Merge branch 'master' into careminster

Conflicts:
	OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
	OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
	OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
	OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
avinationmerge
Melanie 2012-07-12 08:55:16 +01:00
commit d632fd7124
32 changed files with 395 additions and 168 deletions

View File

@ -50,7 +50,7 @@ namespace OpenSim.ConsoleClient
request.ContentType = "application/x-www-form-urlencoded";
byte[] buffer = new System.Text.ASCIIEncoding().GetBytes(data);
byte[] buffer = Encoding.ASCII.GetBytes(data);
int length = (int) buffer.Length;
request.ContentLength = length;

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@ -44,8 +44,6 @@ namespace OpenSim.Framework.Serialization.External
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected static UTF8Encoding m_utf8Encoding = new UTF8Encoding();
private static Dictionary<string, Action<LandData, XmlTextReader>> m_ldProcessors
= new Dictionary<string, Action<LandData, XmlTextReader>>();
@ -163,7 +161,7 @@ namespace OpenSim.Framework.Serialization.External
/// <exception cref="System.Xml.XmlException"></exception>
public static LandData Deserialize(byte[] serializedLandData)
{
return Deserialize(m_utf8Encoding.GetString(serializedLandData, 0, serializedLandData.Length));
return Deserialize(Encoding.UTF8.GetString(serializedLandData, 0, serializedLandData.Length));
}
/// <summary>

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@ -40,8 +40,6 @@ namespace OpenSim.Framework.Serialization.External
/// </summary>
public class RegionSettingsSerializer
{
protected static ASCIIEncoding m_asciiEncoding = new ASCIIEncoding();
/// <summary>
/// Deserialize settings
/// </summary>
@ -50,7 +48,7 @@ namespace OpenSim.Framework.Serialization.External
/// <exception cref="System.Xml.XmlException"></exception>
public static RegionSettings Deserialize(byte[] serializedSettings)
{
return Deserialize(m_asciiEncoding.GetString(serializedSettings, 0, serializedSettings.Length));
return Deserialize(Encoding.ASCII.GetString(serializedSettings, 0, serializedSettings.Length));
}
/// <summary>

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@ -53,8 +53,6 @@ namespace OpenSim.Framework.Serialization
TYPE_CONTIGUOUS_FILE = 8,
}
protected static ASCIIEncoding m_asciiEncoding = new ASCIIEncoding();
/// <summary>
/// Binary reader for the underlying stream
/// </summary>
@ -120,13 +118,13 @@ namespace OpenSim.Framework.Serialization
if (header[156] == (byte)'L')
{
int longNameLength = ConvertOctalBytesToDecimal(header, 124, 11);
tarHeader.FilePath = m_asciiEncoding.GetString(ReadData(longNameLength));
tarHeader.FilePath = Encoding.ASCII.GetString(ReadData(longNameLength));
//m_log.DebugFormat("[TAR ARCHIVE READER]: Got long file name {0}", tarHeader.FilePath);
header = m_br.ReadBytes(512);
}
else
{
tarHeader.FilePath = m_asciiEncoding.GetString(header, 0, 100);
tarHeader.FilePath = Encoding.ASCII.GetString(header, 0, 100);
tarHeader.FilePath = tarHeader.FilePath.Trim(m_nullCharArray);
//m_log.DebugFormat("[TAR ARCHIVE READER]: Got short file name {0}", tarHeader.FilePath);
}
@ -205,7 +203,7 @@ namespace OpenSim.Framework.Serialization
{
// Trim leading white space: ancient tars do that instead
// of leading 0s :-( don't ask. really.
string oString = m_asciiEncoding.GetString(bytes, startIndex, count).TrimStart(m_spaceCharArray);
string oString = Encoding.ASCII.GetString(bytes, startIndex, count).TrimStart(m_spaceCharArray);
int d = 0;

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@ -41,7 +41,6 @@ namespace OpenSim.Framework.Serialization
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected static ASCIIEncoding m_asciiEncoding = new ASCIIEncoding();
protected static UTF8Encoding m_utf8Encoding = new UTF8Encoding();
/// <summary>
@ -85,7 +84,7 @@ namespace OpenSim.Framework.Serialization
public void WriteFile(string filePath, byte[] data)
{
if (filePath.Length > 100)
WriteEntry("././@LongLink", m_asciiEncoding.GetBytes(filePath), 'L');
WriteEntry("././@LongLink", Encoding.ASCII.GetBytes(filePath), 'L');
char fileType;
@ -137,7 +136,7 @@ namespace OpenSim.Framework.Serialization
oString = "0" + oString;
}
byte[] oBytes = m_asciiEncoding.GetBytes(oString);
byte[] oBytes = Encoding.ASCII.GetBytes(oString);
return oBytes;
}
@ -156,20 +155,20 @@ namespace OpenSim.Framework.Serialization
byte[] header = new byte[512];
// file path field (100)
byte[] nameBytes = m_asciiEncoding.GetBytes(filePath);
byte[] nameBytes = Encoding.ASCII.GetBytes(filePath);
int nameSize = (nameBytes.Length >= 100) ? 100 : nameBytes.Length;
Array.Copy(nameBytes, header, nameSize);
// file mode (8)
byte[] modeBytes = m_asciiEncoding.GetBytes("0000777");
byte[] modeBytes = Encoding.ASCII.GetBytes("0000777");
Array.Copy(modeBytes, 0, header, 100, 7);
// owner user id (8)
byte[] ownerIdBytes = m_asciiEncoding.GetBytes("0000764");
byte[] ownerIdBytes = Encoding.ASCII.GetBytes("0000764");
Array.Copy(ownerIdBytes, 0, header, 108, 7);
// group user id (8)
byte[] groupIdBytes = m_asciiEncoding.GetBytes("0000764");
byte[] groupIdBytes = Encoding.ASCII.GetBytes("0000764");
Array.Copy(groupIdBytes, 0, header, 116, 7);
// file size in bytes (12)
@ -181,17 +180,17 @@ namespace OpenSim.Framework.Serialization
Array.Copy(fileSizeBytes, 0, header, 124, 11);
// last modification time (12)
byte[] lastModTimeBytes = m_asciiEncoding.GetBytes("11017037332");
byte[] lastModTimeBytes = Encoding.ASCII.GetBytes("11017037332");
Array.Copy(lastModTimeBytes, 0, header, 136, 11);
// entry type indicator (1)
header[156] = m_asciiEncoding.GetBytes(new char[] { fileType })[0];
header[156] = Encoding.ASCII.GetBytes(new char[] { fileType })[0];
Array.Copy(m_asciiEncoding.GetBytes("0000000"), 0, header, 329, 7);
Array.Copy(m_asciiEncoding.GetBytes("0000000"), 0, header, 337, 7);
Array.Copy(Encoding.ASCII.GetBytes("0000000"), 0, header, 329, 7);
Array.Copy(Encoding.ASCII.GetBytes("0000000"), 0, header, 337, 7);
// check sum for header block (8) [calculated last]
Array.Copy(m_asciiEncoding.GetBytes(" "), 0, header, 148, 8);
Array.Copy(Encoding.ASCII.GetBytes(" "), 0, header, 148, 8);
int checksum = 0;
foreach (byte b in header)

