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

integration
BlueWall 2012-08-02 23:03:17 -04:00
commit d5e2d2949f
24 changed files with 491 additions and 306 deletions

View File

@ -700,6 +700,7 @@ namespace OpenSim
scene.LoadWorldMap(); scene.LoadWorldMap();
scene.PhysicsScene = GetPhysicsScene(scene.RegionInfo.RegionName); scene.PhysicsScene = GetPhysicsScene(scene.RegionInfo.RegionName);
scene.PhysicsScene.RequestAssetMethod = scene.PhysicsRequestAsset;
scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
scene.PhysicsScene.SetWaterLevel((float) regionInfo.RegionSettings.WaterHeight); scene.PhysicsScene.SetWaterLevel((float) regionInfo.RegionSettings.WaterHeight);

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@ -27,11 +27,49 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Text; using System.IO;
using System.Reflection;
using System.Threading;
using log4net.Config;
using NUnit.Framework;
using OpenMetaverse;
using OpenMetaverse.Assets;
using OpenSim.Framework;
using OpenSim.Region.CoreModules.Scripting.DynamicTexture;
using OpenSim.Region.CoreModules.Scripting.VectorRender;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Scenes.Serialization;
using OpenSim.Tests.Common;
using OpenSim.Tests.Common.Mock;
namespace OpenSim.Region.CoreModules.World.Tests namespace OpenSim.Region.CoreModules.Scripting.VectorRender.Tests
{ {
class SOGSpamTest [TestFixture]
public class VectorRenderModuleTests
{ {
[Test]
public void TestDraw()
{
TestHelpers.InMethod();
Scene scene = new SceneHelpers().SetupScene();
DynamicTextureModule dtm = new DynamicTextureModule();
VectorRenderModule vrm = new VectorRenderModule();
SceneHelpers.SetupSceneModules(scene, dtm, vrm);
SceneObjectGroup so = SceneHelpers.AddSceneObject(scene);
UUID originalTextureID = so.RootPart.Shape.Textures.GetFace(0).TextureID;
dtm.AddDynamicTextureData(
scene.RegionInfo.RegionID,
so.UUID,
vrm.GetContentType(),
"PenColour BLACK; MoveTo 40,220; FontSize 32; Text Hello World;",
"",
0);
Assert.That(originalTextureID, Is.Not.EqualTo(so.RootPart.Shape.Textures.GetFace(0).TextureID));
}
} }
} }

