Merge branch 'master' of /home/opensim/var/repo/opensim

integration
BlueWall 2012-07-08 07:23:20 -04:00
commit d3d9e3923c
31 changed files with 439 additions and 183 deletions

View File

@ -1069,8 +1069,6 @@ namespace OpenSim.Data.Tests
regionInfo.RegionLocX = 0; regionInfo.RegionLocX = 0;
regionInfo.RegionLocY = 0; regionInfo.RegionLocY = 0;
Scene scene = new Scene(regionInfo);
SceneObjectPart sop = new SceneObjectPart(); SceneObjectPart sop = new SceneObjectPart();
sop.Name = name; sop.Name = name;
sop.Description = name; sop.Description = name;
@ -1081,7 +1079,7 @@ namespace OpenSim.Data.Tests
sop.Shape = PrimitiveBaseShape.Default; sop.Shape = PrimitiveBaseShape.Default;
SceneObjectGroup sog = new SceneObjectGroup(sop); SceneObjectGroup sog = new SceneObjectGroup(sop);
sog.SetScene(scene); // sog.SetScene(scene);
return sog; return sog;
} }

View File

@ -101,12 +101,24 @@ namespace OpenSim.Framework
private static Dictionary<int, ThreadWatchdogInfo> m_threads; private static Dictionary<int, ThreadWatchdogInfo> m_threads;
private static System.Timers.Timer m_watchdogTimer; private static System.Timers.Timer m_watchdogTimer;
/// <summary>
/// Last time the watchdog thread ran.
/// </summary>
/// <remarks>
/// Should run every WATCHDOG_INTERVAL_MS
/// </remarks>
public static int LastWatchdogThreadTick { get; private set; }
static Watchdog() static Watchdog()
{ {
m_threads = new Dictionary<int, ThreadWatchdogInfo>(); m_threads = new Dictionary<int, ThreadWatchdogInfo>();
m_watchdogTimer = new System.Timers.Timer(WATCHDOG_INTERVAL_MS); m_watchdogTimer = new System.Timers.Timer(WATCHDOG_INTERVAL_MS);
m_watchdogTimer.AutoReset = false; m_watchdogTimer.AutoReset = false;
m_watchdogTimer.Elapsed += WatchdogTimerElapsed; m_watchdogTimer.Elapsed += WatchdogTimerElapsed;
// Set now so we don't get alerted on the first run
LastWatchdogThreadTick = Environment.TickCount & Int32.MaxValue;
m_watchdogTimer.Start(); m_watchdogTimer.Start();
} }
@ -264,6 +276,16 @@ namespace OpenSim.Framework
/// <param name="e"></param> /// <param name="e"></param>
private static void WatchdogTimerElapsed(object sender, System.Timers.ElapsedEventArgs e) private static void WatchdogTimerElapsed(object sender, System.Timers.ElapsedEventArgs e)
{ {
int now = Environment.TickCount & Int32.MaxValue;
int msElapsed = now - LastWatchdogThreadTick;
if (msElapsed > WATCHDOG_INTERVAL_MS * 2)
m_log.WarnFormat(
"[WATCHDOG]: {0} ms since Watchdog last ran. Interval should be approximately {1} ms",
msElapsed, WATCHDOG_INTERVAL_MS);
LastWatchdogThreadTick = Environment.TickCount & Int32.MaxValue;
Action<ThreadWatchdogInfo> callback = OnWatchdogTimeout; Action<ThreadWatchdogInfo> callback = OnWatchdogTimeout;
if (callback != null) if (callback != null)
@ -272,8 +294,6 @@ namespace OpenSim.Framework
lock (m_threads) lock (m_threads)
{ {
int now = Environment.TickCount & Int32.MaxValue;
foreach (ThreadWatchdogInfo threadInfo in m_threads.Values) foreach (ThreadWatchdogInfo threadInfo in m_threads.Values)
{ {
if (threadInfo.Thread.ThreadState == ThreadState.Stopped) if (threadInfo.Thread.ThreadState == ThreadState.Stopped)

View File

@ -92,9 +92,14 @@ namespace OpenSim
m_log.Info("[OPENSIM MAIN]: configured log4net using default OpenSim.exe.config"); m_log.Info("[OPENSIM MAIN]: configured log4net using default OpenSim.exe.config");
} }
m_log.DebugFormat( m_log.InfoFormat(
"[OPENSIM MAIN]: System Locale is {0}", System.Threading.Thread.CurrentThread.CurrentCulture); "[OPENSIM MAIN]: System Locale is {0}", System.Threading.Thread.CurrentThread.CurrentCulture);
string monoThreadsPerCpu = System.Environment.GetEnvironmentVariable("MONO_THREADS_PER_CPU");
m_log.InfoFormat(
"[OPENSIM MAIN]: Environment variable MONO_THREADS_PER_CPU is {0}", monoThreadsPerCpu ?? "unset");
// Increase the number of IOCP threads available. Mono defaults to a tragically low number // Increase the number of IOCP threads available. Mono defaults to a tragically low number
int workerThreads, iocpThreads; int workerThreads, iocpThreads;
System.Threading.ThreadPool.GetMaxThreads(out workerThreads, out iocpThreads); System.Threading.ThreadPool.GetMaxThreads(out workerThreads, out iocpThreads);
@ -109,7 +114,6 @@ namespace OpenSim
// Check if the system is compatible with OpenSimulator. // Check if the system is compatible with OpenSimulator.
// Ensures that the minimum system requirements are met // Ensures that the minimum system requirements are met
m_log.Info("Performing compatibility checks... \n");
string supported = String.Empty; string supported = String.Empty;
if (Util.IsEnvironmentSupported(ref supported)) if (Util.IsEnvironmentSupported(ref supported))
{ {

View File

@ -293,30 +293,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
group.AttachmentPoint = attachmentPt; group.AttachmentPoint = attachmentPt;
group.AbsolutePosition = attachPos; group.AbsolutePosition = attachPos;
// We also don't want to do any of the inventory operations for an NPC.
if (sp.PresenceType != PresenceType.Npc) if (sp.PresenceType != PresenceType.Npc)
{ UpdateUserInventoryWithAttachment(sp, group, attachmentPt);
// Remove any previous attachments
List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
// At the moment we can only deal with a single attachment
if (attachments.Count != 0)
{
if (attachments[0].FromItemID != UUID.Zero)
DetachSingleAttachmentToInvInternal(sp, attachments[0]);
else
m_log.WarnFormat(
"[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!",
attachments[0].Name, attachments[0].LocalId, attachmentPt, group.Name, group.LocalId, sp.Name);
}
// Add the new attachment to inventory if we don't already have it.
UUID newAttachmentItemID = group.FromItemID;
if (newAttachmentItemID == UUID.Zero)
newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID;
ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group);
}
AttachToAgent(sp, group, attachmentPt, attachPos, silent); AttachToAgent(sp, group, attachmentPt, attachPos, silent);
} }
@ -324,6 +302,30 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
return true; return true;
} }
private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt)
{
// Remove any previous attachments
List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
// At the moment we can only deal with a single attachment
if (attachments.Count != 0)
{
if (attachments[0].FromItemID != UUID.Zero)
DetachSingleAttachmentToInvInternal(sp, attachments[0]);
else
m_log.WarnFormat(
"[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!",
attachments[0].Name, attachments[0].LocalId, attachmentPt, group.Name, group.LocalId, sp.Name);
}
// Add the new attachment to inventory if we don't already have it.
UUID newAttachmentItemID = group.FromItemID;
if (newAttachmentItemID == UUID.Zero)
newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID;
ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group);
}
public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt) public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
{ {
if (!Enabled) if (!Enabled)
@ -652,11 +654,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
// "[ATTACHMENTS MODULE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2}", // "[ATTACHMENTS MODULE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2}",
// grp.Name, grp.LocalId, remoteClient.Name); // grp.Name, grp.LocalId, remoteClient.Name);
InventoryItemBase newItem = m_invAccessModule.CopyToInventory( InventoryItemBase newItem
DeRezAction.TakeCopy, = m_invAccessModule.CopyToInventory(
m_scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object).ID, DeRezAction.TakeCopy,
new List<SceneObjectGroup> { grp }, m_scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object).ID,
sp.ControllingClient, true)[0]; new List<SceneObjectGroup> { grp },
sp.ControllingClient, true)[0];
// sets itemID so client can show item as 'attached' in inventory // sets itemID so client can show item as 'attached' in inventory
grp.FromItemID = newItem.ID; grp.FromItemID = newItem.ID;
@ -782,7 +785,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
item = m_scene.InventoryService.GetItem(item); item = m_scene.InventoryService.GetItem(item);
bool changed = sp.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID); bool changed = sp.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID);
if (changed && m_scene.AvatarFactory != null) if (changed && m_scene.AvatarFactory != null)
{
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Queueing appearance save for {0}, attachment {1} point {2} in ShowAttachInUserInventory()",
// sp.Name, att.Name, AttachmentPt);
m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID); m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
}
} }
#endregion #endregion