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@ -591,8 +591,8 @@ namespace OpenSim.Framework.Servers
{
string pidstring = System.Diagnostics.Process.GetCurrentProcess().Id.ToString();
FileStream fs = File.Create(path);
System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
Byte[] buf = enc.GetBytes(pidstring);
Byte[] buf = Encoding.ASCII.GetBytes(pidstring);
fs.Write(buf, 0, buf.Length);
fs.Close();
m_pidFile = path;

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@ -1248,8 +1248,7 @@ namespace OpenSim.Framework
public static string Base64ToString(string str)
{
UTF8Encoding encoder = new UTF8Encoding();
Decoder utf8Decode = encoder.GetDecoder();
Decoder utf8Decode = Encoding.UTF8.GetDecoder();
byte[] todecode_byte = Convert.FromBase64String(str);
int charCount = utf8Decode.GetCharCount(todecode_byte, 0, todecode_byte.Length);

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@ -237,7 +237,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
if (sp.PresenceType == PresenceType.Npc)
RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p, null);
else
RezSingleAttachmentFromInventory(sp, attach.ItemID, p, true, d);
RezSingleAttachmentFromInventory(sp, attach.ItemID, p, d);
}
catch (Exception e)
{
@ -405,10 +405,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
{
return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt, true, null);
return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt, null);
}
public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc)
public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt, XmlDocument doc)
{
if (!Enabled)
return null;
@ -596,6 +596,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
/// </remarks>
/// <param name="sp"></param>
/// <param name="grp"></param>
/// <param name="saveAllScripted"></param>
private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp, bool saveAllScripted)
{
// Saving attachments for NPCs messes them up for the real owner!
@ -789,18 +790,23 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
false, false, sp.UUID, true);
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}",
// objatt.Name, remoteClient.Name, AttachmentPt);
if (objatt != null)
{
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Rezzed single object {0} for attachment to {1} on point {2} in {3}",
// objatt.Name, sp.Name, attachmentPt, m_scene.Name);
// HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
objatt.HasGroupChanged = false;
bool tainted = false;
if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
tainted = true;
// FIXME: Detect whether it's really likely for AttachObject to throw an exception in the normal
// course of events. If not, then it's probably not worth trying to recover the situation
// since this is more likely to trigger further exceptions and confuse later debugging. If
// exceptions can be thrown in expected error conditions (not NREs) then make this consistent
// since other normal error conditions will simply return false instead.
// This will throw if the attachment fails
try
{

