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.csavinationmerge
commit
d632fd7124
|
@ -50,7 +50,7 @@ namespace OpenSim.ConsoleClient
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|||
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request.ContentType = "application/x-www-form-urlencoded";
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byte[] buffer = new System.Text.ASCIIEncoding().GetBytes(data);
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byte[] buffer = Encoding.ASCII.GetBytes(data);
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int length = (int) buffer.Length;
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request.ContentLength = length;
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|
|
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@ -44,8 +44,6 @@ namespace OpenSim.Framework.Serialization.External
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{
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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protected static UTF8Encoding m_utf8Encoding = new UTF8Encoding();
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private static Dictionary<string, Action<LandData, XmlTextReader>> m_ldProcessors
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= new Dictionary<string, Action<LandData, XmlTextReader>>();
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@ -163,7 +161,7 @@ namespace OpenSim.Framework.Serialization.External
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/// <exception cref="System.Xml.XmlException"></exception>
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public static LandData Deserialize(byte[] serializedLandData)
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{
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return Deserialize(m_utf8Encoding.GetString(serializedLandData, 0, serializedLandData.Length));
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return Deserialize(Encoding.UTF8.GetString(serializedLandData, 0, serializedLandData.Length));
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}
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/// <summary>
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|
|
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@ -40,8 +40,6 @@ namespace OpenSim.Framework.Serialization.External
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/// </summary>
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public class RegionSettingsSerializer
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{
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protected static ASCIIEncoding m_asciiEncoding = new ASCIIEncoding();
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/// <summary>
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/// Deserialize settings
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/// </summary>
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@ -50,7 +48,7 @@ namespace OpenSim.Framework.Serialization.External
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/// <exception cref="System.Xml.XmlException"></exception>
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public static RegionSettings Deserialize(byte[] serializedSettings)
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{
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return Deserialize(m_asciiEncoding.GetString(serializedSettings, 0, serializedSettings.Length));
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return Deserialize(Encoding.ASCII.GetString(serializedSettings, 0, serializedSettings.Length));
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}
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/// <summary>
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|
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@ -53,8 +53,6 @@ namespace OpenSim.Framework.Serialization
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TYPE_CONTIGUOUS_FILE = 8,
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}
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protected static ASCIIEncoding m_asciiEncoding = new ASCIIEncoding();
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/// <summary>
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/// Binary reader for the underlying stream
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/// </summary>
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@ -120,13 +118,13 @@ namespace OpenSim.Framework.Serialization
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if (header[156] == (byte)'L')
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{
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int longNameLength = ConvertOctalBytesToDecimal(header, 124, 11);
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tarHeader.FilePath = m_asciiEncoding.GetString(ReadData(longNameLength));
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tarHeader.FilePath = Encoding.ASCII.GetString(ReadData(longNameLength));
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//m_log.DebugFormat("[TAR ARCHIVE READER]: Got long file name {0}", tarHeader.FilePath);
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header = m_br.ReadBytes(512);
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}
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else
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{
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tarHeader.FilePath = m_asciiEncoding.GetString(header, 0, 100);
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tarHeader.FilePath = Encoding.ASCII.GetString(header, 0, 100);
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tarHeader.FilePath = tarHeader.FilePath.Trim(m_nullCharArray);
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//m_log.DebugFormat("[TAR ARCHIVE READER]: Got short file name {0}", tarHeader.FilePath);
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}
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@ -205,7 +203,7 @@ namespace OpenSim.Framework.Serialization
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{
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// Trim leading white space: ancient tars do that instead
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// of leading 0s :-( don't ask. really.
