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

View File

@ -101,12 +101,24 @@ namespace OpenSim.Framework
private static Dictionary<int, ThreadWatchdogInfo> m_threads;
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()
{
m_threads = new Dictionary<int, ThreadWatchdogInfo>();
m_watchdogTimer = new System.Timers.Timer(WATCHDOG_INTERVAL_MS);
m_watchdogTimer.AutoReset = false;
m_watchdogTimer.Elapsed += WatchdogTimerElapsed;
// Set now so we don't get alerted on the first run
LastWatchdogThreadTick = Environment.TickCount & Int32.MaxValue;
m_watchdogTimer.Start();
}
@ -264,6 +276,16 @@ namespace OpenSim.Framework
/// <param name="e"></param>
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;
if (callback != null)
@ -272,8 +294,6 @@ namespace OpenSim.Framework
lock (m_threads)
{
int now = Environment.TickCount & Int32.MaxValue;
foreach (ThreadWatchdogInfo threadInfo in m_threads.Values)
{
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.DebugFormat(
m_log.InfoFormat(
"[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
int workerThreads, iocpThreads;
System.Threading.ThreadPool.GetMaxThreads(out workerThreads, out iocpThreads);
@ -109,7 +114,6 @@ namespace OpenSim
// Check if the system is compatible with OpenSimulator.
// Ensures that the minimum system requirements are met
m_log.Info("Performing compatibility checks... \n");
string supported = String.Empty;
if (Util.IsEnvironmentSupported(ref supported))
{

View File

@ -293,8 +293,16 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
group.AttachmentPoint = attachmentPt;
group.AbsolutePosition = attachPos;
// We also don't want to do any of the inventory operations for an NPC.
if (sp.PresenceType != PresenceType.Npc)
UpdateUserInventoryWithAttachment(sp, group, attachmentPt);
AttachToAgent(sp, group, attachmentPt, attachPos, silent);
}
return true;
}
private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt)
{
// Remove any previous attachments
List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
@ -318,12 +326,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group);
}
AttachToAgent(sp, group, attachmentPt, attachPos, silent);
}
return true;
}
public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
{
if (!Enabled)
@ -652,7 +654,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
// "[ATTACHMENTS MODULE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2}",
// grp.Name, grp.LocalId, remoteClient.Name);
InventoryItemBase newItem = m_invAccessModule.CopyToInventory(
InventoryItemBase newItem
= m_invAccessModule.CopyToInventory(
DeRezAction.TakeCopy,
m_scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object).ID,
new List<SceneObjectGroup> { grp },
@ -782,8 +785,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
item = m_scene.InventoryService.GetItem(item);
bool changed = sp.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID);
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);
}
}
#endregion

View File

@ -149,6 +149,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
InventoryFolderBase targetFolder = scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object);
Assert.That(attachmentItem.Folder, Is.EqualTo(targetFolder.ID));
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
// TestHelpers.DisableLogging();
}
@ -181,6 +183,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
// Check appearance status
Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1));
Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
}
[Test]
@ -239,6 +243,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
// Check item status
Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo(0));
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(0));
}
/// <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].AssetID, Is.EqualTo(attItem.AssetID));
Assert.That(presence.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
}
[Test]
@ -399,6 +407,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
Assert.That(actualSceneBAtt.Name, Is.EqualTo(attItem.Name));
Assert.That(actualSceneBAtt.AttachmentPoint, Is.EqualTo((uint)AttachmentPoint.Chest));
Assert.That(sceneB.GetSceneObjectGroups().Count, Is.EqualTo(1));
// Check attachments have been removed from sceneA
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
List<SceneObjectGroup> actualSceneAAttachments = afterTeleportSceneASp.GetAttachments();
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

View File

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

View File

@ -730,7 +730,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
{
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);
}
@ -781,7 +781,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
{
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);
}
@ -1343,7 +1343,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
if (terrain == null)
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();
if (data == null)
@ -1365,7 +1365,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
asset.Flags = AssetFlags.Maptile;
// 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);

View File

@ -183,6 +183,14 @@ namespace OpenSim.Region.Framework.Interfaces
/// <returns>true if the stand succeeded, false if not</returns>
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>
/// Delete an NPC.
/// </summary>