View File

@ -31,6 +31,7 @@ using System.Reflection;
using System.Text;
using System.Threading;
using System.Timers;
using System.Xml;
using Timer=System.Timers.Timer;
using Nini.Config;
using NUnit.Framework;
@ -41,10 +42,12 @@ using OpenSim.Region.CoreModules.Avatar.Attachments;
using OpenSim.Region.CoreModules.Framework;
using OpenSim.Region.CoreModules.Framework.EntityTransfer;
using OpenSim.Region.CoreModules.Framework.InventoryAccess;
using OpenSim.Region.CoreModules.World.Serialiser;
using OpenSim.Region.CoreModules.Scripting.WorldComm;
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
using OpenSim.Region.CoreModules.World.Serialiser;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.ScriptEngine.XEngine;
using OpenSim.Services.Interfaces;
using OpenSim.Tests.Common;
using OpenSim.Tests.Common.Mock;
@ -57,6 +60,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
[TestFixture]
public class AttachmentsModuleTests : OpenSimTestCase
{
private AutoResetEvent m_chatEvent = new AutoResetEvent(false);
private OSChatMessage m_osChatMessageReceived;
[TestFixtureSetUp]
public void FixtureInit()
{
@ -72,16 +78,74 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
}
private Scene CreateDefaultTestScene()
private void OnChatFromWorld(object sender, OSChatMessage oscm)
{
// Console.WriteLine("Got chat [{0}]", oscm.Message);
m_osChatMessageReceived = oscm;
m_chatEvent.Set();
}
private Scene CreateTestScene()
{
IConfigSource config = new IniConfigSource();
List<object> modules = new List<object>();
AddCommonConfig(config, modules);
Scene scene
= new SceneHelpers().SetupScene(
"attachments-test-scene", TestHelpers.ParseTail(999), 1000, 1000, config);
SceneHelpers.SetupSceneModules(scene, config, modules.ToArray());
return scene;
}
private Scene CreateScriptingEnabledTestScene()
{
IConfigSource config = new IniConfigSource();
List<object> modules = new List<object>();
AddCommonConfig(config, modules);
AddScriptingConfig(config, modules);
Scene scene
= new SceneHelpers().SetupScene(
"attachments-test-scene", TestHelpers.ParseTail(999), 1000, 1000, config);
SceneHelpers.SetupSceneModules(scene, config, modules.ToArray());
scene.StartScripts();
return scene;
}
private void AddCommonConfig(IConfigSource config, List<object> modules)
{
config.AddConfig("Modules");
config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule");
Scene scene = new SceneHelpers().SetupScene();
SceneHelpers.SetupSceneModules(scene, config, new AttachmentsModule(), new BasicInventoryAccessModule());
modules.Add(new AttachmentsModule());
modules.Add(new BasicInventoryAccessModule());
}
return scene;
private void AddScriptingConfig(IConfigSource config, List<object> modules)
{
IConfig startupConfig = config.AddConfig("Startup");
startupConfig.Set("DefaultScriptEngine", "XEngine");
IConfig xEngineConfig = config.AddConfig("XEngine");
xEngineConfig.Set("Enabled", "true");
xEngineConfig.Set("StartDelay", "0");
// These tests will not run with AppDomainLoading = true, at least on mono. For unknown reasons, the call
// to AssemblyResolver.OnAssemblyResolve fails.
xEngineConfig.Set("AppDomainLoading", "false");
modules.Add(new XEngine());
// Necessary to stop serialization complaining
// FIXME: Stop this being necessary if at all possible
// modules.Add(new WorldCommModule());
}
/// <summary>
@ -116,7 +180,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
Scene scene = CreateDefaultTestScene();
Scene scene = CreateTestScene();
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
@ -163,7 +227,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
Scene scene = CreateDefaultTestScene();
Scene scene = CreateTestScene();
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
@ -185,12 +249,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
}
[Test]
public void TestAddAttachmentFromInventory()
public void TestRezAttachmentFromInventory()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
Scene scene = CreateDefaultTestScene();
Scene scene = CreateTestScene();
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1.PrincipalID);
@ -217,13 +281,38 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
}
/// <summary>
/// Test specific conditions associated with rezzing a scripted attachment from inventory.
/// </summary>
[Test]
public void TestRezScriptedAttachmentFromInventory()
{
TestHelpers.InMethod();
Scene scene = CreateTestScene();
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1.PrincipalID);
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, sp.UUID, "att-name", 0x10);
TaskInventoryHelpers.AddScript(scene, so.RootPart);
InventoryItemBase userItem = UserInventoryHelpers.AddInventoryItem(scene, so, 0x100, 0x1000);
scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, userItem.ID, (uint)AttachmentPoint.Chest);
// TODO: Need to have a test that checks the script is actually started but this involves a lot more
// plumbing of the script engine and either pausing for events or more infrastructure to turn off various
// script engine delays/asychronicity that isn't helpful in an automated regression testing context.
SceneObjectGroup attSo = scene.GetSceneObjectGroup(so.Name);
Assert.That(attSo.ContainsScripts(), Is.True);
}
[Test]
public void TestDetachAttachmentToGround()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
Scene scene = CreateDefaultTestScene();
Scene scene = CreateTestScene();
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1.PrincipalID);
@ -253,9 +342,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
public void TestDetachAttachmentToInventory()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
Scene scene = CreateDefaultTestScene();
Scene scene = CreateTestScene();
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1.PrincipalID);
@ -277,6 +365,45 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(0));
}
/// <summary>
/// Test specific conditions associated with detaching a scripted attachment from inventory.
/// </summary>
[Test]
public void TestDetachScriptedAttachmentToInventory()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
Scene scene = CreateScriptingEnabledTestScene();
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, sp.UUID, "att-name", 0x10);
TaskInventoryHelpers.AddScript(scene, so.RootPart);
InventoryItemBase userItem = UserInventoryHelpers.AddInventoryItem(scene, so, 0x100, 0x1000);
// FIXME: Right now, we have to do a tricksy chat listen to make sure we know when the script is running.
// In the future, we need to be able to do this programatically more predicably.
scene.EventManager.OnChatFromWorld += OnChatFromWorld;
SceneObjectGroup soRezzed
= (SceneObjectGroup)scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, userItem.ID, (uint)AttachmentPoint.Chest);
// Wait for chat to signal rezzed script has been started.
m_chatEvent.WaitOne(60000);
scene.AttachmentsModule.DetachSingleAttachmentToInv(sp, soRezzed);
InventoryItemBase userItemUpdated = scene.InventoryService.GetItem(userItem);
AssetBase asset = scene.AssetService.Get(userItemUpdated.AssetID.ToString());
XmlDocument soXml = new XmlDocument();
soXml.LoadXml(Encoding.UTF8.GetString(asset.Data));
XmlNodeList scriptStateNodes = soXml.GetElementsByTagName("ScriptState");
Assert.That(scriptStateNodes.Count, Is.EqualTo(1));
}
/// <summary>
/// Test that attachments don't hang about in the scene when the agent is closed
/// </summary>
@ -286,7 +413,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
Scene scene = CreateDefaultTestScene();
Scene scene = CreateTestScene();
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
InventoryItemBase attItem = CreateAttachmentItem(scene, ua1.PrincipalID, "att", 0x10, 0x20);
@ -309,7 +436,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
Scene scene = CreateDefaultTestScene();
Scene scene = CreateTestScene();
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
InventoryItemBase attItem = CreateAttachmentItem(scene, ua1.PrincipalID, "att", 0x10, 0x20);
@ -345,7 +472,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
{
TestHelpers.InMethod();
Scene scene = CreateDefaultTestScene();
Scene scene = CreateTestScene();
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
InventoryItemBase attItem = CreateAttachmentItem(scene, ua1.PrincipalID, "att", 0x10, 0x20);

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@ -46,8 +46,6 @@ namespace OpenSim.Region.CoreModules.World.Archiver
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected static ASCIIEncoding m_asciiEncoding = new ASCIIEncoding();
/// <summary>
/// Store for asset data we received before we get the metadata
/// </summary>

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@ -252,7 +252,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FileLoaders
if (horizontalScale < 0.01d)
horizontalScale = 0.01d;
System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
Encoding enc = Encoding.ASCII;
bs.Write(enc.GetBytes("TERRAGENTERRAIN "));

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@ -97,7 +97,7 @@ namespace OpenSim.Region.Framework.Interfaces
// Same as above, but also load script states from a separate doc
ISceneEntity RezSingleAttachmentFromInventory(
IScenePresence presence, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc);
IScenePresence presence, UUID itemID, uint AttachmentPt, XmlDocument doc);
/// <summary>
/// Rez multiple attachments from a user's inventory