View File

@ -149,6 +149,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
InventoryFolderBase targetFolder = scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object); InventoryFolderBase targetFolder = scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object);
Assert.That(attachmentItem.Folder, Is.EqualTo(targetFolder.ID)); Assert.That(attachmentItem.Folder, Is.EqualTo(targetFolder.ID));
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
// TestHelpers.DisableLogging(); // TestHelpers.DisableLogging();
} }
@ -181,6 +183,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
// Check appearance status // Check appearance status
Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1)); Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1));
Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest)); Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
} }
[Test] [Test]
@ -239,6 +243,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
// Check item status // Check item status
Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo(0)); Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo(0));
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(0));
} }
/// <summary> /// <summary>
@ -300,6 +306,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
Assert.That(retreivedAttachments[0].ItemID, Is.EqualTo(attItem.ID)); Assert.That(retreivedAttachments[0].ItemID, Is.EqualTo(attItem.ID));
Assert.That(retreivedAttachments[0].AssetID, Is.EqualTo(attItem.AssetID)); Assert.That(retreivedAttachments[0].AssetID, Is.EqualTo(attItem.AssetID));
Assert.That(presence.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest)); Assert.That(presence.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
} }
[Test] [Test]
@ -399,6 +407,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
Assert.That(actualSceneBAtt.Name, Is.EqualTo(attItem.Name)); Assert.That(actualSceneBAtt.Name, Is.EqualTo(attItem.Name));
Assert.That(actualSceneBAtt.AttachmentPoint, Is.EqualTo((uint)AttachmentPoint.Chest)); Assert.That(actualSceneBAtt.AttachmentPoint, Is.EqualTo((uint)AttachmentPoint.Chest));
Assert.That(sceneB.GetSceneObjectGroups().Count, Is.EqualTo(1));
// Check attachments have been removed from sceneA // Check attachments have been removed from sceneA
ScenePresence afterTeleportSceneASp = sceneA.GetScenePresence(ua1.PrincipalID); ScenePresence afterTeleportSceneASp = sceneA.GetScenePresence(ua1.PrincipalID);
@ -410,6 +420,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
// This is the actual attachment, which should no longer exist // This is the actual attachment, which should no longer exist
List<SceneObjectGroup> actualSceneAAttachments = afterTeleportSceneASp.GetAttachments(); List<SceneObjectGroup> actualSceneAAttachments = afterTeleportSceneASp.GetAttachments();
Assert.That(actualSceneAAttachments.Count, Is.EqualTo(0)); Assert.That(actualSceneAAttachments.Count, Is.EqualTo(0));
Assert.That(sceneA.GetSceneObjectGroups().Count, Is.EqualTo(0));
} }
// I'm commenting this test because scene setup NEEDS InventoryService to // I'm commenting this test because scene setup NEEDS InventoryService to

View File

@ -79,7 +79,6 @@
<RegionModule id="AuthenticationServiceInConnectorModule" type="OpenSim.Region.CoreModules.ServiceConnectorsIn.Authentication.AuthenticationServiceInConnectorModule" /> <RegionModule id="AuthenticationServiceInConnectorModule" type="OpenSim.Region.CoreModules.ServiceConnectorsIn.Authentication.AuthenticationServiceInConnectorModule" />
<RegionModule id="AccessModule" type="OpenSim.Region.CoreModules.World.AccessModule" /> \ <RegionModule id="AccessModule" type="OpenSim.Region.CoreModules.World.AccessModule" /> \
<RegionModule id="MapImageModule" type="OpenSim.Region.CoreModules.World.LegacyMap.MapImageModule" /> \ <RegionModule id="MapImageModule" type="OpenSim.Region.CoreModules.World.LegacyMap.MapImageModule" /> \
<RegionModule id="Warp3DImageModule" type="OpenSim.Region.CoreModules.World.Warp3DMap.Warp3DImageModule" /> \
</Extension> </Extension>

View File

@ -730,7 +730,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
{ {
if (Environment.TickCount > (m_blacklistedregions[regionhandle] + blacklistTimeout)) if (Environment.TickCount > (m_blacklistedregions[regionhandle] + blacklistTimeout))
{ {
m_log.DebugFormat("[WORLDMAP]: Unblock blacklisted region {0}", regionhandle); m_log.DebugFormat("[WORLD MAP]: Unblock blacklisted region {0}", regionhandle);
m_blacklistedregions.Remove(regionhandle); m_blacklistedregions.Remove(regionhandle);
} }
@ -781,7 +781,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
{ {
if (Environment.TickCount > (m_blacklistedurls[httpserver] + blacklistTimeout)) if (Environment.TickCount > (m_blacklistedurls[httpserver] + blacklistTimeout))
{ {
m_log.DebugFormat("[WORLDMAP]: Unblock blacklisted URL {0}", httpserver); m_log.DebugFormat("[WORLD MAP]: Unblock blacklisted URL {0}", httpserver);
m_blacklistedurls.Remove(httpserver); m_blacklistedurls.Remove(httpserver);
} }
@ -1343,7 +1343,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
if (terrain == null) if (terrain == null)
return; return;
m_log.DebugFormat("[WORLDMAP]: Generating map image for {0}", m_scene.RegionInfo.RegionName); m_log.DebugFormat("[WORLD MAP]: Generating map image for {0}", m_scene.RegionInfo.RegionName);
byte[] data = terrain.WriteJpeg2000Image(); byte[] data = terrain.WriteJpeg2000Image();
if (data == null) if (data == null)
@ -1365,7 +1365,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
asset.Flags = AssetFlags.Maptile; asset.Flags = AssetFlags.Maptile;
// Store the new one // Store the new one
m_log.DebugFormat("[WORLDMAP]: Storing map tile {0} for {1}", asset.ID, m_scene.RegionInfo.RegionName); m_log.DebugFormat("[WORLD MAP]: Storing map tile {0} for {1}", asset.ID, m_scene.RegionInfo.RegionName);
m_scene.AssetService.Store(asset); m_scene.AssetService.Store(asset);

