Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitwork
commit
caeaa03a69
|
@ -188,19 +188,21 @@ namespace OpenSim.Framework.Console
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{
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lock (m_modulesCommands)
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{
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if (m_modulesCommands.ContainsKey(moduleName))
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foreach (string key in m_modulesCommands.Keys)
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{
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List<CommandInfo> commands = m_modulesCommands[moduleName];
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var ourHelpText = commands.ConvertAll(c => string.Format("{0} - {1}", c.help_text, c.long_help));
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ourHelpText.Sort();
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helpText.AddRange(ourHelpText);
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// Allow topic help requests to succeed whether they are upper or lowercase.
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if (moduleName.ToLower() == key.ToLower())
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{
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List<CommandInfo> commands = m_modulesCommands[key];
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var ourHelpText = commands.ConvertAll(c => string.Format("{0} - {1}", c.help_text, c.long_help));
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ourHelpText.Sort();
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helpText.AddRange(ourHelpText);
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return true;
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}
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else
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{
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return false;
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return true;
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}
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}
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return false;
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}
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}
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@ -423,12 +423,18 @@ namespace OpenSim.Framework
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set { m_internalEndPoint = value; }
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}
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/// <summary>
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/// The x co-ordinate of this region in map tiles (e.g. 1000).
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/// </summary>
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public uint RegionLocX
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{
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get { return m_regionLocX.Value; }
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set { m_regionLocX = value; }
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}
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/// <summary>
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/// The y co-ordinate of this region in map tiles (e.g. 1000).
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/// </summary>
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public uint RegionLocY
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{
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get { return m_regionLocY.Value; }
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@ -263,15 +263,16 @@ namespace OpenSim
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{
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string capitalizedTopic = char.ToUpper(topic[0]) + topic.Substring(1);
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// This is a hack to allow the user to enter the help command in upper or lowercase. This will go
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// away at some point.
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m_console.Commands.AddCommand(capitalizedTopic, false, "help " + topic,
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"help " + capitalizedTopic,
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"Get help on plugin command '" + topic + "'",
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HandleCommanderHelp);
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m_console.Commands.AddCommand(capitalizedTopic, false, "help " + capitalizedTopic,
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"help " + capitalizedTopic,
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"Get help on plugin command '" + topic + "'",
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HandleCommanderHelp);
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//
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// m_console.Commands.AddCommand("General", false, topic,
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// topic,
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// "Execute subcommand for plugin '" + topic + "'",
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// null);
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ICommander commander = null;
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@ -508,8 +509,7 @@ namespace OpenSim
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scene.SnmpService.LinkUp(scene);
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}
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scene.StartTimer();
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scene.StartTimerWatchdog();
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scene.Start();
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scene.StartScripts();
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@ -132,13 +132,13 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FileLoaders
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{
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// We need to do this because:
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// "Saving the image to the same file it was constructed from is not allowed and throws an exception."
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string tempName = offsetX + "_ " + offsetY + "_" + filename;
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string tempName = Path.GetTempFileName();
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Bitmap entireBitmap = null;
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Bitmap thisBitmap = null;
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if (File.Exists(filename))
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{
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File.Copy(filename, tempName);
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File.Copy(filename, tempName, true);
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entireBitmap = new Bitmap(tempName);
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if (entireBitmap.Width != fileWidth * regionSizeX || entireBitmap.Height != fileHeight * regionSizeY)
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{
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@ -152,7 +152,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FileLoaders
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}
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thisBitmap = CreateGrayscaleBitmapFromMap(m_channel);
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Console.WriteLine("offsetX=" + offsetX + " offsetY=" + offsetY);
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// Console.WriteLine("offsetX=" + offsetX + " offsetY=" + offsetY);
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for (int x = 0; x < regionSizeX; x++)
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for (int y = 0; y < regionSizeY; y++)
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entireBitmap.SetPixel(x + offsetX * regionSizeX, y + (fileHeight - 1 - offsetY) * regionSizeY, thisBitmap.GetPixel(x, y));
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@ -38,6 +38,21 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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ITerrainChannel LoadStream(Stream stream);
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void SaveFile(string filename, ITerrainChannel map);
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void SaveStream(Stream stream, ITerrainChannel map);
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/// <summary>
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/// Save a number of map tiles to a single big image file.
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/// </summary>
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/// <remarks>
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/// If the image file already exists then the tiles saved will replace those already in the file - other tiles
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/// will be untouched.
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/// </remarks>
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/// <param name="filename">The terrain file to save</param>
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/// <param name="offsetX">The map x co-ordinate at which to begin the save.</param>
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/// <param name="offsetY">The may y co-ordinate at which to begin the save.</param>
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/// <param name="fileWidth">The number of tiles to save along the X axis.</param>
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/// <param name="fileHeight">The number of tiles to save along the Y axis.</param>
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/// <param name="regionSizeX">The width of a map tile.</param>
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/// <param name="regionSizeY">The height of a map tile.</param>
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void SaveFile(ITerrainChannel map, string filename, int offsetX, int offsetY, int fileWidth, int fileHeight, int regionSizeX, int regionSizeY);
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}
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}
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@ -561,49 +561,56 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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}
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/// <summary>
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/// Saves the terrain to a larger terrain file.
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/// Save a number of map tiles to a single big image file.
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/// </summary>
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/// <remarks>
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/// If the image file already exists then the tiles saved will replace those already in the file - other tiles
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/// will be untouched.
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/// </remarks>
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/// <param name="filename">The terrain file to save</param>
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/// <param name="fileWidth">The width of the file in units</param>
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/// <param name="fileHeight">The height of the file in units</param>
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/// <param name="fileStartX">Where to begin our slice</param>
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/// <param name="fileStartY">Where to begin our slice</param>
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/// <param name="fileWidth">The number of tiles to save along the X axis.</param>
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/// <param name="fileHeight">The number of tiles to save along the Y axis.</param>
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/// <param name="fileStartX">The map x co-ordinate at which to begin the save.</param>
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/// <param name="fileStartY">The may y co-ordinate at which to begin the save.</param>
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public void SaveToFile(string filename, int fileWidth, int fileHeight, int fileStartX, int fileStartY)
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{
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int offsetX = (int)m_scene.RegionInfo.RegionLocX - fileStartX;
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int offsetY = (int)m_scene.RegionInfo.RegionLocY - fileStartY;
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if (offsetX >= 0 && offsetX < fileWidth && offsetY >= 0 && offsetY < fileHeight)
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if (offsetX < 0 || offsetX >= fileWidth || offsetY < 0 || offsetY >= fileHeight)
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{
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// this region is included in the tile request
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foreach (KeyValuePair<string, ITerrainLoader> loader in m_loaders)
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MainConsole.Instance.OutputFormat(
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"ERROR: file width + minimum X tile and file height + minimum Y tile must incorporate the current region at ({0},{1}). File width {2} from {3} and file height {4} from {5} does not.",
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m_scene.RegionInfo.RegionLocX, m_scene.RegionInfo.RegionLocY, fileWidth, fileStartX, fileHeight, fileStartY);
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return;
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}
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// this region is included in the tile request
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foreach (KeyValuePair<string, ITerrainLoader> loader in m_loaders)
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{
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if (filename.EndsWith(loader.Key))
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{
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if (filename.EndsWith(loader.Key))
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lock (m_scene)
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{
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lock (m_scene)
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{
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loader.Value.SaveFile(m_channel, filename, offsetX, offsetY,
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fileWidth, fileHeight,
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(int)Constants.RegionSize,
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(int)Constants.RegionSize);
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loader.Value.SaveFile(m_channel, filename, offsetX, offsetY,
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fileWidth, fileHeight,
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(int)Constants.RegionSize,
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(int)Constants.RegionSize);
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m_log.InfoFormat("[TERRAIN]: Saved terrain from {0} to {1}", m_scene.RegionInfo.RegionName, filename);
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}
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return;
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MainConsole.Instance.OutputFormat(
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"Saved terrain from ({0},{1}) to ({2},{3}) from {4} to {5}",
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fileStartX, fileStartY, fileStartX + fileWidth - 1, fileStartY + fileHeight - 1,
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m_scene.RegionInfo.RegionName, filename);
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}
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return;
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}
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}
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m_log.ErrorFormat(
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"[TERRAIN]: Could not save terrain from {0} to {1}. Valid file extensions are {2}",
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m_scene.RegionInfo.RegionName, filename, m_supportedFileExtensions);
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}
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else
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{
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m_log.ErrorFormat(
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"[TERRAIN]: Could not save terrain from {0} to {1}. {2} {3} {4} {5} {6} {7}",
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m_scene.RegionInfo.RegionName, filename, fileWidth, fileHeight, fileStartX, fileStartY, offsetX, offsetY);
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}
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MainConsole.Instance.OutputFormat(
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"ERROR: Could not save terrain from {0} to {1}. Valid file extensions are {2}",
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m_scene.RegionInfo.RegionName, filename, m_supportedFileExtensions);
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}
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/// <summary>
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@ -1194,6 +1201,12 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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"Integer");
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saveToTileCommand.AddArgument("minimum Y tile", "The Y region coordinate of the first section on the file",
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"Integer");
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saveToTileCommand.AddArgument("minimum Y tile", "The Y region coordinate of the first tile on the file\n"
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+ "= Example =\n"
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+ "To save a PNG file for a set of map tiles 2 regions wide and 3 regions high from map co-ordinate (9910,10234)\n"
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+ " # terrain save-tile ST06.png 2 3 9910 10234\n",
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"Integer");
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// Terrain adjustments
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Command fillRegionCommand =
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new Command("fill", CommandIntentions.COMMAND_HAZARDOUS, InterfaceFillTerrain, "Fills the current heightmap with a specified value.");
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@ -26,12 +26,12 @@
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*/
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using System;
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using System.Reflection;
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using OpenMetaverse;
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namespace OpenSim.Region.Framework.Interfaces
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{
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public delegate void ScriptCommand(UUID script, string id, string module, string command, string k);
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public delegate object ScriptInvocation(UUID script, object[] parms);
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/// <summary>
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/// Interface for communication between OpenSim modules and in-world scripts
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@ -46,14 +46,17 @@ namespace OpenSim.Region.Framework.Interfaces
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/// </summary>
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event ScriptCommand OnScriptCommand;
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void RegisterScriptInvocation(string name, ScriptInvocation fn, Type[] csig, Type rsig);
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void RegisterScriptInvocation(object target, string method);
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void RegisterScriptInvocation(object target, MethodInfo method);
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void RegisterScriptInvocation(object target, string[] methods);
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Delegate[] GetScriptInvocationList();
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ScriptInvocation LookupScriptInvocation(string fname);
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Delegate LookupScriptInvocation(string fname);
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string LookupModInvocation(string fname);
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Type[] LookupTypeSignature(string fname);
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Type LookupReturnType(string fname);
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object InvokeOperation(UUID scriptId, string fname, params object[] parms);
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object InvokeOperation(UUID hostId, UUID scriptId, string fname, params object[] parms);
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/// <summary>
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/// Send a link_message event to an in-world script
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|
|
|
@ -125,7 +125,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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// XXX: For some reason, we store all animations and use them with upper case names, but in LSL animations
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// are referenced with lower case names!