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@ -646,6 +646,9 @@ namespace OpenSim.Region.Framework.Scenes
return;
}
}
// Restuff the new GroupPosition into each SOP of the linkset.
// This has the affect of resetting and tainting the physics actors.
SceneObjectPart[] parts = m_parts.GetArray();
bool triggerScriptEvent = m_rootPart.GroupPosition != val;
if (m_dupeInProgress)
@ -1755,6 +1758,9 @@ namespace OpenSim.Region.Framework.Scenes
public void ResetChildPrimPhysicsPositions()
{
// Setting this SOG's absolute position also loops through and sets the positions
// of the SOP's in this SOG's linkset. This has the side affect of making sure
// the physics world matches the simulated world.
AbsolutePosition = AbsolutePosition; // could someone in the know please explain how this works?
// teravus: AbsolutePosition is NOT a normal property!
@ -2714,6 +2720,8 @@ namespace OpenSim.Region.Framework.Scenes
LinkToGroup(objectGroup, false);
}
// Link an existing group to this group.
// The group being linked need not be a linkset -- it can have just one prim.
public void LinkToGroup(SceneObjectGroup objectGroup, bool insert)
{
// m_log.DebugFormat(
@ -2724,6 +2732,7 @@ namespace OpenSim.Region.Framework.Scenes
if (objectGroup == this)
return;
// 'linkPart' == the root of the group being linked into this group
SceneObjectPart linkPart = objectGroup.m_rootPart;
if (m_rootPart.PhysActor != null)
@ -2735,31 +2744,44 @@ namespace OpenSim.Region.Framework.Scenes
bool grpusephys = UsesPhysics;
bool grptemporary = IsTemporary;
// Remember where the group being linked thought it was
Vector3 oldGroupPosition = linkPart.GroupPosition;
Quaternion oldRootRotation = linkPart.RotationOffset;
linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition;
// A linked SOP remembers its location and rotation relative to the root of a group.
// Convert the root of the group being linked to be relative to the
// root of the group being linked to.
// Note: Some of the assignments have complex side effects.
// First move the new group's root SOP's position to be relative to ours
// (radams1: Not sure if the multiple setting of OffsetPosition is required. If not,
// this code can be reordered to have a more logical flow.)
linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition;
// Assign the new parent to the root of the old group
linkPart.ParentID = m_rootPart.LocalId;
linkPart.GroupPosition = AbsolutePosition;
// Now that it's a child, it's group position is our root position
linkPart.GroupPosition = AbsolutePosition;
Vector3 axPos = linkPart.OffsetPosition;
// Rotate the linking root SOP's position to be relative to the new root prim
Quaternion parentRot = m_rootPart.RotationOffset;
axPos *= Quaternion.Conjugate(parentRot);
linkPart.OffsetPosition = axPos;
// Make the linking root SOP's rotation relative to the new root prim
Quaternion oldRot = linkPart.RotationOffset;
Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot;
linkPart.RotationOffset = newRot;
// linkPart.ParentID = m_rootPart.LocalId; done above
// If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset.
// Now that we know this SOG has at least two SOPs in it, the new root
// SOP becomes the first in the linkset.
if (m_rootPart.LinkNum == 0)
m_rootPart.LinkNum = 1;
lock (m_parts.SyncRoot)
{
// Calculate the new link number for the old root SOP
int linkNum;
if (insert)
{
@ -2775,6 +2797,7 @@ namespace OpenSim.Region.Framework.Scenes
linkNum = PrimCount + 1;
}
// Add the old root SOP as a part in our group's list
m_parts.Add(linkPart.UUID, linkPart);
linkPart.SetParent(this);
@ -2782,6 +2805,8 @@ namespace OpenSim.Region.Framework.Scenes
// let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true);
// If the added SOP is physical, also tell the physics engine about the link relationship.
if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
{
linkPart.PhysActor.link(m_rootPart.PhysActor);
@ -2791,20 +2816,26 @@ namespace OpenSim.Region.Framework.Scenes
linkPart.LinkNum = linkNum++;
linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
// Get a list of the SOP's in the old group in order of their linknum's.
SceneObjectPart[] ogParts = objectGroup.Parts;
Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b)
{
return a.LinkNum - b.LinkNum;
});
// Add each of the SOP's from the old linkset to our linkset
for (int i = 0; i < ogParts.Length; i++)
{
SceneObjectPart part = ogParts[i];
if (part.UUID != objectGroup.m_rootPart.UUID)
{
LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
// let physics know
// Update the physics flags for the newly added SOP
// (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??)
part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true);
// If the added SOP is physical, also tell the physics engine about the link relationship.
if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
{
part.PhysActor.link(m_rootPart.PhysActor);
@ -2815,6 +2846,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
// Now that we've aquired all of the old SOG's parts, remove the old SOG from the scene.
m_scene.UnlinkSceneObject(objectGroup, true);
objectGroup.IsDeleted = true;
@ -2890,7 +2922,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <remarks>
/// FIXME: This method should not be called directly since it bypasses update locking, allowing a potential race
/// condition. But currently there is no
/// alternative method that does take a lonk to delink a single prim.
/// alternative method that does take a lock to delink a single prim.
/// </remarks>
/// <param name="partID"></param>
/// <param name="sendEvents"></param>
@ -2906,6 +2938,7 @@ namespace OpenSim.Region.Framework.Scenes
linkPart.ClearUndoState();
Vector3 worldPos = linkPart.GetWorldPosition();
Quaternion worldRot = linkPart.GetWorldRotation();
// Remove the part from this object
@ -2915,6 +2948,7 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectPart[] parts = m_parts.GetArray();
// Rejigger the linknum's of the remaining SOP's to fill any gap
if (parts.Length == 1 && RootPart != null)
{
// Single prim left
@ -2936,22 +2970,31 @@ namespace OpenSim.Region.Framework.Scenes
PhysicsActor linkPartPa = linkPart.PhysActor;
// Remove the SOP from the physical scene.
// If the new SOG is physical, it is re-created later.
// (There is a problem here in that we have not yet told the physics
// engine about the delink. Someday, linksets should be made first
// class objects in the physics engine interface).
if (linkPartPa != null)
m_scene.PhysicsScene.RemovePrim(linkPartPa);
// We need to reset the child part's position
// ready for life as a separate object after being a part of another object
/* This commented out code seems to recompute what GetWorldPosition already does.
* Replace with a call to GetWorldPosition (before unlinking)
Quaternion parentRot = m_rootPart.RotationOffset;
Vector3 axPos = linkPart.OffsetPosition;
axPos *= parentRot;
linkPart.OffsetPosition = new Vector3(axPos.X, axPos.Y, axPos.Z);
linkPart.GroupPosition = AbsolutePosition + linkPart.OffsetPosition;
linkPart.OffsetPosition = new Vector3(0, 0, 0);
*/
linkPart.GroupPosition = worldPos;
linkPart.OffsetPosition = Vector3.Zero;
linkPart.RotationOffset = worldRot;
// Create a new SOG to go around this unlinked and unattached SOP
SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart);
m_scene.AddNewSceneObject(objectGroup, true);
@ -2989,43 +3032,57 @@ namespace OpenSim.Region.Framework.Scenes
m_isBackedUp = false;
}
// This links an SOP from a previous linkset into my linkset.
// The trick is that the SOP's position and rotation are relative to the old root SOP's
// so we are passed in the position and rotation of the old linkset so this can
// unjigger this SOP's position and rotation from the previous linkset and
// then make them relative to my linkset root.
private void LinkNonRootPart(SceneObjectPart part, Vector3 oldGroupPosition, Quaternion oldGroupRotation, int linkNum)
{
Quaternion parentRot = oldGroupRotation;
Quaternion oldRot = part.RotationOffset;
Quaternion worldRot = parentRot * oldRot;
parentRot = oldGroupRotation;
// Move our position to not be relative to the old parent
Vector3 axPos = part.OffsetPosition;
axPos *= parentRot;
part.OffsetPosition = axPos;
Vector3 newPos = oldGroupPosition + part.OffsetPosition;
part.GroupPosition = newPos;
part.OffsetPosition = Vector3.Zero;
// Compution our rotation to be not relative to the old parent
Quaternion worldRot = parentRot * oldRot;
part.RotationOffset = worldRot;
// Add this SOP to our linkset
part.SetParent(this);
part.ParentID = m_rootPart.LocalId;
m_parts.Add(part.UUID, part);
part.LinkNum = linkNum;
part.OffsetPosition = newPos - AbsolutePosition;
// Compute the new position of this SOP relative to the group position
part.OffsetPosition = part.GroupPosition - AbsolutePosition;
// (radams1 20120711: I don't know why part.OffsetPosition is set multiple times.
// It would have the affect of setting the physics engine position multiple
// times. In theory, that is not necessary but I don't have a good linkset
// test to know that cleaning up this code wouldn't break things.)
// Rotate the relative position by the rotation of the group
Quaternion rootRotation = m_rootPart.RotationOffset;
Vector3 pos = part.OffsetPosition;
pos *= Quaternion.Conjugate(rootRotation);
part.OffsetPosition = pos;
// Compute the SOP's rotation relative to the rotation of the group.
parentRot = m_rootPart.RotationOffset;
oldRot = part.RotationOffset;
Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot;
part.RotationOffset = newRot;
// Since this SOP's state has changed, push those changes into the physics engine
// and the simulator.
part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
}

