diff --git a/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs b/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs index 437d150097..202d1993f8 100644 --- a/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs +++ b/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs @@ -1493,6 +1493,8 @@ namespace OpenSim.ApplicationPlugins.RemoteController /// profile url /// noassets /// true if no assets should be saved + /// all + /// true to save all the regions in the simulator /// perm /// C and/or T /// @@ -1549,6 +1551,11 @@ namespace OpenSim.ApplicationPlugins.RemoteController options["checkPermissions"] = (string)requestData["perm"]; } + if ((string)requestData["all"] == "true") + { + options["all"] = (string)requestData["all"]; + } + IRegionArchiverModule archiver = scene.RequestModuleInterface(); if (archiver != null) diff --git a/OpenSim/Framework/RegionInfo.cs b/OpenSim/Framework/RegionInfo.cs index da87b05508..fc64ff9cee 100644 --- a/OpenSim/Framework/RegionInfo.cs +++ b/OpenSim/Framework/RegionInfo.cs @@ -706,27 +706,27 @@ namespace OpenSim.Framework config.Set("ExternalHostName", m_externalHostName); - if (m_nonphysPrimMin != 0) + if (m_nonphysPrimMin > 0) config.Set("NonphysicalPrimMax", m_nonphysPrimMin); - if (m_nonphysPrimMax != 0) + if (m_nonphysPrimMax > 0) config.Set("NonphysicalPrimMax", m_nonphysPrimMax); - if (m_physPrimMin != 0) + if (m_physPrimMin > 0) config.Set("PhysicalPrimMax", m_physPrimMin); - if (m_physPrimMax != 0) + if (m_physPrimMax > 0) config.Set("PhysicalPrimMax", m_physPrimMax); config.Set("ClampPrimSize", m_clampPrimSize.ToString()); - if (m_objectCapacity != 0) + if (m_objectCapacity > 0) config.Set("MaxPrims", m_objectCapacity); - if (m_linksetCapacity != 0) + if (m_linksetCapacity > 0) config.Set("LinksetPrims", m_linksetCapacity); - if (m_agentCapacity != 0) + if (m_agentCapacity > 0) config.Set("MaxAgents", m_agentCapacity); if (ScopeID != UUID.Zero) diff --git a/OpenSim/Framework/Serialization/ArchiveConstants.cs b/OpenSim/Framework/Serialization/ArchiveConstants.cs index 2c5e0018ec..48f1c4f94f 100644 --- a/OpenSim/Framework/Serialization/ArchiveConstants.cs +++ b/OpenSim/Framework/Serialization/ArchiveConstants.cs @@ -52,6 +52,11 @@ namespace OpenSim.Framework.Serialization /// public const string INVENTORY_PATH = "inventory/"; + /// + /// Path for regions in a multi-region archive + /// + public const string REGIONS_PATH = "regions/"; + /// /// Path for the prims file /// diff --git a/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs b/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs index 7384e399ce..44c3411752 100644 --- a/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs +++ b/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs @@ -449,9 +449,7 @@ namespace OpenSim.Framework.Servers.HttpServer if (TryGetStreamHandler(handlerKey, out requestHandler)) { if (DebugLevel >= 3) - m_log.DebugFormat( - "[BASE HTTP SERVER]: Found stream handler for {0} {1} {2} {3}", - request.HttpMethod, request.Url.PathAndQuery, requestHandler.Name, requestHandler.Description); + LogIncomingToStreamHandler(request, requestHandler); response.ContentType = requestHandler.ContentType; // Lets do this defaulting before in case handler has varying content type. @@ -563,9 +561,7 @@ namespace OpenSim.Framework.Servers.HttpServer if (DoWeHaveALLSDHandler(request.RawUrl)) { if (DebugLevel >= 3) - m_log.DebugFormat( - "[BASE HTTP SERVER]: Found a {0} content type handler for {1} {2}", - request.ContentType, request.HttpMethod, request.Url.PathAndQuery); + LogIncomingToContentTypeHandler(request); buffer = HandleLLSDRequests(request, response); } @@ -573,18 +569,14 @@ namespace OpenSim.Framework.Servers.HttpServer else if (DoWeHaveAHTTPHandler(request.RawUrl)) { if (DebugLevel >= 3) - m_log.DebugFormat( - "[BASE HTTP SERVER]: Found a {0} content type handler for {1} {2}", - request.ContentType, request.HttpMethod, request.Url.PathAndQuery); + LogIncomingToContentTypeHandler(request); buffer = HandleHTTPRequest(request, response); } else { if (DebugLevel >= 3) - m_log.DebugFormat( - "[BASE HTTP SERVER]: Assuming a generic XMLRPC request for {0} {1}", - request.HttpMethod, request.Url.PathAndQuery); + LogIncomingToXmlRpcHandler(request); // generic login request. buffer = HandleXmlRpcRequests(request, response); @@ -654,6 +646,58 @@ namespace OpenSim.Framework.Servers.HttpServer } } + private void LogIncomingToStreamHandler(OSHttpRequest request, IRequestHandler requestHandler) + { + m_log.DebugFormat( + "[BASE HTTP SERVER]: Found stream handler for {0} {1} {2} {3}", + request.HttpMethod, request.Url.PathAndQuery, requestHandler.Name, requestHandler.Description); + + if (DebugLevel >= 4) + LogIncomingInDetail(request); + } + + private void LogIncomingToContentTypeHandler(OSHttpRequest request) + { + m_log.DebugFormat( + "[BASE HTTP SERVER]: Found a {0} content type handler for {1} {2}", + request.ContentType, request.HttpMethod, request.Url.PathAndQuery); + + if (DebugLevel >= 4) + LogIncomingInDetail(request); + } + + private void LogIncomingToXmlRpcHandler(OSHttpRequest request) + { + m_log.DebugFormat( + "[BASE HTTP SERVER]: Assuming a generic XMLRPC request for {0} {1}", + request.HttpMethod, request.Url.PathAndQuery); + + if (DebugLevel >= 4) + LogIncomingInDetail(request); + } + + private void LogIncomingInDetail(OSHttpRequest request) + { + using (StreamReader reader = new StreamReader(Util.Copy(request.InputStream), Encoding.UTF8)) + { + string output; + + if (DebugLevel == 4) + { + const int sampleLength = 80; + char[] sampleChars = new char[sampleLength]; + reader.Read(sampleChars, 0, sampleLength); + output = string.Format("[BASE HTTP SERVER]: {0}...", new string(sampleChars).Replace("\n", @"\n")); + } + else + { + output = string.Format("[BASE HTTP SERVER]: {0}", reader.ReadToEnd()); + } + + m_log.Debug(output); + } + } + private bool TryGetStreamHandler(string handlerKey, out IRequestHandler streamHandler) { string bestMatch = null; diff --git a/OpenSim/Framework/Servers/MainServer.cs b/OpenSim/Framework/Servers/MainServer.cs index 8dc0e3a71d..7402c735c1 100644 --- a/OpenSim/Framework/Servers/MainServer.cs +++ b/OpenSim/Framework/Servers/MainServer.cs @@ -29,6 +29,7 @@ using System; using System.Collections.Generic; using System.Reflection; using System.Net; +using System.Text; using log4net; using OpenSim.Framework; using OpenSim.Framework.Console; @@ -104,6 +105,11 @@ namespace OpenSim.Framework.Servers public static void RegisterHttpConsoleCommands(ICommandConsole console) { + console.Commands.AddCommand( + "Comms", false, "show http-handlers", + "show http-handlers", + "Show all registered http handlers", HandleShowHttpHandlersCommand); + console.Commands.AddCommand( "Debug", false, "debug http", "debug http []", "Turn on inbound non-poll http request debugging.", @@ -111,6 +117,8 @@ namespace OpenSim.Framework.Servers + "If level >= 1, then short warnings are logged when receiving bad input data.\n" + "If level >= 2, then long warnings are logged when receiving bad input data.\n" + "If level >= 3, then short notices about all incoming non-poll HTTP requests are logged.\n" + + "If level >= 4, then a sample from the beginning of the incoming data is logged.\n" + + "If level >= 5, then the entire incoming data is logged.\n" + "If no level is specified then the current level is returned.", HandleDebugHttpCommand); } @@ -136,10 +144,55 @@ namespace OpenSim.Framework.Servers } else { - MainConsole.Instance.Output("Usage: debug http 0..3"); + MainConsole.Instance.Output("Usage: debug http 0..5"); } } + private static void HandleShowHttpHandlersCommand(string module, string[] args) + { + if (args.Length != 2) + { + MainConsole.Instance.Output("Usage: show http-handlers"); + return; + } + + StringBuilder handlers = new StringBuilder(); + + lock (m_Servers) + { + foreach (BaseHttpServer httpServer in m_Servers.Values) + { + handlers.AppendFormat( + "Registered HTTP Handlers for server at {0}:{1}\n", httpServer.ListenIPAddress, httpServer.Port); + + handlers.AppendFormat("* XMLRPC:\n"); + foreach (String s in httpServer.GetXmlRpcHandlerKeys()) + handlers.AppendFormat("\t{0}\n", s); + + handlers.AppendFormat("* HTTP:\n"); + List poll = httpServer.GetPollServiceHandlerKeys(); + foreach (String s in httpServer.GetHTTPHandlerKeys()) + handlers.AppendFormat("\t{0} {1}\n", s, (poll.Contains(s) ? "(poll service)" : string.Empty)); + + handlers.AppendFormat("* Agent:\n"); + foreach (String s in httpServer.GetAgentHandlerKeys()) + handlers.AppendFormat("\t{0}\n", s); + + handlers.AppendFormat("* LLSD:\n"); + foreach (String s in httpServer.GetLLSDHandlerKeys()) + handlers.AppendFormat("\t{0}\n", s); + + handlers.AppendFormat("* StreamHandlers ({0}):\n", httpServer.GetStreamHandlerKeys().Count); + foreach (String s in httpServer.GetStreamHandlerKeys()) + handlers.AppendFormat("\t{0}\n", s); + + handlers.Append("\n"); + } + } + + MainConsole.Instance.Output(handlers.ToString()); + } + /// /// Register an already started HTTP server to the collection of known servers. /// diff --git a/OpenSim/Framework/Util.cs b/OpenSim/Framework/Util.cs index 1a383aef80..a26e9308db 100644 --- a/OpenSim/Framework/Util.cs +++ b/OpenSim/Framework/Util.cs @@ -1019,6 +1019,38 @@ namespace OpenSim.Framework } } + /// + /// Copy data from one stream to another, leaving the read position of both streams at the beginning. + /// + /// + /// Input stream. Must be seekable. + /// + /// + /// Thrown if the input stream is not seekable. + /// + public static Stream Copy(Stream inputStream) + { + if (!inputStream.CanSeek) + throw new ArgumentException("Util.Copy(Stream inputStream) must receive an inputStream that can seek"); + + const int readSize = 256; + byte[] buffer = new byte[readSize]; + MemoryStream ms = new MemoryStream(); + + int count = inputStream.Read(buffer, 0, readSize); + + while (count > 0) + { + ms.Write(buffer, 0, count); + count = inputStream.Read(buffer, 0, readSize); + } + + ms.Position = 0; + inputStream.Position = 0; + + return ms; + } + public static XmlRpcResponse XmlRpcCommand(string url, string methodName, params object[] args) { return SendXmlRpcCommand(url, methodName, args); diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs index 9c7598a776..a9b27459bb 100644 --- a/OpenSim/Region/Application/OpenSim.cs +++ b/OpenSim/Region/Application/OpenSim.cs @@ -292,7 +292,7 @@ namespace OpenSim m_console.Commands.AddCommand("Archiving", false, "save oar", //"save oar [-v|--version=] [-p|--profile=] []", - "save oar [-h|--home=] [--noassets] [--publish] [--perm=] []", + "save oar [-h|--home=] [--noassets] [--publish] [--perm=] [--all] []", "Save a region's data to an OAR archive.", // "-v|--version= generates scene objects as per older versions of the serialization (e.g. -v=0)" + Environment.NewLine "-h|--home= adds the url of the profile service to the saved user information.\n" @@ -302,6 +302,7 @@ namespace OpenSim + " this is useful if you're making oars generally available that might be reloaded to the same grid from which you published\n" + "--perm= stops objects with insufficient permissions from being saved to the OAR.\n" + " can contain one or more of these characters: \"C\" = Copy, \"T\" = Transfer\n" + + "--all saves all the regions in the simulator, instead of just the current region.\n" + "The OAR path must be a filesystem path." + " If this is not given then the oar is saved to region.oar in the current directory.", SaveOar); @@ -332,10 +333,6 @@ namespace OpenSim "show circuits", "Show agent circuit data", HandleShow); - m_console.Commands.AddCommand("Comms", false, "show http-handlers", - "show http-handlers", - "Show all registered http handlers", HandleShow); - m_console.Commands.AddCommand("Comms", false, "show pending-objects", "show pending-objects", "Show # of objects on the pending queues of all scene viewers", HandleShow); @@ -1013,33 +1010,6 @@ namespace OpenSim HandleShowCircuits(); break; - case "http-handlers": - System.Text.StringBuilder handlers = new System.Text.StringBuilder("Registered HTTP Handlers:\n"); - - handlers.AppendFormat("* XMLRPC:\n"); - foreach (String s in HttpServer.GetXmlRpcHandlerKeys()) - handlers.AppendFormat("\t{0}\n", s); - - handlers.AppendFormat("* HTTP:\n"); - List poll = HttpServer.GetPollServiceHandlerKeys(); - foreach (String s in HttpServer.GetHTTPHandlerKeys()) - handlers.AppendFormat("\t{0} {1}\n", s, (poll.Contains(s) ? "(poll service)" : string.Empty)); - - handlers.AppendFormat("* Agent:\n"); - foreach (String s in HttpServer.GetAgentHandlerKeys()) - handlers.AppendFormat("\t{0}\n", s); - - handlers.AppendFormat("* LLSD:\n"); - foreach (String s in HttpServer.GetLLSDHandlerKeys()) - handlers.AppendFormat("\t{0}\n", s); - - handlers.AppendFormat("* StreamHandlers ({0}):\n", HttpServer.GetStreamHandlerKeys().Count); - foreach (String s in HttpServer.GetStreamHandlerKeys()) - handlers.AppendFormat("\t{0}\n", s); - - MainConsole.Instance.Output(handlers.ToString()); - break; - case "modules": MainConsole.Instance.Output("The currently loaded shared modules are:"); foreach (IRegionModule module in m_moduleLoader.GetLoadedSharedModules) diff --git a/OpenSim/Region/ClientStack/RegionApplicationBase.cs b/OpenSim/Region/ClientStack/RegionApplicationBase.cs index 4672f8aa8a..853b72d9e7 100644 --- a/OpenSim/Region/ClientStack/RegionApplicationBase.cs +++ b/OpenSim/Region/ClientStack/RegionApplicationBase.cs @@ -76,7 +76,7 @@ namespace OpenSim.Region.ClientStack protected override void StartupSpecific() { - SceneManager = new SceneManager(); + SceneManager = SceneManager.Instance; m_clientStackManager = CreateClientStackManager(); Initialize(); diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs index e1d4d7803c..d1a563cdce 100644 --- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs +++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs @@ -107,8 +107,6 @@ namespace OpenSim.Region.CoreModules.Asset private IAssetService m_AssetService; private List m_Scenes = new List(); - private bool m_DeepScanBeforePurge; - public FlotsamAssetCache() { m_InvalidChars.AddRange(Path.GetInvalidPathChars()); @@ -170,8 +168,6 @@ namespace OpenSim.Region.CoreModules.Asset m_CacheDirectoryTierLen = assetConfig.GetInt("CacheDirectoryTierLength", m_CacheDirectoryTierLen); m_CacheWarnAt = assetConfig.GetInt("CacheWarnAt", m_CacheWarnAt); - - m_DeepScanBeforePurge = assetConfig.GetBoolean("DeepScanBeforePurge", m_DeepScanBeforePurge); } m_log.InfoFormat("[FLOTSAM ASSET CACHE]: Cache Directory {0}", m_CacheDirectory); @@ -519,13 +515,10 @@ namespace OpenSim.Region.CoreModules.Asset // Purge all files last accessed prior to this point DateTime purgeLine = DateTime.Now - m_FileExpiration; - // An optional deep scan at this point will ensure assets present in scenes, - // or referenced by objects in the scene, but not recently accessed - // are not purged. - if (m_DeepScanBeforePurge) - { - CacheScenes(); - } + // An asset cache may contain local non-temporary assets that are not in the asset service. Therefore, + // before cleaning up expired files we must scan the objects in the scene to make sure that we retain + // such local assets if they have not been recently accessed. + TouchAllSceneAssets(false); foreach (string dir in Directory.GetDirectories(m_CacheDirectory)) { @@ -718,11 +711,14 @@ namespace OpenSim.Region.CoreModules.Asset /// /// Iterates through all Scenes, doing a deep scan through assets - /// to cache all assets present in the scene or referenced by assets - /// in the scene + /// to update the access time of all assets present in the scene or referenced by assets + /// in the scene. /// - /// - private int CacheScenes() + /// + /// If true, then assets scanned which are not found in cache are added to the cache. + /// + /// Number of distinct asset references found in the scene. + private int TouchAllSceneAssets(bool storeUncached) { UuidGatherer gatherer = new UuidGatherer(m_AssetService); @@ -745,7 +741,7 @@ namespace OpenSim.Region.CoreModules.Asset { File.SetLastAccessTime(filename, DateTime.Now); } - else + else if (storeUncached) { m_AssetService.Get(assetID.ToString()); } @@ -873,13 +869,14 @@ namespace OpenSim.Region.CoreModules.Asset break; - case "assets": - m_log.Info("[FLOTSAM ASSET CACHE]: Caching all assets, in all scenes."); + m_log.Info("[FLOTSAM ASSET CACHE]: Ensuring assets are cached for all scenes."); Util.FireAndForget(delegate { - int assetsCached = CacheScenes(); - m_log.InfoFormat("[FLOTSAM ASSET CACHE]: Completed Scene Caching, {0} assets found.", assetsCached); + int assetReferenceTotal = TouchAllSceneAssets(true); + m_log.InfoFormat( + "[FLOTSAM ASSET CACHE]: Completed check with {0} assets.", + assetReferenceTotal); }); break; diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs index 24ec435d17..11db18a068 100644 --- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs @@ -482,9 +482,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends Util.FireAndForget( delegate { - m_log.DebugFormat( - "[FRIENDS MODULE]: Notifying {0} friends of {1} of online status {2}", - friendList.Count, agentID, online); +// m_log.DebugFormat( +// "[FRIENDS MODULE]: Notifying {0} friends of {1} of online status {2}", +// friendList.Count, agentID, online); // Notify about this user status StatusNotify(friendList, agentID, online); diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 486f9d2067..1f62743b31 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -327,6 +327,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer return; } + // Validate assorted conditions + string reason = string.Empty; + if (!ValidateGenericConditions(sp, reg, finalDestination, teleportFlags, out reason)) + { + sp.ControllingClient.SendTeleportFailed(reason); + return; + } + // // This is it // @@ -358,6 +366,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer } } + // Nothing to validate here + protected virtual bool ValidateGenericConditions(ScenePresence sp, GridRegion reg, GridRegion finalDestination, uint teleportFlags, out string reason) + { + reason = String.Empty; + return true; + } + /// /// Determines whether this instance is within the max transfer distance. /// @@ -574,7 +589,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer //sp.ControllingClient.SendTeleportProgress(teleportFlags, "Updating agent..."); - if (!UpdateAgent(reg, finalDestination, agent)) + if (!UpdateAgent(reg, finalDestination, agent, sp)) { // Region doesn't take it m_log.WarnFormat( @@ -701,7 +716,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer return success; } - protected virtual bool UpdateAgent(GridRegion reg, GridRegion finalDestination, AgentData agent) + protected virtual bool UpdateAgent(GridRegion reg, GridRegion finalDestination, AgentData agent, ScenePresence sp) { return Scene.SimulationService.UpdateAgent(finalDestination, agent); } diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs index 3010b59f13..0f1a38190e 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs @@ -54,6 +54,47 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer private GatekeeperServiceConnector m_GatekeeperConnector; + protected bool m_RestrictAppearanceAbroad; + protected string m_AccountName; + protected AvatarAppearance m_ExportedAppearance; + + protected AvatarAppearance ExportedAppearance + { + get + { + if (m_ExportedAppearance != null) + return m_ExportedAppearance; + + string[] parts = m_AccountName.Split(); + if (parts.Length != 2) + { + m_log.WarnFormat("[HG ENTITY TRANSFER MODULE]: Wrong user account name format {0}. Specify 'First Last'", m_AccountName); + return null; + } + UserAccount account = Scene.UserAccountService.GetUserAccount(UUID.Zero, parts[0], parts[1]); + if (account == null) + { + m_log.WarnFormat("[HG ENTITY TRANSFER MODULE]: Unknown account {0}", m_AccountName); + return null; + } + m_ExportedAppearance = Scene.AvatarService.GetAppearance(account.PrincipalID); + if (m_ExportedAppearance != null) + m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Successfully retrieved appearance for {0}", m_AccountName); + + foreach (AvatarAttachment att in m_ExportedAppearance.GetAttachments()) + { + InventoryItemBase item = new InventoryItemBase(att.ItemID, account.PrincipalID); + item = Scene.InventoryService.GetItem(item); + if (item != null) + m_ExportedAppearance.SetAttachment(att.AttachPoint, att.ItemID, item.AssetID); + else + m_log.WarnFormat("[HG ENTITY TRANSFER MODULE]: Unable to retrieve item {0} from inventory", att.ItemID); + } + return m_ExportedAppearance; + } + } + + #region ISharedRegionModule public override string Name @@ -72,8 +113,18 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer { IConfig transferConfig = source.Configs["EntityTransfer"]; if (transferConfig != null) + { m_levelHGTeleport = transferConfig.GetInt("LevelHGTeleport", 0); + m_RestrictAppearanceAbroad = transferConfig.GetBoolean("RestrictAppearanceAbroad", false); + if (m_RestrictAppearanceAbroad) + { + m_AccountName = transferConfig.GetString("AccountForAppearance", string.Empty); + if (m_AccountName == string.Empty) + m_log.WarnFormat("[HG ENTITY TRANSFER MODULE]: RestrictAppearanceAbroad is on, but no account has been given for avatar appearance!"); + } + } + InitialiseCommon(source); m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: {0} enabled.", Name); } @@ -200,6 +251,109 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer TeleportHome(id, client); } + protected override bool ValidateGenericConditions(ScenePresence sp, GridRegion reg, GridRegion finalDestination, uint teleportFlags, out string reason) + { + reason = "Please wear your grid's allowed appearance before teleporting to another grid"; + if (!m_RestrictAppearanceAbroad) + return true; + + // The rest is only needed for controlling appearance + + int flags = Scene.GridService.GetRegionFlags(Scene.RegionInfo.ScopeID, reg.RegionID); + if (flags == -1 /* no region in DB */ || (flags & (int)OpenSim.Data.RegionFlags.Hyperlink) != 0) + { + // this user is going to another grid + if (Scene.UserManagementModule.IsLocalGridUser(sp.UUID)) + { + m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: RestrictAppearanceAbroad is ON. Checking generic appearance"); + + // Check wearables + for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++) + { + for (int j = 0; j < sp.Appearance.Wearables[i].Count; j++) + { + if (sp.Appearance.Wearables[i] == null) + continue; + + if (ExportedAppearance.Wearables[i] == null) + { + m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Wearable not allowed to go outside {0}", i); + return false; + } + + if (sp.Appearance.Wearables[i][j].AssetID != ExportedAppearance.Wearables[i][j].AssetID) + { + m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Wearable not allowed to go outside {0}", i); + return false; + } + } + } + + // Check attachments + + foreach (AvatarAttachment att in sp.Appearance.GetAttachments()) + { + bool found = false; + foreach (AvatarAttachment att2 in ExportedAppearance.GetAttachments()) + { + if (att2.AssetID == att.AssetID) + { + found = true; + break; + } + } + if (!found) + { + m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Attachment not allowed to go outside {0}", att.AttachPoint); + return false; + } + } + } + } + + reason = string.Empty; + return true; + } + + + //protected override bool UpdateAgent(GridRegion reg, GridRegion finalDestination, AgentData agentData, ScenePresence sp) + //{ + // int flags = Scene.GridService.GetRegionFlags(Scene.RegionInfo.ScopeID, reg.RegionID); + // if (flags == -1 /* no region in DB */ || (flags & (int)OpenSim.Data.RegionFlags.Hyperlink) != 0) + // { + // // this user is going to another grid + // if (m_RestrictAppearanceAbroad && Scene.UserManagementModule.IsLocalGridUser(agentData.AgentID)) + // { + // // We need to strip the agent off its appearance + // m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: RestrictAppearanceAbroad is ON. Sending generic appearance"); + + // // Delete existing npc attachments + // Scene.AttachmentsModule.DeleteAttachmentsFromScene(sp, false); + + // // XXX: We can't just use IAvatarFactoryModule.SetAppearance() yet since it doesn't transfer attachments + // AvatarAppearance newAppearance = new AvatarAppearance(ExportedAppearance, true); + // sp.Appearance = newAppearance; + + // // Rez needed npc attachments + // Scene.AttachmentsModule.RezAttachments(sp); + + + // IAvatarFactoryModule module = Scene.RequestModuleInterface(); + // //module.SendAppearance(sp.UUID); + // module.RequestRebake(sp, false); + + // Scene.AttachmentsModule.CopyAttachments(sp, agentData); + // agentData.Appearance = sp.Appearance; + // } + // } + + // foreach (AvatarAttachment a in agentData.Appearance.GetAttachments()) + // m_log.DebugFormat("[XXX]: {0}-{1}", a.ItemID, a.AssetID); + + + // return base.UpdateAgent(reg, finalDestination, agentData, sp); + //} + public override bool TeleportHome(UUID id, IClientAPI client) { m_log.DebugFormat( @@ -375,4 +529,4 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer return region; } } -} \ No newline at end of file +} diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs index cf72b58832..a0cad40754 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs @@ -308,6 +308,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess protected override InventoryItemBase GetItem(UUID agentID, UUID itemID) { InventoryItemBase item = base.GetItem(agentID, itemID); + if (item == null) + return null; string userAssetServer = string.Empty; if (IsForeignUser(agentID, out userAssetServer)) diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/LocalAssetServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/LocalAssetServiceConnector.cs index c78915f970..449c1f1108 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/LocalAssetServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/LocalAssetServiceConnector.cs @@ -204,8 +204,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset public byte[] GetData(string id) { // m_log.DebugFormat("[LOCAL ASSET SERVICES CONNECTOR]: Requesting data for asset {0}", id); - - AssetBase asset = m_Cache.Get(id); + + AssetBase asset = null; + + if (m_Cache != null) + asset = m_Cache.Get(id); if (asset != null) return asset.Data; diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/Tests/AssetConnectorTests.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/Tests/AssetConnectorTests.cs new file mode 100644 index 0000000000..198247317b --- /dev/null +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/Tests/AssetConnectorTests.cs @@ -0,0 +1,136 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using System; +using System.Collections.Generic; +using System.IO; +using System.Reflection; +using System.Threading; +using log4net.Config; +using Nini.Config; +using NUnit.Framework; +using OpenMetaverse; +using OpenSim.Framework; +using OpenSim.Region.Framework.Scenes; +using OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset; +using OpenSim.Tests.Common; + +namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset.Tests +{ + [TestFixture] + public class AssetConnectorsTests : OpenSimTestCase + { + [Test] + public void TestAddAsset() + { + TestHelpers.InMethod(); +// TestHelpers.EnableLogging(); + + IConfigSource config = new IniConfigSource(); + config.AddConfig("Modules"); + config.Configs["Modules"].Set("AssetServices", "LocalAssetServicesConnector"); + config.AddConfig("AssetService"); + config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Services.AssetService.dll:AssetService"); + config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll"); + + LocalAssetServicesConnector lasc = new LocalAssetServicesConnector(); + lasc.Initialise(config); + + AssetBase a1 = AssetHelpers.CreateNotecardAsset(); + lasc.Store(a1); + + AssetBase retreivedA1 = lasc.Get(a1.ID); + Assert.That(retreivedA1.ID, Is.EqualTo(a1.ID)); + Assert.That(retreivedA1.Metadata.ID, Is.EqualTo(a1.Metadata.ID)); + Assert.That(retreivedA1.Data.Length, Is.EqualTo(a1.Data.Length)); + + AssetMetadata retrievedA1Metadata = lasc.GetMetadata(a1.ID); + Assert.That(retrievedA1Metadata.ID, Is.EqualTo(a1.ID)); + + byte[] retrievedA1Data = lasc.GetData(a1.ID); + Assert.That(retrievedA1Data.Length, Is.EqualTo(a1.Data.Length)); + + // TODO: Add cache and check that this does receive a copy of the asset + } + + [Test] + public void TestAddTemporaryAsset() + { + TestHelpers.InMethod(); +// TestHelpers.EnableLogging(); + + IConfigSource config = new IniConfigSource(); + config.AddConfig("Modules"); + config.Configs["Modules"].Set("AssetServices", "LocalAssetServicesConnector"); + config.AddConfig("AssetService"); + config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Services.AssetService.dll:AssetService"); + config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll"); + + LocalAssetServicesConnector lasc = new LocalAssetServicesConnector(); + lasc.Initialise(config); + + AssetBase a1 = AssetHelpers.CreateNotecardAsset(); + a1.Temporary = true; + + lasc.Store(a1); + + Assert.That(lasc.Get(a1.ID), Is.Null); + Assert.That(lasc.GetData(a1.ID), Is.Null); + Assert.That(lasc.GetMetadata(a1.ID), Is.Null); + + // TODO: Add cache and check that this does receive a copy of the asset + } + + [Test] + public void TestAddLocalAsset() + { + TestHelpers.InMethod(); +// TestHelpers.EnableLogging(); + + IConfigSource config = new IniConfigSource(); + config.AddConfig("Modules"); + config.Configs["Modules"].Set("AssetServices", "LocalAssetServicesConnector"); + config.AddConfig("AssetService"); + config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Services.AssetService.dll:AssetService"); + config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll"); + + LocalAssetServicesConnector lasc = new LocalAssetServicesConnector(); + lasc.Initialise(config); + + AssetBase a1 = AssetHelpers.CreateNotecardAsset(); + a1.Local = true; + + lasc.Store(a1); + + Assert.That(lasc.Get(a1.ID), Is.Null); + Assert.That(lasc.GetData(a1.ID), Is.Null); + Assert.That(lasc.GetMetadata(a1.ID), Is.Null); + + // TODO: Add cache and check that this does receive a copy of the asset + } + } +} \ No newline at end of file diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs index 142567bff1..2127f4d7fc 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs @@ -43,6 +43,7 @@ using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Framework.Scenes.Serialization; using OpenSim.Services.Interfaces; +using System.Threading; namespace OpenSim.Region.CoreModules.World.Archiver { @@ -52,7 +53,30 @@ namespace OpenSim.Region.CoreModules.World.Archiver public class ArchiveReadRequest { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + + /// + /// Contains data used while dearchiving a single scene. + /// + private class DearchiveContext + { + public Scene Scene { get; set; } + + public List SerialisedSceneObjects { get; set; } + + public List SerialisedParcels { get; set; } + + public List SceneObjects { get; set; } + + public DearchiveContext(Scene scene) + { + Scene = scene; + SerialisedSceneObjects = new List(); + SerialisedParcels = new List(); + SceneObjects = new List(); + } + } + /// /// The maximum major version of OAR that we can read. Minor versions shouldn't need a max number since version /// bumps here should be compatible. @@ -62,9 +86,10 @@ namespace OpenSim.Region.CoreModules.World.Archiver /// /// Has the control file been loaded for this archive? /// - public bool ControlFileLoaded { get; private set; } + public bool ControlFileLoaded { get; private set; } - protected Scene m_scene; + protected string m_loadPath; + protected Scene m_rootScene; protected Stream m_loadStream; protected Guid m_requestId; protected string m_errorMessage; @@ -91,7 +116,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver { if (m_UserMan == null) { - m_UserMan = m_scene.RequestModuleInterface(); + m_UserMan = m_rootScene.RequestModuleInterface(); } return m_UserMan; } @@ -104,10 +129,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver private IGroupsModule m_groupsModule; + private IAssetService m_assetService = null; + + public ArchiveReadRequest(Scene scene, string loadPath, bool merge, bool skipAssets, Guid requestId) { - m_scene = scene; + m_rootScene = scene; + m_loadPath = loadPath; try { m_loadStream = new GZipStream(ArchiveHelpers.GetStream(loadPath), CompressionMode.Decompress); @@ -128,12 +157,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver // Zero can never be a valid user id m_validUserUuids[UUID.Zero] = false; - m_groupsModule = m_scene.RequestModuleInterface(); + m_groupsModule = m_rootScene.RequestModuleInterface(); + m_assetService = m_rootScene.AssetService; } public ArchiveReadRequest(Scene scene, Stream loadStream, bool merge, bool skipAssets, Guid requestId) { - m_scene = scene; + m_rootScene = scene; + m_loadPath = null; m_loadStream = loadStream; m_merge = merge; m_skipAssets = skipAssets; @@ -142,33 +173,34 @@ namespace OpenSim.Region.CoreModules.World.Archiver // Zero can never be a valid user id m_validUserUuids[UUID.Zero] = false; - m_groupsModule = m_scene.RequestModuleInterface(); + m_groupsModule = m_rootScene.RequestModuleInterface(); + m_assetService = m_rootScene.AssetService; } /// /// Dearchive the region embodied in this request. /// public void DearchiveRegion() - { - // The same code can handle dearchiving 0.1 and 0.2 OpenSim Archive versions - DearchiveRegion0DotStar(); - } - - private void DearchiveRegion0DotStar() { int successfulAssetRestores = 0; int failedAssetRestores = 0; - List serialisedSceneObjects = new List(); - List serialisedParcels = new List(); - string filePath = "NONE"; - TarArchiveReader archive = new TarArchiveReader(m_loadStream); + DearchiveScenesInfo dearchivedScenes; + + // We dearchive all the scenes at once, because the files in the TAR archive might be mixed. + // Therefore, we have to keep track of the dearchive context of all the scenes. + Dictionary sceneContexts = new Dictionary(); + + string fullPath = "NONE"; + TarArchiveReader archive = null; byte[] data; TarArchiveReader.TarEntryType entryType; - + try { - while ((data = archive.ReadEntry(out filePath, out entryType)) != null) + FindAndLoadControlFile(out archive, out dearchivedScenes); + + while ((data = archive.ReadEntry(out fullPath, out entryType)) != null) { //m_log.DebugFormat( // "[ARCHIVER]: Successfully read {0} ({1} bytes)", filePath, data.Length); @@ -176,9 +208,30 @@ namespace OpenSim.Region.CoreModules.World.Archiver if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY == entryType) continue; + + // Find the scene that this file belongs to + + Scene scene; + string filePath; + if (!dearchivedScenes.GetRegionFromPath(fullPath, out scene, out filePath)) + continue; // this file belongs to a region that we're not loading + + DearchiveContext sceneContext = null; + if (scene != null) + { + if (!sceneContexts.TryGetValue(scene.RegionInfo.RegionID, out sceneContext)) + { + sceneContext = new DearchiveContext(scene); + sceneContexts.Add(scene.RegionInfo.RegionID, sceneContext); + } + } + + + // Process the file + if (filePath.StartsWith(ArchiveConstants.OBJECTS_PATH)) { - serialisedSceneObjects.Add(Encoding.UTF8.GetString(data)); + sceneContext.SerialisedSceneObjects.Add(Encoding.UTF8.GetString(data)); } else if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH) && !m_skipAssets) { @@ -192,19 +245,19 @@ namespace OpenSim.Region.CoreModules.World.Archiver } else if (!m_merge && filePath.StartsWith(ArchiveConstants.TERRAINS_PATH)) { - LoadTerrain(filePath, data); + LoadTerrain(scene, filePath, data); } else if (!m_merge && filePath.StartsWith(ArchiveConstants.SETTINGS_PATH)) { - LoadRegionSettings(filePath, data); + LoadRegionSettings(scene, filePath, data, dearchivedScenes); } else if (!m_merge && filePath.StartsWith(ArchiveConstants.LANDDATA_PATH)) { - serialisedParcels.Add(Encoding.UTF8.GetString(data)); + sceneContext.SerialisedParcels.Add(Encoding.UTF8.GetString(data)); } else if (filePath == ArchiveConstants.CONTROL_FILE_PATH) { - LoadControlFile(filePath, data); + // Ignore, because we already read the control file } } @@ -212,15 +265,16 @@ namespace OpenSim.Region.CoreModules.World.Archiver } catch (Exception e) { - m_log.ErrorFormat( - "[ARCHIVER]: Aborting load with error in archive file {0}. {1}", filePath, e); + m_log.Error( + String.Format("[ARCHIVER]: Aborting load with error in archive file {0} ", fullPath), e); m_errorMessage += e.ToString(); - m_scene.EventManager.TriggerOarFileLoaded(m_requestId, m_errorMessage); + m_rootScene.EventManager.TriggerOarFileLoaded(m_requestId, new