Merge branch 'master' into careminster-presence-refactor
commit
ba38c697e8
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@ -67,7 +67,6 @@ namespace OpenSim.Data
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/// really want is the assembly of your database class.
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///
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/// </summary>
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public class Migration
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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@ -173,8 +172,6 @@ namespace OpenSim.Data
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ExecuteScript(_conn, script);
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}
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public void Update()
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{
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InitMigrationsTable();
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@ -186,8 +183,8 @@ namespace OpenSim.Data
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return;
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// to prevent people from killing long migrations.
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m_log.InfoFormat("[MIGRATIONS] Upgrading {0} to latest revision {1}.", _type, migrations.Keys[migrations.Count - 1]);
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m_log.Info("[MIGRATIONS] NOTE: this may take a while, don't interupt this process!");
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m_log.InfoFormat("[MIGRATIONS]: Upgrading {0} to latest revision {1}.", _type, migrations.Keys[migrations.Count - 1]);
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m_log.Info("[MIGRATIONS]: NOTE - this may take a while, don't interrupt this process!");
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foreach (KeyValuePair<int, string[]> kvp in migrations)
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{
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@ -206,7 +203,7 @@ namespace OpenSim.Data
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}
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catch (Exception e)
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{
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m_log.DebugFormat("[MIGRATIONS] Cmd was {0}", e.Message.Replace("\n", " "));
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m_log.DebugFormat("[MIGRATIONS]: Cmd was {0}", e.Message.Replace("\n", " "));
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m_log.Debug("[MIGRATIONS]: An error has occurred in the migration. This may mean you could see errors trying to run OpenSim. If you see database related errors, you will need to fix the issue manually. Continuing.");
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ExecuteScript("ROLLBACK;");
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}
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@ -64,14 +64,22 @@ namespace OpenSim.Data.MySQL
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public bool StoreFolder(XInventoryFolder folder)
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{
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if (folder.folderName.Length > 64)
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folder.folderName = folder.folderName.Substring(0, 64);
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return m_Folders.Store(folder);
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}
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public bool StoreItem(XInventoryItem item)
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{
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if (item.inventoryName.Length > 64)
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item.inventoryName = item.inventoryName.Substring(0, 64);
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if (item.inventoryDescription.Length > 128)
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item.inventoryDescription = item.inventoryDescription.Substring(0, 128);
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return m_Items.Store(item);
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}
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public bool DeleteFolders(string field, string val)
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{
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return m_Folders.Delete(field, val);
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@ -66,11 +66,19 @@ namespace OpenSim.Data.SQLite
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public bool StoreFolder(XInventoryFolder folder)
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{
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if (folder.folderName.Length > 64)
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folder.folderName = folder.folderName.Substring(0, 64);
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return m_Folders.Store(folder);
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}
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public bool StoreItem(XInventoryItem item)
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{
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if (item.inventoryName.Length > 64)
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item.inventoryName = item.inventoryName.Substring(0, 64);
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if (item.inventoryDescription.Length > 128)
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item.inventoryDescription = item.inventoryDescription.Substring(0, 128);
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return m_Items.Store(item);
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}
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@ -134,7 +134,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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foreach (KeyValuePair<UUID, AssetType> kvp in m_uuids)
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{
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m_assetService.Get(kvp.Key.ToString(), kvp.Value, PreAssetRequestCallback);
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if (kvp.Key != UUID.Zero)
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m_assetService.Get(kvp.Key.ToString(), kvp.Value, PreAssetRequestCallback);
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}
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m_requestCallbackTimer.Enabled = true;
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@ -269,7 +270,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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}
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catch (Exception e)
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{
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m_log.ErrorFormat("[ARCHIVER]: AssetRequestCallback failed with {0}", e);
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m_log.ErrorFormat("[ARCHIVER]: AssetRequestCallback failed with {0}{1}", e.Message, e.StackTrace);
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}
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}
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@ -285,7 +286,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[ARCHIVER]: Terminating archive creation since asset requster callback failed with {0}", e);
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"[ARCHIVER]: Terminating archive creation since asset requester callback failed with {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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@ -400,7 +400,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (Permissions.PropagatePermissions() && recipient != senderId)
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{
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// First, make sore base is limited to the next perms
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itemCopy.BasePermissions = item.BasePermissions & item.NextPermissions;
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itemCopy.BasePermissions = item.BasePermissions & (item.NextPermissions | (uint)PermissionMask.Move);
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// By default, current equals base
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itemCopy.CurrentPermissions = itemCopy.BasePermissions;
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@ -916,7 +916,7 @@ namespace OpenSim.Region.Framework.Scenes
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if ((part.OwnerID != destAgent) && Permissions.PropagatePermissions())
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{
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agentItem.BasePermissions = taskItem.BasePermissions & taskItem.NextPermissions;
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agentItem.BasePermissions = taskItem.BasePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move);
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if (taskItem.InvType == (int)InventoryType.Object)
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agentItem.CurrentPermissions = agentItem.BasePermissions & ((taskItem.CurrentPermissions & 7) << 13);
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agentItem.CurrentPermissions = agentItem.BasePermissions ;
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@ -1111,7 +1111,7 @@ namespace OpenSim.Region.Framework.Scenes
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destTaskItem.EveryonePermissions = srcTaskItem.EveryonePermissions &
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srcTaskItem.NextPermissions;
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destTaskItem.BasePermissions = srcTaskItem.BasePermissions &
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srcTaskItem.NextPermissions;
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(srcTaskItem.NextPermissions | (uint)PermissionMask.Move);
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destTaskItem.CurrentPermissions |= 8; // Slam!
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}
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}
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@ -675,7 +675,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity
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d.Vector3 pos = d.BodyGetPosition(Body);
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Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f);
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// Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f);
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Vector3 posChange = new Vector3();
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posChange.X = pos.X - m_lastPositionVector.X;
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posChange.Y = pos.Y - m_lastPositionVector.Y;
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@ -1576,19 +1576,19 @@ Console.WriteLine(" JointCreateFixed");
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//Console.WriteLine("Move " + m_primName);
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if (!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
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// NON-'VEHICLES' are dealt with here
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if (d.BodyIsEnabled(Body) && !m_angularlock.ApproxEquals(Vector3.Zero, 0.003f))
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{
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d.Vector3 avel2 = d.BodyGetAngularVel(Body);
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/*
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if (m_angularlock.X == 1)
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avel2.X = 0;
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if (m_angularlock.Y == 1)
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avel2.Y = 0;
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if (m_angularlock.Z == 1)
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avel2.Z = 0;
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d.BodySetAngularVel(Body, avel2.X, avel2.Y, avel2.Z);
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*/
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}
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// if (d.BodyIsEnabled(Body) && !m_angularlock.ApproxEquals(Vector3.Zero, 0.003f))
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// {
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// d.Vector3 avel2 = d.BodyGetAngularVel(Body);
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// /*
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// if (m_angularlock.X == 1)
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// avel2.X = 0;
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// if (m_angularlock.Y == 1)
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// avel2.Y = 0;
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// if (m_angularlock.Z == 1)
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// avel2.Z = 0;
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// d.BodySetAngularVel(Body, avel2.X, avel2.Y, avel2.Z);
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// */
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// }
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//float PID_P = 900.0f;
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float m_mass = CalculateMass();
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