View File

@ -752,6 +752,7 @@ namespace OpenSim.Region.Framework.Scenes
return m_groupPosition;
}
// If I'm an attachment, my position is reported as the position of who I'm attached to
if (ParentGroup.IsAttachment)
{
ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar);
@ -779,7 +780,7 @@ namespace OpenSim.Region.Framework.Scenes
}
else
{
// To move the child prim in respect to the group position and rotation we have to calculate
// The physics engine always sees all objects (root or linked) in world coordinates.
actor.Position = GetWorldPosition();
actor.Orientation = GetWorldRotation();
}
@ -858,6 +859,8 @@ namespace OpenSim.Region.Framework.Scenes
{
// We don't want the physics engine mucking up the rotations in a linkset
PhysicsActor actor = PhysActor;
// If this is a root of a linkset, the real rotation is what the physics engine thinks.
// If not a root prim, the offset rotation is computed by SOG and is relative to the root.
if (ParentID == 0 && (Shape.PCode != 9 || Shape.State == 0) && actor != null)
{
if (actor.Orientation.X != 0f || actor.Orientation.Y != 0f
@ -2529,14 +2532,20 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns>A Linked Child Prim objects position in world</returns>
public Vector3 GetWorldPosition()
{
Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
Vector3 axPos = OffsetPosition;
axPos *= parentRot;
Vector3 translationOffsetPosition = axPos;
if(_parentID == 0)
return GroupPosition;
Vector3 ret;
if (_parentID == 0)
// if a root SOP, my position is what it is
ret = GroupPosition;
else
return ParentGroup.AbsolutePosition + translationOffsetPosition;
{
// If a child SOP, my position is relative to the root SOP so take
// my info and add the root's position and rotation to
// get my world position.
Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
Vector3 translationOffsetPosition = OffsetPosition * parentRot;
ret = ParentGroup.AbsolutePosition + translationOffsetPosition;
}
return ret;
}
/// <summary>
@ -2553,6 +2562,8 @@ namespace OpenSim.Region.Framework.Scenes
}
else
{
// A child SOP's rotation is relative to the root SOP's rotation.
// Combine them to get my absolute rotation.
Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
Quaternion oldRot = RotationOffset;
newRot = parentRot * oldRot;

View File

@ -1453,6 +1453,10 @@ namespace OpenSim.Region.Framework.Scenes
{
if (e != null)
{
// m_log.DebugFormat(
// "[PRIM INVENTORY]: Getting script state from engine {0} for {1} in part {2} in group {3} in {4}",
// e.Name, item.Name, m_part.Name, m_part.ParentGroup.Name, m_part.ParentGroup.Scene.Name);
string n = e.GetXMLState(item.ItemID);
if (n != String.Empty)
{

