Add(nodeName);
|
||||
}
|
||||
);
|
||||
|
||||
reader.ReadEndElement(); // Shape
|
||||
|
||||
errorNodeNames = internalErrorNodeNames;
|
||||
|
||||
return shape;
|
||||
}
|
||||
|
||||
|
|
|
@ -27,6 +27,7 @@
|
|||
|
||||
using System;
|
||||
using System.Reflection;
|
||||
using System.Threading;
|
||||
using NUnit.Framework;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
|
@ -43,6 +44,42 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
[TestFixture]
|
||||
public class SceneObjectBasicTests
|
||||
{
|
||||
// [TearDown]
|
||||
// public void TearDown()
|
||||
// {
|
||||
// Console.WriteLine("TearDown");
|
||||
// GC.Collect();
|
||||
// Thread.Sleep(3000);
|
||||
// }
|
||||
|
||||
// public class GcNotify
|
||||
// {
|
||||
// public static AutoResetEvent gcEvent = new AutoResetEvent(false);
|
||||
// private static bool _initialized = false;
|
||||
//
|
||||
// public static void Initialize()
|
||||
// {
|
||||
// if (!_initialized)
|
||||
// {
|
||||
// _initialized = true;
|
||||
// new GcNotify();
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// private GcNotify(){}
|
||||
//
|
||||
// ~GcNotify()
|
||||
// {
|
||||
// if (!Environment.HasShutdownStarted &&
|
||||
// !AppDomain.CurrentDomain.IsFinalizingForUnload())
|
||||
// {
|
||||
// Console.WriteLine("GcNotify called");
|
||||
// gcEvent.Set();
|
||||
// new GcNotify();
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
/// <summary>
|
||||
/// Test adding an object to a scene.
|
||||
/// </summary>
|
||||
|
@ -147,11 +184,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
public void TestDeleteSceneObject()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
|
||||
|
||||
TestScene scene = SceneHelpers.SetupScene();
|
||||
SceneObjectPart part = SceneHelpers.AddSceneObject(scene);
|
||||
scene.DeleteSceneObject(part.ParentGroup, false);
|
||||
|
||||
|
||||
SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
|
||||
Assert.That(retrievedPart, Is.Null);
|
||||
}
|
||||
|
|
|
@ -230,8 +230,10 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
|
|||
|
||||
m_scene.EventManager.OnEmptyScriptCompileQueue -= OnEmptyScriptCompileQueue;
|
||||
|
||||
m_log.InfoFormat("[RegionReady]: Logins enabled for {0}, Oar {1}",
|
||||
m_scene.RegionInfo.RegionName, m_oarFileLoading.ToString());
|
||||
// m_log.InfoFormat("[RegionReady]: Logins enabled for {0}, Oar {1}",
|
||||
// m_scene.RegionInfo.RegionName, m_oarFileLoading.ToString());
|
||||
|
||||
m_log.InfoFormat("[RegionReady]: Logins enabled for {0}", m_scene.RegionInfo.RegionName);
|
||||
|
||||
if ( m_uri != string.Empty )
|
||||
{
|
||||
|
|
|
@ -121,8 +121,8 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
npcAvatar.CircuitCode = (uint)Util.RandomClass.Next(0, int.MaxValue);
|
||||
|
||||
m_log.DebugFormat(
|
||||
"[NPC MODULE]: Creating NPC {0} {1} {2} at {3} in {4}",
|
||||
firstname, lastname, npcAvatar.AgentId, position, scene.RegionInfo.RegionName);
|
||||
"[NPC MODULE]: Creating NPC {0} {1} {2}, owner={3}, senseAsAgent={4} at {5} in {6}",
|
||||
firstname, lastname, npcAvatar.AgentId, owner, senseAsAgent, position, scene.RegionInfo.RegionName);
|
||||
|
||||
AgentCircuitData acd = new AgentCircuitData();
|
||||
acd.AgentID = npcAvatar.AgentId;
|
||||
|
|
|
@ -313,7 +313,7 @@ namespace OpenSim.Region.Physics.Meshing
|
|||
private bool GenerateCoordsAndFacesFromPrimMeshData(
|
||||
string primName, PrimitiveBaseShape primShape, Vector3 size, out List<Coord> coords, out List<Face> faces)
|
||||
{
|
||||
m_log.DebugFormat("[MESH]: experimental mesh proxy generation for {0}", primName);
|
||||
// m_log.DebugFormat("[MESH]: experimental mesh proxy generation for {0}", primName);
|
||||
|
||||
coords = new List<Coord>();
|
||||
faces = new List<Face>();
|
||||
|
@ -321,7 +321,7 @@ namespace OpenSim.Region.Physics.Meshing
|
|||
|
||||
if (primShape.SculptData.Length <= 0)
|
||||
{
|
||||
m_log.Error("[MESH]: asset data is zero length");
|
||||
m_log.ErrorFormat("[MESH]: asset data for {0} is zero length", primName);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
|
|
@ -2233,7 +2233,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
CheckThreatLevel(ThreatLevel.High, "osNpcCreate");
|
||||
m_host.AddScriptLPS(1);
|
||||
|
||||
return NpcCreate(firstname, lastname, position, notecard, false, true);
|
||||
return NpcCreate(firstname, lastname, position, notecard, false, false);
|
||||
}
|
||||
|
||||
public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, int options)
|
||||
|
@ -2244,7 +2244,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
return NpcCreate(
|
||||
firstname, lastname, position, notecard,
|
||||
(options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0,