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UUID animID = DefaultAvatarAnimations.GetDefaultAnimation(name);
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UUID animID = DefaultAvatarAnimations.GetDefaultAnimation(name.ToUpper());
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if (animID == UUID.Zero)
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return;
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|
|
|
@ -104,6 +104,11 @@ namespace OpenSim.Region.Framework.Scenes
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public bool m_allowScriptCrossings;
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public bool m_useFlySlow;
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/// <summary>
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/// Temporarily setting to trigger appearance resends at 60 second intervals.
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/// </summary>
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public bool SendPeriodicAppearanceUpdates { get; set; }
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protected float m_defaultDrawDistance = 255.0f;
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public float DefaultDrawDistance
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{
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|
@ -171,6 +176,11 @@ namespace OpenSim.Region.Framework.Scenes
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protected set;
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}
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/// <summary>
|
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/// Current maintenance run number
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/// </summary>
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public uint MaintenanceRun { get; private set; }
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|
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/// <summary>
|
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/// The minimum length of time in seconds that will be taken for a scene frame. If the frame takes less time then we
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/// will sleep for the remaining period.
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|
@ -181,6 +191,11 @@ namespace OpenSim.Region.Framework.Scenes
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/// </remarks>
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public float MinFrameTime { get; private set; }
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/// <summary>
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/// The minimum length of time in seconds that will be taken for a maintenance run.
|
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/// </summary>
|
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public float MinMaintenanceTime { get; private set; }
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|
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private int m_update_physics = 1;
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private int m_update_entitymovement = 1;
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private int m_update_objects = 1;
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|
@ -209,20 +224,23 @@ namespace OpenSim.Region.Framework.Scenes
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private int m_lastFrameTick;
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public bool CombineRegions = false;
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/// <summary>
|
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/// Tick at which the last maintenance run occurred.
|
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/// </summary>
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private int m_lastMaintenanceTick;
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/// <summary>
|
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/// Signals whether temporary objects are currently being cleaned up. Needed because this is launched
|
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/// asynchronously from the update loop.
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/// </summary>
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private bool m_cleaningTemps = false;
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|
||||
private Object m_heartbeatLock = new Object();
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// private Object m_heartbeatLock = new Object();
|
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|
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// TODO: Possibly stop other classes being able to manipulate this directly.
|
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private SceneGraph m_sceneGraph;
|
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private volatile int m_bordersLocked;
|
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// private int m_RestartTimerCounter;
|
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private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
|
||||
// private int m_incrementsof15seconds;
|
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private volatile bool m_backingup;
|
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private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
|
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private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>();
|
||||
|
@ -230,16 +248,34 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
private bool m_physics_enabled = true;
|
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private bool m_scripts_enabled = true;
|
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private string m_defaultScriptEngine;
|
||||
private int m_LastLogin;
|
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private Thread HeartbeatThread = null;
|
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private volatile bool shuttingdown;
|
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|
||||
private int m_lastUpdate;
|
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/// <summary>
|
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/// Tick at which the last login occurred.
|
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/// </summary>
|
||||
private int m_LastLogin;
|
||||
|
||||
private int m_lastIncoming;
|
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private int m_lastOutgoing;
|
||||
private bool m_firstHeartbeat = true;
|
||||
private int m_hbRestarts = 0;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Thread that runs the scene loop.
|
||||
/// </summary>
|
||||
private Thread m_heartbeatThread;
|
||||
|
||||
/// <summary>
|
||||
/// True if these scene is in the process of shutting down or is shutdown.
|
||||
/// </summary>
|
||||
public bool ShuttingDown
|
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{
|
||||
get { return m_shuttingDown; }
|
||||
}
|
||||
private volatile bool m_shuttingDown;
|
||||
|
||||
// private int m_lastUpdate;
|
||||
private bool m_firstHeartbeat = true;
|
||||
|
||||
private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
|
||||
private bool m_reprioritizationEnabled = true;
|
||||
private double m_reprioritizationInterval = 5000.0;
|
||||
|
@ -566,6 +602,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
m_config = config;
|
||||
MinFrameTime = 0.089f;
|
||||
MinMaintenanceTime = 1;
|
||||
|
||||
Random random = new Random();
|
||||
|
||||
|
@ -577,7 +614,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_EstateDataService = estateDataService;
|
||||
m_regionHandle = m_regInfo.RegionHandle;
|
||||
m_regionName = m_regInfo.RegionName;
|
||||
m_lastUpdate = Util.EnvironmentTickCount();
|
||||
m_lastIncoming = 0;
|
||||
m_lastOutgoing = 0;
|
||||
|
||||
|
@ -759,6 +795,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
|
||||
m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
|
||||
m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
|
||||
SendPeriodicAppearanceUpdates = startupConfig.GetBoolean("SendPeriodicAppearanceUpdates", SendPeriodicAppearanceUpdates);
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
|
@ -834,18 +871,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
m_permissions = new ScenePermissions(this);
|
||||
|
||||
m_lastUpdate = Util.EnvironmentTickCount();
|
||||
// m_lastUpdate = Util.EnvironmentTickCount();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Startup / Close Methods
|
||||
|
||||
public bool ShuttingDown
|
||||
{
|
||||
get { return shuttingdown; }
|
||||
}
|
||||
|
||||
/// <value>
|
||||
/// The scene graph for this scene
|
||||
/// </value>
|
||||
|
@ -1107,6 +1139,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_physics_enabled = enablePhysics;
|
||||
}
|
||||
|
||||
// if (options.ContainsKey("collisions"))
|
||||
// {
|
||||
// // TODO: Implement. If false, should stop objects colliding, though possibly should still allow
|
||||
// // the avatar themselves to collide with the ground.
|
||||
// }
|
||||
|
||||
if (options.ContainsKey("teleport"))
|
||||
{
|
||||
bool enableTeleportDebugging;
|
||||
|
@ -1158,8 +1196,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); });
|
||||
|
||||
// Stop updating the scene objects and agents.
|
||||
//m_heartbeatTimer.Close();
|
||||
shuttingdown = true;
|
||||
m_shuttingDown = true;
|
||||
|
||||
m_log.Debug("[SCENE]: Persisting changed objects");
|
||||
EventManager.TriggerSceneShuttingDown(this);
|
||||
|
@ -1183,16 +1220,16 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// Start the timer which triggers regular scene updates
|
||||
/// Start the scene
|
||||
/// </summary>
|
||||
public void StartTimer()
|
||||
public void Start()
|
||||
{
|
||||
// m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName);
|
||||
|
||||
//m_heartbeatTimer.Enabled = true;
|
||||
//m_heartbeatTimer.Interval = (int)(m_timespan * 1000);
|
||||
//m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
|
||||
if (HeartbeatThread != null)
|
||||
if (m_heartbeatThread != null)
|
||||
{
|
||||
m_hbRestarts++;
|
||||
if(m_hbRestarts > 10)
|
||||
|
@ -1208,13 +1245,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
//proc.WaitForExit();
|
||||
//Thread.Sleep(1000);
|
||||
//Environment.Exit(1);
|
||||
HeartbeatThread.Abort();
|
||||
Watchdog.AbortThread(HeartbeatThread.ManagedThreadId);
|
||||
HeartbeatThread = null;
|
||||
m_heartbeatThread.Abort();
|
||||
Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
|
||||
m_heartbeatThread = null;
|
||||
}
|
||||
m_lastUpdate = Util.EnvironmentTickCount();
|
||||
// m_lastUpdate = Util.EnvironmentTickCount();
|
||||
|
||||
HeartbeatThread
|
||||
m_heartbeatThread
|
||||
= Watchdog.StartThread(
|
||||
Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false);
|
||||
}
|
||||
|
@ -1245,34 +1282,107 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </summary>
|
||||
private void Heartbeat()
|
||||
{
|
||||
if (!Monitor.TryEnter(m_heartbeatLock))
|
||||
{
|
||||
Watchdog.RemoveThread();
|
||||
return;
|
||||
}
|
||||
// if (!Monitor.TryEnter(m_heartbeatLock))
|
||||
// {
|
||||
// Watchdog.RemoveThread();
|
||||
// return;
|
||||
// }
|
||||
|
||||
try
|
||||
{
|
||||
m_eventManager.TriggerOnRegionStarted(this);
|
||||
// try
|
||||
// {
|
||||
|
||||
// The first frame can take a very long time due to physics actors being added on startup. Therefore,
|
||||
// don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false
|
||||
// alarms for scenes with many objects.
|
||||
Update(1);
|
||||
Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true;
|
||||
m_eventManager.TriggerOnRegionStarted(this);
|
||||
|
||||
while (!shuttingdown)
|
||||
Update(-1);
|
||||
}
|
||||
finally
|
||||
{
|
||||
Monitor.Pulse(m_heartbeatLock);
|
||||
Monitor.Exit(m_heartbeatLock);
|
||||
}
|
||||
// The first frame can take a very long time due to physics actors being added on startup. Therefore,
|
||||
// don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false
|
||||
// alarms for scenes with many objects.
|
||||
Update(1);
|
||||
|
||||
Watchdog.StartThread(
|
||||
Maintenance, string.Format("Maintenance ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, true);
|
||||
|
||||
Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true;
|
||||
Update(-1);
|
||||
|
||||
// m_lastUpdate = Util.EnvironmentTickCount();
|
||||
// m_firstHeartbeat = false;
|
||||
// }
|
||||
// finally
|
||||
// {
|
||||
// Monitor.Pulse(m_heartbeatLock);
|
||||
// Monitor.Exit(m_heartbeatLock);
|
||||
// }
|
||||
|
||||
Watchdog.RemoveThread();
|
||||
}
|
||||
|
||||
private void Maintenance()
|
||||
{
|
||||
DoMaintenance(-1);
|
||||
|
||||
Watchdog.RemoveThread();
|
||||
}
|
||||
|
||||
public void DoMaintenance(int runs)
|
||||
{
|
||||
long? endRun = null;
|
||||
int runtc;
|
||||
int previousMaintenanceTick;
|
||||
|
||||
if (runs >= 0)
|
||||
endRun = MaintenanceRun + runs;
|
||||
|
||||
List<Vector3> coarseLocations;
|
||||
List<UUID> avatarUUIDs;
|
||||
|
||||
while (!m_shuttingDown && (endRun == null || MaintenanceRun < endRun))
|
||||
{
|
||||
runtc = Util.EnvironmentTickCount();
|
||||
++MaintenanceRun;
|
||||
|
||||
// Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client)
|
||||
if (MaintenanceRun % (m_update_coarse_locations / 10) == 0)
|
||||
{
|
||||
SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60);
|
||||
// Send coarse locations to clients
|
||||
ForEachScenePresence(delegate(ScenePresence presence)
|
||||
{
|
||||
presence.SendCoarseLocations(coarseLocations, avatarUUIDs);
|
||||
});
|
||||
}
|
||||
|
||||
if (SendPeriodicAppearanceUpdates && MaintenanceRun % 60 == 0)
|
||||
{
|
||||
// m_log.DebugFormat("[SCENE]: Sending periodic appearance updates");
|
||||
|
||||
if (AvatarFactory != null)
|
||||
{
|
||||
ForEachRootScenePresence(sp => AvatarFactory.SendAppearance(sp.UUID));
|
||||
}
|
||||
}
|
||||
|
||||
Watchdog.UpdateThread();
|
||||
|
||||
previousMaintenanceTick = m_lastMaintenanceTick;
|
||||
m_lastMaintenanceTick = Util.EnvironmentTickCount();
|
||||
runtc = Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, runtc);
|
||||
runtc = (int)(MinMaintenanceTime * 1000) - runtc;
|
||||
|
||||
if (runtc > 0)
|
||||
Thread.Sleep(runtc);
|
||||
|
||||
// Optionally warn if a frame takes double the amount of time that it should.