View File

@ -183,6 +183,14 @@ namespace OpenSim.Region.Framework.Interfaces
/// <returns>true if the stand succeeded, false if not</returns> /// <returns>true if the stand succeeded, false if not</returns>
bool Stand(UUID agentID, Scene scene); bool Stand(UUID agentID, Scene scene);
/// <summary>
/// Get the NPC to touch an object.
/// </summary>
/// <param name="agentID"></param>
/// <param name="partID"></param>
/// <returns>true if the touch is actually attempted, false if not</returns>
bool Touch(UUID agentID, UUID partID);
/// <summary> /// <summary>
/// Delete an NPC. /// Delete an NPC.
/// </summary> /// </summary>

View File

@ -2495,7 +2495,16 @@ namespace OpenSim.Region.Framework.Scenes
} }
catch (Exception e) catch (Exception e)
{ {
m_log.WarnFormat("[SCENE]: Problem casting object, exception {0}{1}", e.Message, e.StackTrace); m_log.WarnFormat("[INTERREGION]: Problem casting object, exception {0}{1}", e.Message, e.StackTrace);
return false;
}
// If the user is banned, we won't let any of their objects
// enter. Period.
//
if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID))
{
m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID);
return false; return false;
} }
@ -2504,14 +2513,28 @@ namespace OpenSim.Region.Framework.Scenes
if (!AddSceneObject(newObject)) if (!AddSceneObject(newObject))
{ {
m_log.DebugFormat("[SCENE]: Problem adding scene object {0} in {1} ", sog.UUID, RegionInfo.RegionName); m_log.DebugFormat(
"[INTERREGION]: Problem adding scene object {0} in {1} ", newObject.UUID, RegionInfo.RegionName);
return false; return false;
} }
// For attachments, we need to wait until the agent is root
// before we restart the scripts, or else some functions won't work.
if (!newObject.IsAttachment) if (!newObject.IsAttachment)
{ {
// FIXME: It would be better to never add the scene object at all rather than add it and then delete
// it
if (!Permissions.CanObjectEntry(newObject.UUID, true, newObject.AbsolutePosition))
{
// Deny non attachments based on parcel settings
//
m_log.Info("[INTERREGION]: Denied prim crossing because of parcel settings");
DeleteSceneObject(newObject, false);
return false;
}
// For attachments, we need to wait until the agent is root
// before we restart the scripts, or else some functions won't work.
newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject)); newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject));
newObject.ResumeScripts(); newObject.ResumeScripts();
} }
@ -2531,18 +2554,6 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns>True if the SceneObjectGroup was added, False if it was not</returns> /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
public bool AddSceneObject(SceneObjectGroup sceneObject) public bool AddSceneObject(SceneObjectGroup sceneObject)
{ {
// If the user is banned, we won't let any of their objects
// enter. Period.
//
if (RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID))
{
m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
return false;
}
sceneObject.SetScene(this);
// Force allocation of new LocalId // Force allocation of new LocalId
// //
SceneObjectPart[] parts = sceneObject.Parts; SceneObjectPart[] parts = sceneObject.Parts;
@ -2587,18 +2598,6 @@ namespace OpenSim.Region.Framework.Scenes
else else
{ {
AddRestoredSceneObject(sceneObject, true, false); AddRestoredSceneObject(sceneObject, true, false);
if (!Permissions.CanObjectEntry(sceneObject.UUID,
true, sceneObject.AbsolutePosition))
{
// Deny non attachments based on parcel settings
//
m_log.Info("[INTERREGION]: Denied prim crossing because of parcel settings");
DeleteSceneObject(sceneObject, false);
return false;
}
} }
return true; return true;
@ -4460,6 +4459,17 @@ namespace OpenSim.Region.Framework.Scenes
m_sceneGraph.ForEachScenePresence(action); m_sceneGraph.ForEachScenePresence(action);
} }
/// <summary>
/// Get all the scene object groups.
/// </summary>
/// <returns>
/// The scene object groups. If the scene is empty then an empty list is returned.
/// </returns>
public List<SceneObjectGroup> GetSceneObjectGroups()
{
return m_sceneGraph.GetSceneObjectGroups();
}
/// <summary> /// <summary>
/// Get a group via its UUID /// Get a group via its UUID
/// </summary> /// </summary>

View File

@ -355,9 +355,9 @@ namespace OpenSim.Region.Framework.Scenes
if (Entities.ContainsKey(sceneObject.UUID)) if (Entities.ContainsKey(sceneObject.UUID))
{ {
// m_log.DebugFormat( m_log.DebugFormat(
// "[SCENEGRAPH]: Scene graph for {0} already contains object {1} in AddSceneObject()", "[SCENEGRAPH]: Scene graph for {0} already contains object {1} in AddSceneObject()",
// m_parentScene.RegionInfo.RegionName, sceneObject.UUID); m_parentScene.RegionInfo.RegionName, sceneObject.UUID);
return false; return false;
} }
@ -957,6 +957,18 @@ namespace OpenSim.Region.Framework.Scenes
return result; return result;
} }
/// <summary>
/// Get all the scene object groups.
/// </summary>
/// <returns>
/// The scene object groups. If the scene is empty then an empty list is returned.
/// </returns>
protected internal List<SceneObjectGroup> GetSceneObjectGroups()
{
lock (SceneObjectGroupsByFullID)
return new List<SceneObjectGroup>(SceneObjectGroupsByFullID.Values);
}
/// <summary> /// <summary>
/// Get a group in the scene /// Get a group in the scene
/// </summary> /// </summary>
@ -1100,11 +1112,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="action"></param> /// <param name="action"></param>
protected internal void ForEachSOG(Action<SceneObjectGroup> action) protected internal void ForEachSOG(Action<SceneObjectGroup> action)
{ {
List<SceneObjectGroup> objlist; foreach (SceneObjectGroup obj in GetSceneObjectGroups())
lock (SceneObjectGroupsByFullID)
objlist = new List<SceneObjectGroup>(SceneObjectGroupsByFullID.Values);
foreach (SceneObjectGroup obj in objlist)
{ {
try try
{ {

View File

@ -1056,16 +1056,6 @@ namespace OpenSim.Region.Framework.Scenes
return Utils.FloatToUInt16(m_scene.TimeDilation, 0.0f, 1.0f); return Utils.FloatToUInt16(m_scene.TimeDilation, 0.0f, 1.0f);
} }
/// <summary>
/// Added as a way for the storage provider to reset the scene,
/// most likely a better way to do this sort of thing but for now...
/// </summary>
/// <param name="scene"></param>
public void SetScene(Scene scene)
{
m_scene = scene;
}
/// <summary> /// <summary>
/// Set a part to act as the root part for this scene object /// Set a part to act as the root part for this scene object
/// </summary> /// </summary>

View File

@ -228,9 +228,10 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
// m_log.InfoFormat("[RegionReady]: Logins enabled for {0}, Oar {1}", // m_log.InfoFormat("[RegionReady]: Logins enabled for {0}, Oar {1}",
// m_scene.RegionInfo.RegionName, m_oarFileLoading.ToString()); // m_scene.RegionInfo.RegionName, m_oarFileLoading.ToString());
m_log.InfoFormat("[RegionReady]: Initialization complete - logins enabled for {0}", m_scene.RegionInfo.RegionName); m_log.InfoFormat(
"[RegionReady]: INITIALIZATION COMPLETE FOR {0} - LOGINS ENABLED", m_scene.Name);
if ( m_uri != string.Empty ) if (m_uri != string.Empty)
{ {
RRAlert("enabled"); RRAlert("enabled");
} }