View File

@ -823,11 +823,10 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
m_log.DebugFormat("[FreeSwitchVoice]: Region:Parcel \"{0}\": parcel id {1}: using channel name {2}",
landName, land.LocalID, landUUID);
}
System.Text.ASCIIEncoding encoding = new System.Text.ASCIIEncoding();
// slvoice handles the sip address differently if it begins with confctl, hiding it from the user in the friends list. however it also disables
// the personal speech indicators as well unless some siren14-3d codec magic happens. we dont have siren143d so we'll settle for the personal speech indicator.
channelUri = String.Format("sip:conf-{0}@{1}", "x" + Convert.ToBase64String(encoding.GetBytes(landUUID)), m_freeSwitchRealm);
channelUri = String.Format("sip:conf-{0}@{1}", "x" + Convert.ToBase64String(Encoding.ASCII.GetBytes(landUUID)), m_freeSwitchRealm);
lock (m_ParcelAddress)
{

View File

@ -1120,7 +1120,6 @@ namespace Nwc.XmlRpc
/// <summary>Class supporting the request side of an XML-RPC transaction.</summary>
public class ConfigurableKeepAliveXmlRpcRequest : XmlRpcRequest
{
private Encoding _encoding = new ASCIIEncoding();
private XmlRpcRequestSerializer _serializer = new XmlRpcRequestSerializer();
private XmlRpcResponseDeserializer _deserializer = new XmlRpcResponseDeserializer();
private bool _disableKeepAlive = true;
@ -1153,7 +1152,7 @@ namespace Nwc.XmlRpc
request.KeepAlive = !_disableKeepAlive;
Stream stream = request.GetRequestStream();
XmlTextWriter xml = new XmlTextWriter(stream, _encoding);
XmlTextWriter xml = new XmlTextWriter(stream, Encoding.ASCII);
_serializer.Serialize(xml, this);
xml.Flush();
xml.Close();

View File

@ -425,10 +425,9 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
try
{
System.Text.UTF8Encoding enc = new System.Text.UTF8Encoding();
string jsondata = SLUtil.ParseNotecardToString(enc.GetString(a.Data));
int result = m_store.SetValue(storeID,path,jsondata,true) ? 1 : 0;
m_comms.DispatchReply(scriptID,result,"",reqID.ToString());
string jsondata = SLUtil.ParseNotecardToString(Encoding.UTF8.GetString(a.Data));
int result = m_store.SetValue(storeID, path, jsondata,true) ? 1 : 0;
m_comms.DispatchReply(scriptID,result, "", reqID.ToString());
return;
}
catch (Exception e)

View File

@ -482,10 +482,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
// Convert to base64
//
string filetext = Convert.ToBase64String(data);
ASCIIEncoding enc = new ASCIIEncoding();
Byte[] buf = enc.GetBytes(filetext);
Byte[] buf = Encoding.ASCII.GetBytes(filetext);
m_log.Info("MRM 9");

View File

@ -233,17 +233,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
m_Timer[engine].UnSetTimerEvents(localID, itemID);
// Remove from: HttpRequest
IHttpRequestModule iHttpReq =
engine.World.RequestModuleInterface<IHttpRequestModule>();
iHttpReq.StopHttpRequest(localID, itemID);
IHttpRequestModule iHttpReq = engine.World.RequestModuleInterface<IHttpRequestModule>();
if (iHttpReq != null)
iHttpReq.StopHttpRequest(localID, itemID);
IWorldComm comms = engine.World.RequestModuleInterface<IWorldComm>();
if (comms != null)
comms.DeleteListener(itemID);
IXMLRPC xmlrpc = engine.World.RequestModuleInterface<IXMLRPC>();
xmlrpc.DeleteChannels(itemID);
xmlrpc.CancelSRDRequests(itemID);
if (xmlrpc != null)
{
xmlrpc.DeleteChannels(itemID);
xmlrpc.CancelSRDRequests(itemID);
}
// Remove Sensors
m_SensorRepeat[engine].UnSetSenseRepeaterEvents(localID, itemID);
@ -325,7 +328,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
List<Object> data = new List<Object>();
Object[] listeners=m_Listener[engine].GetSerializationData(itemID);
Object[] listeners = m_Listener[engine].GetSerializationData(itemID);
if (listeners.Length > 0)
{
data.Add("listener");

View File

@ -11918,9 +11918,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return;
}
System.Text.UTF8Encoding enc =
new System.Text.UTF8Encoding();
string data = enc.GetString(a.Data);
string data = Encoding.UTF8.GetString(a.Data);
//m_log.Debug(data);
NotecardCache.Cache(id, data);
AsyncCommands.
@ -11973,9 +11971,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return;
}
System.Text.UTF8Encoding enc =
new System.Text.UTF8Encoding();
string data = enc.GetString(a.Data);
string data = Encoding.UTF8.GetString(a.Data);
//m_log.Debug(data);
NotecardCache.Cache(id, data);
AsyncCommands.DataserverPlugin.DataserverReply(id.ToString(),

View File

@ -1822,8 +1822,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (a == null)
return UUID.Zero;
System.Text.UTF8Encoding enc = new System.Text.UTF8Encoding();
string data = enc.GetString(a.Data);
string data = Encoding.UTF8.GetString(a.Data);
NotecardCache.Cache(assetID, data);
};

View File

@ -88,13 +88,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
public Object[] GetSerializationData(UUID itemID)
{
return m_commsPlugin.GetSerializationData(itemID);
if (m_commsPlugin != null)
return m_commsPlugin.GetSerializationData(itemID);
else
return new Object[]{};
}
public void CreateFromData(uint localID, UUID itemID, UUID hostID,
Object[] data)
{
m_commsPlugin.CreateFromData(localID, itemID, hostID, data);
if (m_commsPlugin != null)
m_commsPlugin.CreateFromData(localID, itemID, hostID, data);
}
}
}