|
||||
if (DebugUpdates
|
||||
&& Util.EnvironmentTickCountSubtract(
|
||||
m_lastMaintenanceTick, previousMaintenanceTick) > (int)(MinMaintenanceTime * 1000 * 2))
|
||||
m_log.WarnFormat(
|
||||
"[SCENE]: Maintenance took {0} ms (desired max {1} ms) in {2}",
|
||||
Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, previousMaintenanceTick),
|
||||
MinMaintenanceTime * 1000,
|
||||
RegionInfo.RegionName);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Update(int frames)
|
||||
{
|
||||
long? endFrame = null;
|
||||
|
@ -1284,10 +1394,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
int tmpPhysicsMS, tmpPhysicsMS2, tmpAgentMS, tmpTempOnRezMS, evMS, backMS, terMS;
|
||||
int previousFrameTick;
|
||||
int maintc;
|
||||
List<Vector3> coarseLocations;
|
||||
List<UUID> avatarUUIDs;
|
||||
|
||||
while (!shuttingdown && (endFrame == null || Frame < endFrame))
|
||||
while (!m_shuttingDown && (endFrame == null || Frame < endFrame))
|
||||
{
|
||||
maintc = Util.EnvironmentTickCount();
|
||||
++Frame;
|
||||
|
@ -1337,17 +1445,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (Frame % m_update_presences == 0)
|
||||
m_sceneGraph.UpdatePresences();
|
||||
|
||||
// Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client)
|
||||
if (Frame % m_update_coarse_locations == 0)
|
||||
{
|
||||
SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60);
|
||||
// Send coarse locations to clients
|
||||
ForEachScenePresence(delegate(ScenePresence presence)
|
||||
{
|
||||
presence.SendCoarseLocations(coarseLocations, avatarUUIDs);
|
||||
});
|
||||
}
|
||||
|
||||
agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS);
|
||||
|
||||
// Delete temp-on-rez stuff
|
||||
|
@ -1455,7 +1552,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
EventManager.TriggerRegionHeartbeatEnd(this);
|
||||
|
||||
// Tell the watchdog that this thread is still alive
|
||||
Watchdog.UpdateThread();
|
||||
|
||||
previousFrameTick = m_lastFrameTick;
|
||||
|
@ -1463,15 +1559,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc);
|
||||
maintc = (int)(MinFrameTime * 1000) - maintc;
|
||||
|
||||
m_lastUpdate = Util.EnvironmentTickCount();
|
||||
m_firstHeartbeat = false;
|
||||
|
||||
if (maintc > 0)
|
||||
Thread.Sleep(maintc);
|
||||
|
||||
m_lastUpdate = Util.EnvironmentTickCount();
|
||||
m_firstHeartbeat = false;
|
||||
|
||||
// Optionally warn if a frame takes double the amount of time that it should.
|
||||
if (DebugUpdates
|
||||
&& Util.EnvironmentTickCountSubtract(
|
||||
|
@ -2662,7 +2754,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|| (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
|
||||
|
||||
CheckHeartbeat();
|
||||
ScenePresence presence;
|
||||
|
||||
ScenePresence sp = GetScenePresence(client.AgentId);
|
||||
|
||||
|
@ -3253,7 +3344,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public override void RemoveClient(UUID agentID, bool closeChildAgents)
|
||||
{
|
||||
CheckHeartbeat();
|
||||
// CheckHeartbeat();
|
||||
bool isChildAgent = false;
|
||||
ScenePresence avatar = GetScenePresence(agentID);
|
||||
if (avatar != null)
|
||||
|
@ -4700,7 +4791,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
int health=1; // Start at 1, means we're up
|
||||
|
||||
if (Util.EnvironmentTickCountSubtract(m_lastUpdate) < 1000)
|
||||
if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
|
||||
{
|
||||
health+=1;
|
||||
flags |= 1;
|
||||
|
@ -4737,6 +4828,8 @@ Environment.Exit(1);
|
|||
//
|
||||
if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
|
||||
health++;
|
||||
else
|
||||
return health;
|
||||
|
||||
return health;
|
||||
}
|
||||
|
@ -4929,8 +5022,8 @@ Environment.Exit(1);
|
|||
if (m_firstHeartbeat)
|
||||
return;
|
||||
|
||||
if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 5000)
|
||||
StartTimer();
|
||||
if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
|
||||
Start();
|
||||
}
|
||||
|
||||
public override ISceneObject DeserializeObject(string representation)
|
||||
|
|
|
@ -233,6 +233,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
private bool m_collisionEventFlag = false;
|
||||
private object m_collisionEventLock = new Object();
|
||||
|
||||
private int m_movementAnimationUpdateCounter = 0;
|
||||
|
||||
private Vector3 m_prevSitOffset;
|
||||
|
||||
protected AvatarAppearance m_appearance;
|
||||
|
@ -741,6 +743,26 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
Appearance = appearance;
|
||||
}
|
||||
|
||||
private void RegionHeartbeatEnd(Scene scene)
|
||||
{
|
||||
if (IsChildAgent)
|
||||
return;
|
||||
|
||||
m_movementAnimationUpdateCounter ++;
|
||||
if (m_movementAnimationUpdateCounter >= 2)
|
||||
{
|
||||
m_movementAnimationUpdateCounter = 0;
|
||||
if (Animator != null)
|
||||
{
|
||||
Animator.UpdateMovementAnimations();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void RegisterToEvents()
|
||||
{
|
||||
ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
|
||||
|
@ -952,6 +974,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
MovementFlag = 0;
|
||||
|
||||
m_scene.EventManager.TriggerOnMakeRootAgent(this);
|
||||
|
||||
m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
|
||||
}
|
||||
|
||||
public int GetStateSource()
|
||||
|
@ -979,6 +1003,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </remarks>
|
||||
public void MakeChildAgent()
|
||||
{
|
||||
m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
|
||||
|
||||
m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
|
||||
|
||||
// Reset these so that teleporting in and walking out isn't seen
|
||||
|
@ -2377,14 +2403,15 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
direc.Z *= 2.6f;
|
||||
|
||||
// TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
|
||||
Animator.TrySetMovementAnimation("PREJUMP");
|
||||
Animator.TrySetMovementAnimation("JUMP");
|
||||
// Animator.TrySetMovementAnimation("PREJUMP");
|
||||
// Animator.TrySetMovementAnimation("JUMP");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Add the force instead of only setting it to support multiple forces per frame?
|
||||
m_forceToApply = direc;
|
||||
Animator.UpdateMovementAnimations();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
@ -3334,18 +3361,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (IsChildAgent)
|
||||
return;
|
||||
|
||||
//if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
|
||||
// The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents(
|
||||
// as of this comment the interval is set in AddToPhysicalScene
|
||||
if (Animator != null)
|
||||
{
|
||||
// if (m_updateCount > 0)
|
||||
// {
|
||||
Animator.UpdateMovementAnimations();
|
||||
// m_updateCount--;
|
||||
// }
|
||||
}
|
||||
|
||||
CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
|
||||
Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
|
||||
|
||||
|
|
|
@ -264,14 +264,14 @@ namespace OpenSim.Region.OptionalModules.PhysicsParameters
|
|||
|
||||
private void WriteOut(string msg, params object[] args)
|
||||
{
|
||||
m_log.InfoFormat(msg, args);
|
||||
// MainConsole.Instance.OutputFormat(msg, args);
|
||||
// m_log.InfoFormat(msg, args);
|
||||
MainConsole.Instance.OutputFormat(msg, args);
|
||||
}
|
||||
|
||||
private void WriteError(string msg, params object[] args)
|
||||
{
|
||||
m_log.ErrorFormat(msg, args);
|
||||
// MainConsole.Instance.OutputFormat(msg, args);
|
||||
// m_log.ErrorFormat(msg, args);
|
||||
MainConsole.Instance.OutputFormat(msg, args);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -70,8 +70,6 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
|
|||
|
||||
public void Initialise(IConfigSource config)
|
||||
{
|
||||
//m_log.Info("[RegionReady] Initialising");
|
||||
|
||||
m_config = config.Configs["RegionReady"];
|
||||
if (m_config != null)
|
||||
{
|
||||
|
@ -84,9 +82,6 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
|
|||
m_uri = m_config.GetString("alert_uri",string.Empty);
|
||||
}
|
||||
}
|
||||
|
||||
// if (!m_enabled)
|
||||
// m_log.Info("[RegionReady] disabled.");
|
||||
}
|
||||
|
||||
public void AddRegion(Scene scene)
|
||||
|
@ -113,7 +108,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
|
|||
{
|
||||
scene.LoginLock = true;
|
||||
scene.LoginsDisabled = true;
|
||||
m_log.InfoFormat("[RegionReady]: Logins disabled for {0}",m_scene.RegionInfo.RegionName);
|
||||
m_log.InfoFormat("[RegionReady]: Region {0} - logins disabled during initialization.",m_scene.RegionInfo.RegionName);
|
||||
|
||||
if(m_uri != string.Empty)
|
||||
{
|
||||
|
@ -167,7 +162,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
|
|||
|
||||
void OnEmptyScriptCompileQueue(int numScriptsFailed, string message)
|
||||
{
|
||||
m_log.InfoFormat("[RegionReady]: Script compile queue empty!");
|
||||
m_log.DebugFormat("[RegionReady]: Script compile queue empty!");
|
||||
|
||||
if (m_firstEmptyCompileQueue || m_oarFileLoading)
|
||||
{
|
||||
|
@ -194,7 +189,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
|
|||
c.SenderUUID = UUID.Zero;
|
||||
c.Scene = m_scene;
|
||||
|
||||
m_log.InfoFormat("[RegionReady]: Region \"{0}\" is ready: \"{1}\" on channel {2}",
|
||||
m_log.DebugFormat("[RegionReady]: Region \"{0}\" is ready: \"{1}\" on channel {2}",
|
||||
m_scene.RegionInfo.RegionName, c.Message, m_channelNotify);
|
||||
|
||||
m_scene.EventManager.TriggerOnChatBroadcast(this, c);
|
||||
|
@ -210,7 +205,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
|
|||
{
|
||||
m_lastOarLoadedOk = true;
|
||||
} else {
|
||||
m_log.InfoFormat("[RegionReady]: Oar file load errors: {0}", message);
|
||||
m_log.WarnFormat("[RegionReady]: Oar file load errors: {0}", message);
|
||||
m_lastOarLoadedOk = false;
|
||||
}
|
||||
}
|
||||
|
@ -233,7 +228,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
|
|||
// 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);
|
||||
m_log.InfoFormat("[RegionReady]: Initialization complete - logins enabled for {0}", m_scene.RegionInfo.RegionName);
|
||||
|
||||
if ( m_uri != string.Empty )
|
||||
{
|
||||
|
|
|
@ -35,6 +35,8 @@ using OpenSim.Region.Framework.Interfaces;
|
|||
using OpenSim.Region.Framework.Scenes;
|
||||
using Mono.Addins;
|
||||
using OpenMetaverse;
|
||||
using System.Linq;
|
||||