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string oString = m_asciiEncoding.GetString(bytes, startIndex, count).TrimStart(m_spaceCharArray);
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string oString = Encoding.ASCII.GetString(bytes, startIndex, count).TrimStart(m_spaceCharArray);
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int d = 0;
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|
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@ -41,7 +41,6 @@ namespace OpenSim.Framework.Serialization
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{
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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protected static ASCIIEncoding m_asciiEncoding = new ASCIIEncoding();
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protected static UTF8Encoding m_utf8Encoding = new UTF8Encoding();
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/// <summary>
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|
@ -85,7 +84,7 @@ namespace OpenSim.Framework.Serialization
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public void WriteFile(string filePath, byte[] data)
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{
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if (filePath.Length > 100)
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WriteEntry("././@LongLink", m_asciiEncoding.GetBytes(filePath), 'L');
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WriteEntry("././@LongLink", Encoding.ASCII.GetBytes(filePath), 'L');
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char fileType;
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@ -137,7 +136,7 @@ namespace OpenSim.Framework.Serialization
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oString = "0" + oString;
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}
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byte[] oBytes = m_asciiEncoding.GetBytes(oString);
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byte[] oBytes = Encoding.ASCII.GetBytes(oString);
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return oBytes;
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}
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@ -156,20 +155,20 @@ namespace OpenSim.Framework.Serialization
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byte[] header = new byte[512];
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// file path field (100)
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byte[] nameBytes = m_asciiEncoding.GetBytes(filePath);
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byte[] nameBytes = Encoding.ASCII.GetBytes(filePath);
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int nameSize = (nameBytes.Length >= 100) ? 100 : nameBytes.Length;
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Array.Copy(nameBytes, header, nameSize);
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// file mode (8)
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byte[] modeBytes = m_asciiEncoding.GetBytes("0000777");
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byte[] modeBytes = Encoding.ASCII.GetBytes("0000777");
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Array.Copy(modeBytes, 0, header, 100, 7);
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// owner user id (8)
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byte[] ownerIdBytes = m_asciiEncoding.GetBytes("0000764");
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byte[] ownerIdBytes = Encoding.ASCII.GetBytes("0000764");
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Array.Copy(ownerIdBytes, 0, header, 108, 7);
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// group user id (8)
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byte[] groupIdBytes = m_asciiEncoding.GetBytes("0000764");
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byte[] groupIdBytes = Encoding.ASCII.GetBytes("0000764");
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Array.Copy(groupIdBytes, 0, header, 116, 7);
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// file size in bytes (12)
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@ -181,17 +180,17 @@ namespace OpenSim.Framework.Serialization
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Array.Copy(fileSizeBytes, 0, header, 124, 11);
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// last modification time (12)
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byte[] lastModTimeBytes = m_asciiEncoding.GetBytes("11017037332");
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byte[] lastModTimeBytes = Encoding.ASCII.GetBytes("11017037332");
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Array.Copy(lastModTimeBytes, 0, header, 136, 11);
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// entry type indicator (1)
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header[156] = m_asciiEncoding.GetBytes(new char[] { fileType })[0];
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header[156] = Encoding.ASCII.GetBytes(new char[] { fileType })[0];
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Array.Copy(m_asciiEncoding.GetBytes("0000000"), 0, header, 329, 7);
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Array.Copy(m_asciiEncoding.GetBytes("0000000"), 0, header, 337, 7);
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Array.Copy(Encoding.ASCII.GetBytes("0000000"), 0, header, 329, 7);
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Array.Copy(Encoding.ASCII.GetBytes("0000000"), 0, header, 337, 7);
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// check sum for header block (8) [calculated last]
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Array.Copy(m_asciiEncoding.GetBytes(" "), 0, header, 148, 8);
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Array.Copy(Encoding.ASCII.GetBytes(" "), 0, header, 148, 8);
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int checksum = 0;
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foreach (byte b in header)
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@ -591,8 +591,8 @@ namespace OpenSim.Framework.Servers
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{
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string pidstring = System.Diagnostics.Process.GetCurrentProcess().Id.ToString();
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FileStream fs = File.Create(path);
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System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
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Byte[] buf = enc.GetBytes(pidstring);
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Byte[] buf = Encoding.ASCII.GetBytes(pidstring);
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fs.Write(buf, 0, buf.Length);
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fs.Close();
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m_pidFile = path;
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|
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@ -1248,8 +1248,7 @@ namespace OpenSim.Framework
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public static string Base64ToString(string str)
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{
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UTF8Encoding encoder = new UTF8Encoding();
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Decoder utf8Decode = encoder.GetDecoder();
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Decoder utf8Decode = Encoding.UTF8.GetDecoder();
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byte[] todecode_byte = Convert.FromBase64String(str);
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int charCount = utf8Decode.GetCharCount(todecode_byte, 0, todecode_byte.Length);
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|
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@ -237,7 +237,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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if (sp.PresenceType == PresenceType.Npc)
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RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p, null);
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else
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RezSingleAttachmentFromInventory(sp, attach.ItemID, p, true, d);
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RezSingleAttachmentFromInventory(sp, attach.ItemID, p, d);
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}
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catch (Exception e)
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{
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@ -405,10 +405,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
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{
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return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt, true, null);
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return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt, null);
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}
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public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc)
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public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt, XmlDocument doc)
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{
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if (!Enabled)
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return null;
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|
@ -596,6 +596,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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/// </remarks>
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/// <param name="sp"></param>
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/// <param name="grp"></param>
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/// <param name="saveAllScripted"></param>
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private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp, bool saveAllScripted)
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{
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// Saving attachments for NPCs messes them up for the real owner!