View File

@ -104,6 +104,45 @@ namespace OpenSim.Region.OptionalModules.World.NPC
OnMoneyTransferRequest(m_uuid, target, amount, 1, "Payment"); OnMoneyTransferRequest(m_uuid, target, amount, 1, "Payment");
} }
public bool Touch(UUID target)
{
SceneObjectPart part = m_scene.GetSceneObjectPart(target);
if (part == null)
return false;
bool objectTouchable = hasTouchEvents(part); // Only touch an object that is scripted to respond
if (!objectTouchable && !part.IsRoot)
objectTouchable = hasTouchEvents(part.ParentGroup.RootPart);
if (!objectTouchable)
return false;
// Set up the surface args as if the touch is from a client that does not support this
SurfaceTouchEventArgs surfaceArgs = new SurfaceTouchEventArgs();
surfaceArgs.FaceIndex = -1; // TOUCH_INVALID_FACE
surfaceArgs.Binormal = Vector3.Zero; // TOUCH_INVALID_VECTOR
surfaceArgs.Normal = Vector3.Zero; // TOUCH_INVALID_VECTOR
surfaceArgs.STCoord = new Vector3(-1.0f, -1.0f, 0.0f); // TOUCH_INVALID_TEXCOORD
surfaceArgs.UVCoord = surfaceArgs.STCoord; // TOUCH_INVALID_TEXCOORD
List<SurfaceTouchEventArgs> touchArgs = new List<SurfaceTouchEventArgs>();
touchArgs.Add(surfaceArgs);
Vector3 offset = part.OffsetPosition * -1.0f;
if (OnGrabObject == null)
return false;
OnGrabObject(part.LocalId, offset, this, touchArgs);
if (OnGrabUpdate != null)
OnGrabUpdate(part.UUID, offset, part.ParentGroup.RootPart.GroupPosition, this, touchArgs);
if (OnDeGrabObject != null)
OnDeGrabObject(part.LocalId, this, touchArgs);
return true;
}
private bool hasTouchEvents(SceneObjectPart part)
{
if ((part.ScriptEvents & scriptEvents.touch) != 0 ||
(part.ScriptEvents & scriptEvents.touch_start) != 0 ||
(part.ScriptEvents & scriptEvents.touch_end) != 0)
return true;
return false;
}
public void InstantMessage(UUID target, string message) public void InstantMessage(UUID target, string message)
{ {
OnInstantMessage(this, new GridInstantMessage(m_scene, OnInstantMessage(this, new GridInstantMessage(m_scene,
@ -153,6 +192,14 @@ namespace OpenSim.Region.OptionalModules.World.NPC
private void SendOnChatFromClient(int channel, string message, ChatTypeEnum chatType) private void SendOnChatFromClient(int channel, string message, ChatTypeEnum chatType)
{ {
if (channel == 0)
{
message = message.Trim();
if (string.IsNullOrEmpty(message))
{
return;
}
}
OSChatMessage chatFromClient = new OSChatMessage(); OSChatMessage chatFromClient = new OSChatMessage();
chatFromClient.Channel = channel; chatFromClient.Channel = channel;
chatFromClient.From = Name; chatFromClient.From = Name;

View File

@ -305,6 +305,16 @@ namespace OpenSim.Region.OptionalModules.World.NPC
return false; return false;
} }
public bool Touch(UUID agentID, UUID objectID)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(agentID))
return m_avatars[agentID].Touch(objectID);
return false;
}
}
public UUID GetOwner(UUID agentID) public UUID GetOwner(UUID agentID)
{ {
lock (m_avatars) lock (m_avatars)

View File

@ -74,7 +74,7 @@ public class BSCharacter : PhysicsActor
private float _buoyancy; private float _buoyancy;
private int _subscribedEventsMs = 0; private int _subscribedEventsMs = 0;
private int _lastCollisionTime = 0; private int _nextCollisionOkTime = 0;
private Vector3 _PIDTarget; private Vector3 _PIDTarget;
private bool _usePID; private bool _usePID;
@ -360,17 +360,22 @@ public class BSCharacter : PhysicsActor
} }
//m_lastUpdateSent = false; //m_lastUpdateSent = false;
} }
public override void AddAngularForce(Vector3 force, bool pushforce) { public override void AddAngularForce(Vector3 force, bool pushforce) {
} }
public override void SetMomentum(Vector3 momentum) { public override void SetMomentum(Vector3 momentum) {
} }
// Turn on collision events at a rate no faster than one every the given milliseconds
public override void SubscribeEvents(int ms) { public override void SubscribeEvents(int ms) {
_subscribedEventsMs = ms; _subscribedEventsMs = ms;
_lastCollisionTime = Util.EnvironmentTickCount() - _subscribedEventsMs; // make first collision happen _nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs; // make first collision happen
} }
// Stop collision events
public override void UnSubscribeEvents() { public override void UnSubscribeEvents() {
_subscribedEventsMs = 0; _subscribedEventsMs = 0;
} }
// Return 'true' if someone has subscribed to events
public override bool SubscribedEvents() { public override bool SubscribedEvents() {
return (_subscribedEventsMs > 0); return (_subscribedEventsMs > 0);
} }
@ -386,47 +391,57 @@ public class BSCharacter : PhysicsActor
_mass = _density * _avatarVolume; _mass = _density * _avatarVolume;
} }
// Set to 'true' if the individual changed items should be checked
// (someday RequestPhysicsTerseUpdate() will take a bitmap of changed properties)
const bool SHOULD_CHECK_FOR_INDIVIDUAL_CHANGES = false;
// The physics engine says that properties have updated. Update same and inform // The physics engine says that properties have updated. Update same and inform
// the world that things have changed. // the world that things have changed.
public void UpdateProperties(EntityProperties entprop) public void UpdateProperties(EntityProperties entprop)
{ {
bool changed = false; bool changed = false;
// we assign to the local variables so the normal set action does not happen if (SHOULD_CHECK_FOR_INDIVIDUAL_CHANGES) {
if (_position != entprop.Position) // we assign to the local variables so the normal set action does not happen
{ if (_position != entprop.Position) {
_position = entprop.Position;
changed = true;
}
if (_orientation != entprop.Rotation) {
_orientation = entprop.Rotation;
changed = true;
}
if (_velocity != entprop.Velocity) {
_velocity = entprop.Velocity;
changed = true;
}
if (_acceleration != entprop.Acceleration) {
_acceleration = entprop.Acceleration;
changed = true;
}
if (_rotationalVelocity != entprop.RotationalVelocity) {
_rotationalVelocity = entprop.RotationalVelocity;
changed = true;
}
if (changed) {
// m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
// Avatar movement is not done by generating this event. There is code in the heartbeat
// loop that updates avatars.
// base.RequestPhysicsterseUpdate();
}
}
else {
_position = entprop.Position; _position = entprop.Position;
changed = true;
}
if (_orientation != entprop.Rotation)
{
_orientation = entprop.Rotation; _orientation = entprop.Rotation;
changed = true;
}
if (_velocity != entprop.Velocity)
{
_velocity = entprop.Velocity; _velocity = entprop.Velocity;
changed = true;
}
if (_acceleration != entprop.Acceleration)
{
_acceleration = entprop.Acceleration; _acceleration = entprop.Acceleration;
changed = true;
}
if (_rotationalVelocity != entprop.RotationalVelocity)
{
_rotationalVelocity = entprop.RotationalVelocity; _rotationalVelocity = entprop.RotationalVelocity;
changed = true;
}
if (changed)
{
// m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
// Avatar movement is not done by generating this event. There is a system that
// checks for avatar updates each heartbeat loop.
// base.RequestPhysicsterseUpdate(); // base.RequestPhysicsterseUpdate();
} }
} }
// Called by the scene when a collision with this object is reported // Called by the scene when a collision with this object is reported
// The collision, if it should be reported to the character, is placed in a collection
// that will later be sent to the simulator when SendCollisions() is called.
CollisionEventUpdate collisionCollection = null; CollisionEventUpdate collisionCollection = null;
public void Collide(uint collidingWith, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth) public void Collide(uint collidingWith, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth)
{ {
@ -440,29 +455,34 @@ public class BSCharacter : PhysicsActor
} }
// throttle collisions to the rate specified in the subscription // throttle collisions to the rate specified in the subscription
if (_subscribedEventsMs == 0) return; // don't want collisions if (_subscribedEventsMs != 0) {
int nowTime = _scene.SimulationNowTime; int nowTime = _scene.SimulationNowTime;
if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return; if (nowTime >= _nextCollisionOkTime) {
_lastCollisionTime = nowTime; _nextCollisionOkTime = nowTime + _subscribedEventsMs;
if (collisionCollection == null) if (collisionCollection == null)
collisionCollection = new CollisionEventUpdate(); collisionCollection = new CollisionEventUpdate();
collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
}
}
} }
public void SendCollisions() public void SendCollisions()
{ {
// if (collisionCollection != null) /*
// { if (collisionCollection != null && collisionCollection.Count > 0)
// base.SendCollisionUpdate(collisionCollection); {
// collisionCollection = null; base.SendCollisionUpdate(collisionCollection);
// } collisionCollection = null;
}
*/
// Kludge to make a collision call even if there are no collisions. // Kludge to make a collision call even if there are no collisions.
// This causes the avatar animation to get updated. // This causes the avatar animation to get updated.
if (collisionCollection == null) if (collisionCollection == null)
collisionCollection = new CollisionEventUpdate(); collisionCollection = new CollisionEventUpdate();
base.SendCollisionUpdate(collisionCollection); base.SendCollisionUpdate(collisionCollection);
collisionCollection = null; collisionCollection.Clear();
// End kludge
} }
} }