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@ -98,15 +98,17 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
public void GetDrawStringSize(string text, string fontName, int fontSize, public void GetDrawStringSize(string text, string fontName, int fontSize,
out double xSize, out double ySize) out double xSize, out double ySize)
{ {
Font myFont = new Font(fontName, fontSize); using (Font myFont = new Font(fontName, fontSize))
{
SizeF stringSize = new SizeF(); SizeF stringSize = new SizeF();
lock (m_graph) { lock (m_graph)
{
stringSize = m_graph.MeasureString(text, myFont); stringSize = m_graph.MeasureString(text, myFont);
xSize = stringSize.Width; xSize = stringSize.Width;
ySize = stringSize.Height; ySize = stringSize.Height;
} }
} }
}
#endregion #endregion
@ -121,6 +123,8 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
if (m_graph == null) if (m_graph == null)
{ {
// We won't dispose of these explicitly since this module is only removed when the entire simulator
// is shut down.
Bitmap bitmap = new Bitmap(1024, 1024, PixelFormat.Format32bppArgb); Bitmap bitmap = new Bitmap(1024, 1024, PixelFormat.Format32bppArgb);
m_graph = Graphics.FromImage(bitmap); m_graph = Graphics.FromImage(bitmap);
} }
@ -299,24 +303,26 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
} }
} }
Bitmap bitmap; Bitmap bitmap = null;
Graphics graph = null;
try
{
if (alpha == 256) if (alpha == 256)
{
bitmap = new Bitmap(width, height, PixelFormat.Format32bppRgb); bitmap = new Bitmap(width, height, PixelFormat.Format32bppRgb);
}
else else
{
bitmap = new Bitmap(width, height, PixelFormat.Format32bppArgb); bitmap = new Bitmap(width, height, PixelFormat.Format32bppArgb);
}
Graphics graph = Graphics.FromImage(bitmap); graph = Graphics.FromImage(bitmap);
// this is really just to save people filling the // this is really just to save people filling the
// background color in their scripts, only do when fully opaque // background color in their scripts, only do when fully opaque
if (alpha >= 255) if (alpha >= 255)
{ {
graph.FillRectangle(new SolidBrush(bgColor), 0, 0, width, height); using (SolidBrush bgFillBrush = new SolidBrush(bgColor))
{
graph.FillRectangle(bgFillBrush, 0, 0, width, height);
}
} }
for (int w = 0; w < bitmap.Width; w++) for (int w = 0; w < bitmap.Width; w++)
@ -347,6 +353,15 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
m_textureManager.ReturnData(id, imageJ2000); m_textureManager.ReturnData(id, imageJ2000);
} }
finally
{
if (graph != null)
graph.Dispose();
if (bitmap != null)
bitmap.Dispose();
}
}
private int parseIntParam(string strInt) private int parseIntParam(string strInt)
{ {
@ -407,11 +422,17 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
{ {
Point startPoint = new Point(0, 0); Point startPoint = new Point(0, 0);
Point endPoint = new Point(0, 0); Point endPoint = new Point(0, 0);
Pen drawPen = new Pen(Color.Black, 7); Pen drawPen = null;
Font myFont = null;
SolidBrush myBrush = null;
try
{
drawPen = new Pen(Color.Black, 7);
string fontName = m_fontName; string fontName = m_fontName;
float fontSize = 14; float fontSize = 14;
Font myFont = new Font(fontName, fontSize); myFont = new Font(fontName, fontSize);
SolidBrush myBrush = new SolidBrush(Color.Black); myBrush = new SolidBrush(Color.Black);
char[] lineDelimiter = {dataDelim}; char[] lineDelimiter = {dataDelim};
char[] partsDelimiter = {','}; char[] partsDelimiter = {','};
@ -453,19 +474,27 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
GetParams(partsDelimiter, ref nextLine, 5, ref x, ref y); GetParams(partsDelimiter, ref nextLine, 5, ref x, ref y);
endPoint.X = (int) x; endPoint.X = (int) x;
endPoint.Y = (int) y; endPoint.Y = (int) y;
Image image = ImageHttpRequest(nextLine);
using (Image image = ImageHttpRequest(nextLine))
{
if (image != null) if (image != null)
{ {
graph.DrawImage(image, (float)startPoint.X, (float)startPoint.Y, x, y); graph.DrawImage(image, (float)startPoint.X, (float)startPoint.Y, x, y);
} }
else else
{ {
graph.DrawString("URL couldn't be resolved or is", new Font(m_fontName,6), using (Font errorFont = new Font(m_fontName,6))
{
graph.DrawString("URL couldn't be resolved or is", errorFont,
myBrush, startPoint); myBrush, startPoint);
graph.DrawString("not an image. Please check URL.", new Font(m_fontName, 6), graph.DrawString("not an image. Please check URL.", errorFont,
myBrush, new Point(startPoint.X, 12 + startPoint.Y)); myBrush, new Point(startPoint.X, 12 + startPoint.Y));
}
graph.DrawRectangle(drawPen, startPoint.X, startPoint.Y, endPoint.X, endPoint.Y); graph.DrawRectangle(drawPen, startPoint.X, startPoint.Y, endPoint.X, endPoint.Y);
} }
}
startPoint.X += endPoint.X; startPoint.X += endPoint.X;
startPoint.Y += endPoint.Y; startPoint.Y += endPoint.Y;
} }
@ -519,6 +548,8 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
nextLine = nextLine.Remove(0, 8); nextLine = nextLine.Remove(0, 8);
nextLine = nextLine.Trim(); nextLine = nextLine.Trim();
fontSize = Convert.ToSingle(nextLine, CultureInfo.InvariantCulture); fontSize = Convert.ToSingle(nextLine, CultureInfo.InvariantCulture);
myFont.Dispose();
myFont = new Font(fontName, fontSize); myFont = new Font(fontName, fontSize);
} }
else if (nextLine.StartsWith("FontProp")) else if (nextLine.StartsWith("FontProp"))
@ -534,22 +565,40 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
{ {
case "B": case "B":
if (!(myFont.Bold)) if (!(myFont.Bold))
myFont = new Font(myFont, myFont.Style | FontStyle.Bold); {
Font newFont = new Font(myFont, myFont.Style | FontStyle.Bold);
myFont.Dispose();
myFont = newFont;
}
break; break;
case "I": case "I":
if (!(myFont.Italic)) if (!(myFont.Italic))
myFont = new Font(myFont, myFont.Style | FontStyle.Italic); {
Font newFont = new Font(myFont, myFont.Style | FontStyle.Italic);
myFont.Dispose();
myFont = newFont;
}
break; break;
case "U": case "U":
if (!(myFont.Underline)) if (!(myFont.Underline))
myFont = new Font(myFont, myFont.Style | FontStyle.Underline); {
Font newFont = new Font(myFont, myFont.Style | FontStyle.Underline);
myFont.Dispose();
myFont = newFont;
}
break; break;
case "S": case "S":
if (!(myFont.Strikeout)) if (!(myFont.Strikeout))
myFont = new Font(myFont, myFont.Style | FontStyle.Strikeout); {
Font newFont = new Font(myFont, myFont.Style | FontStyle.Strikeout);
myFont.Dispose();
myFont = newFont;
}
break; break;
case "R": case "R":
myFont = new Font(myFont, FontStyle.Regular); Font newFont = new Font(myFont, FontStyle.Regular);
myFont.Dispose();
myFont = newFont;
break; break;
} }
} }
@ -558,6 +607,7 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
{ {
nextLine = nextLine.Remove(0, 8); nextLine = nextLine.Remove(0, 8);
fontName = nextLine.Trim(); fontName = nextLine.Trim();
myFont.Dispose();
myFont = new Font(fontName, fontSize); myFont = new Font(fontName, fontSize);
} }
else if (nextLine.StartsWith("PenSize")) else if (nextLine.StartsWith("PenSize"))
@ -640,6 +690,18 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
} }
} }
} }
finally
{
if (drawPen != null)
drawPen.Dispose();
if (myFont != null)
myFont.Dispose();
if (myBrush != null)
myBrush.Dispose();
}
}
private static void GetParams(char[] partsDelimiter, ref string line, int startLength, ref float x, ref float y) private static void GetParams(char[] partsDelimiter, ref string line, int startLength, ref float x, ref float y)
{ {
@ -702,6 +764,7 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
} }
} }
catch { } catch { }
return null; return null;
} }
} }