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@ -789,18 +790,23 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
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false, false, sp.UUID, true);
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}",
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// objatt.Name, remoteClient.Name, AttachmentPt);
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if (objatt != null)
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{
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: Rezzed single object {0} for attachment to {1} on point {2} in {3}",
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// objatt.Name, sp.Name, attachmentPt, m_scene.Name);
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// HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
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objatt.HasGroupChanged = false;
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bool tainted = false;
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if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
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tainted = true;
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// FIXME: Detect whether it's really likely for AttachObject to throw an exception in the normal
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// course of events. If not, then it's probably not worth trying to recover the situation
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// since this is more likely to trigger further exceptions and confuse later debugging. If
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// exceptions can be thrown in expected error conditions (not NREs) then make this consistent
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// since other normal error conditions will simply return false instead.
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// This will throw if the attachment fails
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try
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{
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|
|
|
@ -31,6 +31,7 @@ using System.Reflection;
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using System.Text;
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using System.Threading;
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using System.Timers;
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using System.Xml;
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using Timer=System.Timers.Timer;
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using Nini.Config;
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using NUnit.Framework;
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|
@ -41,10 +42,12 @@ using OpenSim.Region.CoreModules.Avatar.Attachments;
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using OpenSim.Region.CoreModules.Framework;
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using OpenSim.Region.CoreModules.Framework.EntityTransfer;
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using OpenSim.Region.CoreModules.Framework.InventoryAccess;
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using OpenSim.Region.CoreModules.World.Serialiser;
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using OpenSim.Region.CoreModules.Scripting.WorldComm;
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using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
|
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using OpenSim.Region.CoreModules.World.Serialiser;
|
||||
using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Framework.Interfaces;
|
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using OpenSim.Region.ScriptEngine.XEngine;
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using OpenSim.Services.Interfaces;
|
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using OpenSim.Tests.Common;
|
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using OpenSim.Tests.Common.Mock;
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|
@ -57,6 +60,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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[TestFixture]
|
||||
public class AttachmentsModuleTests : OpenSimTestCase
|
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{
|
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private AutoResetEvent m_chatEvent = new AutoResetEvent(false);
|
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private OSChatMessage m_osChatMessageReceived;
|
||||
|
||||
[TestFixtureSetUp]
|
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public void FixtureInit()
|
||||
{
|
||||
|
@ -72,16 +78,74 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
|
||||
}
|
||||
|
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private Scene CreateDefaultTestScene()
|
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private void OnChatFromWorld(object sender, OSChatMessage oscm)
|
||||
{
|
||||
// Console.WriteLine("Got chat [{0}]", oscm.Message);
|
||||
|
||||
m_osChatMessageReceived = oscm;
|
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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);
|
||||
|
||||
|
|
|
@ -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>
|
||||
|
|
|
@ -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 "));
|
||||
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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)
|
||||
{
|
||||
|
|
|
@ -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)
|
||||
{
|
||||
|
|
|
@ -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();
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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");
|
||||
|
||||
|
|
|
@ -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");
|
||||
|
|
|
@ -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(),
|
||||
|
|
|
@ -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);
|
||||
};
|
||||
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -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();
|
||||
|
|
|
@ -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();
|
||||
}
|
||||
|
|
|
@ -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();
|
||||
}
|
||||
|
||||
|
|
|
@ -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)
|
||||
{
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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");
|
||||
|
|
|
@ -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>
|
||||
|
|
|
@ -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();
|
||||
|
||||
|
|
|
@ -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 -->
|
||||
|
|
Loading…
Reference in New Issue