View File

@ -2495,7 +2495,16 @@ namespace OpenSim.Region.Framework.Scenes
}
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;
}
@ -2504,14 +2513,28 @@ namespace OpenSim.Region.Framework.Scenes
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;
}
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.
if (!newObject.IsAttachment)
{
newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject));
newObject.ResumeScripts();
}
@ -2531,18 +2554,6 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
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
//
SceneObjectPart[] parts = sceneObject.Parts;
@ -2587,18 +2598,6 @@ namespace OpenSim.Region.Framework.Scenes
else
{
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;
@ -4460,6 +4459,17 @@ namespace OpenSim.Region.Framework.Scenes
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>
/// Get a group via its UUID
/// </summary>

View File

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

View File

@ -1056,16 +1056,6 @@ namespace OpenSim.Region.Framework.Scenes
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>
/// Set a part to act as the root part for this scene object
/// </summary>

View File

@ -228,9 +228,10 @@ 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]: 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");
}

View File

@ -104,6 +104,45 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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)
{
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)
{
if (channel == 0)
{
message = message.Trim();
if (string.IsNullOrEmpty(message))
{
return;
}
}
OSChatMessage chatFromClient = new OSChatMessage();
chatFromClient.Channel = channel;
chatFromClient.From = Name;

View File

@ -305,6 +305,16 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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)
{
lock (m_avatars)

View File

@ -74,7 +74,7 @@ public class BSCharacter : PhysicsActor
private float _buoyancy;
private int _subscribedEventsMs = 0;
private int _lastCollisionTime = 0;
private int _nextCollisionOkTime = 0;
private Vector3 _PIDTarget;
private bool _usePID;
@ -360,17 +360,22 @@ public class BSCharacter : PhysicsActor
}
//m_lastUpdateSent = false;
}
public override void AddAngularForce(Vector3 force, bool pushforce) {
}
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) {
_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() {
_subscribedEventsMs = 0;
}
// Return 'true' if someone has subscribed to events
public override bool SubscribedEvents() {
return (_subscribedEventsMs > 0);
}
@ -386,47 +391,57 @@ public class BSCharacter : PhysicsActor
_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 world that things have changed.
public void UpdateProperties(EntityProperties entprop)
{
bool changed = false;
if (SHOULD_CHECK_FOR_INDIVIDUAL_CHANGES) {
// we assign to the local variables so the normal set action does not happen
if (_position != entprop.Position)
{
if (_position != entprop.Position) {
_position = entprop.Position;
changed = true;
}
if (_orientation != entprop.Rotation)
{
if (_orientation != entprop.Rotation) {
_orientation = entprop.Rotation;
changed = true;
}
if (_velocity != entprop.Velocity)
{
if (_velocity != entprop.Velocity) {
_velocity = entprop.Velocity;
changed = true;
}
if (_acceleration != entprop.Acceleration)
{
if (_acceleration != entprop.Acceleration) {
_acceleration = entprop.Acceleration;
changed = true;
}
if (_rotationalVelocity != entprop.RotationalVelocity)
{
if (_rotationalVelocity != entprop.RotationalVelocity) {
_rotationalVelocity = entprop.RotationalVelocity;
changed = true;
}
if (changed)
{
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.
// 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;
_orientation = entprop.Rotation;
_velocity = entprop.Velocity;
_acceleration = entprop.Acceleration;
_rotationalVelocity = entprop.RotationalVelocity;
// base.RequestPhysicsterseUpdate();
}
}
// 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;
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
if (_subscribedEventsMs == 0) return; // don't want collisions
if (_subscribedEventsMs != 0) {
int nowTime = _scene.SimulationNowTime;
if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return;
_lastCollisionTime = nowTime;
if (nowTime >= _nextCollisionOkTime) {
_nextCollisionOkTime = nowTime + _subscribedEventsMs;
if (collisionCollection == null)
collisionCollection = new CollisionEventUpdate();
collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
}
}
}
public void SendCollisions()
{
// if (collisionCollection != null)
// {
// base.SendCollisionUpdate(collisionCollection);
// collisionCollection = null;
// }
/*
if (collisionCollection != null && collisionCollection.Count > 0)
{
base.SendCollisionUpdate(collisionCollection);
collisionCollection = null;
}
*/
// Kludge to make a collision call even if there are no collisions.
// This causes the avatar animation to get updated.
if (collisionCollection == null)
collisionCollection = new CollisionEventUpdate();
base.SendCollisionUpdate(collisionCollection);
collisionCollection = null;
collisionCollection.Clear();
// End kludge
}
}