using System.Linq.Expressions;
|
||||
|
||||
namespace OpenSim.Region.CoreModules.Scripting.ScriptModuleComms
|
||||
{
|
||||
|
@ -47,15 +49,15 @@ namespace OpenSim.Region.CoreModules.Scripting.ScriptModuleComms
|
|||
#region ScriptInvocation
|
||||
protected class ScriptInvocationData
|
||||
{
|
||||
public ScriptInvocation ScriptInvocationFn { get; private set; }
|
||||
public Delegate ScriptInvocationDelegate { get; private set; }
|
||||
public string FunctionName { get; private set; }
|
||||
public Type[] TypeSignature { get; private set; }
|
||||
public Type ReturnType { get; private set; }
|
||||
|
||||
public ScriptInvocationData(string fname, ScriptInvocation fn, Type[] callsig, Type returnsig)
|
||||
public ScriptInvocationData(string fname, Delegate fn, Type[] callsig, Type returnsig)
|
||||
{
|
||||
FunctionName = fname;
|
||||
ScriptInvocationFn = fn;
|
||||
ScriptInvocationDelegate = fn;
|
||||
TypeSignature = callsig;
|
||||
ReturnType = returnsig;
|
||||
}
|
||||
|
@ -126,14 +128,72 @@ namespace OpenSim.Region.CoreModules.Scripting.ScriptModuleComms
|
|||
m_scriptModule.PostScriptEvent(script, "link_message", args);
|
||||
}
|
||||
|
||||
public void RegisterScriptInvocation(string fname, ScriptInvocation fcall, Type[] csig, Type rsig)
|
||||
public void RegisterScriptInvocation(object target, string meth)
|
||||
{
|
||||
MethodInfo mi = target.GetType().GetMethod(meth,
|
||||
BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance);
|
||||
if (mi == null)
|
||||
{
|
||||
m_log.WarnFormat("[MODULE COMMANDS] Failed to register method {0}",meth);
|
||||
return;
|
||||
}
|
||||
|
||||
RegisterScriptInvocation(target, mi);
|
||||
}
|
||||
|
||||
public void RegisterScriptInvocation(object target, string[] meth)
|
||||
{
|
||||
foreach (string m in meth)
|
||||
RegisterScriptInvocation(target, m);
|
||||
}
|
||||
|
||||
public void RegisterScriptInvocation(object target, MethodInfo mi)
|
||||
{
|
||||
m_log.DebugFormat("[MODULE COMMANDS] Register method {0} from type {1}", mi.Name, target.GetType().Name);
|
||||
|
||||
Type delegateType;
|
||||
var typeArgs = mi.GetParameters()
|
||||
.Select(p => p.ParameterType)
|
||||
.ToList();
|
||||
|
||||
if (mi.ReturnType == typeof(void))
|
||||
{
|
||||
delegateType = Expression.GetActionType(typeArgs.ToArray());
|
||||
}
|
||||
else
|
||||
{
|
||||
typeArgs.Add(mi.ReturnType);
|
||||
delegateType = Expression.GetFuncType(typeArgs.ToArray());
|
||||
}
|
||||
|
||||
Delegate fcall = Delegate.CreateDelegate(delegateType, target, mi);
|
||||
|
||||
lock (m_scriptInvocation)
|
||||
{
|
||||
m_scriptInvocation[fname] = new ScriptInvocationData(fname,fcall,csig,rsig);
|
||||
ParameterInfo[] parameters = fcall.Method.GetParameters ();
|
||||
if (parameters.Length < 2) // Must have two UUID params
|
||||
return;
|
||||
|
||||
// Hide the first two parameters
|
||||
Type[] parmTypes = new Type[parameters.Length - 2];
|
||||
for (int i = 2 ; i < parameters.Length ; i++)
|
||||
parmTypes[i - 2] = parameters[i].ParameterType;
|
||||
m_scriptInvocation[fcall.Method.Name] = new ScriptInvocationData(fcall.Method.Name, fcall, parmTypes, fcall.Method.ReturnType);
|
||||
}
|
||||
}
|
||||
|
||||
public Delegate[] GetScriptInvocationList()
|
||||
{
|
||||
List<Delegate> ret = new List<Delegate>();
|
||||
|
||||
lock (m_scriptInvocation)
|
||||
{
|
||||
foreach (ScriptInvocationData d in m_scriptInvocation.Values)
|
||||
ret.Add(d.ScriptInvocationDelegate);
|
||||
}
|
||||
return ret.ToArray();
|
||||
}
|
||||
|
||||
public string LookupModInvocation(string fname)
|
||||
{
|
||||
lock (m_scriptInvocation)
|
||||
|
@ -147,19 +207,29 @@ namespace OpenSim.Region.CoreModules.Scripting.ScriptModuleComms
|
|||
return "modInvokeI";
|
||||
else if (sid.ReturnType == typeof(float))
|
||||
return "modInvokeF";
|
||||
else if (sid.ReturnType == typeof(UUID))
|
||||
return "modInvokeK";
|
||||
else if (sid.ReturnType == typeof(OpenMetaverse.Vector3))
|
||||
return "modInvokeV";
|
||||
else if (sid.ReturnType == typeof(OpenMetaverse.Quaternion))
|
||||
return "modInvokeR";
|
||||
else if (sid.ReturnType == typeof(object[]))
|
||||
return "modInvokeL";
|
||||
|
||||
m_log.WarnFormat("[MODULE COMMANDS] failed to find match for {0} with return type {1}",fname,sid.ReturnType.Name);
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public ScriptInvocation LookupScriptInvocation(string fname)
|
||||
public Delegate LookupScriptInvocation(string fname)
|
||||
{
|
||||
lock (m_scriptInvocation)
|
||||
{
|
||||
ScriptInvocationData sid;
|
||||
if (m_scriptInvocation.TryGetValue(fname,out sid))
|
||||
return sid.ScriptInvocationFn;
|
||||
return sid.ScriptInvocationDelegate;
|
||||
}
|
||||
|
||||
return null;
|
||||
|
@ -189,10 +259,15 @@ namespace OpenSim.Region.CoreModules.Scripting.ScriptModuleComms
|
|||
return null;
|
||||
}
|
||||
|
||||
public object InvokeOperation(UUID scriptid, string fname, params object[] parms)
|
||||
public object InvokeOperation(UUID hostid, UUID scriptid, string fname, params object[] parms)
|
||||
{
|
||||
ScriptInvocation fn = LookupScriptInvocation(fname);
|
||||
return fn(scriptid,parms);
|
||||
List<object> olist = new List<object>();
|
||||
olist.Add(hostid);
|
||||
olist.Add(scriptid);
|
||||
foreach (object o in parms)
|
||||
olist.Add(o);
|
||||
Delegate fn = LookupScriptInvocation(fname);
|
||||
return fn.DynamicInvoke(olist.ToArray());
|
||||
}
|
||||
#endregion
|
||||
|
||||
|
|
|
@ -94,7 +94,7 @@ public class BSCharacter : PhysicsActor
|
|||
_flying = isFlying;
|
||||
_orientation = Quaternion.Identity;
|
||||
_velocity = Vector3.Zero;
|
||||
_buoyancy = isFlying ? 1f : 0f;
|
||||
_buoyancy = ComputeBuoyancyFromFlying(isFlying);
|
||||
_scale = new Vector3(1f, 1f, 1f);
|
||||
_density = _scene.Params.avatarDensity;
|
||||
ComputeAvatarVolumeAndMass(); // set _avatarVolume and _mass based on capsule size, _density and _scale
|
||||
|
@ -110,7 +110,7 @@ public class BSCharacter : PhysicsActor
|
|||
shapeData.Buoyancy = _buoyancy;
|
||||
shapeData.Static = ShapeData.numericFalse;
|
||||
shapeData.Friction = _scene.Params.avatarFriction;
|
||||
shapeData.Restitution = _scene.Params.defaultRestitution;
|
||||
shapeData.Restitution = _scene.Params.avatarRestitution;
|
||||
|
||||
// do actual create at taint time
|
||||
_scene.TaintedObject(delegate()
|
||||
|
@ -260,13 +260,13 @@ public class BSCharacter : PhysicsActor
|
|||
get { return _flying; }
|
||||
set {
|
||||
_flying = value;
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
// simulate flying by changing the effect of gravity
|
||||
BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _flying ? 1f : 0f);
|
||||
});
|
||||
// simulate flying by changing the effect of gravity
|
||||
this.Buoyancy = ComputeBuoyancyFromFlying(_flying);
|
||||
}
|
||||
}
|
||||
private float ComputeBuoyancyFromFlying(bool ifFlying) {
|
||||
return ifFlying ? 1f : 0f;
|
||||
}
|
||||
public override bool
|
||||
SetAlwaysRun {
|
||||
get { return _setAlwaysRun; }
|
||||
|
@ -299,6 +299,7 @@ public class BSCharacter : PhysicsActor
|
|||
get { return _kinematic; }
|
||||
set { _kinematic = value; }
|
||||
}
|
||||
// neg=fall quickly, 0=1g, 1=0g, pos=float up
|
||||
public override float Buoyancy {
|
||||
get { return _buoyancy; }
|
||||
set { _buoyancy = value;
|
||||
|
@ -355,7 +356,7 @@ public class BSCharacter : PhysicsActor
|
|||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader);
|
||||
m_log.ErrorFormat("{0}: Got a NaN force applied to a Character", LogHeader);
|
||||
}
|
||||
//m_lastUpdateSent = false;
|
||||
}
|
||||
|
|
|
@ -821,7 +821,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
*/
|
||||
|
||||
// Get what the body is doing, this includes 'external' influences
|
||||
Vector3 angularVelocity = m_prim.AngularVelocity;
|
||||
Vector3 angularVelocity = m_prim.RotationalVelocity;
|
||||
// Vector3 angularVelocity = Vector3.Zero;
|
||||
|
||||
if (m_angularMotorApply > 0)
|
||||
|
@ -910,7 +910,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
m_lastAngularVelocity -= m_lastAngularVelocity * decayamount;
|
||||
|
||||
// Apply to the body
|
||||
m_prim.AngularVelocity = m_lastAngularVelocity;
|
||||
m_prim.RotationalVelocity = m_lastAngularVelocity;
|
||||
|
||||
} //end MoveAngular
|
||||
internal void LimitRotation(float timestep)
|
||||
|
|
|
@ -85,7 +85,6 @@ public sealed class BSPrim : PhysicsActor
|
|||
private OMV.Vector3 _rotationalVelocity;
|
||||
private bool _kinematic;
|
||||
private float _buoyancy;
|
||||
private OMV.Vector3 _angularVelocity;
|
||||
|
||||
private List<BSPrim> _childrenPrims;
|
||||
private BSPrim _parentPrim;
|
||||
|
@ -119,7 +118,6 @@ public sealed class BSPrim : PhysicsActor
|
|||
_buoyancy = 1f;
|
||||
_velocity = OMV.Vector3.Zero;
|
||||
_rotationalVelocity = OMV.Vector3.Zero;
|
||||
_angularVelocity = OMV.Vector3.Zero;
|
||||
_hullKey = 0;
|
||||
_meshKey = 0;
|
||||
_pbs = pbs;
|
||||
|
@ -146,7 +144,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
// called when this prim is being destroyed and we should free all the resources
|
||||
public void Destroy()
|
||||
{
|
||||
// m_log.DebugFormat("{0}: Destroy", LogHeader);
|
||||
// m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID);
|
||||
// Undo any vehicle properties
|
||||
_vehicle.ProcessTypeChange(Vehicle.TYPE_NONE);
|
||||
_scene.RemoveVehiclePrim(this); // just to make sure
|
||||
|
@ -203,7 +201,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
|
||||
// link me to the specified parent
|
||||
public override void link(PhysicsActor obj) {
|
||||
BSPrim parent = (BSPrim)obj;
|
||||
BSPrim parent = obj as BSPrim;
|
||||
// m_log.DebugFormat("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, obj.LocalID);
|
||||
// TODO: decide if this parent checking needs to happen at taint time
|
||||
if (_parentPrim == null)
|
||||
|
@ -527,10 +525,6 @@ public sealed class BSPrim : PhysicsActor
|
|||
});
|
||||
}
|
||||
}
|
||||
public OMV.Vector3 AngularVelocity {
|
||||
get { return _angularVelocity; }
|
||||
set { _angularVelocity = value; }
|
||||
}
|
||||
public override bool Kinematic {
|
||||
get { return _kinematic; }
|
||||
set { _kinematic = value;
|
||||
|
@ -993,7 +987,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