View File

@ -32,6 +32,14 @@ using OpenMetaverse;
namespace OpenSim.Region.Physics.BulletSPlugin namespace OpenSim.Region.Physics.BulletSPlugin
{ {
/// <summary>
/// Entry for a port of Bullet (http://bulletphysics.org/) to OpenSim.
/// This module interfaces to an unmanaged C++ library which makes the
/// actual calls into the Bullet physics engine.
/// The unmanaged library is found in opensim-libs::trunk/unmanaged/BulletSim/.
/// The unmanaged library is compiled and linked statically with Bullet
/// to create BulletSim.dll and libBulletSim.so (for both 32 and 64 bit).
/// </summary>
public class BSPlugin : IPhysicsPlugin public class BSPlugin : IPhysicsPlugin
{ {
//private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
@ -53,6 +61,9 @@ public class BSPlugin : IPhysicsPlugin
{ {
if (Util.IsWindows()) if (Util.IsWindows())
Util.LoadArchSpecificWindowsDll("BulletSim.dll"); Util.LoadArchSpecificWindowsDll("BulletSim.dll");
// If not Windows, loading is performed by the
// Mono loader as specified in
// "bin/Physics/OpenSim.Region.Physics.BulletSPlugin.dll.config".
_mScene = new BSScene(sceneIdentifier); _mScene = new BSScene(sceneIdentifier);
} }

View File

@ -90,7 +90,7 @@ public sealed class BSPrim : PhysicsActor
private BSPrim _parentPrim; private BSPrim _parentPrim;
private int _subscribedEventsMs = 0; private int _subscribedEventsMs = 0;
private int _lastCollisionTime = 0; private int _nextCollisionOkTime = 0;
long _collidingStep; long _collidingStep;
long _collidingGroundStep; long _collidingGroundStep;
@ -597,7 +597,8 @@ public sealed class BSPrim : PhysicsActor
} }
public override void SubscribeEvents(int ms) { public override void SubscribeEvents(int ms) {
_subscribedEventsMs = ms; _subscribedEventsMs = ms;
_lastCollisionTime = Util.EnvironmentTickCount() - _subscribedEventsMs; // make first collision happen // make sure first collision happens
_nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs;
} }
public override void UnSubscribeEvents() { public override void UnSubscribeEvents() {
_subscribedEventsMs = 0; _subscribedEventsMs = 0;
@ -1338,23 +1339,27 @@ public sealed class BSPrim : PhysicsActor
_collidingGroundStep = _scene.SimulationStep; _collidingGroundStep = _scene.SimulationStep;
} }
if (_subscribedEventsMs == 0) return; // nothing in the object is waiting for collision events // if someone is subscribed to collision events....
// throttle the collisions to the number of milliseconds specified in the subscription if (_subscribedEventsMs != 0) {
int nowTime = _scene.SimulationNowTime; // throttle the collisions to the number of milliseconds specified in the subscription
if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return; int nowTime = _scene.SimulationNowTime;
_lastCollisionTime = nowTime; if (nowTime >= _nextCollisionOkTime) {
_nextCollisionOkTime = nowTime + _subscribedEventsMs;
if (collisionCollection == null) if (collisionCollection == null)
collisionCollection = new CollisionEventUpdate(); collisionCollection = new CollisionEventUpdate();
collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
}
}
} }
// The scene is telling us it's time to pass our collected collisions into the simulator
public void SendCollisions() public void SendCollisions()
{ {
if (collisionCollection != null) if (collisionCollection != null && collisionCollection.Count > 0)
{ {
base.SendCollisionUpdate(collisionCollection); base.SendCollisionUpdate(collisionCollection);
collisionCollection = null; collisionCollection.Clear();
} }
} }
} }

View File

@ -52,6 +52,7 @@ using OpenSim.Region.Framework;
// Should prim.link() and prim.delink() membership checking happen at taint time? // 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 // 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 // Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect
// Use collision masks for collision with terrain and phantom objects
// Implement the genCollisions feature in BulletSim::SetObjectProperties (don't pass up unneeded collisions) // Implement the genCollisions feature in BulletSim::SetObjectProperties (don't pass up unneeded collisions)
// Implement LockAngularMotion // Implement LockAngularMotion
// Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation) // Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation)
@ -62,9 +63,6 @@ using OpenSim.Region.Framework;
// Multiple contact points on collision? // Multiple contact points on collision?
// See code in ode::near... calls to collision_accounting_events() // 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.) // (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 // Raycast
// //
namespace OpenSim.Region.Physics.BulletSPlugin namespace OpenSim.Region.Physics.BulletSPlugin
@ -405,6 +403,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
// prevent simulation until we've been initialized // prevent simulation until we've been initialized
if (!m_initialized) return 10.0f; if (!m_initialized) return 10.0f;
long simulateStartTime = Util.EnvironmentTickCount();
// update the prim states while we know the physics engine is not busy // update the prim states while we know the physics engine is not busy
ProcessTaints(); ProcessTaints();
@ -437,13 +437,18 @@ public class BSScene : PhysicsScene, IPhysicsParameters
} }
} }
// The SendCollision's batch up the collisions on the objects. Now push the collisions into the simulator. // The above SendCollision's batch up the collisions on the objects.
// Now push the collisions into the simulator.
foreach (BSPrim bsp in m_primsWithCollisions) foreach (BSPrim bsp in m_primsWithCollisions)
bsp.SendCollisions(); bsp.SendCollisions();
m_primsWithCollisions.Clear(); m_primsWithCollisions.Clear();
// This is a kludge to get avatar movement updated.
// Don't send collisions only if there were collisions -- send everytime.
// ODE sends collisions even if there are none and this is used to update
// avatar animations and stuff.
// foreach (BSCharacter bsc in m_avatarsWithCollisions) // foreach (BSCharacter bsc in m_avatarsWithCollisions)
// bsc.SendCollisions(); // bsc.SendCollisions();
// This is a kludge to get avatar movement updated. ODE sends collisions even if there isn't any
foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars) foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars)
kvp.Value.SendCollisions(); kvp.Value.SendCollisions();
m_avatarsWithCollisions.Clear(); m_avatarsWithCollisions.Clear();
@ -465,10 +470,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
if (m_avatars.TryGetValue(entprop.ID, out actor)) if (m_avatars.TryGetValue(entprop.ID, out actor))
{ {
actor.UpdateProperties(entprop); actor.UpdateProperties(entprop);
continue;
} }
} }
} }
// If enabled, call into the physics engine to dump statistics
if (m_detailedStatsStep > 0) if (m_detailedStatsStep > 0)
{ {
if ((m_simulationStep % m_detailedStatsStep) == 0) if ((m_simulationStep % m_detailedStatsStep) == 0)
@ -477,6 +484,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters
} }
} }
// this is a waste since the outside routine also calcuates the physics simulation
// period. TODO: There should be a way of computing physics frames from simulator computation.
// long simulateTotalTime = Util.EnvironmentTickCountSubtract(simulateStartTime);
// return (timeStep * (float)simulateTotalTime);
// TODO: FIX THIS: fps calculation wrong. This calculation always returns about 1 in normal operation. // TODO: FIX THIS: fps calculation wrong. This calculation always returns about 1 in normal operation.
return timeStep / (numSubSteps * m_fixedTimeStep) * 1000f; return timeStep / (numSubSteps * m_fixedTimeStep) * 1000f;
} }
@ -528,6 +540,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
public override void SetWaterLevel(float baseheight) public override void SetWaterLevel(float baseheight)
{ {
m_waterLevel = baseheight; m_waterLevel = baseheight;
// TODO: pass to physics engine so things will float?
} }
public float GetWaterLevel() public float GetWaterLevel()
{ {