|
||||
(options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) == 0);
|
||||
(options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) != 0);
|
||||
}
|
||||
|
||||
private LSL_Key NpcCreate(
|
||||
|
@ -2595,7 +2595,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
UUID npcID = new UUID(npc.m_string);
|
||||
|
||||
if (module.CheckPermissions(npcID, m_host.OwnerID))
|
||||
AvatarPlayAnimation(npcID.ToString(), animation);
|
||||
AvatarStopAnimation(npcID.ToString(), animation);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -31,7 +31,6 @@ using System.Collections.Generic;
|
|||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using log4net;
|
||||
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Region.ScriptEngine.Shared;
|
||||
|
@ -41,6 +40,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
|
|||
{
|
||||
public class SensorRepeat
|
||||
{
|
||||
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
public AsyncCommandManager m_CmdManager;
|
||||
|
||||
public SensorRepeat(AsyncCommandManager CmdManager)
|
||||
|
@ -447,11 +448,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
|
|||
|
||||
Action<ScenePresence> senseEntity = new Action<ScenePresence>(presence =>
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[SENSOR REPEAT]: Inspecting scene presence {0}, type {1} on sensor sweep for {2}, type {3}",
|
||||
// presence.Name, presence.PresenceType, ts.name, ts.type);
|
||||
|
||||
if ((ts.type & NPC) == 0 && presence.PresenceType == PresenceType.Npc)
|
||||
{
|
||||
INPC npcData = npcModule.GetNPC(presence.UUID, presence.Scene);
|
||||
if (npcData == null || !npcData.SenseAsAgent)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[SENSOR REPEAT]: Discarding NPC {0} from agent sense sweep for script item id {1}",
|
||||
// presence.Name, ts.itemID);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if ((ts.type & AGENT) == 0)
|
||||
|
@ -464,7 +474,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
|
|||
{
|
||||
INPC npcData = npcModule.GetNPC(presence.UUID, presence.Scene);
|
||||
if (npcData != null && npcData.SenseAsAgent)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[SENSOR REPEAT]: Discarding NPC {0} from non-agent sense sweep for script item id {1}",
|
||||
// presence.Name, ts.itemID);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -220,7 +220,7 @@ namespace OpenSim.Services.Connectors.Friends
|
|||
public bool Delete(Dictionary<string, object> sendData, string PrincipalID, string Friend)
|
||||
{
|
||||
string reply = string.Empty;
|
||||
string uri = m_ServerURI = "/friends";
|
||||
string uri = m_ServerURI + "/friends";
|
||||
try
|
||||
{
|
||||
reply = SynchronousRestFormsRequester.MakeRequest("POST", uri, ServerUtils.BuildQueryString(sendData));
|
||||
|
|
|
@ -50,7 +50,8 @@ namespace OpenSim.Tests.Common.Mock
|
|||
|
||||
~TestScene()
|
||||
{
|
||||
Console.WriteLine("TestScene destructor called for {0}", RegionInfo.RegionName);
|
||||
//Console.WriteLine("TestScene destructor called for {0}", RegionInfo.RegionName);
|
||||
Console.WriteLine("TestScene destructor called");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -49,6 +49,13 @@ namespace OpenSim.Tests.Torture
|
|||
[TestFixture]
|
||||
public class ObjectTortureTests
|
||||
{
|
||||
[TearDown]
|
||||
public void TearDown()
|
||||
{
|
||||
GC.Collect();
|
||||
GC.WaitForPendingFinalizers();
|
||||
}
|
||||
|
||||
// [Test]
|
||||
// public void Test0000Clean()
|
||||
// {
|
||||
|
@ -141,8 +148,18 @@ namespace OpenSim.Tests.Torture
|
|||
string.Format("Object {0} could not be retrieved", i));
|
||||
}
|
||||
|
||||
// This does not work to fire the SceneObjectGroup destructors - something else is hanging on to them.
|
||||
// scene.DeleteAllSceneObjects();
|
||||
// When a scene object is added to a scene, it is placed in the update list for sending to viewers
|
||||
// (though in this case we have none). When it is deleted, it is not removed from the update which is
|
||||
// fine since it will later be ignored.
|
||||
//
|
||||
// However, that means that we need to manually run an update here to clear out that list so that deleted
|
||||
// objects will be clean up by the garbage collector before the next stress test is run.
|
||||
scene.Update();
|
||||
|
||||
// Currently, we need to do this in order to garbage collect the scene objects ready for the next test run.
|
||||
// However, what we really need to do is find out why the entire scene is not garbage collected in
|
||||
// teardown.
|
||||
scene.DeleteAllSceneObjects();
|
||||
|
||||
Console.WriteLine(
|
||||
"Took {0}ms, {1}MB ({2} - {3}) to create {4} objects each containing {5} prim(s)",
|
||||
|
|
Loading…
Reference in New Issue