}
|
||||
|
||||
// m_log.DebugFormat("{0}: CreateGeomMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}",
|
||||
// LogHeader, _localID, _meshKey, indices.Length, vertices.Count);
|
||||
// LogHeader, _localID, _meshKey, indices.Length, vertices.Count);
|
||||
BulletSimAPI.CreateMesh(_scene.WorldID, _meshKey, indices.GetLength(0), indices,
|
||||
vertices.Count, verticesAsFloats);
|
||||
|
||||
|
@ -1127,7 +1121,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
return;
|
||||
}
|
||||
|
||||
// Create an object in Bullet
|
||||
// Create an object in Bullet if it has not already been created
|
||||
// No locking here because this is done when the physics engine is not simulating
|
||||
private void CreateObject()
|
||||
{
|
||||
|
@ -1324,7 +1318,8 @@ public sealed class BSPrim : PhysicsActor
|
|||
_velocity = entprop.Velocity;
|
||||
_acceleration = entprop.Acceleration;
|
||||
_rotationalVelocity = entprop.RotationalVelocity;
|
||||
// m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
|
||||
// m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}",
|
||||
// LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
|
||||
base.RequestPhysicsterseUpdate();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -37,14 +37,18 @@ using OpenMetaverse;
|
|||
using OpenSim.Region.Framework;
|
||||
|
||||
// TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim)
|
||||
// Debug linkset
|
||||
// Test with multiple regions in one simulator
|
||||
// Adjust character capsule size when height is adjusted (ScenePresence.SetHeight)
|
||||
// Test sculpties
|
||||
// Compute physics FPS reasonably
|
||||
// Based on material, set density and friction
|
||||
// More efficient memory usage in passing hull information from BSPrim to BulletSim
|
||||
// More efficient memory usage when passing hull information from BSPrim to BulletSim
|
||||
// Four states of prim: Physical, regular, phantom and selected. Are we modeling these correctly?
|
||||
// In SL one can set both physical and phantom (gravity, does not effect others, makes collisions with ground)
|
||||
// At the moment, physical and phantom causes object to drop through the terrain
|
||||
// Physical phantom objects and related typing (collision options )
|
||||
// Check out llVolumeDetect. Must do something for that.
|
||||
// Should prim.link() and prim.delink() membership checking happen at taint time?
|
||||
// Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once
|
||||
// Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect
|
||||
|
@ -52,6 +56,16 @@ using OpenSim.Region.Framework;
|
|||
// Implement LockAngularMotion
|
||||
// Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation)
|
||||
// Does NeedsMeshing() really need to exclude all the different shapes?
|
||||
// Remove mesh and Hull stuff. Use mesh passed to bullet and use convexdecom from bullet.
|
||||
// Add PID movement operations. What does ScenePresence.MoveToTarget do?
|
||||
// Check terrain size. 128 or 127?
|
||||
// Multiple contact points on collision?
|
||||
// See code in ode::near... calls to collision_accounting_events()
|
||||
// (This might not be a problem. ODE collects all the collisions with one object in one tick.)
|
||||
// Use collision masks for collision with terrain and phantom objects
|
||||
// Figure out how to not allocate a new Dictionary and List for every collision
|
||||
// in BSPrim.Collide() and BSCharacter.Collide(). Can the same ones be reused?
|
||||
// Raycast
|
||||
//
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
|
@ -164,6 +178,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
if (m_log.IsDebugEnabled)
|
||||
{
|
||||
m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader);
|
||||
// the handle is saved to it doesn't get freed after this call
|
||||
m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger);
|
||||
BulletSimAPI.SetDebugLogCallback(m_DebugLogCallbackHandle);
|
||||
}
|
||||
|
@ -172,7 +187,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
|
||||
mesher = meshmerizer;
|
||||
// The bounding box for the simulated world
|
||||
Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, 4096f);
|
||||
Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, 8192f);
|
||||
|
||||
// m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader);
|
||||
m_worldID = BulletSimAPI.Initialize(worldExtent, m_paramsHandle.AddrOfPinnedObject(),
|
||||
|
@ -220,10 +235,20 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
parms.terrainFriction = 0.5f;
|
||||
parms.terrainHitFraction = 0.8f;
|
||||
parms.terrainRestitution = 0f;
|
||||
parms.avatarFriction = 0.0f;
|
||||
parms.avatarFriction = 0.5f;
|
||||
parms.avatarRestitution = 0.0f;
|
||||
parms.avatarDensity = 60f;
|
||||
parms.avatarCapsuleRadius = 0.37f;
|
||||
parms.avatarCapsuleHeight = 1.5f; // 2.140599f
|
||||
parms.avatarContactProcessingThreshold = 0.1f;
|
||||
|
||||
parms.maxPersistantManifoldPoolSize = 0f;
|
||||
parms.shouldDisableContactPoolDynamicAllocation = ConfigurationParameters.numericTrue;
|
||||
parms.shouldForceUpdateAllAabbs = ConfigurationParameters.numericFalse;
|
||||
parms.shouldRandomizeSolverOrder = ConfigurationParameters.numericFalse;
|
||||
parms.shouldSplitSimulationIslands = ConfigurationParameters.numericFalse;
|
||||
parms.shouldEnableFrictionCaching = ConfigurationParameters.numericFalse;
|
||||
parms.numberOfSolverIterations = 0f; // means use default
|
||||
|
||||
if (config != null)
|
||||
{
|
||||
|
@ -265,14 +290,40 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
parms.terrainHitFraction = pConfig.GetFloat("TerrainHitFraction", parms.terrainHitFraction);
|
||||
parms.terrainRestitution = pConfig.GetFloat("TerrainRestitution", parms.terrainRestitution);
|
||||
parms.avatarFriction = pConfig.GetFloat("AvatarFriction", parms.avatarFriction);
|
||||
parms.avatarRestitution = pConfig.GetFloat("AvatarRestitution", parms.avatarRestitution);
|
||||
parms.avatarDensity = pConfig.GetFloat("AvatarDensity", parms.avatarDensity);
|
||||
parms.avatarCapsuleRadius = pConfig.GetFloat("AvatarCapsuleRadius", parms.avatarCapsuleRadius);
|
||||
parms.avatarCapsuleHeight = pConfig.GetFloat("AvatarCapsuleHeight", parms.avatarCapsuleHeight);
|
||||
parms.avatarContactProcessingThreshold = pConfig.GetFloat("AvatarContactProcessingThreshold", parms.avatarContactProcessingThreshold);
|
||||
|
||||
parms.maxPersistantManifoldPoolSize = pConfig.GetFloat("MaxPersistantManifoldPoolSize", parms.maxPersistantManifoldPoolSize);
|
||||
parms.shouldDisableContactPoolDynamicAllocation = ParamBoolean(pConfig, "ShouldDisableContactPoolDynamicAllocation", parms.shouldDisableContactPoolDynamicAllocation);
|
||||
parms.shouldForceUpdateAllAabbs = ParamBoolean(pConfig, "ShouldForceUpdateAllAabbs", parms.shouldForceUpdateAllAabbs);
|
||||
parms.shouldRandomizeSolverOrder = ParamBoolean(pConfig, "ShouldRandomizeSolverOrder", parms.shouldRandomizeSolverOrder);
|
||||
parms.shouldSplitSimulationIslands = ParamBoolean(pConfig, "ShouldSplitSimulationIslands", parms.shouldSplitSimulationIslands);
|
||||
parms.shouldEnableFrictionCaching = ParamBoolean(pConfig, "ShouldEnableFrictionCaching", parms.shouldEnableFrictionCaching);
|
||||
parms.numberOfSolverIterations = pConfig.GetFloat("NumberOfSolverIterations", parms.numberOfSolverIterations);
|
||||
}
|
||||
}
|
||||
m_params[0] = parms;
|
||||
}
|
||||
|
||||
// A helper function that handles a true/false parameter and returns the proper float number encoding
|
||||
float ParamBoolean(IConfig config, string parmName, float deflt)
|
||||
{
|
||||
float ret = deflt;
|
||||
if (config.Contains(parmName))
|
||||
{
|
||||
ret = ConfigurationParameters.numericFalse;
|
||||
if (config.GetBoolean(parmName, false))
|
||||
{
|
||||
ret = ConfigurationParameters.numericTrue;
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
||||
// Called directly from unmanaged code so don't do much
|
||||
private void BulletLogger(string msg)
|
||||
{
|
||||
|
@ -391,16 +442,16 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
{
|
||||
EntityProperties entprop = m_updateArray[ii];
|
||||
// m_log.DebugFormat("{0}: entprop[{1}]: id={2}, pos={3}", LogHeader, ii, entprop.ID, entprop.Position);
|
||||
BSCharacter actor;
|
||||
if (m_avatars.TryGetValue(entprop.ID, out actor))
|
||||
{
|
||||
actor.UpdateProperties(entprop);
|
||||
continue;
|
||||
}
|
||||
BSPrim prim;
|
||||
if (m_prims.TryGetValue(entprop.ID, out prim))
|
||||
{
|
||||
prim.UpdateProperties(entprop);
|
||||
continue;
|
||||
}
|
||||
BSCharacter actor;
|
||||
if (m_avatars.TryGetValue(entprop.ID, out actor))
|
||||
{
|
||||
actor.UpdateProperties(entprop);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -470,12 +521,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
|
||||
public override void DeleteTerrain()
|
||||
{
|
||||
m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader);
|
||||
// m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader);
|
||||
}
|
||||
|
||||
public override void Dispose()
|
||||
{
|
||||
m_log.DebugFormat("{0}: Dispose()", LogHeader);
|
||||
// m_log.DebugFormat("{0}: Dispose()", LogHeader);
|
||||
}
|
||||
|
||||
public override Dictionary<uint, float> GetTopColliders()
|
||||
|
@ -699,9 +750,23 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
new PhysParameterEntry("DeactivationTime", "Seconds before considering an object potentially static" ),
|
||||
new PhysParameterEntry("LinearSleepingThreshold", "Seconds to measure linear movement before considering static" ),
|
||||
new PhysParameterEntry("AngularSleepingThreshold", "Seconds to measure angular movement before considering static" ),
|
||||
// new PhysParameterEntry("CcdMotionThreshold", "" ),
|
||||
// new PhysParameterEntry("CcdSweptSphereRadius", "" ),
|
||||
new PhysParameterEntry("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" ),
|
||||
new PhysParameterEntry("CcdSweptSphereRadius", "Continuious collision detection test radius" ),
|
||||
new PhysParameterEntry("ContactProcessingThreshold", "Distance between contacts before doing collision check" ),
|
||||
// Can only change the following at initialization time. Change the INI file and reboot.