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@ -154,6 +154,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver
protected void OnRequestCallbackTimeout(object source, ElapsedEventArgs args) protected void OnRequestCallbackTimeout(object source, ElapsedEventArgs args)
{ {
bool close = true;
try try
{ {
lock (this) lock (this)
@ -161,7 +163,10 @@ namespace OpenSim.Region.CoreModules.World.Archiver
// Take care of the possibilty that this thread started but was paused just outside the lock before // Take care of the possibilty that this thread started but was paused just outside the lock before
// the final request came in (assuming that such a thing is possible) // the final request came in (assuming that such a thing is possible)
if (m_requestState == RequestState.Completed) if (m_requestState == RequestState.Completed)
{
close = false;
return; return;
}
m_requestState = RequestState.Aborted; m_requestState = RequestState.Aborted;
} }
@ -208,6 +213,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
} }
finally finally
{ {
if (close)
m_assetsArchiver.ForceClose(); m_assetsArchiver.ForceClose();
} }
} }
@ -242,11 +248,11 @@ namespace OpenSim.Region.CoreModules.World.Archiver
m_requestCallbackTimer.Stop(); m_requestCallbackTimer.Stop();
if (m_requestState == RequestState.Aborted) if ((m_requestState == RequestState.Aborted) || (m_requestState == RequestState.Completed))
{ {
m_log.WarnFormat( m_log.WarnFormat(
"[ARCHIVER]: Received information about asset {0} after archive save abortion. Ignoring.", "[ARCHIVER]: Received information about asset {0} while in state {1}. Ignoring.",
id); id, m_requestState);
return; return;
} }
@ -268,7 +274,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
m_notFoundAssetUuids.Add(new UUID(id)); m_notFoundAssetUuids.Add(new UUID(id));
} }
if (m_foundAssetUuids.Count + m_notFoundAssetUuids.Count == m_repliesRequired) if (m_foundAssetUuids.Count + m_notFoundAssetUuids.Count >= m_repliesRequired)
{ {
m_requestState = RequestState.Completed; m_requestState = RequestState.Completed;