View File

@ -32,6 +32,14 @@ using OpenMetaverse;
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
{
//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())
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);
}

View File

@ -90,7 +90,7 @@ public sealed class BSPrim : PhysicsActor
private BSPrim _parentPrim;
private int _subscribedEventsMs = 0;
private int _lastCollisionTime = 0;
private int _nextCollisionOkTime = 0;
long _collidingStep;
long _collidingGroundStep;
@ -597,7 +597,8 @@ public sealed class BSPrim : PhysicsActor
}
public override void SubscribeEvents(int ms) {
_subscribedEventsMs = ms;
_lastCollisionTime = Util.EnvironmentTickCount() - _subscribedEventsMs; // make first collision happen
// make sure first collision happens
_nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs;
}
public override void UnSubscribeEvents() {
_subscribedEventsMs = 0;
@ -1338,23 +1339,27 @@ public sealed class BSPrim : PhysicsActor
_collidingGroundStep = _scene.SimulationStep;
}
if (_subscribedEventsMs == 0) return; // nothing in the object is waiting for collision events
// if someone is subscribed to collision events....
if (_subscribedEventsMs != 0) {
// throttle the collisions to the number of milliseconds specified in the subscription
int nowTime = _scene.SimulationNowTime;
if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return;
_lastCollisionTime = nowTime;
if (nowTime >= _nextCollisionOkTime) {
_nextCollisionOkTime = nowTime + _subscribedEventsMs;
if (collisionCollection == null)
collisionCollection = new CollisionEventUpdate();
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()
{
if (collisionCollection != null)
if (collisionCollection != null && collisionCollection.Count > 0)
{
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?
// 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
// Use collision masks for collision with terrain and phantom objects
// Implement the genCollisions feature in BulletSim::SetObjectProperties (don't pass up unneeded collisions)
// Implement LockAngularMotion
// 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?
// 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
@ -405,6 +403,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
// prevent simulation until we've been initialized
if (!m_initialized) return 10.0f;
long simulateStartTime = Util.EnvironmentTickCount();
// update the prim states while we know the physics engine is not busy
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)
bsp.SendCollisions();
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)
// 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)
kvp.Value.SendCollisions();
m_avatarsWithCollisions.Clear();
@ -465,10 +470,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
if (m_avatars.TryGetValue(entprop.ID, out actor))
{
actor.UpdateProperties(entprop);
continue;
}
}
}
// If enabled, call into the physics engine to dump statistics
if (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.
return timeStep / (numSubSteps * m_fixedTimeStep) * 1000f;
}
@ -528,6 +540,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
public override void SetWaterLevel(float baseheight)
{
m_waterLevel = baseheight;
// TODO: pass to physics engine so things will float?
}
public float GetWaterLevel()
{

View File

@ -2125,7 +2125,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
public LSL_String osFormatString(string str, LSL_List strings)
{
CheckThreatLevel(ThreatLevel.Low, "osFormatString");
CheckThreatLevel(ThreatLevel.VeryLow, "osFormatString");
m_host.AddScriptLPS(1);
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)
{
CheckThreatLevel(ThreatLevel.High, "osMatchString");
CheckThreatLevel(ThreatLevel.VeryLow, "osMatchString");
m_host.AddScriptLPS(1);
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)
{
CheckThreatLevel(ThreatLevel.High, "osReplaceString");
CheckThreatLevel(ThreatLevel.VeryLow, "osReplaceString");
m_host.AddScriptLPS(1);
// 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>
/// Save the current appearance of the script owner permanently to the named notecard.
/// </summary>

View File

@ -231,6 +231,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
void osNpcRemove(key npc);
void osNpcPlayAnimation(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);
LSL_Key osOwnerSaveAppearance(string notecard);