|
||||
new PhysParameterEntry("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default)"),
|
||||
new PhysParameterEntry("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count"),
|
||||
new PhysParameterEntry("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step"),
|
||||
new PhysParameterEntry("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction"),
|
||||
new PhysParameterEntry("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands"),
|
||||
new PhysParameterEntry("ShouldEnableFrictionCaching", "Enable friction computation caching"),
|
||||
new PhysParameterEntry("NumberOfSolverIterations", "Number of internal iterations (0 means default)"),
|
||||
|
||||
new PhysParameterEntry("Friction", "Set friction parameter for a specific object" ),
|
||||
new PhysParameterEntry("Restitution", "Set restitution parameter for a specific object" ),
|
||||
|
||||
new PhysParameterEntry("Friction", "Set friction parameter for a specific object" ),
|
||||
new PhysParameterEntry("Restitution", "Set restitution parameter for a specific object" ),
|
||||
|
||||
new PhysParameterEntry("TerrainFriction", "Factor to reduce movement against terrain surface" ),
|
||||
new PhysParameterEntry("TerrainHitFraction", "Distance to measure hit collisions" ),
|
||||
|
@ -710,7 +775,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
new PhysParameterEntry("AvatarDensity", "Density of an avatar. Changed on avatar recreation." ),
|
||||
new PhysParameterEntry("AvatarRestitution", "Bouncyness. Changed on avatar recreation." ),
|
||||
new PhysParameterEntry("AvatarCapsuleRadius", "Radius of space around an avatar" ),
|
||||
new PhysParameterEntry("AvatarCapsuleHeight", "Default height of space around avatar" )
|
||||
new PhysParameterEntry("AvatarCapsuleHeight", "Default height of space around avatar" ),
|
||||
new PhysParameterEntry("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions")
|
||||
|
||||
};
|
||||
|
||||
#region IPhysicsParameters
|
||||
|
@ -733,6 +800,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
switch (lparm)
|
||||
{
|
||||
case "detailedstats": m_detailedStatsStep = (int)val; break;
|
||||
|
||||
case "meshlod": m_meshLOD = (int)val; break;
|
||||
case "sculptlod": m_sculptLOD = (int)val; break;
|
||||
case "maxsubstep": m_maxSubSteps = (int)val; break;
|
||||
|
@ -743,7 +811,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
case "defaultdensity": m_params[0].defaultDensity = val; break;
|
||||
case "defaultrestitution": m_params[0].defaultRestitution = val; break;
|
||||
case "collisionmargin": m_params[0].collisionMargin = val; break;
|
||||
case "gravity": m_params[0].gravity = val; TaintedUpdateParameter(lparm, PhysParameterEntry.APPLY_TO_NONE, val); break;
|
||||
case "gravity": m_params[0].gravity = val; TaintedUpdateParameter(lparm, localID, val); break;
|
||||
|
||||
case "lineardamping": UpdateParameterPrims(ref m_params[0].linearDamping, lparm, localID, val); break;
|
||||
case "angulardamping": UpdateParameterPrims(ref m_params[0].angularDamping, lparm, localID, val); break;
|
||||
|
@ -753,6 +821,17 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
case "ccdmotionthreshold": UpdateParameterPrims(ref m_params[0].ccdMotionThreshold, lparm, localID, val); break;
|
||||
case "ccdsweptsphereradius": UpdateParameterPrims(ref m_params[0].ccdSweptSphereRadius, lparm, localID, val); break;
|
||||
case "contactprocessingthreshold": UpdateParameterPrims(ref m_params[0].contactProcessingThreshold, lparm, localID, val); break;
|
||||
// the following are used only at initialization time so setting them makes no sense
|
||||
// case "maxPersistantmanifoldpoolSize": m_params[0].maxPersistantManifoldPoolSize = val; break;
|
||||
// case "shoulddisablecontactpooldynamicallocation": m_params[0].shouldDisableContactPoolDynamicAllocation = val; break;
|
||||
// case "shouldforceupdateallaabbs": m_params[0].shouldForceUpdateAllAabbs = val; break;
|
||||
// case "shouldrandomizesolverorder": m_params[0].shouldRandomizeSolverOrder = val; break;
|
||||
// case "shouldsplitsimulationislands": m_params[0].shouldSplitSimulationIslands = val; break;
|
||||
// case "shouldenablefrictioncaching": m_params[0].shouldEnableFrictionCaching = val; break;
|
||||
// case "numberofsolveriterations": m_params[0].numberOfSolverIterations = val; break;
|
||||
|
||||
case "friction": TaintedUpdateParameter(lparm, localID, val); break;
|
||||
case "restitution": TaintedUpdateParameter(lparm, localID, val); break;
|
||||
|
||||
// set a terrain physical feature and cause terrain to be recalculated
|
||||
case "terrainfriction": m_params[0].terrainFriction = val; TaintedUpdateParameter("terrain", 0, val); break;
|
||||
|
@ -764,6 +843,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
case "avatarrestitution": UpdateParameterAvatars(ref m_params[0].avatarRestitution, "avatar", localID, val); break;
|
||||
case "avatarcapsuleradius": UpdateParameterAvatars(ref m_params[0].avatarCapsuleRadius, "avatar", localID, val); break;
|
||||
case "avatarcapsuleheight": UpdateParameterAvatars(ref m_params[0].avatarCapsuleHeight, "avatar", localID, val); break;
|
||||
case "avatarcontactprocessingthreshold": UpdateParameterAvatars(ref m_params[0].avatarContactProcessingThreshold, "avatar", localID, val); break;
|
||||
|
||||
default: ret = false; break;
|
||||
}
|
||||
|
@ -856,6 +936,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
case "ccdmotionthreshold": val = m_params[0].ccdMotionThreshold; break;
|
||||
case "ccdsweptsphereradius": val = m_params[0].ccdSweptSphereRadius; break;
|
||||
case "contactprocessingthreshold": val = m_params[0].contactProcessingThreshold; break;
|
||||
case "maxPersistantmanifoldpoolSize": val = m_params[0].maxPersistantManifoldPoolSize; break;
|
||||
case "shoulddisablecontactpooldynamicallocation": val = m_params[0].shouldDisableContactPoolDynamicAllocation; break;
|
||||
case "shouldforceupdateallaabbs": val = m_params[0].shouldForceUpdateAllAabbs; break;
|
||||
case "shouldrandomizesolverorder": val = m_params[0].shouldRandomizeSolverOrder; break;
|
||||
case "shouldsplitsimulationislands": val = m_params[0].shouldSplitSimulationIslands; break;
|
||||
case "shouldenablefrictioncaching": val = m_params[0].shouldEnableFrictionCaching; break;
|
||||
case "numberofsolveriterations": val = m_params[0].numberOfSolverIterations; break;
|
||||
|
||||
case "terrainfriction": val = m_params[0].terrainFriction; break;
|
||||
case "terrainhitfraction": val = m_params[0].terrainHitFraction; break;
|
||||
|
@ -866,6 +953,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
case "avatarrestitution": val = m_params[0].avatarRestitution; break;
|
||||
case "avatarcapsuleradius": val = m_params[0].avatarCapsuleRadius; break;
|
||||
case "avatarcapsuleheight": val = m_params[0].avatarCapsuleHeight; break;
|
||||
case "avatarcontactprocessingthreshold": val = m_params[0].avatarContactProcessingThreshold; break;
|
||||
default: ret = false; break;
|
||||
|
||||
}
|
||||
|
|
|
@ -132,6 +132,15 @@ public struct ConfigurationParameters
|
|||
public float avatarRestitution;
|
||||
public float avatarCapsuleRadius;
|
||||
public float avatarCapsuleHeight;
|
||||
public float avatarContactProcessingThreshold;
|
||||
|
||||
public float maxPersistantManifoldPoolSize;
|
||||
public float shouldDisableContactPoolDynamicAllocation;
|
||||
public float shouldForceUpdateAllAabbs;
|
||||
public float shouldRandomizeSolverOrder;
|
||||
public float shouldSplitSimulationIslands;
|
||||
public float shouldEnableFrictionCaching;
|
||||
public float numberOfSolverIterations;
|
||||
|
||||
public const float numericTrue = 1f;
|
||||
public const float numericFalse = 0f;
|
||||
|
@ -148,17 +157,17 @@ public static extern uint Initialize(Vector3 maxPosition, IntPtr parms,
|
|||
int maxCollisions, IntPtr collisionArray,
|
||||
int maxUpdates, IntPtr updateArray);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool UpdateParameter(uint worldID, uint localID,
|
||||
[MarshalAs(UnmanagedType.LPStr)]string paramCode, float value);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void SetHeightmap(uint worldID, [MarshalAs(UnmanagedType.LPArray)] float[] heightMap);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void Shutdown(uint worldID);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool UpdateParameter(uint worldID, uint localID,
|
||||
[MarshalAs(UnmanagedType.LPStr)]string paramCode, float value);
|
||||
|
||||
// ===============================================================================
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern int PhysicsStep(uint worldID, float timeStep, int maxSubSteps, float fixedTimeStep,
|
||||
out int updatedEntityCount,
|
||||
|
@ -240,6 +249,7 @@ public static extern bool HasObject(uint worldID, uint id);
|
|||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool DestroyObject(uint worldID, uint id);
|
||||
|
||||
// ===============================================================================
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern SweepHit ConvexSweepTest(uint worldID, uint id, Vector3 to, float extraMargin);
|
||||
|
||||
|
@ -249,6 +259,7 @@ public static extern RaycastHit RayTest(uint worldID, uint id, Vector3 from, Vec
|
|||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern Vector3 RecoverFromPenetration(uint worldID, uint id);
|
||||
|
||||
// ===============================================================================
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void DumpBulletStatistics();
|
||||
|
||||
|
|
|