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@ -2132,6 +2132,7 @@ namespace OpenSim.Region.Framework.Scenes
sourcePart.Inventory.RemoveInventoryItem(item.ItemID); sourcePart.Inventory.RemoveInventoryItem(item.ItemID);
} }
group.FromPartID = sourcePart.UUID;
AddNewSceneObject(group, true, pos, rot, vel); AddNewSceneObject(group, true, pos, rot, vel);
// We can only call this after adding the scene object, since the scene object references the scene // We can only call this after adding the scene object, since the scene object references the scene

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@ -5421,5 +5421,21 @@ namespace OpenSim.Region.Framework.Scenes
m_SpawnPoint = 1; m_SpawnPoint = 1;
return m_SpawnPoint - 1; return m_SpawnPoint - 1;
} }
// Wrappers to get physics modules retrieve assets. Has to be done this way
// because we can't assign the asset service to physics directly - at the
// time physics are instantiated it's not registered but it will be by
// the time the first prim exists.
public void PhysicsRequestAsset(UUID assetID, AssetReceivedDelegate callback)
{
AssetService.Get(assetID.ToString(), callback, PhysicsAssetReceived);
}
private void PhysicsAssetReceived(string id, Object sender, AssetBase asset)
{
AssetReceivedDelegate callback = (AssetReceivedDelegate)sender;
callback(asset);
}
} }
} }

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@ -26,6 +26,7 @@
*/ */
using System; using System;
using System.ComponentModel;
using System.Collections.Generic; using System.Collections.Generic;
using System.Drawing; using System.Drawing;
using System.IO; using System.IO;
@ -610,6 +611,14 @@ namespace OpenSim.Region.Framework.Scenes
/// </remarks> /// </remarks>
public UUID FromItemID { get; set; } public UUID FromItemID { get; set; }
/// <summary>
/// Refers to the SceneObjectPart.UUID property of the object that this object was rezzed from, if applicable.
/// </summary>
/// <remarks>
/// If not applicable will be UUID.Zero
/// </remarks>
public UUID FromPartID { get; set; }
/// <summary> /// <summary>
/// The folder ID that this object was rezzed from, if applicable. /// The folder ID that this object was rezzed from, if applicable.
/// </summary> /// </summary>
@ -640,6 +649,7 @@ namespace OpenSim.Region.Framework.Scenes
/// The original SceneObjectPart will be used rather than a copy, preserving /// The original SceneObjectPart will be used rather than a copy, preserving
/// its existing localID and UUID. /// its existing localID and UUID.
/// </summary> /// </summary>
/// <param name='part'>Root part for this scene object.</param>
public SceneObjectGroup(SceneObjectPart part) public SceneObjectGroup(SceneObjectPart part)
{ {
SetRootPart(part); SetRootPart(part);
@ -649,8 +659,8 @@ namespace OpenSim.Region.Framework.Scenes
/// Constructor. This object is added to the scene later via AttachToScene() /// Constructor. This object is added to the scene later via AttachToScene()
/// </summary> /// </summary>
public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
:this(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero))
{ {
SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
} }
/// <summary> /// <summary>

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@ -2467,7 +2467,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary> /// <summary>
/// Schedule a terse update for this prim. Terse updates only send position, /// Schedule a terse update for this prim. Terse updates only send position,
/// rotation, velocity, rotational velocity and shape information. /// rotation, velocity and rotational velocity information.
/// </summary> /// </summary>
public void ScheduleTerseUpdate() public void ScheduleTerseUpdate()
{ {

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@ -214,7 +214,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
param["Charter"] = charter; param["Charter"] = charter;
param["ShowInList"] = showInList == true ? 1 : 0; param["ShowInList"] = showInList == true ? 1 : 0;
param["InsigniaID"] = insigniaID.ToString(); param["InsigniaID"] = insigniaID.ToString();
param["MembershipFee"] = 0; param["MembershipFee"] = membershipFee;
param["OpenEnrollment"] = openEnrollment == true ? 1 : 0; param["OpenEnrollment"] = openEnrollment == true ? 1 : 0;
param["AllowPublish"] = allowPublish == true ? 1 : 0; param["AllowPublish"] = allowPublish == true ? 1 : 0;
param["MaturePublish"] = maturePublish == true ? 1 : 0; param["MaturePublish"] = maturePublish == true ? 1 : 0;