List(), m_errorMessage); return; } finally { - archive.Close(); + if (archive != null) + archive.Close(); } if (!m_skipAssets) @@ -234,32 +288,143 @@ namespace OpenSim.Region.CoreModules.World.Archiver } } - if (!m_merge) + foreach (DearchiveContext sceneContext in sceneContexts.Values) { - m_log.Info("[ARCHIVER]: Clearing all existing scene objects"); - m_scene.DeleteAllSceneObjects(); + m_log.InfoFormat("[ARCHIVER:] Loading region {0}", sceneContext.Scene.RegionInfo.RegionName); + + if (!m_merge) + { + m_log.Info("[ARCHIVER]: Clearing all existing scene objects"); + sceneContext.Scene.DeleteAllSceneObjects(); + } + + try + { + LoadParcels(sceneContext.Scene, sceneContext.SerialisedParcels); + LoadObjects(sceneContext.Scene, sceneContext.SerialisedSceneObjects, sceneContext.SceneObjects); + + // Inform any interested parties that the region has changed. We waited until now so that all + // of the region's objects will be loaded when we send this notification. + IEstateModule estateModule = sceneContext.Scene.RequestModuleInterface(); + if (estateModule != null) + estateModule.TriggerRegionInfoChange(); + } + catch (Exception e) + { + m_log.Error("[ARCHIVER]: Error loading parcels or objects ", e); + m_errorMessage += e.ToString(); + m_rootScene.EventManager.TriggerOarFileLoaded(m_requestId, new List(), m_errorMessage); + return; + } } - LoadParcels(serialisedParcels); - LoadObjects(serialisedSceneObjects); + // Start the scripts. We delayed this because we want the OAR to finish loading ASAP, so + // that users can enter the scene. If we allow the scripts to start in the loop above + // then they significantly increase the time until the OAR finishes loading. + Util.FireAndForget(delegate(object o) + { + Thread.Sleep(15000); + m_log.Info("Starting scripts in scene objects"); + + foreach (DearchiveContext sceneContext in sceneContexts.Values) + { + foreach (SceneObjectGroup sceneObject in sceneContext.SceneObjects) + { + sceneObject.CreateScriptInstances(0, false, sceneContext.Scene.DefaultScriptEngine, 0); // StateSource.RegionStart + sceneObject.ResumeScripts(); + } + + sceneContext.SceneObjects.Clear(); + } + }); m_log.InfoFormat("[ARCHIVER]: Successfully loaded archive"); - m_scene.EventManager.TriggerOarFileLoaded(m_requestId, m_errorMessage); + m_rootScene.EventManager.TriggerOarFileLoaded(m_requestId, dearchivedScenes.GetLoadedScenes(), m_errorMessage); + } + + /// + /// Searches through the files in the archive for the control file, and reads it. + /// We must read the control file first, in order to know which regions are available. + /// + /// + /// In most cases the control file *is* first, since that's how we create archives. However, + /// it's possible that someone rewrote the archive externally so we can't rely on this fact. + /// + /// + /// + private void FindAndLoadControlFile(out TarArchiveReader archive, out DearchiveScenesInfo dearchivedScenes) + { + archive = new TarArchiveReader(m_loadStream); + dearchivedScenes = new DearchiveScenesInfo(); + + string filePath; + byte[] data; + TarArchiveReader.TarEntryType entryType; + bool firstFile = true; + + while ((data = archive.ReadEntry(out filePath, out entryType)) != null) + { + if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY == entryType) + continue; + + if (filePath == ArchiveConstants.CONTROL_FILE_PATH) + { + LoadControlFile(filePath, data, dearchivedScenes); + + // Find which scenes are available in the simulator + ArchiveScenesGroup simulatorScenes = new ArchiveScenesGroup(); + SceneManager.Instance.ForEachScene(delegate(Scene scene2) + { + simulatorScenes.AddScene(scene2); + }); + simulatorScenes.CalcSceneLocations(); + dearchivedScenes.SetSimulatorScenes(m_rootScene, simulatorScenes); + + // If the control file wasn't the first file then reset the read pointer + if (!firstFile) + { + m_log.Warn("Control file wasn't the first file in the archive"); + if (m_loadStream.CanSeek) + { + m_loadStream.Seek(0, SeekOrigin.Begin); + } + else if (m_loadPath != null) + { + archive.Close(); + archive = null; + m_loadStream.Close(); + m_loadStream = null; + m_loadStream = new GZipStream(ArchiveHelpers.GetStream(m_loadPath), CompressionMode.Decompress); + archive = new TarArchiveReader(m_loadStream); + } + else + { + // There isn't currently a scenario where this happens, but it's best to add a check just in case + throw new Exception("Error reading archive: control file wasn't the first file, and the input stream doesn't allow seeking"); + } + } + + return; + } + + firstFile = false; + } + + throw new Exception("Control file not found"); } /// /// Load serialized scene objects. /// - /// - protected void LoadObjects(List serialisedSceneObjects) + protected void LoadObjects(Scene scene, List serialisedSceneObjects, List sceneObjects) { // Reload serialized prims m_log.InfoFormat("[ARCHIVER]: Loading {0} scene objects. Please wait.", serialisedSceneObjects.Count); - UUID oldTelehubUUID = m_scene.RegionInfo.RegionSettings.TelehubObject; + UUID oldTelehubUUID = scene.RegionInfo.RegionSettings.TelehubObject; - IRegionSerialiserModule serialiser = m_scene.RequestModuleInterface(); + IRegionSerialiserModule serialiser = scene.RequestModuleInterface(); int sceneObjectsLoadedCount = 0; foreach (string serialisedSceneObject in serialisedSceneObjects) @@ -280,7 +445,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver SceneObjectGroup sceneObject = serialiser.DeserializeGroupFromXml2(serialisedSceneObject); - bool isTelehub = (sceneObject.UUID == oldTelehubUUID); + bool isTelehub = (sceneObject.UUID == oldTelehubUUID) && (oldTelehubUUID != UUID.Zero); // For now, give all incoming scene objects new uuids. This will allow scenes to be cloned // on the same region server and multiple examples a single object archive to be imported @@ -290,8 +455,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver if (isTelehub) { // Change the Telehub Object to the new UUID - m_scene.RegionInfo.RegionSettings.TelehubObject = sceneObject.UUID; - m_scene.RegionInfo.RegionSettings.Save(); + scene.RegionInfo.RegionSettings.TelehubObject = sceneObject.UUID; + scene.RegionInfo.RegionSettings.Save(); oldTelehubUUID = UUID.Zero; } @@ -301,17 +466,17 @@ namespace OpenSim.Region.CoreModules.World.Archiver { if (part.CreatorData == null || part.CreatorData == string.Empty) { - if (!ResolveUserUuid(part.CreatorID)) - part.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner; + if (!ResolveUserUuid(scene, part.CreatorID)) + part.CreatorID = scene.RegionInfo.EstateSettings.EstateOwner; } if (UserManager != null) UserManager.AddUser(part.CreatorID, part.CreatorData); - if (!ResolveUserUuid(part.OwnerID)) - part.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner; + if (!ResolveUserUuid(scene, part.OwnerID)) + part.OwnerID = scene.RegionInfo.EstateSettings.EstateOwner; - if (!ResolveUserUuid(part.LastOwnerID)) - part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner; + if (!ResolveUserUuid(scene, part.LastOwnerID)) + part.LastOwnerID = scene.RegionInfo.EstateSettings.EstateOwner; if (!ResolveGroupUuid(part.GroupID)) part.GroupID = UUID.Zero; @@ -325,14 +490,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver // being no copy/no mod for everyone lock (part.TaskInventory) { - if (!ResolveUserUuid(part.CreatorID)) - part.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner; + if (!ResolveUserUuid(scene, part.CreatorID)) + part.CreatorID = scene.RegionInfo.EstateSettings.EstateOwner; - if (!ResolveUserUuid(part.OwnerID)) - part.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner; + if (!ResolveUserUuid(scene, part.OwnerID)) + part.OwnerID = scene.RegionInfo.EstateSettings.EstateOwner; - if (!ResolveUserUuid(part.LastOwnerID)) - part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner; + if (!ResolveUserUuid(scene, part.LastOwnerID)) + part.LastOwnerID = scene.RegionInfo.EstateSettings.EstateOwner; // And zap any troublesome sit target information part.SitTargetOrientation = new Quaternion(0, 0, 0, 1); @@ -345,15 +510,15 @@ namespace OpenSim.Region.CoreModules.World.Archiver TaskInventoryDictionary inv = part.TaskInventory; foreach (KeyValuePair kvp in inv) { - if (!ResolveUserUuid(kvp.Value.OwnerID)) + if (!ResolveUserUuid(scene, kvp.Value.OwnerID)) { - kvp.Value.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner; + kvp.Value.OwnerID = scene.RegionInfo.EstateSettings.EstateOwner; } if (kvp.Value.CreatorData == null || kvp.Value.CreatorData == string.Empty) { - if (!ResolveUserUuid(kvp.Value.CreatorID)) - kvp.Value.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner; + if (!ResolveUserUuid(scene, kvp.Value.CreatorID)) + kvp.Value.CreatorID = scene.RegionInfo.EstateSettings.EstateOwner; } if (UserManager != null) @@ -366,10 +531,10 @@ namespace OpenSim.Region.CoreModules.World.Archiver } } - if (m_scene.AddRestoredSceneObject(sceneObject, true, false)) + if (scene.AddRestoredSceneObject(sceneObject, true, false)) { sceneObjectsLoadedCount++; - sceneObject.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, 0); + sceneObject.CreateScriptInstances(0, false, scene.DefaultScriptEngine, 0); sceneObject.ResumeScripts(); } } @@ -384,16 +549,17 @@ namespace OpenSim.Region.CoreModules.World.Archiver if (oldTelehubUUID != UUID.Zero) { m_log.WarnFormat("Telehub object not found: {0}", oldTelehubUUID); - m_scene.RegionInfo.RegionSettings.TelehubObject = UUID.Zero; - m_scene.RegionInfo.RegionSettings.ClearSpawnPoints(); + scene.RegionInfo.RegionSettings.TelehubObject = UUID.Zero; + scene.RegionInfo.RegionSettings.ClearSpawnPoints(); } } /// /// Load serialized parcels. /// + /// /// - protected void LoadParcels(List serialisedParcels) + protected void LoadParcels(Scene scene, List serialisedParcels) { // Reload serialized parcels m_log.InfoFormat("[ARCHIVER]: Loading {0} parcels. Please wait.", serialisedParcels.Count); @@ -404,8 +570,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver // Validate User and Group UUID's - if (!ResolveUserUuid(parcel.OwnerID)) - parcel.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner; + if (!ResolveUserUuid(scene, parcel.OwnerID)) + parcel.OwnerID = m_rootScene.RegionInfo.EstateSettings.EstateOwner; if (!ResolveGroupUuid(parcel.GroupID)) { @@ -416,7 +582,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver List accessList = new List(); foreach (LandAccessEntry entry in parcel.ParcelAccessList) { - if (ResolveUserUuid(entry.AgentID)) + if (ResolveUserUuid(scene, entry.AgentID)) accessList.Add(entry); // else, drop this access rule } @@ -432,23 +598,24 @@ namespace OpenSim.Region.CoreModules.World.Archiver if (!m_merge) { bool setupDefaultParcel = (landData.Count == 0); - m_scene.LandChannel.Clear(setupDefaultParcel); + scene.LandChannel.Clear(setupDefaultParcel); } - m_scene.EventManager.TriggerIncomingLandDataFromStorage(landData); + scene.EventManager.TriggerIncomingLandDataFromStorage(landData); m_log.InfoFormat("[ARCHIVER]: Restored {0} parcels.", landData.Count); } /// /// Look up the given user id to check whether it's one that is valid for this grid. /// + /// /// /// - private bool ResolveUserUuid(UUID uuid) + private bool ResolveUserUuid(Scene scene, UUID uuid) { if (!m_validUserUuids.ContainsKey(uuid)) { - UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, uuid); + UserAccount account = scene.UserAccountService.GetUserAccount(scene.RegionInfo.ScopeID, uuid); m_validUserUuids.Add(uuid, account != null); } @@ -503,7 +670,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver string extension = filename.Substring(i); string uuid = filename.Remove(filename.Length - extension.Length); - if (m_scene.AssetService.GetMetadata(uuid) != null) + if (m_assetService.GetMetadata(uuid) != null) { // m_log.DebugFormat("[ARCHIVER]: found existing asset {0}",uuid); return true; @@ -523,7 +690,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver // We're relying on the asset service to do the sensible thing and not store the asset if it already // exists. - m_scene.AssetService.Store(asset); + m_assetService.Store(asset); /** * Create layers on decode for image assets. This is likely to significantly increase the time to load archives so @@ -551,12 +718,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver /// /// Load region settings data /// + /// /// /// + /// /// /// true if settings were loaded successfully, false otherwise /// - private bool LoadRegionSettings(string settingsPath, byte[] data) + private bool LoadRegionSettings(Scene scene, string settingsPath, byte[] data, DearchiveScenesInfo dearchivedScenes) { RegionSettings loadedRegionSettings; @@ -572,7 +741,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver return false; } - RegionSettings currentRegionSettings = m_scene.RegionInfo.RegionSettings; + RegionSettings currentRegionSettings = scene.RegionInfo.RegionSettings; currentRegionSettings.AgentLimit = loadedRegionSettings.AgentLimit; currentRegionSettings.AllowDamage = loadedRegionSettings.AllowDamage; @@ -609,12 +778,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver foreach (SpawnPoint sp in loadedRegionSettings.SpawnPoints()) currentRegionSettings.AddSpawnPoint(sp); + currentRegionSettings.LoadedCreationDateTime = dearchivedScenes.LoadedCreationDateTime; + currentRegionSettings.LoadedCreationID = dearchivedScenes.GetOriginalRegionID(scene.RegionInfo.RegionID).ToString(); + currentRegionSettings.Save(); - m_scene.TriggerEstateSunUpdate(); + scene.TriggerEstateSunUpdate(); - IEstateModule estateModule = m_scene.RequestModuleInterface(); - + IEstateModule estateModule = scene.RequestModuleInterface(); if (estateModule != null) estateModule.sendRegionHandshakeToAll(); @@ -624,14 +795,15 @@ namespace OpenSim.Region.CoreModules.World.Archiver /// /// Load terrain data /// + /// /// /// /// /// true if terrain was resolved successfully, false otherwise. /// - private bool LoadTerrain(string terrainPath, byte[] data) + private bool LoadTerrain(Scene scene, string terrainPath, byte[] data) { - ITerrainModule terrainModule = m_scene.RequestModuleInterface(); + ITerrainModule terrainModule = scene.RequestModuleInterface(); MemoryStream ms = new MemoryStream(data); terrainModule.LoadFromStream(terrainPath, ms); @@ -647,17 +819,18 @@ namespace OpenSim.Region.CoreModules.World.Archiver /// /// /// - public void LoadControlFile(string path, byte[] data) + /// + public DearchiveScenesInfo LoadControlFile(string path, byte[] data, DearchiveScenesInfo dearchivedScenes) { XmlNamespaceManager nsmgr = new XmlNamespaceManager(new NameTable()); XmlParserContext context = new XmlParserContext(null, nsmgr, null, XmlSpace.None); XmlTextReader xtr = new XmlTextReader(Encoding.ASCII.GetString(data), XmlNodeType.Document, context); - RegionSettings currentRegionSettings = m_scene.RegionInfo.RegionSettings; + // Loaded metadata will be empty if no information exists in the archive + dearchivedScenes.LoadedCreationDateTime = 0; + dearchivedScenes.DefaultOriginalID = ""; - // Loaded metadata will empty if no information exists in the archive - currentRegionSettings.LoadedCreationDateTime = 0; - currentRegionSettings.LoadedCreationID = ""; + bool multiRegion = false; while (xtr.Read()) { @@ -683,18 +856,44 @@ namespace OpenSim.Region.CoreModules.World.Archiver { int value; if (Int32.TryParse(xtr.ReadElementContentAsString(), out value)) - currentRegionSettings.LoadedCreationDateTime = value; + dearchivedScenes.LoadedCreationDateTime = value; } - else if (xtr.Name.ToString() == "id") + else if (xtr.Name.ToString() == "row") { - currentRegionSettings.LoadedCreationID = xtr.ReadElementContentAsString(); + multiRegion = true; + dearchivedScenes.StartRow(); + } + else if (xtr.Name.ToString() == "region") + { + dearchivedScenes.StartRegion(); + } + else if (xtr.Name.ToString() == "id") + { + string id = xtr.ReadElementContentAsString(); + dearchivedScenes.DefaultOriginalID = id; + if (multiRegion) + dearchivedScenes.SetRegionOriginalID(id); + } + else if (xtr.Name.ToString() == "dir") + { + dearchivedScenes.SetRegionDirectory(xtr.ReadElementContentAsString()); } } } - - currentRegionSettings.Save(); - + + dearchivedScenes.MultiRegionFormat = multiRegion; + if (!multiRegion) + { + // Add the single scene + dearchivedScenes.StartRow(); + dearchivedScenes.StartRegion(); + dearchivedScenes.SetRegionOriginalID(dearchivedScenes.DefaultOriginalID); + dearchivedScenes.SetRegionDirectory(""); + } + ControlFileLoaded = true; + + return dearchivedScenes; } } -} \ No newline at end of file +} diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveScenesGroup.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveScenesGroup.cs new file mode 100644 index 0000000000..a66ed88ad1 --- /dev/null +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveScenesGroup.cs @@ -0,0 +1,176 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using OpenSim.Region.Framework.Scenes; +using OpenMetaverse; +using System.Drawing; + +namespace OpenSim.Region.CoreModules.World.Archiver +{ + /// + /// A group of regions arranged in a rectangle, possibly with holes. + /// + /// + /// The regions usually (but not necessarily) belong to an archive file, in which case we + /// store additional information used to create the archive (e.g., each region's + /// directory within the archive). + /// + public class ArchiveScenesGroup + { + /// + /// All the regions. The outer dictionary contains rows (key: Y coordinate). + /// The inner dictionaries contain each row's regions (key: X coordinate). + /// + public SortedDictionary> Regions { get; set; } + + /// + /// The subdirectory where each region is stored in the archive. + /// + protected Dictionary m_regionDirs; + + /// + /// The grid coordinates of the regions' bounding box. + /// + public Rectangle Rect { get; set; } + + + public ArchiveScenesGroup() + { + Regions = new SortedDictionary>(); + m_regionDirs = new Dictionary(); + Rect = new Rectangle(0, 0, 0, 0); + } + + public void AddScene(Scene scene) + { + uint x = scene.RegionInfo.RegionLocX; + uint y = scene.RegionInfo.RegionLocY; + + SortedDictionary row; + if (!Regions.TryGetValue(y, out row)) + { + row = new SortedDictionary(); + Regions[y] = row; + } + + row[x] = scene; + } + + /// + /// Called after all the scenes have been added. Performs calculations that require + /// knowledge of all the scenes. + /// + public void CalcSceneLocations() + { + if (Regions.Count == 0) + return; + + // Find the bounding rectangle + + uint firstY = Regions.First().Key; + uint lastY = Regions.Last().Key; + + uint? firstX = null; + uint? lastX = null; + + foreach (SortedDictionary row in Regions.Values) + { + uint curFirstX = row.First().Key; + uint curLastX = row.Last().Key; + + firstX = (firstX == null) ? curFirstX : (firstX < curFirstX) ? firstX : curFirstX; + lastX = (lastX == null) ? curLastX : (lastX > curLastX) ? lastX : curLastX; + } + + Rect = new Rectangle((int)firstX, (int)firstY, (int)(lastY - firstY + 1), (int)(lastX - firstX + 1)); + + + // Calculate the subdirectory in which each region will be stored in the archive + + m_regionDirs.Clear(); + ForEachScene(delegate(Scene scene) + { + // We add the region's coordinates to ensure uniqueness even if multiple regions have the same name + string path = string.Format("{0}_{1}_{2}", + scene.RegionInfo.RegionLocX - Rect.X + 1, + scene.RegionInfo.RegionLocY - Rect.Y + 1, + scene.RegionInfo.RegionName.Replace(' ', '_')); + m_regionDirs[scene.RegionInfo.RegionID] = path; + }); + } + + /// + /// Returns the subdirectory where the region is stored. + /// + /// + /// + public string GetRegionDir(UUID regionID) + { + return m_regionDirs[regionID]; + } + + /// + /// Performs an action on all the scenes in this order: rows from South to North, + /// and within each row West to East. + /// + /// + public void ForEachScene(Action action) + { + foreach (SortedDictionary row in Regions.Values) + { + foreach (Scene scene in row.Values) + { + action(scene); + } + } + } + + /// + /// Returns the scene at position 'location'. + /// + /// A location in the grid + /// The scene at this location + /// Whether the scene was found + public bool TryGetScene(Point location, out Scene scene) + { + SortedDictionary row; + if (Regions.TryGetValue((uint)location.Y, out row)) + { + if (row.TryGetValue((uint)location.X, out scene)) + return true; + } + + scene = null; + return false; + } + + } +} diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs new file mode 100644 index 0000000000..d751b1c990 --- /dev/null +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs @@ -0,0 +1,634 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using System; +using System.Collections.Generic; +using System.IO; +using System.IO.Compression; +using System.Reflection; +using System.Text.RegularExpressions; +using System.Threading; +using System.Xml; +using log4net; +using OpenMetaverse; +using OpenSim.Framework; +using OpenSim.Framework.Serialization; +using OpenSim.Region.CoreModules.World.Terrain; +using OpenSim.Region.Framework.Interfaces; +using OpenSim.Region.Framework.Scenes; +using Ionic.Zlib; +using GZipStream = Ionic.Zlib.GZipStream; +using CompressionMode = Ionic.Zlib.CompressionMode; +using OpenSim.Framework.Serialization.External; + +namespace OpenSim.Region.CoreModules.World.Archiver +{ + /// + /// Prepare to write out an archive. + /// + public class ArchiveWriteRequest + { + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + + /// + /// The minimum major version of OAR that we can write. + /// + public static int MIN_MAJOR_VERSION = 0; + + /// + /// The maximum major version of OAR that we can write. + /// + public static int MAX_MAJOR_VERSION = 1; + + /// + /// Whether we're saving a multi-region archive. + /// + public bool MultiRegionFormat { get; set; } + + /// + /// Determine whether this archive will save assets. Default is true. + /// + public bool SaveAssets { get; set; } + + /// + /// Determines which objects will be included in the archive, according to their permissions. + /// Default is null, meaning no permission checks. + /// + public string CheckPermissions { get; set; } + + protected Scene m_rootScene; + protected Stream m_saveStream; + protected TarArchiveWriter m_archiveWriter; + protected Guid m_requestId; + protected Dictionary m_options; + + /// + /// Constructor + /// + /// Calling module + /// The path to which to save data. + /// The id associated with this request + /// + /// If there was a problem opening a stream for the file specified by the savePath + /// + public ArchiveWriteRequest(Scene scene, string savePath, Guid requestId) : this(scene, requestId) + { + try + { + m_saveStream = new GZipStream(new FileStream(savePath, FileMode.Create), CompressionMode.Compress, CompressionLevel.BestCompression); + } + catch (EntryPointNotFoundException e) + { + m_log.ErrorFormat( + "[ARCHIVER]: Mismatch between Mono and zlib1g library version when trying to create compression stream." + + "If you've manually installed Mono, have you appropriately updated zlib1g as well?"); + m_log.ErrorFormat("{0} {1}", e.Message, e.StackTrace); + } + } + + /// + /// Constructor. + /// + /// The root scene to archive + /// The stream to which to save data. + /// The id associated with this request + public ArchiveWriteRequest(Scene scene, Stream saveStream, Guid requestId) : this(scene, requestId) + { + m_saveStream = saveStream; + } + + protected ArchiveWriteRequest(Scene scene, Guid requestId) + { + m_rootScene = scene; + m_requestId = requestId; + m_archiveWriter = null; + + MultiRegionFormat = false; + SaveAssets = true; + CheckPermissions = null; + } + + /// + /// Archive the region requested. + /// + /// if there was an io problem with creating the file + public void ArchiveRegion(Dictionary options) + { + m_options = options; + + if (options.ContainsKey("all") && (bool)options["all"]) + MultiRegionFormat = true; + + if (options.ContainsKey("noassets") && (bool)options["noassets"]) + SaveAssets = false; + + Object temp; + if (options.TryGetValue("checkPermissions", out temp)) + CheckPermissions = (string)temp; + + + // Find the regions to archive + ArchiveScenesGroup scenesGroup = new ArchiveScenesGroup(); + if (MultiRegionFormat) + { + m_log.InfoFormat("[ARCHIVER]: Saving {0} regions", SceneManager.Instance.Scenes.Count); + SceneManager.Instance.ForEachScene(delegate(Scene scene) + { + scenesGroup.AddScene(scene); + }); + } + else + { + scenesGroup.AddScene(m_rootScene); + } + scenesGroup.CalcSceneLocations(); + + + m_archiveWriter = new TarArchiveWriter(m_saveStream); + + try + { + // Write out control file. It should be first so that it will be found ASAP when loading the file. + m_archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, CreateControlFile(scenesGroup)); + m_log.InfoFormat("[ARCHIVER]: Added control file to archive."); + + // Archive the regions + + Dictionary assetUuids = new Dictionary(); + + scenesGroup.ForEachScene(delegate(Scene scene) + { + string regionDir = MultiRegionFormat ? scenesGroup.GetRegionDir(scene.RegionInfo.RegionID) : ""; + ArchiveOneRegion(scene, regionDir, assetUuids); + }); + + // Archive the assets + + if (SaveAssets) + { + m_log.DebugFormat("[ARCHIVER]: Saving {0} assets", assetUuids.Count); + + // Asynchronously request all the assets required to perform this archive operation + AssetsRequest ar + = new AssetsRequest( + new AssetsArchiver(m_archiveWriter), assetUuids, + m_rootScene.AssetService, m_rootScene.UserAccountService, + m_rootScene.RegionInfo.ScopeID, options, ReceivedAllAssets); + + Util.FireAndForget(o => ar.Execute()); + + // CloseArchive() will be called from ReceivedAllAssets() + } + else + { + m_log.DebugFormat("[ARCHIVER]: Not saving assets since --noassets was specified"); + CloseArchive(string.Empty); + } + } + catch (Exception e) + { + CloseArchive(e.Message); + throw; + } + } + + + private void ArchiveOneRegion(Scene scene, string regionDir, Dictionary assetUuids) + { + m_log.InfoFormat("[ARCHIVER]: Writing region {0}", scene.RegionInfo.RegionName); + + EntityBase[] entities = scene.GetEntities(); + List sceneObjects = new List(); + + int numObjectsSkippedPermissions = 0; + + // Filter entities so that we only have scene objects. + // FIXME: Would be nicer to have this as a proper list in SceneGraph, since lots of methods + // end up having to do this + IPermissionsModule permissionsModule = scene.RequestModuleInterface(); + foreach (EntityBase entity in entities) + { + if (entity is SceneObjectGroup) + { + SceneObjectGroup sceneObject = (SceneObjectGroup)entity; + + if (!sceneObject.IsDeleted && !sceneObject.IsAttachment) + { + if (!CanUserArchiveObject(scene.RegionInfo.EstateSettings.EstateOwner, sceneObject, CheckPermissions, permissionsModule)) + { + // The user isn't allowed to copy/transfer this object, so it will not be included in the OAR. + ++numObjectsSkippedPermissions; + } + else + { + sceneObjects.Add(sceneObject); + } + } + } + } + + if (SaveAssets) + { + UuidGatherer assetGatherer = new UuidGatherer(scene.AssetService); + int prevAssets = assetUuids.Count; + + foreach (SceneObjectGroup sceneObject in sceneObjects) + { + assetGatherer.GatherAssetUuids(sceneObject, assetUuids); + } + + m_log.DebugFormat( + "[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets", + sceneObjects.Count, assetUuids.Count - prevAssets); + } + + if (numObjectsSkippedPermissions > 0) + { + m_log.DebugFormat( + "[ARCHIVER]: {0} scene objects skipped due to lack of permissions", + numObjectsSkippedPermissions); + } + + // Make sure that we also request terrain texture assets + RegionSettings regionSettings = scene.RegionInfo.RegionSettings; + + if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1) + assetUuids[regionSettings.TerrainTexture1] = AssetType.Texture; + + if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2) + assetUuids[regionSettings.TerrainTexture2] = AssetType.Texture; + + if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3) + assetUuids[regionSettings.TerrainTexture3] = AssetType.Texture; + + if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4) + assetUuids[regionSettings.TerrainTexture4] = AssetType.Texture; + + Save(scene, sceneObjects, regionDir); + } + + /// + /// Checks whether the user has permission to export an object group to an OAR. + /// + /// The user + /// The object group + /// Which permissions to check: "C" = Copy, "T" = Transfer + /// The scene's permissions module + /// Whether the user is allowed to export the object to an OAR + private bool CanUserArchiveObject(UUID user, SceneObjectGroup objGroup, string checkPermissions, IPermissionsModule permissionsModule) + { + if (checkPermissions == null) + return true; + + if (permissionsModule == null) + return true; // this shouldn't happen + + // Check whether the user is permitted to export all of the parts in the SOG. If any + // part can't be exported then the entire SOG can't be exported. + + bool permitted = true; + //int primNumber = 1; + + foreach (SceneObjectPart obj in objGroup.Parts) + { + uint perm; + PermissionClass permissionClass = permissionsModule.GetPermissionClass(user, obj); + switch (permissionClass) + { + case PermissionClass.Owner: + perm = obj.BaseMask; + break; + case PermissionClass.Group: + perm = obj.GroupMask | obj.EveryoneMask; + break; + case PermissionClass.Everyone: + default: + perm = obj.EveryoneMask; + break; + } + + bool canCopy = (perm & (uint)PermissionMask.Copy) != 0; + bool canTransfer = (perm & (uint)PermissionMask.Transfer) != 0; + + // Special case: if Everyone can copy the object then this implies it can also be + // Transferred. + // However, if the user is the Owner then we don't check EveryoneMask, because it seems that the mask + // always (incorrectly) includes the Copy bit set in this case. But that's a mistake: the viewer + // does NOT show that the object has Everyone-Copy permissions, and doesn't allow it to be copied. + if (permissionClass != PermissionClass.Owner) + canTransfer |= (obj.EveryoneMask & (uint)PermissionMask.Copy) != 0; + + bool partPermitted = true; + if (checkPermissions.Contains("C") && !canCopy) + partPermitted = false; + if (checkPermissions.Contains("T") && !canTransfer) + partPermitted = false; + + // If the user is the Creator of the object then it can always be included in the OAR + bool creator = (obj.CreatorID.Guid == user.Guid); + if (creator) + partPermitted = true; + + //string name = (objGroup.PrimCount == 1) ? objGroup.Name : string.Format("{0} ({1}/{2})", obj.Name, primNumber, objGroup.PrimCount); + //m_log.DebugFormat("[ARCHIVER]: Object permissions: {0}: Base={1:X4}, Owner={2:X4}, Everyone={3:X4}, permissionClass={4}, checkPermissions={5}, canCopy={6}, canTransfer={7}, creator={8}, permitted={9}", + // name, obj.BaseMask, obj.OwnerMask, obj.EveryoneMask, + // permissionClass, checkPermissions, canCopy, canTransfer, creator, partPermitted); + + if (!partPermitted) + { + permitted = false; + break; + } + + //++primNumber; + } + + return permitted; + } + + /// + /// Create the control file. + /// + /// + public string CreateControlFile(ArchiveScenesGroup scenesGroup) + { + int majorVersion; + int minorVersion; + + if (MultiRegionFormat) + { + majorVersion = MAX_MAJOR_VERSION; + minorVersion = 0; + } + else + { + // To support older versions of OpenSim, we continue to create single-region OARs + // using the old file format. In the future this format will be discontinued. + majorVersion = 0; + minorVersion = 8; + } +// +// if (m_options.ContainsKey("version")) +// { +// string[] parts = m_options["version"].ToString().Split('.'); +// if (parts.Length >= 1) +// { +// majorVersion = Int32.Parse(parts[0]); +// +// if (parts.Length >= 2) +// minorVersion = Int32.Parse(parts[1]); +// } +// } +// +// if (majorVersion < MIN_MAJOR_VERSION || majorVersion > MAX_MAJOR_VERSION) +// { +// throw new Exception( +// string.Format( +// "OAR version number for save must be between {0} and {1}", +// MIN_MAJOR_VERSION, MAX_MAJOR_VERSION)); +// } +// else if (majorVersion == MAX_MAJOR_VERSION) +// { +// // Force 1.0 +// minorVersion = 0; +// } +// else if (majorVersion == MIN_MAJOR_VERSION) +// { +// // Force 0.4 +// minorVersion = 4; +// } + + m_log.InfoFormat("[ARCHIVER]: Creating version {0}.{1} OAR", majorVersion, minorVersion); + if (majorVersion == 1) + { + m_log.WarnFormat("[ARCHIVER]: Please be aware that version 1.0 OARs are not compatible with OpenSim versions prior to 0.7.4. Do not use the --all option if you want to produce a compatible OAR"); + } + + String s; + + using (StringWriter sw = new StringWriter()) + { + using (XmlTextWriter xtw = new XmlTextWriter(sw)) + { + xtw.Formatting = Formatting.Indented; + xtw.WriteStartDocument(); + xtw.WriteStartElement("archive"); + xtw.WriteAttributeString("major_version", majorVersion.ToString()); + xtw.WriteAttributeString("minor_version", minorVersion.ToString()); + + xtw.WriteStartElement("creation_info"); + DateTime now = DateTime.UtcNow; + TimeSpan t = now - new DateTime(1970, 1, 1); + xtw.WriteElementString("datetime", ((int)t.TotalSeconds).ToString()); + if (!MultiRegionFormat) + xtw.WriteElementString("id", m_rootScene.RegionInfo.RegionID.ToString()); + xtw.WriteEndElement(); + + xtw.WriteElementString("assets_included", SaveAssets.ToString()); + + if (MultiRegionFormat) + { + WriteRegionsManifest(scenesGroup, xtw); + } + else + { + xtw.WriteStartElement("region_info"); + WriteRegionInfo(m_rootScene, xtw); + xtw.WriteEndElement(); + } + + xtw.WriteEndElement(); + + xtw.Flush(); + } + + s = sw.ToString(); + } + + return s; + } + + /// + /// Writes the list of regions included in a multi-region OAR. + /// + private static void WriteRegionsManifest(ArchiveScenesGroup scenesGroup, XmlTextWriter xtw) + { + xtw.WriteStartElement("regions"); + + // Write the regions in order: rows from South to North, then regions from West to East. + // The list of regions can have "holes"; we write empty elements in their position. + + for (uint y = (uint)scenesGroup.Rect.Top; y < scenesGroup.Rect.Bottom; ++y) + { + SortedDictionary row; + if (scenesGroup.Regions.TryGetValue(y, out row)) + { + xtw.WriteStartElement("row"); + + for (uint x = (uint)scenesGroup.Rect.Left; x < scenesGroup.Rect.Right; ++x) + { + Scene scene; + if (row.TryGetValue(x, out scene)) + { + xtw.WriteStartElement("region"); + xtw.WriteElementString("id", scene.RegionInfo.RegionID.ToString()); + xtw.WriteElementString("dir", scenesGroup.GetRegionDir(scene.RegionInfo.RegionID)); + WriteRegionInfo(scene, xtw); + xtw.WriteEndElement(); + } + else + { + // Write a placeholder for a missing region + xtw.WriteElementString("region", ""); + } + } + + xtw.WriteEndElement(); + } + else + { + // Write a placeholder for a missing row + xtw.WriteElementString("row", ""); + } + } + + xtw.WriteEndElement(); // "regions" + } + + protected static void WriteRegionInfo(Scene scene, XmlTextWriter xtw) + { + bool isMegaregion; + Vector2 size; + + IRegionCombinerModule rcMod = scene.RequestModuleInterface(); + + if (rcMod != null) + isMegaregion = rcMod.IsRootForMegaregion(scene.RegionInfo.RegionID); + else + isMegaregion = false; + + if (isMegaregion) + size = rcMod.GetSizeOfMegaregion(scene.RegionInfo.RegionID); + else + size = new Vector2((float)Constants.RegionSize, (float)Constants.RegionSize); + + xtw.WriteElementString("is_megaregion", isMegaregion.ToString()); + xtw.WriteElementString("size_in_meters", string.Format("{0},{1}", size.X, size.Y)); + } + + + protected void Save(Scene scene, List sceneObjects, string regionDir) + { + if (regionDir != string.Empty) + regionDir = ArchiveConstants.REGIONS_PATH + regionDir + "/"; + + m_log.InfoFormat("[ARCHIVER]: Adding region settings to archive."); + + // Write out region settings + string settingsPath = String.Format("{0}{1}{2}.xml", + regionDir, ArchiveConstants.SETTINGS_PATH, scene.RegionInfo.RegionName); + m_archiveWriter.WriteFile(settingsPath, RegionSettingsSerializer.Serialize(scene.RegionInfo.RegionSettings)); + + m_log.InfoFormat("[ARCHIVER]: Adding parcel settings to archive."); + + // Write out land data (aka parcel) settings + List landObjects = scene.LandChannel.AllParcels(); + foreach (ILandObject lo in landObjects) + { + LandData landData = lo.LandData; + string landDataPath = String.Format("{0}{1}{2}.xml", + regionDir, ArchiveConstants.LANDDATA_PATH, landData.GlobalID.ToString()); + m_archiveWriter.WriteFile(landDataPath, LandDataSerializer.Serialize(landData, m_options)); + } + + m_log.InfoFormat("[ARCHIVER]: Adding terrain information to archive."); + + // Write out terrain + string terrainPath = String.Format("{0}{1}{2}.r32", + regionDir, ArchiveConstants.TERRAINS_PATH, scene.RegionInfo.RegionName); + + MemoryStream ms = new MemoryStream(); + scene.RequestModuleInterface().SaveToStream(terrainPath, ms); + m_archiveWriter.WriteFile(terrainPath, ms.ToArray()); + ms.Close(); + + m_log.InfoFormat("[ARCHIVER]: Adding scene objects to archive."); + + // Write out scene object metadata + IRegionSerialiserModule serializer = scene.RequestModuleInterface(); + foreach (SceneObjectGroup sceneObject in sceneObjects) + { + //m_log.DebugFormat("[ARCHIVER]: Saving {0} {1}, {2}", entity.Name, entity.UUID, entity.GetType()); + + string serializedObject = serializer.SerializeGroupToXml2(sceneObject, m_options); + string objectPath = string.Format("{0}{1}", regionDir, ArchiveHelpers.CreateObjectPath(sceneObject)); + m_archiveWriter.WriteFile(objectPath, serializedObject); + } + } + + protected void ReceivedAllAssets( + ICollection assetsFoundUuids, ICollection assetsNotFoundUuids) + { + foreach (UUID uuid in assetsNotFoundUuids) + { + m_log.DebugFormat("[ARCHIVER]: Could not find asset {0}", uuid); + } + + // m_log.InfoFormat( + // "[ARCHIVER]: Received {0} of {1} assets requested", + // assetsFoundUuids.Count, assetsFoundUuids.Count + assetsNotFoundUuids.Count); + + CloseArchive(String.Empty); + } + + + /// + /// Closes the archive and notifies that we're done. + /// + /// The error that occurred, or empty for success + protected void CloseArchive(string errorMessage) + { + try + { + if (m_archiveWriter != null) + m_archiveWriter.Close(); + m_saveStream.Close(); + } + catch (Exception e) + { + m_log.Error(string.Format("[ARCHIVER]: Error closing archive: {0} ", e.Message), e); + if (errorMessage == string.Empty) + errorMessage = e.Message; + } + + m_log.InfoFormat("[ARCHIVER]: Finished writing out OAR for {0}", m_rootScene.RegionInfo.RegionName); + + m_rootScene.EventManager.TriggerOarFileSaved(m_requestId, errorMessage); + } + + } +} diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestExecution.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestExecution.cs deleted file mode 100644 index 0780d86ed5..0000000000 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestExecution.cs +++ /dev/null @@ -1,153 +0,0 @@ -/* - * Copyright (c) Contributors, http://opensimulator.org/ - * See CONTRIBUTORS.TXT for a full list of copyright holders. - * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are met: - * * Redistributions of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. - * * Redistributions in binary form must reproduce the above copyright - * notice, this list of conditions and the following disclaimer in the - * documentation and/or other materials provided with the distribution. - * * Neither the name of the OpenSimulator Project nor the - * names of its contributors may be used to endorse or promote products - * derived from this software without specific prior written permission. - * - * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED - * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE - * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY - * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES - * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; - * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND - * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS - * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - */ - -using System; -using System.Collections.Generic; -using System.IO; -using System.Reflection; -using System.Xml; -using log4net; -using OpenMetaverse; -using OpenSim.Framework; -using OpenSim.Framework.Serialization; -using OpenSim.Framework.Serialization.External; -using OpenSim.Region.CoreModules.World.Terrain; -using OpenSim.Region.Framework.Interfaces; -using OpenSim.Region.Framework.Scenes; - -namespace OpenSim.Region.CoreModules.World.Archiver -{ - /// - /// Method called when all the necessary assets for an archive request have been received. - /// - public delegate void AssetsRequestCallback( - ICollection assetsFoundUuids, ICollection assetsNotFoundUuids); - - /// - /// Execute the write of an archive once we have received all the necessary data - /// - public class ArchiveWriteRequestExecution - { - private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - - protected ITerrainModule m_terrainModule; - protected IRegionSerialiserModule m_serialiser; - protected List m_sceneObjects; - protected Scene m_scene; - protected TarArchiveWriter m_archiveWriter; - protected Guid m_requestId; - protected Dictionary m_options; - - public ArchiveWriteRequestExecution( - List sceneObjects, - ITerrainModule terrainModule, - IRegionSerialiserModule serialiser, - Scene scene, - TarArchiveWriter archiveWriter, - Guid requestId, - Dictionary options) - { - m_sceneObjects = sceneObjects; - m_terrainModule = terrainModule; - m_serialiser = serialiser; - m_scene = scene; - m_archiveWriter = archiveWriter; - m_requestId = requestId; - m_options = options; - } - - protected internal void ReceivedAllAssets( - ICollection assetsFoundUuids, ICollection assetsNotFoundUuids) - { - try - { - Save(assetsFoundUuids, assetsNotFoundUuids); - } - finally - { - m_archiveWriter.Close(); - } - - m_log.InfoFormat("[ARCHIVER]: Finished writing out OAR for {0}", m_scene.RegionInfo.RegionName); - - m_scene.EventManager.TriggerOarFileSaved(m_requestId, String.Empty); - } - - protected internal void Save(ICollection assetsFoundUuids, ICollection assetsNotFoundUuids) - { - foreach (UUID uuid in assetsNotFoundUuids) - { - m_log.DebugFormat("[ARCHIVER]: Could not find asset {0}", uuid); - } - -// m_log.InfoFormat( -// "[ARCHIVER]: Received {0} of {1} assets requested", -// assetsFoundUuids.Count, assetsFoundUuids.Count + assetsNotFoundUuids.Count); - - m_log.InfoFormat("[ARCHIVER]: Adding region settings to archive."); - - // Write out region settings - string settingsPath - = String.Format("{0}{1}.xml", ArchiveConstants.SETTINGS_PATH, m_scene.RegionInfo.RegionName); - m_archiveWriter.WriteFile(settingsPath, RegionSettingsSerializer.Serialize(m_scene.RegionInfo.RegionSettings)); - - m_log.InfoFormat("[ARCHIVER]: Adding parcel settings to archive."); - - // Write out land data (aka parcel) settings - ListlandObjects = m_scene.LandChannel.AllParcels(); - foreach (ILandObject lo in landObjects) - { - LandData landData = lo.LandData; - string landDataPath = String.Format("{0}{1}.xml", ArchiveConstants.LANDDATA_PATH, - landData.GlobalID.ToString()); - m_archiveWriter.WriteFile(landDataPath, LandDataSerializer.Serialize(landData, m_options)); - } - - m_log.InfoFormat("[ARCHIVER]: Adding terrain information to archive."); - - // Write out terrain - string terrainPath - = String.Format("{0}{1}.r32", ArchiveConstants.TERRAINS_PATH, m_scene.RegionInfo.RegionName); - - MemoryStream ms = new MemoryStream(); - m_terrainModule.SaveToStream(terrainPath, ms); - m_archiveWriter.WriteFile(terrainPath, ms.ToArray()); - ms.Close(); - - m_log.InfoFormat("[ARCHIVER]: Adding scene objects to archive."); - - // Write out scene object metadata - foreach (SceneObjectGroup sceneObject in m_sceneObjects) - { - //m_log.DebugFormat("[ARCHIVER]: Saving {0} {1}, {2}", entity.Name, entity.UUID, entity.GetType()); - - string serializedObject = m_serialiser.SerializeGroupToXml2(sceneObject, m_options); - m_archiveWriter.WriteFile(ArchiveHelpers.CreateObjectPath(sceneObject), serializedObject); - } - } - } -} \ No newline at end of file diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs deleted file mode 100644 index 4edaaca594..0000000000 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs +++ /dev/null @@ -1,438 +0,0 @@ -/* - * Copyright (c) Contributors, http://opensimulator.org/ - * See CONTRIBUTORS.TXT for a full list of copyright holders. - * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are met: - * * Redistributions of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. - * * Redistributions in binary form must reproduce the above copyright - * notice, this list of conditions and the following disclaimer in the - * documentation and/or other materials provided with the distribution. - * * Neither the name of the OpenSimulator Project nor the - * names of its contributors may be used to endorse or promote products - * derived from this software without specific prior written permission. - * - * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED - * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE - * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY - * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES - * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; - * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND - * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS - * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - */ - -using System; -using System.Collections.Generic; -using System.IO; -using System.IO.Compression; -using System.Reflection; -using System.Text.RegularExpressions; -using System.Threading; -using System.Xml; -using log4net; -using OpenMetaverse; -using OpenSim.Framework; -using OpenSim.Framework.Serialization; -using OpenSim.Region.CoreModules.World.Terrain; -using OpenSim.Region.Framework.Interfaces; -using OpenSim.Region.Framework.Scenes; -using Ionic.Zlib; -using GZipStream = Ionic.Zlib.GZipStream; -using CompressionMode = Ionic.Zlib.CompressionMode; - -namespace OpenSim.Region.CoreModules.World.Archiver -{ - /// - /// Prepare to write out an archive. - /// - public class ArchiveWriteRequestPreparation - { - private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - - /// - /// The minimum major version of OAR that we can write. - /// - public static int MIN_MAJOR_VERSION = 0; - - /// - /// The maximum major version of OAR that we can write. - /// - public static int MAX_MAJOR_VERSION = 0; - - /// - /// Determine whether this archive will save assets. Default is true. - /// - public bool SaveAssets { get; set; } - - protected ArchiverModule m_module; - protected Scene m_scene; - protected Stream m_saveStream; - protected Guid m_requestId; - - /// - /// Constructor - /// - /// Calling module - /// The path to which to save data. - /// The id associated with this request - /// - /// If there was a problem opening a stream for the file specified by the savePath - /// - public ArchiveWriteRequestPreparation(ArchiverModule module, string savePath, Guid requestId) : this(module, requestId) - { - try - { - m_saveStream = new GZipStream(new FileStream(savePath, FileMode.Create), CompressionMode.Compress, CompressionLevel.BestCompression); - } - catch (EntryPointNotFoundException e) - { - m_log.ErrorFormat( - "[ARCHIVER]: Mismatch between Mono and zlib1g library version when trying to create compression stream." - + "If you've manually installed Mono, have you appropriately updated zlib1g as well?"); - m_log.ErrorFormat("{0} {1}", e.Message, e.StackTrace); - } - } - - /// - /// Constructor. - /// - /// Calling module - /// The stream to which to save data. - /// The id associated with this request - public ArchiveWriteRequestPreparation(ArchiverModule module, Stream saveStream, Guid requestId) : this(module, requestId) - { - m_saveStream = saveStream; - } - - protected ArchiveWriteRequestPreparation(ArchiverModule module, Guid requestId) - { - m_module = module; - - // FIXME: This is only here for regression test purposes since they do not supply a module. Need to fix - // this. - if (m_module != null) - m_scene = m_module.Scene; - - m_requestId = requestId; - - SaveAssets = true; - } - - /// - /// Archive the region requested. - /// - /// if there was an io problem with creating the file - public void ArchiveRegion(Dictionary options) - { - if (options.ContainsKey("noassets") && (bool)options["noassets"]) - SaveAssets = false; - - try - { - Dictionary assetUuids = new Dictionary(); - - EntityBase[] entities = m_scene.GetEntities(); - List sceneObjects = new List(); - - string checkPermissions = null; - int numObjectsSkippedPermissions = 0; - Object temp; - if (options.TryGetValue("checkPermissions", out temp)) - checkPermissions = (string)temp; - - // Filter entities so that we only have scene objects. - // FIXME: Would be nicer to have this as a proper list in SceneGraph, since lots of methods - // end up having to do this - foreach (EntityBase entity in entities) - { - if (entity is SceneObjectGroup) - { - SceneObjectGroup sceneObject = (SceneObjectGroup)entity; - - if (!sceneObject.IsDeleted && !sceneObject.IsAttachment) - { - if (!CanUserArchiveObject(m_scene.RegionInfo.EstateSettings.EstateOwner, sceneObject, checkPermissions)) - { - // The user isn't allowed to copy/transfer this object, so it will not be included in the OAR. - ++numObjectsSkippedPermissions; - } - else - { - sceneObjects.Add(sceneObject); - } - } - } - } - - if (SaveAssets) - { - UuidGatherer assetGatherer = new UuidGatherer(m_scene.AssetService); - - foreach (SceneObjectGroup sceneObject in sceneObjects) - { - assetGatherer.GatherAssetUuids(sceneObject, assetUuids); - } - - m_log.DebugFormat( - "[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets", - sceneObjects.Count, assetUuids.Count); - } - else - { - m_log.DebugFormat("[ARCHIVER]: Not saving assets since --noassets was specified"); - } - - if (numObjectsSkippedPermissions > 0) - { - m_log.DebugFormat( - "[ARCHIVER]: {0} scene objects skipped due to lack of permissions", - numObjectsSkippedPermissions); - } - - // Make sure that we also request terrain texture assets - RegionSettings regionSettings = m_scene.RegionInfo.RegionSettings; - - if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1) - assetUuids[regionSettings.TerrainTexture1] = AssetType.Texture; - - if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2) - assetUuids[regionSettings.TerrainTexture2] = AssetType.Texture; - - if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3) - assetUuids[regionSettings.TerrainTexture3] = AssetType.Texture; - - if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4) - assetUuids[regionSettings.TerrainTexture4] = AssetType.Texture; - - TarArchiveWriter archiveWriter = new TarArchiveWriter(m_saveStream); - - // Asynchronously request all the assets required to perform this archive operation - ArchiveWriteRequestExecution awre - = new ArchiveWriteRequestExecution( - sceneObjects, - m_scene.RequestModuleInterface(), - m_scene.RequestModuleInterface(), - m_scene, - archiveWriter, - m_requestId, - options); - - m_log.InfoFormat("[ARCHIVER]: Creating archive file. This may take some time."); - - // Write out control file. This has to be done first so that subsequent loaders will see this file first - // XXX: I know this is a weak way of doing it since external non-OAR aware tar executables will not do this - archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, CreateControlFile(options)); - m_log.InfoFormat("[ARCHIVER]: Added control file to archive."); - - if (SaveAssets) - { - AssetsRequest ar - = new AssetsRequest( - new AssetsArchiver(archiveWriter), assetUuids, - m_scene.AssetService, m_scene.UserAccountService, - m_scene.RegionInfo.ScopeID, options, awre.ReceivedAllAssets); - - Util.FireAndForget(o => ar.Execute()); - } - else - { - awre.ReceivedAllAssets(new List(), new List()); - } - } - catch (Exception) - { - m_saveStream.Close(); - throw; - } - } - - /// - /// Checks whether the user has permission to export an object group to an OAR. - /// - /// The user - /// The object group - /// Which permissions to check: "C" = Copy, "T" = Transfer - /// Whether the user is allowed to export the object to an OAR - private bool CanUserArchiveObject(UUID user, SceneObjectGroup objGroup, string checkPermissions) - { - if (checkPermissions == null) - return true; - - IPermissionsModule module = m_scene.RequestModuleInterface(); - if (module == null) - return true; // this shouldn't happen - - // Check whether the user is permitted to export all of the parts in the SOG. If any - // part can't be exported then the entire SOG can't be exported. - - bool permitted = true; - //int primNumber = 1; - - foreach (SceneObjectPart obj in objGroup.Parts) - { - uint perm; - PermissionClass permissionClass = module.GetPermissionClass(user, obj); - switch (permissionClass) - { - case PermissionClass.Owner: - perm = obj.BaseMask; - break; - case PermissionClass.Group: - perm = obj.GroupMask | obj.EveryoneMask; - break; - case PermissionClass.Everyone: - default: - perm = obj.EveryoneMask; - break; - } - - bool canCopy = (perm & (uint)PermissionMask.Copy) != 0; - bool canTransfer = (perm & (uint)PermissionMask.Transfer) != 0; - - // Special case: if Everyone can copy the object then this implies it can also be - // Transferred. - // However, if the user is the Owner then we don't check EveryoneMask, because it seems that the mask - // always (incorrectly) includes the Copy bit set in this case. But that's a mistake: the viewer - // does NOT show that the object has Everyone-Copy permissions, and doesn't allow it to be copied. - if (permissionClass != PermissionClass.Owner) - canTransfer |= (obj.EveryoneMask & (uint)PermissionMask.Copy) != 0; - - bool partPermitted = true; - if (checkPermissions.Contains("C") && !canCopy) - partPermitted = false; - if (checkPermissions.Contains("T") && !canTransfer) - partPermitted = false; - - // If the user is the Creator of the object then it can always be included in the OAR - bool creator = (obj.CreatorID.Guid == user.Guid); - if (creator) - partPermitted = true; - - //string name = (objGroup.PrimCount == 1) ? objGroup.Name : string.Format("{0} ({1}/{2})", obj.Name, primNumber, objGroup.PrimCount); - //m_log.DebugFormat("[ARCHIVER]: Object permissions: {0}: Base={1:X4}, Owner={2:X4}, Everyone={3:X4}, permissionClass={4}, checkPermissions={5}, canCopy={6}, canTransfer={7}, creator={8}, permitted={9}", - // name, obj.BaseMask, obj.OwnerMask, obj.EveryoneMask, - // permissionClass, checkPermissions, canCopy, canTransfer, creator, partPermitted); - - if (!partPermitted) - { - permitted = false; - break; - } - - //++primNumber; - } - - return permitted; - } - - /// - /// Create the control file for the most up to date archive - /// - /// - public string CreateControlFile(Dictionary options) - { - int majorVersion = MAX_MAJOR_VERSION, minorVersion = 8; -// -// if (options.ContainsKey("version")) -// { -// string[] parts = options["version"].ToString().Split('.'); -// if (parts.Length >= 1) -// { -// majorVersion = Int32.Parse(parts[0]); -// -// if (parts.Length >= 2) -// minorVersion = Int32.Parse(parts[1]); -// } -// } -// -// if (majorVersion < MIN_MAJOR_VERSION || majorVersion > MAX_MAJOR_VERSION) -// { -// throw new Exception( -// string.Format( -// "OAR version number for save must be between {0} and {1}", -// MIN_MAJOR_VERSION, MAX_MAJOR_VERSION)); -// } -// else if (majorVersion == MAX_MAJOR_VERSION) -// { -// // Force 1.0 -// minorVersion = 0; -// } -// else if (majorVersion == MIN_MAJOR_VERSION) -// { -// // Force 0.4 -// minorVersion = 4; -// } - - m_log.InfoFormat("[ARCHIVER]: Creating version {0}.