@ -120,33 +120,110 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
///
|
||||
/// </summary>
|
||||
/// <param name="fname">The name of the function to invoke</param>
|
||||
/// <param name="fname">List of parameters</param>
|
||||
/// <param name="parms">List of parameters</param>
|
||||
/// <returns>string result of the invocation</returns>
|
||||
public string modInvokeS(string fname, params object[] parms)
|
||||
public void modInvokeN(string fname, params object[] parms)
|
||||
{
|
||||
Type returntype = m_comms.LookupReturnType(fname);
|
||||
if (returntype != typeof(string))
|
||||
MODError(String.Format("return type mismatch for {0}",fname));
|
||||
|
||||
return (string)modInvoke(fname,parms);
|
||||
modInvoke(fname,parms);
|
||||
}
|
||||
|
||||
public int modInvokeI(string fname, params object[] parms)
|
||||
public LSL_String modInvokeS(string fname, params object[] parms)
|
||||
{
|
||||
Type returntype = m_comms.LookupReturnType(fname);
|
||||
if (returntype != typeof(string))
|
||||
MODError(String.Format("return type mismatch for {0}",fname));
|
||||
|
||||
string result = (string)modInvoke(fname,parms);
|
||||
return new LSL_String(result);
|
||||
}
|
||||
|
||||
public LSL_Integer modInvokeI(string fname, params object[] parms)
|
||||
{
|
||||
Type returntype = m_comms.LookupReturnType(fname);
|
||||
if (returntype != typeof(int))
|
||||
MODError(String.Format("return type mismatch for {0}",fname));
|
||||
|
||||
return (int)modInvoke(fname,parms);
|
||||
int result = (int)modInvoke(fname,parms);
|
||||
return new LSL_Integer(result);
|
||||
}
|
||||
|
||||
public float modInvokeF(string fname, params object[] parms)
|
||||
public LSL_Float modInvokeF(string fname, params object[] parms)
|
||||
{
|
||||
Type returntype = m_comms.LookupReturnType(fname);
|
||||
if (returntype != typeof(float))
|
||||
MODError(String.Format("return type mismatch for {0}",fname));
|
||||
|
||||
return (float)modInvoke(fname,parms);
|
||||
float result = (float)modInvoke(fname,parms);
|
||||
return new LSL_Float(result);
|
||||
}
|
||||
|
||||
public LSL_Key modInvokeK(string fname, params object[] parms)
|
||||
{
|
||||
Type returntype = m_comms.LookupReturnType(fname);
|
||||
if (returntype != typeof(UUID))
|
||||
MODError(String.Format("return type mismatch for {0}",fname));
|
||||
|
||||
UUID result = (UUID)modInvoke(fname,parms);
|
||||
return new LSL_Key(result.ToString());
|
||||
}
|
||||
|
||||
public LSL_Vector modInvokeV(string fname, params object[] parms)
|
||||
{
|
||||
Type returntype = m_comms.LookupReturnType(fname);
|
||||
if (returntype != typeof(OpenMetaverse.Vector3))
|
||||
MODError(String.Format("return type mismatch for {0}",fname));
|
||||
|
||||
OpenMetaverse.Vector3 result = (OpenMetaverse.Vector3)modInvoke(fname,parms);
|
||||
return new LSL_Vector(result.X,result.Y,result.Z);
|
||||
}
|
||||
|
||||
public LSL_Rotation modInvokeR(string fname, params object[] parms)
|
||||
{
|
||||
Type returntype = m_comms.LookupReturnType(fname);
|
||||
if (returntype != typeof(OpenMetaverse.Quaternion))
|
||||
MODError(String.Format("return type mismatch for {0}",fname));
|
||||
|
||||
OpenMetaverse.Quaternion result = (OpenMetaverse.Quaternion)modInvoke(fname,parms);
|
||||
return new LSL_Rotation(result.X,result.Y,result.Z,result.W);
|
||||
}
|
||||
|
||||
public LSL_List modInvokeL(string fname, params object[] parms)
|
||||
{
|
||||
Type returntype = m_comms.LookupReturnType(fname);
|
||||
if (returntype != typeof(object[]))
|
||||
MODError(String.Format("return type mismatch for {0}",fname));
|
||||
|
||||
object[] result = (object[])modInvoke(fname,parms);
|
||||
object[] llist = new object[result.Length];
|
||||
for (int i = 0; i < result.Length; i++)
|
||||
{
|
||||
if (result[i] is string)
|
||||
llist[i] = new LSL_String((string)result[i]);
|
||||
else if (result[i] is int)
|
||||
llist[i] = new LSL_Integer((int)result[i]);
|
||||
else if (result[i] is float)
|
||||
llist[i] = new LSL_Float((float)result[i]);
|
||||
else if (result[i] is OpenMetaverse.Vector3)
|
||||
{
|
||||
OpenMetaverse.Vector3 vresult = (OpenMetaverse.Vector3)result[i];
|
||||
llist[i] = new LSL_Vector(vresult.X,vresult.Y,vresult.Z);
|
||||
}
|
||||
else if (result[i] is OpenMetaverse.Quaternion)
|
||||
{
|
||||
OpenMetaverse.Quaternion qresult = (OpenMetaverse.Quaternion)result[i];
|
||||
llist[i] = new LSL_Rotation(qresult.X,qresult.Y,qresult.Z,qresult.W);
|
||||
}
|
||||
else
|
||||
{
|
||||
MODError(String.Format("unknown list element returned by {0}",fname));
|
||||
}
|
||||
}
|
||||
|
||||
return new LSL_List(llist);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -168,63 +245,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
MODError(String.Format("wrong number of parameters to function {0}",fname));
|
||||
|
||||
object[] convertedParms = new object[parms.Length];
|
||||
|
||||
for (int i = 0; i < parms.Length; i++)
|
||||
convertedParms[i] = ConvertFromLSL(parms[i],signature[i]);
|
||||
|
||||
// now call the function, the contract with the function is that it will always return
|
||||
// non-null but don't trust it completely
|
||||
try
|
||||
{
|
||||
if (parms[i] is LSL_String)
|
||||
{
|
||||
if (signature[i] != typeof(string))
|
||||
MODError(String.Format("parameter type mismatch in {0}; expecting {1}",fname,signature[i].Name));
|
||||
object result = m_comms.InvokeOperation(m_host.UUID, m_itemID, fname, convertedParms);
|
||||
if (result != null)
|
||||
return result;
|
||||
|
||||
convertedParms[i] = (string)(LSL_String)parms[i];
|
||||
}
|
||||
else if (parms[i] is LSL_Integer)
|
||||
{
|
||||
if (signature[i] != typeof(int))
|
||||
MODError(String.Format("parameter type mismatch in {0}; expecting {1}",fname,signature[i].Name));
|
||||
|
||||
convertedParms[i] = (int)(LSL_Integer)parms[i];
|
||||
}
|
||||
else if (parms[i] is LSL_Float)
|
||||
{
|
||||
if (signature[i] != typeof(float))
|
||||
MODError(String.Format("parameter type mismatch in {0}; expecting {1}",fname,signature[i].Name));
|
||||
|
||||
convertedParms[i] = (float)(LSL_Float)parms[i];
|
||||
}
|
||||
else if (parms[i] is LSL_Key)
|
||||
{
|
||||
if (signature[i] != typeof(string))
|
||||
MODError(String.Format("parameter type mismatch in {0}; expecting {1}",fname,signature[i].Name));
|
||||
|
||||
convertedParms[i] = (string)(LSL_Key)parms[i];
|
||||
}
|
||||
else if (parms[i] is LSL_Rotation)
|
||||
{
|
||||
if (signature[i] != typeof(string))
|
||||
MODError(String.Format("parameter type mismatch in {0}; expecting {1}",fname,signature[i].Name));
|
||||
|
||||
convertedParms[i] = (string)(LSL_Rotation)parms[i];
|
||||
}
|
||||
else if (parms[i] is LSL_Vector)
|
||||
{
|
||||
if (signature[i] != typeof(string))
|
||||
MODError(String.Format("parameter type mismatch in {0}; expecting {1}",fname,signature[i].Name));
|
||||
|
||||
convertedParms[i] = (string)(LSL_Vector)parms[i];
|
||||
}
|
||||
else
|
||||
{
|
||||
if (signature[i] != parms[i].GetType())
|
||||
MODError(String.Format("parameter type mismatch in {0}; expecting {1}",fname,signature[i].Name));
|
||||
|
||||
convertedParms[i] = parms[i];
|
||||
}
|
||||
MODError(String.Format("Invocation of {0} failed; null return value",fname));
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
MODError(String.Format("Invocation of {0} failed; {1}",fname,e.Message));
|
||||
}
|
||||
|
||||
return m_comms.InvokeOperation(m_itemID,fname,convertedParms);
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Send a command to functions registered on an event
|
||||
/// </summary>
|
||||
public string modSendCommand(string module, string command, string k)
|
||||
{
|
||||
if (!m_MODFunctionsEnabled)
|
||||
|
@ -239,5 +283,101 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
|
||||
return req.ToString();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// </summary>
|
||||
protected object ConvertFromLSL(object lslparm, Type type)
|
||||
{
|
||||
// ---------- String ----------
|
||||
if (lslparm is LSL_String)
|
||||
{
|
||||
if (type == typeof(string))
|
||||
return (string)(LSL_String)lslparm;
|
||||
|
||||
// Need to check for UUID since keys are often treated as strings
|
||||
if (type == typeof(UUID))
|
||||
return new UUID((string)(LSL_String)lslparm);
|
||||
}
|
||||
|
||||
// ---------- Integer ----------
|
||||
else if (lslparm is LSL_Integer)
|
||||
{
|
||||
if (type == typeof(int))
|
||||
return (int)(LSL_Integer)lslparm;
|
||||
}
|
||||
|
||||
// ---------- Float ----------
|
||||
else if (lslparm is LSL_Float)
|
||||
{
|
||||
if (type == typeof(float))
|
||||
return (float)(LSL_Float)lslparm;
|
||||
}
|
||||
|
||||
// ---------- Key ----------
|
||||
else if (lslparm is LSL_Key)
|
||||
{
|
||||
if (type == typeof(UUID))
|
||||
return new UUID((LSL_Key)lslparm);
|
||||
}
|
||||
|
||||
// ---------- Rotation ----------
|
||||
else if (lslparm is LSL_Rotation)
|
||||
{
|
||||
if (type == typeof(OpenMetaverse.Quaternion))
|
||||
{
|
||||
LSL_Rotation rot = (LSL_Rotation)lslparm;
|
||||
return new OpenMetaverse.Quaternion((float)rot.x,(float)rot.y,(float)rot.z,(float)rot.s);
|
||||
}
|
||||
}
|
||||
|
||||
// ---------- Vector ----------
|
||||
else if (lslparm is LSL_Vector)
|
||||
{
|
||||
if (type == typeof(OpenMetaverse.Vector3))
|
||||
{
|
||||
LSL_Vector vect = (LSL_Vector)lslparm;
|
||||
return new OpenMetaverse.Vector3((float)vect.x,(float)vect.y,(float)vect.z);
|
||||
}
|
||||
}
|
||||
|
||||
// ---------- List ----------
|
||||
else if (lslparm is LSL_List)
|
||||
{
|
||||
if (type == typeof(object[]))
|
||||
{
|
||||
object[] plist = (lslparm as LSL_List).Data;
|
||||