View File

@ -31,6 +31,7 @@ using System.Collections.Generic;
using System.Globalization;
using System.Reflection;
using System.IO;
using System.Text;
using Microsoft.CSharp;
//using Microsoft.JScript;
using Microsoft.VisualBasic;
@ -711,9 +712,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
//
string filetext = System.Convert.ToBase64String(data);
System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
Byte[] buf = enc.GetBytes(filetext);
Byte[] buf = Encoding.ASCII.GetBytes(filetext);
FileStream sfs = File.Create(assembly + ".text");
sfs.Write(buf, 0, buf.Length);
@ -804,8 +803,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
mapstring += String.Format("{0},{1},{2},{3}\n", k.Key, k.Value, v.Key, v.Value);
}
System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
Byte[] mapbytes = enc.GetBytes(mapstring);
Byte[] mapbytes = Encoding.ASCII.GetBytes(mapstring);
FileStream mfs = File.Create(filename);
mfs.Write(mapbytes, 0, mapbytes.Length);
mfs.Close();

View File

@ -26,16 +26,17 @@
*/
using System;
using System.IO;
using System.Diagnostics; //for [DebuggerNonUserCode]
using System.Runtime.Remoting;
using System.Runtime.Remoting.Lifetime;
using System.Threading;
using System.Collections;
using System.Collections.Generic;
using System.Security.Policy;
using System.Reflection;
using System.Globalization;
using System.IO;
using System.Diagnostics; //for [DebuggerNonUserCode]
using System.Reflection;
using System.Runtime.Remoting;
using System.Runtime.Remoting.Lifetime;
using System.Security.Policy;
using System.Text;
using System.Threading;
using System.Xml;
using OpenMetaverse;
using log4net;
@ -298,13 +299,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
using (FileStream fs = File.Open(savedState,
FileMode.Open, FileAccess.Read, FileShare.None))
{
System.Text.UTF8Encoding enc =
new System.Text.UTF8Encoding();
Byte[] data = new Byte[size];
fs.Read(data, 0, size);
xml = enc.GetString(data);
xml = Encoding.UTF8.GetString(data);
ScriptSerializer.Deserialize(xml, this);
@ -956,8 +954,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
try
{
FileStream fs = File.Create(Path.Combine(Path.GetDirectoryName(assembly), ItemID.ToString() + ".state"));
System.Text.UTF8Encoding enc = new System.Text.UTF8Encoding();
Byte[] buf = enc.GetBytes(xml);
Byte[] buf = (new UTF8Encoding()).GetBytes(xml);
fs.Write(buf, 0, buf.Length);
fs.Close();
}

View File

@ -58,9 +58,6 @@ namespace OpenSim.Region.ScriptEngine.XEngine.Tests
// Console.WriteLine(AppDomain.CurrentDomain.BaseDirectory);
m_xEngine = new XEngine();
// Necessary to stop serialization complaining
WorldCommModule wcModule = new WorldCommModule();
IniConfigSource configSource = new IniConfigSource();
IConfig startupConfig = configSource.AddConfig("Startup");
@ -68,13 +65,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine.Tests
IConfig xEngineConfig = configSource.AddConfig("XEngine");
xEngineConfig.Set("Enabled", "true");
xEngineConfig.Set("StartDelay", "0");
// These tests will not run with AppDomainLoading = true, at least on mono. For unknown reasons, the call
// to AssemblyResolver.OnAssemblyResolve fails.
xEngineConfig.Set("AppDomainLoading", "false");
m_scene = new SceneHelpers().SetupScene("My Test", UUID.Random(), 1000, 1000, configSource);
SceneHelpers.SetupSceneModules(m_scene, configSource, m_xEngine, wcModule);
SceneHelpers.SetupSceneModules(m_scene, configSource, m_xEngine);
m_scene.StartScripts();
}

View File

@ -78,7 +78,13 @@ namespace OpenSim.Region.ScriptEngine.XEngine
private IConfigSource m_ConfigSource = null;
private ICompiler m_Compiler;
private int m_MinThreads;
private int m_MaxThreads ;
private int m_MaxThreads;
/// <summary>
/// Amount of time to delay before starting.
/// </summary>
private int m_StartDelay;
private int m_IdleTimeout;
private int m_StackSize;
private int m_SleepTime;
@ -299,6 +305,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
m_MaxThreads = m_ScriptConfig.GetInt("MaxThreads", 100);
m_IdleTimeout = m_ScriptConfig.GetInt("IdleTimeout", 60);
string priority = m_ScriptConfig.GetString("Priority", "BelowNormal");
m_StartDelay = m_ScriptConfig.GetInt("StartDelay", 15000);
m_MaxScriptQueue = m_ScriptConfig.GetInt("MaxScriptEventQueue",300);
m_StackSize = m_ScriptConfig.GetInt("ThreadStackSize", 262144);
m_SleepTime = m_ScriptConfig.GetInt("MaintenanceInterval", 10) * 1000;
@ -957,7 +964,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
{
// This delay exists to stop mono problems where script compilation and startup would stop the sim
// working properly for the session.
System.Threading.Thread.Sleep(15000);
System.Threading.Thread.Sleep(m_StartDelay);
}
object[] o;
@ -1768,12 +1775,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
public string GetXMLState(UUID itemID)
{
// m_log.DebugFormat("[XEngine]: Getting XML state for {0}", itemID);
// m_log.DebugFormat("[XEngine]: Getting XML state for script instance {0}", itemID);
IScriptInstance instance = GetInstance(itemID);
if (instance == null)
{
// m_log.DebugFormat("[XEngine]: Found no script for {0}, returning empty string", itemID);
// m_log.DebugFormat("[XEngine]: Found no script instance for {0}, returning empty string", itemID);
return "";
}
@ -1848,7 +1855,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
tfs.Read(tdata, 0, tdata.Length);
}
assem = new System.Text.ASCIIEncoding().GetString(tdata);
assem = Encoding.ASCII.GetString(tdata);
}
catch (Exception e)
{