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@ -1331,13 +1331,15 @@ public sealed class BSPrim : PhysicsActor
base.RequestPhysicsterseUpdate(); base.RequestPhysicsterseUpdate();
} }
/*
else else
{ {
// For debugging, we can also report the movement of children // For debugging, we also report the movement of children
DetailLog("{0},UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", DetailLog("{0},UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
entprop.Acceleration, entprop.RotationalVelocity); entprop.Acceleration, entprop.RotationalVelocity);
} }
*/
} }
// I've collided with something // I've collided with something

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@ -390,9 +390,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
// Simulate one timestep // Simulate one timestep
public override float Simulate(float timeStep) public override float Simulate(float timeStep)
{ {
int updatedEntityCount; int updatedEntityCount = 0;
IntPtr updatedEntitiesPtr; IntPtr updatedEntitiesPtr;
int collidersCount; int collidersCount = 0;
IntPtr collidersPtr; IntPtr collidersPtr;
LastSimulatedTimestep = timeStep; LastSimulatedTimestep = timeStep;
@ -411,8 +411,21 @@ public class BSScene : PhysicsScene, IPhysicsParameters
// step the physical world one interval // step the physical world one interval
m_simulationStep++; m_simulationStep++;
int numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep, int numSubSteps = 0;
try
{
numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep,
out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr);
DetailLog("{0},Simulate,call, substeps={1}, updates={2}, colliders={3}", "0000000000", numSubSteps, updatedEntityCount, collidersCount);
}
catch (Exception e)
{
m_log.WarnFormat("{0},PhysicsStep Exception: substeps={1}, updates={2}, colliders={3}, e={4}", LogHeader, numSubSteps, updatedEntityCount, collidersCount, e);
DetailLog("{0},PhysicsStepException,call, substeps={1}, updates={2}, colliders={3}", "0000000000", numSubSteps, updatedEntityCount, collidersCount);
// updatedEntityCount = 0;
collidersCount = 0;
}
// Don't have to use the pointers passed back since we know it is the same pinned memory we passed in // Don't have to use the pointers passed back since we know it is the same pinned memory we passed in
@ -711,7 +724,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
return true; return true;
} }
// The calls to the PhysicsActors can't directly call into the physics engine // Calls to the PhysicsActors can't directly call into the physics engine
// because it might be busy. We delay changes to a known time. // because it might be busy. We delay changes to a known time.
// We rely on C#'s closure to save and restore the context for the delegate. // We rely on C#'s closure to save and restore the context for the delegate.
public void TaintedObject(TaintCallback callback) public void TaintedObject(TaintCallback callback)
@ -1275,5 +1288,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters
#endregion Runtime settable parameters #endregion Runtime settable parameters
// Invoke the detailed logger and output something if it's enabled.
private void DetailLog(string msg, params Object[] args)
{
PhysicsLogging.Write(msg, args);
}
} }
} }

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@ -43,6 +43,9 @@ namespace OpenSim.Region.Physics.Manager
public delegate void JointDeactivated(PhysicsJoint joint); public delegate void JointDeactivated(PhysicsJoint joint);
public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation" public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation"
public delegate void RequestAssetDelegate(UUID assetID, AssetReceivedDelegate callback);
public delegate void AssetReceivedDelegate(AssetBase asset);
/// <summary> /// <summary>
/// Contact result from a raycast. /// Contact result from a raycast.
/// </summary> /// </summary>
@ -73,6 +76,8 @@ namespace OpenSim.Region.Physics.Manager
get { return new NullPhysicsScene(); } get { return new NullPhysicsScene(); }
} }
public RequestAssetDelegate RequestAssetMethod { private get; set; }
public virtual void TriggerPhysicsBasedRestart() public virtual void TriggerPhysicsBasedRestart()
{ {
physicsCrash handler = OnPhysicsCrash; physicsCrash handler = OnPhysicsCrash;

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@ -3314,5 +3314,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return Math.Max(a, b); return Math.Max(a, b);
} }
public LSL_Key osGetRezzingObject()
{
CheckThreatLevel(ThreatLevel.None, "osGetRezzingObject");
m_host.AddScriptLPS(1);
return new LSL_Key(m_host.ParentGroup.FromPartID.ToString());
}
} }
} }

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@ -299,5 +299,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
/// <param name="b"></param> /// <param name="b"></param>
/// <returns></returns> /// <returns></returns>
LSL_Float osMax(double a, double b); LSL_Float osMax(double a, double b);
/// <summary>
/// Get the key of the object that rezzed this object.
/// </summary>
/// <returns>Rezzing object key or NULL_KEY if rezzed by agent or otherwise unknown.</returns>
LSL_Key osGetRezzingObject();
} }
} }