View File

@ -2125,7 +2125,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
public LSL_String osFormatString(string str, LSL_List strings) public LSL_String osFormatString(string str, LSL_List strings)
{ {
CheckThreatLevel(ThreatLevel.Low, "osFormatString"); CheckThreatLevel(ThreatLevel.VeryLow, "osFormatString");
m_host.AddScriptLPS(1); m_host.AddScriptLPS(1);
return String.Format(str, strings.Data); return String.Format(str, strings.Data);
@ -2133,7 +2133,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
public LSL_List osMatchString(string src, string pattern, int start) public LSL_List osMatchString(string src, string pattern, int start)
{ {
CheckThreatLevel(ThreatLevel.High, "osMatchString"); CheckThreatLevel(ThreatLevel.VeryLow, "osMatchString");
m_host.AddScriptLPS(1); m_host.AddScriptLPS(1);
LSL_List result = new LSL_List(); LSL_List result = new LSL_List();
@ -2175,7 +2175,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
public LSL_String osReplaceString(string src, string pattern, string replace, int count, int start) public LSL_String osReplaceString(string src, string pattern, string replace, int count, int start)
{ {
CheckThreatLevel(ThreatLevel.High, "osReplaceString"); CheckThreatLevel(ThreatLevel.VeryLow, "osReplaceString");
m_host.AddScriptLPS(1); m_host.AddScriptLPS(1);
// Normalize indices (if negative). // Normalize indices (if negative).
@ -2677,6 +2677,41 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
} }
} }
public void osNpcTouch(LSL_Key npcLSL_Key, LSL_Key object_key, LSL_Integer link_num)
{
CheckThreatLevel(ThreatLevel.High, "osNpcTouch");
m_host.AddScriptLPS(1);
INPCModule module = World.RequestModuleInterface<INPCModule>();
int linkNum = link_num.value;
if (module != null || (linkNum < 0 && linkNum != ScriptBaseClass.LINK_THIS))
{
UUID npcId;
if (!UUID.TryParse(npcLSL_Key, out npcId) || !module.CheckPermissions(npcId, m_host.OwnerID))
return;
SceneObjectPart part = null;
UUID objectId;
if (UUID.TryParse(LSL_String.ToString(object_key), out objectId))
part = World.GetSceneObjectPart(objectId);
if (part == null)
return;
if (linkNum != ScriptBaseClass.LINK_THIS)
{
if (linkNum == 0 || linkNum == ScriptBaseClass.LINK_ROOT)
{ // 0 and 1 are treated as root, find the root if the current part isnt it
if (!part.IsRoot)
part = part.ParentGroup.RootPart;
}
else
{ // Find the prim with the given link number if not found then fail silently
part = part.ParentGroup.GetLinkNumPart(linkNum);
if (part == null)
return;
}
}
module.Touch(npcId, part.UUID);
}
}
/// <summary> /// <summary>
/// Save the current appearance of the script owner permanently to the named notecard. /// Save the current appearance of the script owner permanently to the named notecard.
/// </summary> /// </summary>

View File

@ -231,6 +231,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
void osNpcRemove(key npc); void osNpcRemove(key npc);
void osNpcPlayAnimation(LSL_Key npc, string animation); void osNpcPlayAnimation(LSL_Key npc, string animation);
void osNpcStopAnimation(LSL_Key npc, string animation); void osNpcStopAnimation(LSL_Key npc, string animation);
void osNpcTouch(LSL_Key npcLSL_Key, LSL_Key object_key, LSL_Integer link_num);
void osNpcWhisper(key npc, int channel, string message); void osNpcWhisper(key npc, int channel, string message);
LSL_Key osOwnerSaveAppearance(string notecard); LSL_Key osOwnerSaveAppearance(string notecard);

View File

@ -626,6 +626,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
m_OSSL_Functions.osNpcWhisper(npc, channel, message); m_OSSL_Functions.osNpcWhisper(npc, channel, message);
} }
public void osNpcTouch(LSL_Key npcLSL_Key, LSL_Key object_key, LSL_Integer link_num)
{
m_OSSL_Functions.osNpcTouch(npcLSL_Key, object_key, link_num);
}
public LSL_Key osOwnerSaveAppearance(string notecard) public LSL_Key osOwnerSaveAppearance(string notecard)
{ {
return m_OSSL_Functions.osOwnerSaveAppearance(notecard); return m_OSSL_Functions.osOwnerSaveAppearance(notecard);

View File

@ -79,7 +79,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
/// Test creation of an NPC where the appearance data comes from a notecard /// Test creation of an NPC where the appearance data comes from a notecard
/// </summary> /// </summary>
[Test] [Test]
public void TestOsNpcCreateFromNotecard() public void TestOsNpcCreateUsingAppearanceFromNotecard()
{ {
TestHelpers.InMethod(); TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure(); // log4net.Config.XmlConfigurator.Configure();
@ -90,7 +90,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId); ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
sp.Appearance.AvatarHeight = newHeight; sp.Appearance.AvatarHeight = newHeight;
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId); SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId, 0x10);
SceneObjectPart part = so.RootPart; SceneObjectPart part = so.RootPart;
m_scene.AddSceneObject(so); m_scene.AddSceneObject(so);
@ -114,10 +114,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
/// Test creation of an NPC where the appearance data comes from an avatar already in the region. /// Test creation of an NPC where the appearance data comes from an avatar already in the region.
/// </summary> /// </summary>
[Test] [Test]
public void TestOsNpcCreateFromAvatar() public void TestOsNpcCreateUsingAppearanceFromAvatar()
{ {
TestHelpers.InMethod(); TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure(); // TestHelpers.EnableLogging();
// Store an avatar with a different height from default in a notecard. // Store an avatar with a different height from default in a notecard.
UUID userId = TestHelpers.ParseTail(0x1); UUID userId = TestHelpers.ParseTail(0x1);
@ -125,7 +125,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId); ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
sp.Appearance.AvatarHeight = newHeight; sp.Appearance.AvatarHeight = newHeight;
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId); SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId, 0x10);
SceneObjectPart part = so.RootPart; SceneObjectPart part = so.RootPart;
m_scene.AddSceneObject(so); m_scene.AddSceneObject(so);
@ -156,7 +156,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId); ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
sp.Appearance.AvatarHeight = newHeight; sp.Appearance.AvatarHeight = newHeight;
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId); SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId, 0x10);
SceneObjectPart part = so.RootPart; SceneObjectPart part = so.RootPart;
m_scene.AddSceneObject(so); m_scene.AddSceneObject(so);
@ -197,7 +197,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, nonOwnerId); ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, nonOwnerId);
sp.Appearance.AvatarHeight = newHeight; sp.Appearance.AvatarHeight = newHeight;
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, ownerId); SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, ownerId, 0x10);
SceneObjectPart part = so.RootPart; SceneObjectPart part = so.RootPart;
m_scene.AddSceneObject(so); m_scene.AddSceneObject(so);