View File

@ -27,9 +27,10 @@
using System;
using System.IO;
using System.Xml;
using System.Threading;
using System.Reflection;
using System.Threading;
using System.Text;
using System.Xml;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using log4net;
@ -335,8 +336,7 @@ namespace OpenSim.Server.Base
{
string pidstring = System.Diagnostics.Process.GetCurrentProcess().Id.ToString();
FileStream fs = File.Create(path);
System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
Byte[] buf = enc.GetBytes(pidstring);
Byte[] buf = Encoding.ASCII.GetBytes(pidstring);
fs.Write(buf, 0, buf.Length);
fs.Close();
m_pidFile = path;

View File

@ -69,7 +69,7 @@ namespace OpenSim.Tests.Common
}
/// <summary>
/// Add a blank script to the given part.
/// Add a simple script to the given part.
/// </summary>
/// <remarks>
/// TODO: Accept input for item and asset IDs to avoid mysterious script failures that try to use any of these
@ -81,6 +81,7 @@ namespace OpenSim.Tests.Common
public static TaskInventoryItem AddScript(Scene scene, SceneObjectPart part)
{
AssetScriptText ast = new AssetScriptText();
ast.Source = "default { state_entry() { llSay(0, \"Hello World\"); } }";
ast.Encode();
UUID assetUuid = new UUID("00000000-0000-0000-1000-000000000000");

View File

@ -42,6 +42,57 @@ namespace OpenSim.Tests.Common
{
public static readonly string PATH_DELIMITER = "/";
/// <summary>
/// Add an existing scene object as an item in the user's inventory.
/// </summary>
/// <param name='scene'></param>
/// <param name='so'></param>
/// <param name='inventoryIdTail'></param>
/// <param name='assetIdTail'></param>
/// <returns>The inventory item created.</returns>
public static InventoryItemBase AddInventoryItem(
Scene scene, SceneObjectGroup so, int inventoryIdTail, int assetIdTail)
{
return AddInventoryItem(
scene,
so.Name,
TestHelpers.ParseTail(inventoryIdTail),
InventoryType.Object,
AssetHelpers.CreateAsset(TestHelpers.ParseTail(assetIdTail), so),
so.OwnerID);
}
/// <summary>
/// Creates a notecard in the objects folder and specify an item id.
/// </summary>
/// <param name="scene"></param>
/// <param name="itemName"></param>
/// <param name="itemId"></param>
/// <param name="itemType"></param>
/// <param name="asset">The serialized asset for this item</param>
/// <param name="userId"></param>
/// <returns></returns>
private static InventoryItemBase AddInventoryItem(
Scene scene, string itemName, UUID itemId, InventoryType itemType, AssetBase asset, UUID userId)
{
scene.AssetService.Store(asset);
InventoryItemBase item = new InventoryItemBase();
item.Name = itemName;
item.AssetID = asset.FullID;
item.ID = itemId;
item.Owner = userId;
item.AssetType = asset.Type;
item.InvType = (int)itemType;
InventoryFolderBase folder = scene.InventoryService.GetFolderForType(userId, (AssetType)asset.Type);
item.Folder = folder.ID;
scene.AddInventoryItem(item);
return item;
}
/// <summary>
/// Creates a notecard in the objects folder and specify an item id.
/// </summary>
@ -81,42 +132,27 @@ namespace OpenSim.Tests.Common
/// <param name="type">Type of item to create</param>
/// <returns></returns>
public static InventoryItemBase CreateInventoryItem(
Scene scene, string itemName, UUID itemId, UUID assetId, UUID userId, InventoryType type)
Scene scene, string itemName, UUID itemId, UUID assetId, UUID userId, InventoryType itemType)
{
AssetBase asset = null;
if (type == InventoryType.Notecard)
if (itemType == InventoryType.Notecard)
{
asset = AssetHelpers.CreateNotecardAsset();
asset.CreatorID = userId.ToString();
}
else if (type == InventoryType.Object)
else if (itemType == InventoryType.Object)
{
asset = AssetHelpers.CreateAsset(assetId, SceneHelpers.CreateSceneObject(1, userId));
}
else
{
throw new Exception(string.Format("Inventory type {0} not supported", type));
throw new Exception(string.Format("Inventory type {0} not supported", itemType));
}
scene.AssetService.Store(asset);
InventoryItemBase item = new InventoryItemBase();
item.Name = itemName;
item.AssetID = asset.FullID;
item.ID = itemId;
item.Owner = userId;
item.AssetType = asset.Type;
item.InvType = (int)type;
InventoryFolderBase folder = scene.InventoryService.GetFolderForType(userId, AssetType.Notecard);
item.Folder = folder.ID;
scene.AddInventoryItem(item);
return item;
return AddInventoryItem(scene, itemName, itemId, itemType, asset, userId);
}
/// <summary>
/// Create inventory folders starting from the user's root folder.
/// </summary>

View File

@ -28,6 +28,7 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using Microsoft.CSharp;
using OpenSim.Region.ScriptEngine.Shared.CodeTools;
using System.CodeDom.Compiler;
@ -201,12 +202,8 @@ namespace OpenSim.Tools.LSL.Compiler
// Convert to base64
//
string filetext = System.Convert.ToBase64String(data);
System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
Byte[] buf = enc.GetBytes(filetext);
FileStream sfs = File.Create(OutFile+".text");
Byte[] buf = Encoding.ASCII.GetBytes(filetext);
FileStream sfs = File.Create(OutFile + ".text");
sfs.Write(buf, 0, buf.Length);
sfs.Close();
@ -222,9 +219,9 @@ namespace OpenSim.Tools.LSL.Compiler
// }
// }
buf = enc.GetBytes(posmap);
buf = Encoding.ASCII.GetBytes(posmap);
FileStream mfs = File.Create(OutFile+".map");
FileStream mfs = File.Create(OutFile + ".map");
mfs.Write(buf, 0, buf.Length);
mfs.Close();

View File

@ -3025,6 +3025,8 @@
<Reference name="OpenSim.Region.Framework"/>
<Reference name="OpenSim.Region.CoreModules"/>
<Reference name="OpenSim.Region.Physics.Manager"/>
<Reference name="OpenSim.Region.ScriptEngine.Shared"/>
<Reference name="OpenSim.Region.ScriptEngine.XEngine"/>
<Reference name="OpenSim.Services.Interfaces"/>
<!-- Unit tests -->