View File

@ -626,6 +626,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
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)
{
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
/// </summary>
[Test]
public void TestOsNpcCreateFromNotecard()
public void TestOsNpcCreateUsingAppearanceFromNotecard()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
@ -90,7 +90,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
sp.Appearance.AvatarHeight = newHeight;
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId);
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId, 0x10);
SceneObjectPart part = so.RootPart;
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.
/// </summary>
[Test]
public void TestOsNpcCreateFromAvatar()
public void TestOsNpcCreateUsingAppearanceFromAvatar()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
// TestHelpers.EnableLogging();
// Store an avatar with a different height from default in a notecard.
UUID userId = TestHelpers.ParseTail(0x1);
@ -125,7 +125,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
sp.Appearance.AvatarHeight = newHeight;
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId);
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId, 0x10);
SceneObjectPart part = so.RootPart;
m_scene.AddSceneObject(so);
@ -156,7 +156,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
sp.Appearance.AvatarHeight = newHeight;
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId);
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId, 0x10);
SceneObjectPart part = so.RootPart;
m_scene.AddSceneObject(so);
@ -197,7 +197,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, nonOwnerId);
sp.Appearance.AvatarHeight = newHeight;
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, ownerId);
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, ownerId, 0x10);
SceneObjectPart part = so.RootPart;
m_scene.AddSceneObject(so);

View File

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

View File

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

View File

@ -257,7 +257,9 @@ namespace OpenSim.Services.LLLoginService
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;
}
}
@ -269,7 +271,9 @@ namespace OpenSim.Services.LLLoginService
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;
}
}
@ -280,13 +284,16 @@ namespace OpenSim.Services.LLLoginService
UserAccount account = m_UserAccountService.GetUserAccount(scopeID, firstName, lastName);
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;
}
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;
}
@ -297,7 +304,8 @@ namespace OpenSim.Services.LLLoginService
{
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;
}
}
@ -316,7 +324,9 @@ namespace OpenSim.Services.LLLoginService
UUID secureSession = UUID.Zero;
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;
}
@ -325,13 +335,18 @@ namespace OpenSim.Services.LLLoginService
//
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;
}
List<InventoryFolderBase> inventorySkel = m_InventoryService.GetInventorySkeleton(account.PrincipalID);
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;
}
@ -345,9 +360,12 @@ namespace OpenSim.Services.LLLoginService
if (m_PresenceService != null)
{
success = m_PresenceService.LoginAgent(account.PrincipalID.ToString(), session, secureSession);
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;
}
}
@ -380,9 +398,18 @@ namespace OpenSim.Services.LLLoginService
if (destination == null)
{
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;
}
else
{
m_log.DebugFormat(
"[LLOGIN SERVICE]: Found destination {0}, endpoint {1} for {2} {3}",
destination.RegionName, destination.ExternalEndPoint, firstName, lastName);
}
if (account.UserLevel >= 200)
flags |= TeleportFlags.Godlike;
@ -406,7 +433,7 @@ namespace OpenSim.Services.LLLoginService
if (aCircuit == null)
{
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");
}
@ -427,7 +454,8 @@ namespace OpenSim.Services.LLLoginService
where, startLocation, position, lookAt, gestures, m_WelcomeMessage, home, clientIP,
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;
}
catch (Exception e)
@ -446,7 +474,9 @@ namespace OpenSim.Services.LLLoginService
{
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;
where = "home";

View File

@ -606,14 +606,31 @@ namespace OpenSim.Tests.Common
/// Create a scene object but do not add it to the scene.
/// </summary>
/// <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>
/// <param name="parts">The number of parts that should be in the scene object</param>
/// <param name="ownerId"></param>
/// <returns></returns>
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>

View File

@ -673,8 +673,11 @@
; AllowLightShareFunctions = false
;# {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,
;; VeryHigh, Severe
;; Threat level to allow, one of None, VeryLow, Low, Moderate, High, 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
; OS Functions enable/disable
@ -691,10 +694,10 @@
; 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
; - PARCEL_GROUP_MEMBER: allow if objectgroup is the same group as the parcel
; - PARCEL_OWNER: allow if the objectowner is parcelowner
; - ESTATE_MANAGER: allow if the object owner is a estate manager
; - ESTATE_OWNER: allow if objectowner is estateowner
; - PARCEL_GROUP_MEMBER: allow if the object group is the same group as the parcel
; - PARCEL_OWNER: allow if the object owner is the parcel owner
; - ESTATE_MANAGER: allow if the object owner is an estate manager
; - ESTATE_OWNER: allow if the object owner is the estate owner
; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb, PARCEL_OWNER, ESTATE_OWNER>, ...
; 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.