{1} OAR", majorVersion, minorVersion); - //if (majorVersion == 1) - //{ - // m_log.WarnFormat("[ARCHIVER]: Please be aware that version 1.0 OARs are not compatible with OpenSim 0.7.0.2 and earlier. Please use the --version=0 option if you want to produce a compatible OAR"); - //} - - String s; - - using (StringWriter sw = new StringWriter()) - { - using (XmlTextWriter xtw = new XmlTextWriter(sw)) - { - xtw.Formatting = Formatting.Indented; - xtw.WriteStartDocument(); - xtw.WriteStartElement("archive"); - xtw.WriteAttributeString("major_version", majorVersion.ToString()); - xtw.WriteAttributeString("minor_version", minorVersion.ToString()); - - xtw.WriteStartElement("creation_info"); - DateTime now = DateTime.UtcNow; - TimeSpan t = now - new DateTime(1970, 1, 1); - xtw.WriteElementString("datetime", ((int)t.TotalSeconds).ToString()); - xtw.WriteElementString("id", UUID.Random().ToString()); - xtw.WriteEndElement(); - - xtw.WriteStartElement("region_info"); - - bool isMegaregion; - Vector2 size; - IRegionCombinerModule rcMod = null; - - // FIXME: This is only here for regression test purposes since they do not supply a module. Need to fix - // this, possibly by doing control file creation somewhere else. - if (m_module != null) - rcMod = m_module.RegionCombinerModule; - - if (rcMod != null) - isMegaregion = rcMod.IsRootForMegaregion(m_scene.RegionInfo.RegionID); - else - isMegaregion = false; - - if (isMegaregion) - size = rcMod.GetSizeOfMegaregion(m_scene.RegionInfo.RegionID); - else - size = new Vector2((float)Constants.RegionSize, (float)Constants.RegionSize); - - xtw.WriteElementString("is_megaregion", isMegaregion.ToString()); - xtw.WriteElementString("size_in_meters", string.Format("{0},{1}", size.X, size.Y)); - - xtw.WriteEndElement(); - - xtw.WriteElementString("assets_included", SaveAssets.ToString()); - - xtw.WriteEndElement(); - - xtw.Flush(); - } - - s = sw.ToString(); - } - -// if (m_scene != null) -// Console.WriteLine( -// "[ARCHIVE WRITE REQUEST PREPARATION]: Control file for {0} is: {1}", m_scene.RegionInfo.RegionName, s); - - return s; - } - } -} diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs index bf3b1240a4..2a87dc2a5f 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs @@ -146,6 +146,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver ops.Add("noassets", delegate(string v) { options["noassets"] = v != null; }); ops.Add("publish", v => options["wipe-owners"] = v != null); ops.Add("perm=", delegate(string v) { options["checkPermissions"] = v; }); + ops.Add("all", delegate(string v) { options["all"] = v != null; }); List mainParams = ops.Parse(cmdparams); @@ -169,7 +170,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver m_log.InfoFormat( "[ARCHIVER]: Writing archive for region {0} to {1}", Scene.RegionInfo.RegionName, savePath); - new ArchiveWriteRequestPreparation(this, savePath, requestId).ArchiveRegion(options); + new ArchiveWriteRequest(Scene, savePath, requestId).ArchiveRegion(options); } public void ArchiveRegion(Stream saveStream) @@ -184,7 +185,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver public void ArchiveRegion(Stream saveStream, Guid requestId, Dictionary options) { - new ArchiveWriteRequestPreparation(this, saveStream, requestId).ArchiveRegion(options); + new ArchiveWriteRequest(Scene, saveStream, requestId).ArchiveRegion(options); } public void DearchiveRegion(string loadPath) diff --git a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs index 89e9593ba3..bf58591dcd 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs @@ -46,6 +46,12 @@ namespace OpenSim.Region.CoreModules.World.Archiver { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + /// + /// Method called when all the necessary assets for an archive request have been received. + /// + public delegate void AssetsRequestCallback( + ICollection assetsFoundUuids, ICollection assetsNotFoundUuids); + enum RequestState { Initial, diff --git a/OpenSim/Region/CoreModules/World/Archiver/DearchiveScenesGroup.cs b/OpenSim/Region/CoreModules/World/Archiver/DearchiveScenesGroup.cs new file mode 100644 index 0000000000..3dcc020188 --- /dev/null +++ b/OpenSim/Region/CoreModules/World/Archiver/DearchiveScenesGroup.cs @@ -0,0 +1,232 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using OpenSim.Region.Framework.Scenes; +using OpenMetaverse; +using System.Drawing; +using log4net; +using System.Reflection; +using OpenSim.Framework.Serialization; + +namespace OpenSim.Region.CoreModules.World.Archiver +{ + /// + /// The regions included in an OAR file. + /// + public class DearchiveScenesInfo + { + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + + /// + /// One region in the archive. + /// + public class RegionInfo + { + /// + /// The subdirectory in which the region is stored. + /// + public string Directory { get; set; } + + /// + /// The region's coordinates (relative to the South-West corner of the block). + /// + public Point Location { get; set; } + + /// + /// The UUID of the original scene from which this archived region was saved. + /// + public string OriginalID { get; set; } + + /// + /// The scene in the current simulator into which this region is loaded. + /// If null then the region doesn't have a corresponding scene, and it won't be loaded. + /// + public Scene Scene { get; set; } + } + + /// + /// Whether this archive uses the multi-region format. + /// + public Boolean MultiRegionFormat { get; set; } + + /// + /// Maps (Region directory -> region) + /// + protected Dictionary m_directory2region = new Dictionary(); + + /// + /// Maps (UUID of the scene in the simulator where the region will be loaded -> region) + /// + protected Dictionary m_newId2region = new Dictionary(); + + public int LoadedCreationDateTime { get; set; } + public string DefaultOriginalID { get; set; } + + // These variables are used while reading the archive control file + protected int? m_curY = null; + protected int? m_curX = null; + protected RegionInfo m_curRegion; + + + public DearchiveScenesInfo() + { + MultiRegionFormat = false; + } + + + // The following methods are used while reading the archive control file + + public void StartRow() + { + m_curY = (m_curY == null) ? 0 : m_curY + 1; + m_curX = null; + } + + public void StartRegion() + { + m_curX = (m_curX == null) ? 0 : m_curX + 1; + // Note: this doesn't mean we have a real region in this location; this could just be a "hole" + } + + public void SetRegionOriginalID(string id) + { + m_curRegion = new RegionInfo(); + m_curRegion.Location = new Point((int)m_curX, (int)m_curY); + m_curRegion.OriginalID = id; + // 'curRegion' will be saved in 'm_directory2region' when SetRegionDir() is called + } + + public void SetRegionDirectory(string directory) + { + m_curRegion.Directory = directory; + m_directory2region[directory] = m_curRegion; + } + + + /// + /// Sets all the scenes present in the simulator. + /// + /// + /// This method matches regions in the archive to scenes in the simulator according to + /// their relative position. We only load regions if there's an existing Scene in the + /// grid location where the region should be loaded. + /// + /// The scene where the Load OAR operation was run + /// All the scenes in the simulator + public void SetSimulatorScenes(Scene rootScene, ArchiveScenesGroup simulatorScenes) + { + foreach (RegionInfo archivedRegion in m_directory2region.Values) + { + Point location = new Point((int)rootScene.RegionInfo.RegionLocX, (int)rootScene.RegionInfo.RegionLocY); + location.Offset(archivedRegion.Location); + + Scene scene; + if (simulatorScenes.TryGetScene(location, out scene)) + { + archivedRegion.Scene = scene; + m_newId2region[scene.RegionInfo.RegionID] = archivedRegion; + } + else + { + m_log.WarnFormat("[ARCHIVER]: Not loading archived region {0} because there's no existing region at location {1},{2}", + archivedRegion.Directory, location.X, location.Y); + } + } + } + + /// + /// Returns the archived region according to the path of a file in the archive. + /// Also, converts the full path into a path that is relative to the region's directory. + /// + /// The path of a file in the archive + /// The corresponding Scene, or null if none + /// The path relative to the region's directory. (Or the original + /// path, if this file doesn't belong to a region.) + /// True: use this file; False: skip it + public bool GetRegionFromPath(string fullPath, out Scene scene, out string relativePath) + { + scene = null; + relativePath = fullPath; + + if (!MultiRegionFormat) + { + if (m_newId2region.Count > 0) + scene = m_newId2region.First().Value.Scene; + return true; + } + + if (!fullPath.StartsWith(ArchiveConstants.REGIONS_PATH)) + return true; // this file doesn't belong to a region + + string[] parts = fullPath.Split(new Char[] { '/' }, 3); + if (parts.Length != 3) + return false; + string regionDirectory = parts[1]; + relativePath = parts[2]; + + RegionInfo region; + if (m_directory2region.TryGetValue(regionDirectory, out region)) + { + scene = region.Scene; + return (scene != null); + } + else + { + return false; + } + } + + /// + /// Returns the original UUID of a region (from the simulator where the OAR was saved), + /// given the UUID of the scene it was loaded into in the current simulator. + /// + /// + /// + public string GetOriginalRegionID(UUID newID) + { + RegionInfo region; + if (m_newId2region.TryGetValue(newID, out region)) + return region.OriginalID; + else + return DefaultOriginalID; + } + + /// + /// Returns the scenes that have been (or will be) loaded. + /// + /// + public List GetLoadedScenes() + { + return m_newId2region.Keys.ToList(); + } + + } +} diff --git a/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs b/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs index 904110e457..0a309057e7 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs @@ -47,6 +47,7 @@ using ArchiveConstants = OpenSim.Framework.Serialization.ArchiveConstants; using TarArchiveReader = OpenSim.Framework.Serialization.TarArchiveReader; using TarArchiveWriter = OpenSim.Framework.Serialization.TarArchiveWriter; using RegionSettings = OpenSim.Framework.RegionSettings; +using OpenSim.Region.Framework.Interfaces; namespace OpenSim.Region.CoreModules.World.Archiver.Tests { @@ -56,23 +57,28 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests private Guid m_lastRequestId; private string m_lastErrorMessage; + protected SceneHelpers m_sceneHelpers; protected TestScene m_scene; protected ArchiverModule m_archiverModule; + protected SerialiserModule m_serialiserModule; protected TaskInventoryItem m_soundItem; [SetUp] public void SetUp() { + new SceneManager(); + m_archiverModule = new ArchiverModule(); - SerialiserModule serialiserModule = new SerialiserModule(); + m_serialiserModule = new SerialiserModule(); TerrainModule terrainModule = new TerrainModule(); - m_scene = new SceneHelpers().SetupScene(); - SceneHelpers.SetupSceneModules(m_scene, m_archiverModule, serialiserModule, terrainModule); + m_sceneHelpers = new SceneHelpers(); + m_scene = m_sceneHelpers.SetupScene(); + SceneHelpers.SetupSceneModules(m_scene, m_archiverModule, m_serialiserModule, terrainModule); } - - private void LoadCompleted(Guid requestId, string errorMessage) + + private void LoadCompleted(Guid requestId, List loadedScenes, string errorMessage) { lock (this) { @@ -128,26 +134,10 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); - SceneObjectPart part1 = CreateSceneObjectPart1(); - SceneObjectGroup sog1 = new SceneObjectGroup(part1); - m_scene.AddNewSceneObject(sog1, false); - - SceneObjectPart part2 = CreateSceneObjectPart2(); - - AssetNotecard nc = new AssetNotecard(); - nc.BodyText = "Hello World!"; - nc.Encode(); - UUID ncAssetUuid = new UUID("00000000-0000-0000-1000-000000000000"); - UUID ncItemUuid = new UUID("00000000-0000-0000-1100-000000000000"); - AssetBase ncAsset - = AssetHelpers.CreateAsset(ncAssetUuid, AssetType.Notecard, nc.AssetData, UUID.Zero); - m_scene.AssetService.Store(ncAsset); - SceneObjectGroup sog2 = new SceneObjectGroup(part2); - TaskInventoryItem ncItem - = new TaskInventoryItem { Name = "ncItem", AssetID = ncAssetUuid, ItemID = ncItemUuid }; - part2.Inventory.AddInventoryItem(ncItem, true); - - m_scene.AddNewSceneObject(sog2, false); + SceneObjectGroup sog1; + SceneObjectGroup sog2; + UUID ncAssetUuid; + CreateTestObjects(m_scene, out sog1, out sog2, out ncAssetUuid); MemoryStream archiveWriteStream = new MemoryStream(); m_scene.EventManager.OnOarFileSaved += SaveCompleted; @@ -186,7 +176,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests Assert.That(filePath, Is.EqualTo(ArchiveConstants.CONTROL_FILE_PATH)); ArchiveReadRequest arr = new ArchiveReadRequest(m_scene, (Stream)null, false, false, Guid.Empty); - arr.LoadControlFile(filePath, data); + arr.LoadControlFile(filePath, data, new DearchiveScenesInfo()); Assert.That(arr.ControlFileLoaded, Is.True); @@ -211,6 +201,30 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests // TODO: Test presence of more files and contents of files. } + private void CreateTestObjects(Scene scene, out SceneObjectGroup sog1, out SceneObjectGroup sog2, out UUID ncAssetUuid) + { + SceneObjectPart part1 = CreateSceneObjectPart1(); + sog1 = new SceneObjectGroup(part1); + scene.AddNewSceneObject(sog1, false); + + AssetNotecard nc = new AssetNotecard(); + nc.BodyText = "Hello World!"; + nc.Encode(); + ncAssetUuid = UUID.Random(); + UUID ncItemUuid = UUID.Random(); + AssetBase ncAsset + = AssetHelpers.CreateAsset(ncAssetUuid, AssetType.Notecard, nc.AssetData, UUID.Zero); + m_scene.AssetService.Store(ncAsset); + + TaskInventoryItem ncItem + = new TaskInventoryItem { Name = "ncItem", AssetID = ncAssetUuid, ItemID = ncItemUuid }; + SceneObjectPart part2 = CreateSceneObjectPart2(); + sog2 = new SceneObjectGroup(part2); + part2.Inventory.AddInventoryItem(ncItem, true); + + scene.AddNewSceneObject(sog2, false); + } + /// /// Test saving an OpenSim Region Archive with the no assets option /// @@ -270,7 +284,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests Assert.That(filePath, Is.EqualTo(ArchiveConstants.CONTROL_FILE_PATH)); ArchiveReadRequest arr = new ArchiveReadRequest(m_scene, (Stream)null, false, false, Guid.Empty); - arr.LoadControlFile(filePath, data); + arr.LoadControlFile(filePath, data, new DearchiveScenesInfo()); Assert.That(arr.ControlFileLoaded, Is.True); @@ -307,7 +321,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests tar.WriteFile( ArchiveConstants.CONTROL_FILE_PATH, - new ArchiveWriteRequestPreparation(null, (Stream)null, Guid.Empty).CreateControlFile(new Dictionary())); + new ArchiveWriteRequest(m_scene, (Stream)null, Guid.Empty).CreateControlFile(new ArchiveScenesGroup())); SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(1, ownerId, "obj1-", 0x11); SceneObjectPart sop2 @@ -362,11 +376,10 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests // Also check that direct entries which will also have a file entry containing that directory doesn't // upset load tar.WriteDir(ArchiveConstants.TERRAINS_PATH); - + tar.WriteFile( ArchiveConstants.CONTROL_FILE_PATH, - new ArchiveWriteRequestPreparation(null, (Stream)null, Guid.Empty).CreateControlFile(new Dictionary())); - + new ArchiveWriteRequest(m_scene, (Stream)null, Guid.Empty).CreateControlFile(new ArchiveScenesGroup())); SceneObjectPart part1 = CreateSceneObjectPart1(); part1.SitTargetOrientation = new Quaternion(0.2f, 0.3f, 0.4f, 0.5f); @@ -389,31 +402,12 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests Assert.That(soundDataResourceName, Is.Not.Null); byte[] soundData; - Console.WriteLine("Loading " + soundDataResourceName); - using (Stream resource = assembly.GetManifestResourceStream(soundDataResourceName)) - { - using (BinaryReader br = new BinaryReader(resource)) - { - // FIXME: Use the inspector instead - soundData = br.ReadBytes(99999999); - UUID soundUuid = UUID.Parse("00000000-0000-0000-0000-000000000001"); - string soundAssetFileName - = ArchiveConstants.ASSETS_PATH + soundUuid - + ArchiveConstants.ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.SoundWAV]; - tar.WriteFile(soundAssetFileName, soundData); - - /* - AssetBase soundAsset = AssetHelpers.CreateAsset(soundUuid, soundData); - scene.AssetService.Store(soundAsset); - asset1FileName = ArchiveConstants.ASSETS_PATH + soundUuid + ".wav"; - */ - - TaskInventoryItem item1 - = new TaskInventoryItem { AssetID = soundUuid, ItemID = soundItemUuid, Name = soundItemName }; - part1.Inventory.AddInventoryItem(item1, true); - } - } - + UUID soundUuid; + CreateSoundAsset(tar, assembly, soundDataResourceName, out soundData, out soundUuid); + + TaskInventoryItem item1 + = new TaskInventoryItem { AssetID = soundUuid, ItemID = soundItemUuid, Name = soundItemName }; + part1.Inventory.AddInventoryItem(item1, true); m_scene.AddNewSceneObject(object1, false); string object1FileName = string.Format( @@ -435,6 +429,34 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests Assert.That(m_lastErrorMessage, Is.Null); + TestLoadedRegion(part1, soundItemName, soundData); + } + + private static void CreateSoundAsset(TarArchiveWriter tar, Assembly assembly, string soundDataResourceName, out byte[] soundData, out UUID soundUuid) + { + using (Stream resource = assembly.GetManifestResourceStream(soundDataResourceName)) + { + using (BinaryReader br = new BinaryReader(resource)) + { + // FIXME: Use the inspector instead + soundData = br.ReadBytes(99999999); + soundUuid = UUID.Parse("00000000-0000-0000-0000-000000000001"); + string soundAssetFileName + = ArchiveConstants.ASSETS_PATH + soundUuid + + ArchiveConstants.ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.SoundWAV]; + tar.WriteFile(soundAssetFileName, soundData); + + /* + AssetBase soundAsset = AssetHelpers.CreateAsset(soundUuid, soundData); + scene.AssetService.Store(soundAsset); + asset1FileName = ArchiveConstants.ASSETS_PATH + soundUuid + ".wav"; + */ + } + } + } + + private void TestLoadedRegion(SceneObjectPart part1, string soundItemName, byte[] soundData) + { SceneObjectPart object1PartLoaded = m_scene.GetSceneObjectPart(part1.Name); Assert.That(object1PartLoaded, Is.Not.Null, "object1 was not loaded"); @@ -454,9 +476,6 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests Assert.That(loadedSoundAsset.Data, Is.EqualTo(soundData), "saved and loaded sound data do not match"); Assert.Greater(m_scene.LandChannel.AllParcels().Count, 0, "incorrect number of parcels"); - - // Temporary - Console.WriteLine("Successfully completed {0}", MethodBase.GetCurrentMethod()); } /// @@ -516,7 +535,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests SerialiserModule serialiserModule = new SerialiserModule(); TerrainModule terrainModule = new TerrainModule(); - TestScene scene2 = new SceneHelpers().SetupScene(); + m_sceneHelpers = new SceneHelpers(); + TestScene scene2 = m_sceneHelpers.SetupScene(); SceneHelpers.SetupSceneModules(scene2, archiverModule, serialiserModule, terrainModule); // Make sure there's a valid owner for the owner we saved (this should have been wiped if the code is @@ -554,7 +574,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests tar.WriteDir(ArchiveConstants.TERRAINS_PATH); tar.WriteFile( ArchiveConstants.CONTROL_FILE_PATH, - new ArchiveWriteRequestPreparation(null, (Stream)null, Guid.Empty).CreateControlFile(new Dictionary())); + new ArchiveWriteRequest(m_scene, (Stream)null, Guid.Empty).CreateControlFile(new ArchiveScenesGroup())); RegionSettings rs = new RegionSettings(); rs.AgentLimit = 17; @@ -664,7 +684,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests SerialiserModule serialiserModule = new SerialiserModule(); TerrainModule terrainModule = new TerrainModule(); - Scene scene = new SceneHelpers().SetupScene(); + Scene scene = m_sceneHelpers.SetupScene(); SceneHelpers.SetupSceneModules(scene, archiverModule, serialiserModule, terrainModule); m_scene.AddNewSceneObject(new SceneObjectGroup(part2), false); @@ -700,5 +720,258 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests Assert.That(object2PartMerged.GroupPosition, Is.EqualTo(part2.GroupPosition), "object2 group position not equal after merge"); } } + + /// + /// Test saving a multi-region OAR. + /// + [Test] + public void TestSaveMultiRegionOar() + { + TestHelpers.InMethod(); + + // Create test regions + + int WIDTH = 2; + int HEIGHT = 2; + + List scenes = new List(); + + // Maps (Directory in OAR file -> scene) + Dictionary regionPaths = new Dictionary(); + + // Maps (Scene -> expected object paths) + Dictionary> expectedPaths = new Dictionary>(); + + // List of expected assets + List expectedAssets = new List(); + + for (uint y = 0; y < HEIGHT; y++) + { + for (uint x = 0; x < WIDTH; x++) + { + Scene scene; + if (x == 0 && y == 0) + { + scene = m_scene; // this scene was already created in SetUp() + } + else + { + scene = m_sceneHelpers.SetupScene(string.Format("Unit test region {0}", (y * WIDTH) + x + 1), UUID.Random(), 1000 + x, 1000 + y); + SceneHelpers.SetupSceneModules(scene, new ArchiverModule(), m_serialiserModule, new TerrainModule()); + } + scenes.Add(scene); + + string dir = String.Format("{0}_{1}_{2}", x + 1, y + 1, scene.RegionInfo.RegionName.Replace(" ", "_")); + regionPaths[dir] = scene; + + SceneObjectGroup sog1; + SceneObjectGroup sog2; + UUID ncAssetUuid; + + CreateTestObjects(scene, out sog1, out sog2, out ncAssetUuid); + + expectedPaths[scene.RegionInfo.RegionID] = new List(); + expectedPaths[scene.RegionInfo.RegionID].Add(ArchiveHelpers.CreateObjectPath(sog1)); + expectedPaths[scene.RegionInfo.RegionID].Add(ArchiveHelpers.CreateObjectPath(sog2)); + + expectedAssets.Add(ncAssetUuid); + } + } + + + // Save OAR + + MemoryStream archiveWriteStream = new MemoryStream(); + m_scene.EventManager.OnOarFileSaved += SaveCompleted; + + Guid requestId = new Guid("00000000-0000-0000-0000-808080808080"); + + Dictionary options = new Dictionary(); + options.Add("all", true); + + lock (this) + { + m_archiverModule.ArchiveRegion(archiveWriteStream, requestId, options); + Monitor.Wait(this, 60000); + } + + + // Check that the OAR contains the expected data + + Assert.That(m_lastRequestId, Is.EqualTo(requestId)); + + byte[] archive = archiveWriteStream.ToArray(); + MemoryStream archiveReadStream = new MemoryStream(archive); + TarArchiveReader tar = new TarArchiveReader(archiveReadStream); + + Dictionary> foundPaths = new Dictionary>(); + List foundAssets = new List(); + + foreach (Scene scene in scenes) + { + foundPaths[scene.RegionInfo.RegionID] = new List(); + } + + string filePath; + TarArchiveReader.TarEntryType tarEntryType; + + byte[] data = tar.ReadEntry(out filePath, out tarEntryType); + Assert.That(filePath, Is.EqualTo(ArchiveConstants.CONTROL_FILE_PATH)); + + ArchiveReadRequest arr = new ArchiveReadRequest(m_scene, (Stream)null, false, false, Guid.Empty); + arr.LoadControlFile(filePath, data, new DearchiveScenesInfo()); + + Assert.That(arr.ControlFileLoaded, Is.True); + + while (tar.ReadEntry(out filePath, out tarEntryType) != null) + { + if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH)) + { + // Assets are shared, so this file doesn't belong to any specific region. + string fileName = filePath.Remove(0, ArchiveConstants.ASSETS_PATH.Length); + if (fileName.EndsWith("_notecard.txt")) + foundAssets.Add(UUID.Parse(fileName.Substring(0, fileName.Length - "_notecard.txt".Length))); + } + else + { + // This file belongs to one of the regions. Find out which one. + Assert.IsTrue(filePath.StartsWith(ArchiveConstants.REGIONS_PATH)); + string[] parts = filePath.Split(new Char[] { '/' }, 3); + Assert.AreEqual(3, parts.Length); + string regionDirectory = parts[1]; + string relativePath = parts[2]; + Scene scene = regionPaths[regionDirectory]; + + if (relativePath.StartsWith(ArchiveConstants.OBJECTS_PATH)) + { + foundPaths[scene.RegionInfo.RegionID].Add(relativePath); + } + } + } + + Assert.AreEqual(scenes.Count, foundPaths.Count); + foreach (Scene scene in scenes) + { + Assert.That(foundPaths[scene.RegionInfo.RegionID], Is.EquivalentTo(expectedPaths[scene.RegionInfo.RegionID])); + } + + Assert.That(foundAssets, Is.EquivalentTo(expectedAssets)); + } + + /// + /// Test loading a multi-region OAR. + /// + [Test] + public void TestLoadMultiRegionOar() + { + TestHelpers.InMethod(); + + // Create an ArchiveScenesGroup with the regions in the OAR. This is needed to generate the control file. + + int WIDTH = 2; + int HEIGHT = 2; + + for (uint y = 0; y < HEIGHT; y++) + { + for (uint x = 0; x < WIDTH; x++) + { + Scene scene; + if (x == 0 && y == 0) + { + scene = m_scene; // this scene was already created in SetUp() + } + else + { + scene = m_sceneHelpers.SetupScene(string.Format("Unit test region {0}", (y * WIDTH) + x + 1), UUID.Random(), 1000 + x, 1000 + y); + SceneHelpers.SetupSceneModules(scene, new ArchiverModule(), m_serialiserModule, new TerrainModule()); + } + } + } + + ArchiveScenesGroup scenesGroup = new ArchiveScenesGroup(); + SceneManager.Instance.ForEachScene(delegate(Scene scene) + { + scenesGroup.AddScene(scene); + }); + scenesGroup.CalcSceneLocations(); + + // Generate the OAR file + + MemoryStream archiveWriteStream = new MemoryStream(); + TarArchiveWriter tar = new TarArchiveWriter(archiveWriteStream); + + ArchiveWriteRequest writeRequest = new ArchiveWriteRequest(m_scene, (Stream)null, Guid.Empty); + writeRequest.MultiRegionFormat = true; + tar.WriteFile( + ArchiveConstants.CONTROL_FILE_PATH, writeRequest.CreateControlFile(scenesGroup)); + + SceneObjectPart part1 = CreateSceneObjectPart1(); + part1.SitTargetOrientation = new Quaternion(0.2f, 0.3f, 0.4f, 0.5f); + part1.SitTargetPosition = new Vector3(1, 2, 3); + + SceneObjectGroup object1 = new SceneObjectGroup(part1); + + // Let's put some inventory items into our object + string soundItemName = "sound-item1"; + UUID soundItemUuid = UUID.Parse("00000000-0000-0000-0000-000000000002"); + Type type = GetType(); + Assembly assembly = type.Assembly; + string soundDataResourceName = null; + string[] names = assembly.GetManifestResourceNames(); + foreach (string name in names) + { + if (name.EndsWith(".Resources.test-sound.wav")) + soundDataResourceName = name; + } + Assert.That(soundDataResourceName, Is.Not.Null); + + byte[] soundData; + UUID soundUuid; + CreateSoundAsset(tar, assembly, soundDataResourceName, out soundData, out soundUuid); + + TaskInventoryItem item1 + = new TaskInventoryItem { AssetID = soundUuid, ItemID = soundItemUuid, Name = soundItemName }; + part1.Inventory.AddInventoryItem(item1, true); + m_scene.AddNewSceneObject(object1, false); + + string object1FileName = string.Format( + "{0}_{1:000}-{2:000}-{3:000}__{4}.xml", + part1.Name, + Math.Round(part1.GroupPosition.X), Math.Round(part1.GroupPosition.Y), Math.Round(part1.GroupPosition.Z), + part1.UUID); + string path = "regions/1_1_Unit_test_region/" + ArchiveConstants.OBJECTS_PATH + object1FileName; + tar.WriteFile(path, SceneObjectSerializer.ToXml2Format(object1)); + + tar.Close(); + + + // Delete the current objects, to test that they're loaded from the OAR and didn't + // just remain in the scene. + SceneManager.Instance.ForEachScene(delegate(Scene scene) + { + scene.DeleteAllSceneObjects(); + }); + + // Create a "hole", to test that that the corresponding region isn't loaded from the OAR + SceneManager.Instance.CloseScene(SceneManager.Instance.Scenes[1]); + + + // Check thay the OAR file contains the expected data + + MemoryStream archiveReadStream = new MemoryStream(archiveWriteStream.ToArray()); + + lock (this) + { + m_scene.EventManager.OnOarFileLoaded += LoadCompleted; + m_archiverModule.DearchiveRegion(archiveReadStream); + } + + Assert.That(m_lastErrorMessage, Is.Null); + + Assert.AreEqual(3, SceneManager.Instance.Scenes.Count); + + TestLoadedRegion(part1, soundItemName, soundData); + } + } } diff --git a/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs b/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs index 102b4d7550..cbb3abe460 100644 --- a/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs +++ b/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs @@ -69,7 +69,7 @@ namespace OpenSim.Region.CoreModules.World.Land /// without recounting the whole sim. /// /// We start out tainted so that the first get call resets the various prim counts. - /// + /// private bool m_Tainted = true; private Object m_TaintLock = new Object(); diff --git a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs index ca2ad94592..292efa4b7e 100644 --- a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs @@ -46,6 +46,10 @@ namespace OpenSim.Region.Framework.Interfaces /// void sendRegionHandshakeToAll(); void TriggerEstateInfoChange(); + + /// + /// Fires the OnRegionInfoChange event. + /// void TriggerRegionInfoChange(); void setEstateTerrainBaseTexture(int level, UUID texture); diff --git a/OpenSim/Region/Framework/Interfaces/IJsonStoreModule.cs b/OpenSim/Region/Framework/Interfaces/IJsonStoreModule.cs index baac6e827f..da39e95638 100644 --- a/OpenSim/Region/Framework/Interfaces/IJsonStoreModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IJsonStoreModule.cs @@ -35,7 +35,7 @@ namespace OpenSim.Region.Framework.Interfaces public interface IJsonStoreModule { - bool CreateStore(string value, out UUID result); + bool CreateStore(string value, ref UUID result); bool DestroyStore(UUID storeID); bool TestPath(UUID storeID, string path, bool useJson); bool SetValue(UUID storeID, string path, string value, bool useJson); diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs index eee5960a88..e257b57c11 100644 --- a/OpenSim/Region/Framework/Scenes/EventManager.cs +++ b/OpenSim/Region/Framework/Scenes/EventManager.cs @@ -47,30 +47,75 @@ namespace OpenSim.Region.Framework.Scenes public delegate void OnFrameDelegate(); + /// + /// Triggered on each sim frame. + /// + /// + /// This gets triggered in + /// Core uses it for things like Sun, Wind & Clouds + /// The MRM module also uses it. + /// public event OnFrameDelegate OnFrame; public delegate void ClientMovement(ScenePresence client); + /// + /// Trigerred when an agent moves. + /// + /// + /// This gets triggered in + /// prior to + /// public event ClientMovement OnClientMovement; public delegate void OnTerrainTaintedDelegate(); + /// + /// Triggered if the terrain has been edited + /// + /// + /// This gets triggered in + /// after it determines that an update has been made. + /// public event OnTerrainTaintedDelegate OnTerrainTainted; public delegate void OnTerrainTickDelegate(); - public delegate void OnTerrainUpdateDelegate(); - + /// + /// Triggered if the terrain has been edited + /// + /// + /// This gets triggered in + /// but is used by core solely to update the physics engine. + /// public event OnTerrainTickDelegate OnTerrainTick; + public delegate void OnTerrainUpdateDelegate(); + public event OnTerrainUpdateDelegate OnTerrainUpdate; public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); + /// + /// Triggered when a region is backed up/persisted to storage + /// + /// + /// This gets triggered in + /// and is fired before the persistence occurs. + /// public event OnBackupDelegate OnBackup; public delegate void OnClientConnectCoreDelegate(IClientCore client); + /// + /// Triggered when a new client connects to the scene. + /// + /// + /// This gets triggered in , + /// which checks if an instance of + /// also implements and as such, + /// is not triggered by NPCs. + /// public event OnClientConnectCoreDelegate OnClientConnect; public delegate void OnNewClientDelegate(IClientAPI client); @@ -91,18 +136,54 @@ namespace OpenSim.Region.Framework.Scenes public delegate void OnNewPresenceDelegate(ScenePresence presence); + /// + /// Triggered when a new presence is added to the scene + /// + /// + /// Triggered in which is used by both + /// users and NPCs + /// public event OnNewPresenceDelegate OnNewPresence; public delegate void OnRemovePresenceDelegate(UUID agentId); + /// + /// Triggered when a presence is removed from the scene + /// + /// + /// Triggered in which is used by both + /// users and NPCs + /// public event OnRemovePresenceDelegate OnRemovePresence; public delegate void OnParcelPrimCountUpdateDelegate(); + /// + /// Triggered whenever the prim count may have been altered, or prior + /// to an action that requires the current prim count to be accurate. + /// + /// + /// Triggered by in + /// , + /// , + /// , + /// , + /// , + /// , + /// + /// public event OnParcelPrimCountUpdateDelegate OnParcelPrimCountUpdate; public delegate void OnParcelPrimCountAddDelegate(SceneObjectGroup obj); + /// + /// Triggered in response to for + /// objects that actually contribute to parcel prim count. + /// + /// + /// Triggered by in + /// + /// public event OnParcelPrimCountAddDelegate OnParcelPrimCountAdd; public delegate void OnPluginConsoleDelegate(string[] args); @@ -123,6 +204,14 @@ namespace OpenSim.Region.Framework.Scenes public event OnSetRootAgentSceneDelegate OnSetRootAgentScene; + /// + /// Triggered after parcel properties have been updated. + /// + /// + /// Triggered by in + /// , + /// + /// public event ParcelPropertiesUpdateRequest OnParcelPropertiesUpdateRequest; /// @@ -373,6 +462,20 @@ namespace OpenSim.Region.Framework.Scenes public event RequestParcelPrimCountUpdate OnRequestParcelPrimCountUpdate; public delegate void ParcelPrimCountTainted(); + + /// + /// Triggered when the parcel prim count has been altered. + /// + /// + /// Triggered by in + /// , + /// , + /// , + /// , + /// , + /// , + /// + /// public event ParcelPrimCountTainted OnParcelPrimCountTainted; public event GetScriptRunning OnGetScriptRunning; @@ -432,7 +535,7 @@ namespace OpenSim.Region.Framework.Scenes /// the scripts may not have started yet /// Message is non empty string if there were problems loading the oar file /// - public delegate void OarFileLoaded(Guid guid, string message); + public delegate void OarFileLoaded(Guid guid, List loadedScenes, string message); public event OarFileLoaded OnOarFileLoaded; /// @@ -485,6 +588,9 @@ namespace OpenSim.Region.Framework.Scenes /// /// /// True if the duplicate will immediately be in the scene, false otherwise + /// + /// Triggered in + /// public event SceneObjectPartCopyDelegate OnSceneObjectPartCopy; public delegate void SceneObjectPartCopyDelegate(SceneObjectPart copy, SceneObjectPart original, bool userExposed); @@ -593,8 +699,29 @@ namespace OpenSim.Region.Framework.Scenes public delegate void LandBuy(Object sender, LandBuyArgs e); + /// + /// Triggered when an attempt to transfer grid currency occurs + /// + /// + /// Triggered in + /// via + /// via + /// via + /// public event MoneyTransferEvent OnMoneyTransfer; + + /// + /// Triggered after after + /// public event LandBuy OnLandBuy; + + /// + /// Triggered to allow or prevent a real estate transaction + /// + /// + /// Triggered in + /// + /// public event LandBuy OnValidateLandBuy; public void TriggerOnAttach(uint localID, UUID itemID, UUID avatarID) @@ -2093,7 +2220,7 @@ namespace OpenSim.Region.Framework.Scenes return 6; } - public void TriggerOarFileLoaded(Guid requestId, string message) + public void TriggerOarFileLoaded(Guid requestId, List loadedScenes, string message) { OarFileLoaded handlerOarFileLoaded = OnOarFileLoaded; if (handlerOarFileLoaded != null) @@ -2102,7 +2229,7 @@ namespace OpenSim.Region.Framework.Scenes { try { - d(requestId, message); + d(requestId, loadedScenes, message); } catch (Exception e) { diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs index f1b09cac37..dba3a6133b 100644 --- a/OpenSim/Region/Framework/Scenes/SceneManager.cs +++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs @@ -92,7 +92,11 @@ namespace