View File

@ -158,7 +158,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
{ {
osslApi.osForceAttachToAvatarFromInventory(taskInvObjItemName, (int)attachPoint); osslApi.osForceAttachToAvatarFromInventory(taskInvObjItemName, (int)attachPoint);
} }
catch (Exception e) catch (Exception)
{ {
exceptionCaught = true; exceptionCaught = true;
} }

View File

@ -97,11 +97,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId); ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
sp.Appearance.AvatarHeight = newHeight; sp.Appearance.AvatarHeight = newHeight;
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId); SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId, 0x10);
SceneObjectPart part = so.RootPart; SceneObjectPart part = so.RootPart;
m_scene.AddSceneObject(so); m_scene.AddSceneObject(so);
SceneObjectGroup otherSo = SceneHelpers.CreateSceneObject(1, otherUserId); SceneObjectGroup otherSo = SceneHelpers.CreateSceneObject(1, otherUserId, 0x20);
SceneObjectPart otherPart = otherSo.RootPart; SceneObjectPart otherPart = otherSo.RootPart;
m_scene.AddSceneObject(otherSo); m_scene.AddSceneObject(otherSo);
@ -148,7 +148,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId); ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
sp.Appearance.AvatarHeight = newHeight; sp.Appearance.AvatarHeight = newHeight;
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId); SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId, 0x10);
SceneObjectPart part = so.RootPart; SceneObjectPart part = so.RootPart;
m_scene.AddSceneObject(so); m_scene.AddSceneObject(so);

View File

@ -257,7 +257,9 @@ namespace OpenSim.Services.LLLoginService
if (!am.Success) if (!am.Success)
{ {
m_log.InfoFormat("[LLOGIN SERVICE]: Login failed, reason: client {0} is not allowed", clientVersion); m_log.InfoFormat(
"[LLOGIN SERVICE]: Login failed for {0} {1}, reason: client {2} is not allowed",
firstName, lastName, clientVersion);
return LLFailedLoginResponse.LoginBlockedProblem; return LLFailedLoginResponse.LoginBlockedProblem;
} }
} }
@ -269,7 +271,9 @@ namespace OpenSim.Services.LLLoginService
if (dm.Success) if (dm.Success)
{ {
m_log.InfoFormat("[LLOGIN SERVICE]: Login failed, reason: client {0} is denied", clientVersion); m_log.InfoFormat(
"[LLOGIN SERVICE]: Login failed for {0} {1}, reason: client {2} is denied",
firstName, lastName, clientVersion);
return LLFailedLoginResponse.LoginBlockedProblem; return LLFailedLoginResponse.LoginBlockedProblem;
} }
} }
@ -280,13 +284,16 @@ namespace OpenSim.Services.LLLoginService
UserAccount account = m_UserAccountService.GetUserAccount(scopeID, firstName, lastName); UserAccount account = m_UserAccountService.GetUserAccount(scopeID, firstName, lastName);
if (account == null) if (account == null)
{ {
m_log.InfoFormat("[LLOGIN SERVICE]: Login failed, reason: user not found"); m_log.InfoFormat(
"[LLOGIN SERVICE]: Login failed for {0} {1}, reason: user not found", firstName, lastName);
return LLFailedLoginResponse.UserProblem; return LLFailedLoginResponse.UserProblem;
} }
if (account.UserLevel < m_MinLoginLevel) if (account.UserLevel < m_MinLoginLevel)
{ {
m_log.InfoFormat("[LLOGIN SERVICE]: Login failed, reason: login is blocked for user level {0}", account.UserLevel); m_log.InfoFormat(
"[LLOGIN SERVICE]: Login failed for {0} {1}, reason: user level is {2} but minimum login level is {3}",
firstName, lastName, m_MinLoginLevel, account.UserLevel);
return LLFailedLoginResponse.LoginBlockedProblem; return LLFailedLoginResponse.LoginBlockedProblem;
} }
@ -297,7 +304,8 @@ namespace OpenSim.Services.LLLoginService
{ {
if (account.ScopeID != scopeID && account.ScopeID != UUID.Zero) if (account.ScopeID != scopeID && account.ScopeID != UUID.Zero)
{ {
m_log.InfoFormat("[LLOGIN SERVICE]: Login failed, reason: user not found"); m_log.InfoFormat(
"[LLOGIN SERVICE]: Login failed, reason: user {0} {1} not found", firstName, lastName);
return LLFailedLoginResponse.UserProblem; return LLFailedLoginResponse.UserProblem;
} }
} }
@ -316,7 +324,9 @@ namespace OpenSim.Services.LLLoginService
UUID secureSession = UUID.Zero; UUID secureSession = UUID.Zero;
if ((token == string.Empty) || (token != string.Empty && !UUID.TryParse(token, out secureSession))) if ((token == string.Empty) || (token != string.Empty && !UUID.TryParse(token, out secureSession)))
{ {
m_log.InfoFormat("[LLOGIN SERVICE]: Login failed, reason: authentication failed"); m_log.InfoFormat(
"[LLOGIN SERVICE]: Login failed for {0} {1}, reason: authentication failed",
firstName, lastName);
return LLFailedLoginResponse.UserProblem; return LLFailedLoginResponse.UserProblem;
} }
@ -325,13 +335,18 @@ namespace OpenSim.Services.LLLoginService
// //
if (m_RequireInventory && m_InventoryService == null) if (m_RequireInventory && m_InventoryService == null)
{ {
m_log.WarnFormat("[LLOGIN SERVICE]: Login failed, reason: inventory service not set up"); m_log.WarnFormat(
"[LLOGIN SERVICE]: Login failed for {0} {1}, reason: inventory service not set up",
firstName, lastName);
return LLFailedLoginResponse.InventoryProblem; return LLFailedLoginResponse.InventoryProblem;
} }
List<InventoryFolderBase> inventorySkel = m_InventoryService.GetInventorySkeleton(account.PrincipalID); List<InventoryFolderBase> inventorySkel = m_InventoryService.GetInventorySkeleton(account.PrincipalID);
if (m_RequireInventory && ((inventorySkel == null) || (inventorySkel != null && inventorySkel.Count == 0))) if (m_RequireInventory && ((inventorySkel == null) || (inventorySkel != null && inventorySkel.Count == 0)))
{ {
m_log.InfoFormat("[LLOGIN SERVICE]: Login failed, reason: unable to retrieve user inventory"); m_log.InfoFormat(
"[LLOGIN SERVICE]: Login failed, for {0} {1}, reason: unable to retrieve user inventory",
firstName, lastName);
return LLFailedLoginResponse.InventoryProblem; return LLFailedLoginResponse.InventoryProblem;
} }
@ -345,9 +360,12 @@ namespace OpenSim.Services.LLLoginService
if (m_PresenceService != null) if (m_PresenceService != null)
{ {
success = m_PresenceService.LoginAgent(account.PrincipalID.ToString(), session, secureSession); success = m_PresenceService.LoginAgent(account.PrincipalID.ToString(), session, secureSession);
if (!success) if (!success)
{ {
m_log.InfoFormat("[LLOGIN SERVICE]: Login failed, reason: could not login presence"); m_log.InfoFormat(
"[LLOGIN SERVICE]: Login failed for {0} {1}, reason: could not login presence",
firstName, lastName);
return LLFailedLoginResponse.GridProblem; return LLFailedLoginResponse.GridProblem;
} }
} }
@ -380,9 +398,18 @@ namespace OpenSim.Services.LLLoginService
if (destination == null) if (destination == null)
{ {
m_PresenceService.LogoutAgent(session); m_PresenceService.LogoutAgent(session);
m_log.InfoFormat("[LLOGIN SERVICE]: Login failed, reason: destination not found");
m_log.InfoFormat(
"[LLOGIN SERVICE]: Login failed for {0} {1}, reason: destination not found",
firstName, lastName);
return LLFailedLoginResponse.GridProblem; return LLFailedLoginResponse.GridProblem;
} }
else
{
m_log.DebugFormat(
"[LLOGIN SERVICE]: Found destination {0}, endpoint {1} for {2} {3}",
destination.RegionName, destination.ExternalEndPoint, firstName, lastName);
}
if (account.UserLevel >= 200) if (account.UserLevel >= 200)
flags |= TeleportFlags.Godlike; flags |= TeleportFlags.Godlike;
@ -406,7 +433,7 @@ namespace OpenSim.Services.LLLoginService
if (aCircuit == null) if (aCircuit == null)
{ {
m_PresenceService.LogoutAgent(session); m_PresenceService.LogoutAgent(session);
m_log.InfoFormat("[LLOGIN SERVICE]: Login failed, reason: {0}", reason); m_log.InfoFormat("[LLOGIN SERVICE]: Login failed for {0} {1}, reason: {2}", firstName, lastName, reason);
return new LLFailedLoginResponse("key", reason, "false"); return new LLFailedLoginResponse("key", reason, "false");
} }
@ -427,7 +454,8 @@ namespace OpenSim.Services.LLLoginService
where, startLocation, position, lookAt, gestures, m_WelcomeMessage, home, clientIP, where, startLocation, position, lookAt, gestures, m_WelcomeMessage, home, clientIP,
m_MapTileURL, m_ProfileURL, m_OpenIDURL, m_SearchURL, m_Currency, m_DSTZone); m_MapTileURL, m_ProfileURL, m_OpenIDURL, m_SearchURL, m_Currency, m_DSTZone);
m_log.DebugFormat("[LLOGIN SERVICE]: All clear. Sending login response to client."); m_log.DebugFormat("[LLOGIN SERVICE]: All clear. Sending login response to {0} {1}", firstName, lastName);
return response; return response;
} }
catch (Exception e) catch (Exception e)
@ -446,7 +474,9 @@ namespace OpenSim.Services.LLLoginService
{ {
flags = TeleportFlags.ViaLogin; flags = TeleportFlags.ViaLogin;
m_log.DebugFormat("[LLOGIN SERVICE]: FindDestination for start location {0}", startLocation); m_log.DebugFormat(
"[LLOGIN SERVICE]: Finding destination matching start location {0} for {1}",
startLocation, account.Name);
gatekeeper = null; gatekeeper = null;
where = "home"; where = "home";