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@ -945,5 +945,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
{ {
return m_OSSL_Functions.osMax(a, b); return m_OSSL_Functions.osMax(a, b);
} }
public LSL_Key osGetRezzingObject()
{
return m_OSSL_Functions.osGetRezzingObject();
}
} }
} }

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@ -191,7 +191,8 @@ namespace OpenSim.Services.AssetService
public virtual bool Delete(string id) public virtual bool Delete(string id)
{ {
m_log.DebugFormat("[ASSET SERVICE]: Deleting asset {0}", id); // m_log.DebugFormat("[ASSET SERVICE]: Deleting asset {0}", id);
UUID assetID; UUID assetID;
if (!UUID.TryParse(id, out assetID)) if (!UUID.TryParse(id, out assetID))
return false; return false;

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@ -188,7 +188,8 @@ namespace OpenSim.Services.AssetService
public virtual bool Delete(string id) public virtual bool Delete(string id)
{ {
m_log.DebugFormat("[XASSET SERVICE]: Deleting asset {0}", id); // m_log.DebugFormat("[XASSET SERVICE]: Deleting asset {0}", id);
UUID assetID; UUID assetID;
if (!UUID.TryParse(id, out assetID)) if (!UUID.TryParse(id, out assetID))
return false; return false;

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@ -47,6 +47,9 @@ namespace pCampBot
{ {
Dictionary<UUID, Primitive> objects = Bot.Objects; Dictionary<UUID, Primitive> objects = Bot.Objects;
if (objects.Count <= 0)
return;
Primitive prim = objects.ElementAt(Bot.Random.Next(0, objects.Count - 1)).Value; Primitive prim = objects.ElementAt(Bot.Random.Next(0, objects.Count - 1)).Value;
// This appears to be a typical message sent when a viewer user clicks a clickable object // This appears to be a typical message sent when a viewer user clicks a clickable object

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@ -937,7 +937,7 @@
FixedTimeStep = .01667 FixedTimeStep = .01667
MaxCollisionsPerFrame = 2048 MaxCollisionsPerFrame = 2048
MaxUpdatesPerFrame = 8192 MaxUpdatesPerFrame = 2048
[RemoteAdmin] [RemoteAdmin]
enabled = false enabled = false

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@ -2995,13 +2995,13 @@
--> -->
<Files> <Files>
<!-- SADLY the way this works means you need to keep adding these paths --> <!-- SADLY the way this works means you need to keep adding these paths -->
<Match path="Agent/TextureSender/Tests" pattern="*.cs" recurse="true"/>
<Match path="Asset/Tests" pattern="*.cs" recurse="true"/> <Match path="Asset/Tests" pattern="*.cs" recurse="true"/>
<Match path="Avatar/Attachments/Tests" pattern="*.cs" recurse="true"/> <Match path="Avatar/Attachments/Tests" pattern="*.cs" recurse="true"/>
<Match path="Avatar/AvatarFactory/Tests" pattern="*.cs" recurse="true"/> <Match path="Avatar/AvatarFactory/Tests" pattern="*.cs" recurse="true"/>
<Match path="Avatar/Friends/Tests" pattern="*.cs" recurse="true"/> <Match path="Avatar/Friends/Tests" pattern="*.cs" recurse="true"/>
<Match path="Avatar/Inventory/Archiver/Tests" pattern="*.cs" recurse="true"/> <Match path="Avatar/Inventory/Archiver/Tests" pattern="*.cs" recurse="true"/>
<Match path="Framework/InventoryAccess/Tests" pattern="*.cs" recurse="true"/> <Match path="Framework/InventoryAccess/Tests" pattern="*.cs" recurse="true"/>
<Match path="Scripting/VectorRender/Tests" pattern="*.cs" recurse="true"/>
<Match path="World/Archiver/Tests" pattern="*.cs" recurse="true"/> <Match path="World/Archiver/Tests" pattern="*.cs" recurse="true"/>
<Match buildAction="EmbeddedResource" path="World/Archiver/Tests/Resources" pattern="*"/> <Match buildAction="EmbeddedResource" path="World/Archiver/Tests/Resources" pattern="*"/>
<Match path="World/Land/Tests" pattern="*.cs" recurse="true"/> <Match path="World/Land/Tests" pattern="*.cs" recurse="true"/>