object[] result = new object[plist.Length];
|
||||
for (int i = 0; i < plist.Length; i++)
|
||||
{
|
||||
if (plist[i] is LSL_String)
|
||||
result[i] = (string)(LSL_String)plist[i];
|
||||
else if (plist[i] is LSL_Integer)
|
||||
result[i] = (int)(LSL_Integer)plist[i];
|
||||
else if (plist[i] is LSL_Float)
|
||||
result[i] = (float)(LSL_Float)plist[i];
|
||||
else if (plist[i] is LSL_Key)
|
||||
result[i] = new UUID((LSL_Key)plist[i]);
|
||||
else if (plist[i] is LSL_Rotation)
|
||||
{
|
||||
LSL_Rotation rot = (LSL_Rotation)plist[i];
|
||||
result[i] = new OpenMetaverse.Quaternion((float)rot.x,(float)rot.y,(float)rot.z,(float)rot.s);
|
||||
}
|
||||
else if (plist[i] is LSL_Vector)
|
||||
{
|
||||
LSL_Vector vect = (LSL_Vector)plist[i];
|
||||
result[i] = new OpenMetaverse.Vector3((float)vect.x,(float)vect.y,(float)vect.z);
|
||||
}
|
||||
else
|
||||
MODError("unknown LSL list element type");
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
MODError(String.Format("parameter type mismatch; expecting {0}",type.Name));
|
||||
return null;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -28,26 +28,27 @@
|
|||
using System.Collections;
|
||||
using OpenSim.Region.ScriptEngine.Interfaces;
|
||||
|
||||
using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
|
||||
using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
|
||||
using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
|
||||
using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
|
||||
using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
|
||||
using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
|
||||
using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
|
||||
using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
|
||||
using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
|
||||
using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
|
||||
using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
|
||||
using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
|
||||
using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
|
||||
|
||||
namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
|
||||
{
|
||||
public interface IMOD_Api
|
||||
{
|
||||
// Invocation functions
|
||||
string modInvokeS(string fname, params object[] parms);
|
||||
int modInvokeI(string fname, params object[] parms);
|
||||
float modInvokeF(string fname, params object[] parms);
|
||||
// vector modInvokeV(string fname, params object[] parms);
|
||||
// rotation modInvokeV(string fname, params object[] parms);
|
||||
// key modInvokeK(string fname, params object[] parms);
|
||||
// list modInvokeL(string fname, params object[] parms);
|
||||
void modInvokeN(string fname, params object[] parms);
|
||||
LSL_String modInvokeS(string fname, params object[] parms);
|
||||
LSL_Integer modInvokeI(string fname, params object[] parms);
|
||||
LSL_Float modInvokeF(string fname, params object[] parms);
|
||||
LSL_Key modInvokeK(string fname, params object[] parms);
|
||||
LSL_Vector modInvokeV(string fname, params object[] parms);
|
||||
LSL_Rotation modInvokeR(string fname, params object[] parms);
|
||||
LSL_List modInvokeL(string fname, params object[] parms);
|
||||
|
||||
//Module functions
|
||||
string modSendCommand(string modules, string command, string k);
|
||||
|
|
|
@ -39,10 +39,14 @@ using integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
|
|||
using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
|
||||
using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
|
||||
using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
|
||||
using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
|
||||
using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
|
||||
|
||||
using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
|
||||
using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
|
||||
using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
|
||||
using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
|
||||
using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
|
||||
using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
|
||||
using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
|
||||
|
||||
namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
|
||||
{
|
||||
|
@ -58,21 +62,46 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
|
|||
m_MOD_Functions = (IMOD_Api)api;
|
||||
}
|
||||
|
||||
public string modInvokeS(string fname, params object[] parms)
|
||||
public void modInvokeN(string fname, params object[] parms)
|
||||
{
|
||||
m_MOD_Functions.modInvokeN(fname, parms);
|
||||
}
|
||||
|
||||
public LSL_String modInvokeS(string fname, params object[] parms)
|
||||
{
|
||||
return m_MOD_Functions.modInvokeS(fname, parms);
|
||||
}
|
||||
|
||||
public int modInvokeI(string fname, params object[] parms)
|
||||
public LSL_Integer modInvokeI(string fname, params object[] parms)
|
||||
{
|
||||
return m_MOD_Functions.modInvokeI(fname, parms);
|
||||
}
|
||||
|
||||
public float modInvokeF(string fname, params object[] parms)
|
||||
public LSL_Float modInvokeF(string fname, params object[] parms)
|
||||
{
|
||||
return m_MOD_Functions.modInvokeF(fname, parms);
|
||||
}
|
||||
|
||||
public LSL_Key modInvokeK(string fname, params object[] parms)
|
||||
{
|
||||
return m_MOD_Functions.modInvokeK(fname, parms);
|
||||
}
|
||||
|
||||
public LSL_Vector modInvokeV(string fname, params object[] parms)
|
||||
{
|
||||
return m_MOD_Functions.modInvokeV(fname, parms);
|
||||
}
|
||||
|
||||
public LSL_Rotation modInvokeR(string fname, params object[] parms)
|
||||
{
|
||||
return m_MOD_Functions.modInvokeR(fname, parms);
|
||||
}
|
||||
|
||||
public LSL_List modInvokeL(string fname, params object[] parms)
|
||||
{
|
||||
return m_MOD_Functions.modInvokeL(fname, parms);
|
||||
}
|
||||
|
||||
public string modSendCommand(string module, string command, string k)
|
||||
{
|
||||
return m_MOD_Functions.modSendCommand(module, command, k);
|
||||
|
|
|
@ -226,7 +226,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.YieldProlog
|
|||
break;
|
||||
}
|
||||
}
|
||||
|
||||
int z = 0;
|
||||
try
|
||||
{
|
||||
if (gotMatch)
|
||||
|
@ -235,8 +235,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.YieldProlog
|
|||
finally
|
||||
{
|
||||
// Manually finalize all the iterators.
|
||||
for (int i = 0; i < nIterators; ++i)
|
||||
iterators[i].Dispose();
|
||||
for (z = 0; z < nIterators; ++z)
|
||||
iterators[z].Dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -576,7 +576,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.YieldProlog
|
|||
break;
|
||||
}
|
||||
}
|
||||
|
||||
int z = 0;
|
||||
try
|
||||
{
|
||||
if (gotMatch)
|
||||
|
@ -585,8 +585,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.YieldProlog
|
|||
finally
|
||||
{
|
||||
// Manually finalize all the iterators.
|
||||
for (int i = 0; i < nIterators; ++i)
|
||||
iterators[i].Dispose();
|
||||
for (z = 0; z < nIterators; ++z)
|
||||
iterators[z].Dispose();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -73,17 +73,19 @@ namespace OpenSim.Server.Handlers.Login
|
|||
|
||||
if (requestData != null)
|
||||
{
|
||||
foreach (string key in requestData.Keys)
|
||||
{
|
||||
object value = requestData[key];
|
||||
Console.WriteLine("{0}:{1}", key, value);
|
||||
if (value is ArrayList)
|
||||
{
|
||||
ICollection col = value as ICollection;
|
||||
foreach (object item in col)
|
||||
Console.WriteLine(" {0}", item);
|
||||
}
|
||||
}
|
||||
// Debug code to show exactly what login parameters the viewer is sending us.
|
||||
// TODO: Extract into a method that can be generally applied if one doesn't already exist.
|
||||
// foreach (string key in requestData.Keys)
|
||||
// {
|
||||
// object value = requestData[key];
|
||||
// Console.WriteLine("{0}:{1}", key, value);
|
||||
// if (value is ArrayList)
|
||||
// {
|
||||
// ICollection col = value as ICollection;
|
||||
// foreach (object item in col)
|
||||
// Console.WriteLine(" {0}", item);
|
||||
// }
|
||||
// }
|
||||
|
||||
if (requestData.ContainsKey("first") && requestData["first"] != null &&
|
||||
requestData.ContainsKey("last") && requestData["last"] != null && (
|
||||
|
|
|
@ -177,6 +177,11 @@
|
|||
; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago
|
||||
MaximumTimeBeforePersistenceConsidered = 600
|
||||
|
||||
; Experimental setting to resend appearance updates every 60 seconds.
|
||||
; These packets are small and this can help with grey avatar syndrome.
|
||||
; Default is false
|
||||
SendPeriodicAppearanceUpdates = false
|
||||
|
||||
; ##
|
||||
; ## PHYSICS
|
||||
; ##
|
||||
|
@ -841,10 +846,12 @@
|
|||
TerrainFriction = 0.50
|
||||
TerrainHitFriction = 0.8
|
||||
TerrainRestitution = 0
|
||||
AvatarFriction = 0
|
||||
AvatarFriction = 0.2
|
||||
AvatarRestitution = 0.0
|
||||
AvatarDensity = 60.0
|
||||
AvatarCapsuleRadius = 0.37
|
||||
AvatarCapsuleHeight = 1.5
|
||||
AvatarContactProcessingThreshold = 0.1;
|
||||
|
||||
MaxObjectMass = 10000.01
|
||||
|
||||
|
@ -857,6 +864,14 @@
|
|||
CcdMotionThreshold = 0.0
|
||||
CcdSweptSphereRadius = 0.0
|
||||
ContactProcessingThreshold = 0.1
|
||||
MaxPersistantManifoldPoolSize = 0;
|
||||
ShouldDisableContactPoolDynamicAllocation = True;
|
||||
ShouldForceUpdateAllAabbs = False;
|
||||
ShouldRandomizeSolverOrder = False;
|
||||
ShouldSplitSimulationIslands = False;
|
||||
ShouldEnableFrictionCaching = False;
|
||||
NumberOfSolverIterations = 0;
|
||||
|
||||
|
||||
; Whether to mesh sculpties
|
||||
MeshSculptedPrim = true
|
||||
|
|
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Reference in New Issue