View File

@ -606,14 +606,31 @@ namespace OpenSim.Tests.Common
/// Create a scene object but do not add it to the scene. /// Create a scene object but do not add it to the scene.
/// </summary> /// </summary>
/// <remarks> /// <remarks>
/// UUID always starts at 00000000-0000-0000-0000-000000000001 /// UUID always starts at 00000000-0000-0000-0000-000000000001. For some purposes, (e.g. serializing direct
/// to another object's inventory) we do not need a scene unique ID. So it would be better to add the
/// UUID when we actually add an object to a scene rather than on creation.
/// </remarks> /// </remarks>
/// <param name="parts">The number of parts that should be in the scene object</param> /// <param name="parts">The number of parts that should be in the scene object</param>
/// <param name="ownerId"></param> /// <param name="ownerId"></param>
/// <returns></returns> /// <returns></returns>
public static SceneObjectGroup CreateSceneObject(int parts, UUID ownerId) public static SceneObjectGroup CreateSceneObject(int parts, UUID ownerId)
{ {
return CreateSceneObject(parts, ownerId, "", 0x1); return CreateSceneObject(parts, ownerId, 0x1);
}
/// <summary>
/// Create a scene object but do not add it to the scene.
/// </summary>
/// <param name="parts">The number of parts that should be in the scene object</param>
/// <param name="ownerId"></param>
/// <param name="uuidTail">
/// The hexadecimal last part of the UUID for parts created. A UUID of the form "00000000-0000-0000-0000-{0:XD12}"
/// will be given to the root part, and incremented for each part thereafter.
/// </param>
/// <returns></returns>
public static SceneObjectGroup CreateSceneObject(int parts, UUID ownerId, int uuidTail)
{
return CreateSceneObject(parts, ownerId, "", uuidTail);
} }
/// <summary> /// <summary>

View File

@ -673,8 +673,11 @@
; AllowLightShareFunctions = false ; AllowLightShareFunctions = false
;# {OSFunctionThreatLevel} {Enabled:true AllowOSFunctions:true} {OSFunction threat level? (DANGEROUS!)} {None VeryLow Low Moderate High VeryHigh Severe} VeryLow ;# {OSFunctionThreatLevel} {Enabled:true AllowOSFunctions:true} {OSFunction threat level? (DANGEROUS!)} {None VeryLow Low Moderate High VeryHigh Severe} VeryLow
;; Threat level to allow, one of None, VeryLow, Low, Moderate, High, ;; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
;; VeryHigh, Severe ;; See http://opensimulator.org/wiki/Threat_level for more information on these levels.
;; We do not recommend that use set a general level above Low unless you have a high level of trust
;; in all the users that can run scripts in your simulator. It is safer to explicitly
;; allow certain types of user to run higher threat level OSSL functions, as detailed later on.
OSFunctionThreatLevel = VeryLow OSFunctionThreatLevel = VeryLow
; OS Functions enable/disable ; OS Functions enable/disable
@ -691,10 +694,10 @@
; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
; Comma separated list of owner classes that allow the function for a particular class of owners. Choices are ; Comma separated list of owner classes that allow the function for a particular class of owners. Choices are
; - PARCEL_GROUP_MEMBER: allow if objectgroup is the same group as the parcel ; - PARCEL_GROUP_MEMBER: allow if the object group is the same group as the parcel
; - PARCEL_OWNER: allow if the objectowner is parcelowner ; - PARCEL_OWNER: allow if the object owner is the parcel owner
; - ESTATE_MANAGER: allow if the object owner is a estate manager ; - ESTATE_MANAGER: allow if the object owner is an estate manager
; - ESTATE_OWNER: allow if objectowner is estateowner ; - ESTATE_OWNER: allow if the object owner is the estate owner
; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb, PARCEL_OWNER, ESTATE_OWNER>, ... ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb, PARCEL_OWNER, ESTATE_OWNER>, ...
; You can also use script creators as the uuid ; You can also use script creators as the uuid

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.