OpenSim.Region.Framework.Scenes private static SceneManager m_instance = null; public static SceneManager Instance { - get { return m_instance; } + get { + if (m_instance == null) + m_instance = new SceneManager(); + return m_instance; + } } private readonly DoubleDictionary m_localScenes = new DoubleDictionary(); diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 18e74c1cbc..f1df6d6668 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -2750,13 +2750,14 @@ namespace OpenSim.Region.Framework.Scenes m_scene.m_linksetCapacity) { m_log.DebugFormat( - "[SCENE OBJECT GROUP]: Cannot link group with root" + - " part {0}, {1} ({2} prims) to group with root part" + - " {3}, {4} ({5} prims) because the new linkset" + - " would exceed the configured maximum of {6}", - objectGroup.RootPart.Name, objectGroup.RootPart.UUID, - objectGroup.PrimCount, RootPart.Name, RootPart.UUID, - PrimCount, m_scene.m_linksetCapacity); + "[SCENE OBJECT GROUP]: Cannot link group with root" + + " part {0}, {1} ({2} prims) to group with root part" + + " {3}, {4} ({5} prims) because the new linkset" + + " would exceed the configured maximum of {6}", + objectGroup.RootPart.Name, objectGroup.RootPart.UUID, + objectGroup.PrimCount, RootPart.Name, RootPart.UUID, + PrimCount, m_scene.m_linksetCapacity); + return; } diff --git a/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreModule.cs b/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreModule.cs index 311531c8d4..732c28f66d 100644 --- a/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreModule.cs +++ b/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreModule.cs @@ -175,14 +175,15 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore /// /// // ----------------------------------------------------------------- - public bool CreateStore(string value, out UUID result) + public bool CreateStore(string value, ref UUID result) { - result = UUID.Zero; + if (result == UUID.Zero) + result = UUID.Random(); + + JsonStore map = null; if (! m_enabled) return false; - UUID uuid = UUID.Random(); - JsonStore map = null; try { @@ -195,9 +196,8 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore } lock (m_JsonValueStore) - m_JsonValueStore.Add(uuid,map); + m_JsonValueStore.Add(result,map); - result = uuid; return true; } @@ -231,7 +231,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore if (! m_JsonValueStore.TryGetValue(storeID,out map)) { m_log.InfoFormat("[JsonStore] Missing store {0}",storeID); - return true; + return false; } } diff --git a/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreScriptModule.cs b/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreScriptModule.cs index eaba816179..6910d14c67 100644 --- a/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreScriptModule.cs +++ b/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreScriptModule.cs @@ -227,7 +227,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore protected UUID JsonCreateStore(UUID hostID, UUID scriptID, string value) { UUID uuid = UUID.Zero; - if (! m_store.CreateStore(value, out uuid)) + if (! m_store.CreateStore(value, ref uuid)) GenerateRuntimeError("Failed to create Json store"); return uuid; diff --git a/OpenSim/Region/OptionalModules/Scripting/RegionReadyModule/RegionReadyModule.cs b/OpenSim/Region/OptionalModules/Scripting/RegionReadyModule/RegionReadyModule.cs index fff3a32010..bad75f7819 100644 --- a/OpenSim/Region/OptionalModules/Scripting/RegionReadyModule/RegionReadyModule.cs +++ b/OpenSim/Region/OptionalModules/Scripting/RegionReadyModule/RegionReadyModule.cs @@ -181,7 +181,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady } } - void OnOarFileLoaded(Guid requestId, string message) + void OnOarFileLoaded(Guid requestId, List loadedScenes, string message) { m_oarFileLoading = true; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index fa22c78d8a..526dbadd97 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -131,8 +131,6 @@ public class BSCharacter : BSPhysObject BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, LocalID, _buoyancy); BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(Scene.World.Ptr, LocalID)); - // avatars get all collisions no matter what (makes walking on ground and such work) - BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); }); return; @@ -480,11 +478,10 @@ public class BSCharacter : BSPhysObject // Stop collision events public override void UnSubscribeEvents() { _subscribedEventsMs = 0; - // Avatars get all their collision events - // Scene.TaintedObject("BSCharacter.UnSubscribeEvents", delegate() - // { - // BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); - // }); + Scene.TaintedObject("BSCharacter.UnSubscribeEvents", delegate() + { + BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); + }); } // Return 'true' if someone has subscribed to events public override bool SubscribedEvents() { @@ -532,20 +529,20 @@ public class BSCharacter : BSPhysObject // The collision, if it should be reported to the character, is placed in a collection // that will later be sent to the simulator when SendCollisions() is called. CollisionEventUpdate collisionCollection = null; - public override void Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth) + public override bool Collide(uint collidingWith, BSPhysObject collidee, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth) { - // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); + bool ret = false; // The following makes IsColliding() and IsCollidingGround() work _collidingStep = Scene.SimulationStep; - if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID) + if (collidingWith <= Scene.TerrainManager.HighestTerrainID) { _collidingGroundStep = Scene.SimulationStep; } // DetailLog("{0},BSCharacter.Collison,call,with={1}", LocalID, collidingWith); // throttle collisions to the rate specified in the subscription - if (_subscribedEventsMs != 0) { + if (SubscribedEvents()) { int nowTime = Scene.SimulationNowTime; if (nowTime >= _nextCollisionOkTime) { _nextCollisionOkTime = nowTime + _subscribedEventsMs; @@ -553,8 +550,10 @@ public class BSCharacter : BSPhysObject if (collisionCollection == null) collisionCollection = new CollisionEventUpdate(); collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); + ret = true; } } + return ret; } public override void SendCollisions() diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs index 2e15ced238..1376a29bbf 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs @@ -74,6 +74,17 @@ public abstract class BSConstraint : IDisposable return ret; } + public virtual bool SetSolverIterations(float cnt) + { + bool ret = false; + if (m_enabled) + { + BulletSimAPI.SetConstraintNumSolverIterations2(m_constraint.Ptr, cnt); + ret = true; + } + return ret; + } + public virtual bool CalculateTransforms() { bool ret = false; @@ -96,12 +107,9 @@ public abstract class BSConstraint : IDisposable ret = CalculateTransforms(); if (ret) { - // m_world.scene.PhysicsLogging.Write("{0},BSConstraint.RecomputeConstraintVariables,taint,enabling,A={1},B={2}", - // BSScene.DetailLogZero, Body1.ID, Body2.ID); - // Setting an object's mass to zero (making it static like when it's selected) // automatically disables the constraints. - // If enabled, be sure to set the constraint itself to enabled. + // If the link is enabled, be sure to set the constraint itself to enabled. BulletSimAPI.SetConstraintEnable2(m_constraint.Ptr, m_world.scene.NumericBool(true)); } else diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 8169e990bb..61006f07d6 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -80,7 +80,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Linear properties private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL - private Vector3 m_dir = Vector3.Zero; // velocity applied to body + private Vector3 m_newVelocity = Vector3.Zero; // velocity computed to be applied to body private Vector3 m_linearFrictionTimescale = Vector3.Zero; private float m_linearMotorDecayTimescale = 0; private float m_linearMotorTimescale = 0; @@ -131,7 +131,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin m_type = Vehicle.TYPE_NONE; } - internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue, float timestep) + internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue) { VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); switch (pParam) @@ -230,7 +230,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin } }//end ProcessFloatVehicleParam - internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue, float timestep) + internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue) { VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); switch (pParam) @@ -299,7 +299,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin } }//end ProcessVehicleFlags - internal void ProcessTypeChange(Vehicle pType, float stepSize) + internal void ProcessTypeChange(Vehicle pType) { VDetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType); // Set Defaults For Type @@ -478,29 +478,30 @@ namespace OpenSim.Region.Physics.BulletSPlugin MoveAngular(pTimestep); LimitRotation(pTimestep); + // remember the position so next step we can limit absolute movement effects + m_lastPositionVector = m_prim.Position; + VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity); }// end Step private void MoveLinear(float pTimestep) { - // requested m_linearMotorDirection is significant - // if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) - if (m_linearMotorDirection.LengthSquared() > 0.0001f) + // m_linearMotorDirection is the direction we are moving relative to the vehicle coordinates + // m_lastLinearVelocityVector is the speed we are moving in that direction + if (m_linearMotorDirection.LengthSquared() > 0.001f) { Vector3 origDir = m_linearMotorDirection; Vector3 origVel = m_lastLinearVelocityVector; // add drive to body - // Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep); - Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale); - // lastLinearVelocityVector is the current body velocity vector? + // Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale / pTimestep); + Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/(m_linearMotorTimescale / pTimestep); + // lastLinearVelocityVector is the current body velocity vector // RA: Not sure what the *10 is for. A correction for pTimestep? // m_lastLinearVelocityVector += (addAmount*10); m_lastLinearVelocityVector += addAmount; - // This will work temporarily, but we really need to compare speed on an axis - // KF: Limit body velocity to applied velocity? // Limit the velocity vector to less than the last set linear motor direction if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X)) m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X; @@ -509,53 +510,108 @@ namespace OpenSim.Region.Physics.BulletSPlugin if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z)) m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z; - // decay applied velocity - Vector3 decayfraction = ((Vector3.One/(m_linearMotorDecayTimescale/pTimestep))); - m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f; - /* - Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/m_linearMotorTimescale; - m_lastLinearVelocityVector += addAmount; - - float decayfraction = (1.0f - 1.0f / m_linearMotorDecayTimescale); - m_linearMotorDirection *= decayfraction; - + // decay applied velocity + Vector3 decayfraction = Vector3.One/(m_linearMotorDecayTimescale / pTimestep); + // (RA: do not know where the 0.5f comes from) + m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f; */ + float keepfraction = 1.0f - (1.0f / (m_linearMotorDecayTimescale / pTimestep)); + m_linearMotorDirection *= keepfraction; - VDetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},decay={4},dir={5},vel={6}", - m_prim.LocalID, origDir, origVel, addAmount, decayfraction, m_linearMotorDirection, m_lastLinearVelocityVector); + VDetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},notDecay={4},dir={5},vel={6}", + m_prim.LocalID, origDir, origVel, addAmount, keepfraction, m_linearMotorDirection, m_lastLinearVelocityVector); } else { - // if what remains of applied is small, zero it. - // if (m_lastLinearVelocityVector.ApproxEquals(Vector3.Zero, 0.01f)) - // m_lastLinearVelocityVector = Vector3.Zero; + // if what remains of direction is very small, zero it. m_linearMotorDirection = Vector3.Zero; m_lastLinearVelocityVector = Vector3.Zero; + VDetailLog("{0},MoveLinear,zeroed", m_prim.LocalID); } // convert requested object velocity to object relative vector Quaternion rotq = m_prim.Orientation; - m_dir = m_lastLinearVelocityVector * rotq; + m_newVelocity = m_lastLinearVelocityVector * rotq; // Add the various forces into m_dir which will be our new direction vector (velocity) // add Gravity and Buoyancy - // KF: So far I have found no good method to combine a script-requested - // .Z velocity and gravity. Therefore only 0g will used script-requested - // .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only. - Vector3 grav = Vector3.Zero; // There is some gravity, make a gravity force vector that is applied after object velocity. // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; - grav.Z = m_prim.Scene.DefaultGravity.Z * m_prim.Mass * (1f - m_VehicleBuoyancy); + Vector3 grav = m_prim.Scene.DefaultGravity * (m_prim.Mass * (1f - m_VehicleBuoyancy)); + + /* + * RA: Not sure why one would do this // Preserve the current Z velocity Vector3 vel_now = m_prim.Velocity; m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity + */ Vector3 pos = m_prim.Position; - Vector3 posChange = pos; // Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f); - double Zchange = Math.Abs(posChange.Z); + + // If below the terrain, move us above the ground a little. + float terrainHeight = m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos); + // Taking the rotated size doesn't work here because m_prim.Size is the size of the root prim and not the linkset. + // Need to add a m_prim.LinkSet.Size similar to m_prim.LinkSet.Mass. + // Vector3 rotatedSize = m_prim.Size * m_prim.Orientation; + // if (rotatedSize.Z < terrainHeight) + if (pos.Z < terrainHeight) + { + pos.Z = terrainHeight + 2; + m_prim.Position = pos; + VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", m_prim.LocalID, terrainHeight, pos); + } + + // Check if hovering + if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) + { + // We should hover, get the target height + if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) + { + m_VhoverTargetHeight = m_prim.Scene.GetWaterLevelAtXYZ(pos) + m_VhoverHeight; + } + if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) + { + m_VhoverTargetHeight = terrainHeight + m_VhoverHeight; + } + if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) + { + m_VhoverTargetHeight = m_VhoverHeight; + } + + if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0) + { + // If body is aready heigher, use its height as target height + if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z; + } + if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) + { + if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2) + { + m_prim.Position = pos; + } + } + else + { + float herr0 = pos.Z - m_VhoverTargetHeight; + // Replace Vertical speed with correction figure if significant + if (Math.Abs(herr0) > 0.01f) + { + m_newVelocity.Z = -((herr0 * pTimestep * 50.0f) / m_VhoverTimescale); + //KF: m_VhoverEfficiency is not yet implemented + } + else + { + m_newVelocity.Z = 0f; + } + } + + VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_newVelocity, m_VhoverHeight, m_VhoverTargetHeight); + } + + Vector3 posChange = pos - m_lastPositionVector; if (m_BlockingEndPoint != Vector3.Zero) { bool changed = false; @@ -592,125 +648,43 @@ namespace OpenSim.Region.Physics.BulletSPlugin } } - // If below the terrain, move us above the ground a little. - if (pos.Z < m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos)) - { - pos.Z = m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 2; - m_prim.Position = pos; - VDetailLog("{0},MoveLinear,terrainHeight,pos={1}", m_prim.LocalID, pos); - } - - // Check if hovering - if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) - { - // We should hover, get the target height - if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) - { - m_VhoverTargetHeight = m_prim.Scene.GetWaterLevel() + m_VhoverHeight; - } - if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) - { - m_VhoverTargetHeight = m_prim.Scene.TerrainManager.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight; - } - if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) - { - m_VhoverTargetHeight = m_VhoverHeight; - } - - if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0) - { - // If body is aready heigher, use its height as target height - if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z; - } - if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) - { - if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2) - { - m_prim.Position = pos; - } - } - else - { - float herr0 = pos.Z - m_VhoverTargetHeight; - // Replace Vertical speed with correction figure if significant - if (Math.Abs(herr0) > 0.01f) - { - m_dir.Z = -((herr0 * pTimestep * 50.0f) / m_VhoverTimescale); - //KF: m_VhoverEfficiency is not yet implemented - } - else - { - m_dir.Z = 0f; - } - } - - VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_dir, m_VhoverHeight, m_VhoverTargetHeight); - -// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped -// m_VhoverTimescale = 0f; // time to acheive height -// pTimestep is time since last frame,in secs - } - + float Zchange = Math.Abs(posChange.Z); if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) { - //Start Experimental Values if (Zchange > .3) - { grav.Z = (float)(grav.Z * 3); - } if (Zchange > .15) - { grav.Z = (float)(grav.Z * 2); - } if (Zchange > .75) - { grav.Z = (float)(grav.Z * 1.5); - } if (Zchange > .05) - { grav.Z = (float)(grav.Z * 1.25); - } if (Zchange > .025) - { grav.Z = (float)(grav.Z * 1.125); - } - float terraintemp = m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos); - float postemp = (pos.Z - terraintemp); + float postemp = (pos.Z - terrainHeight); if (postemp > 2.5f) - { grav.Z = (float)(grav.Z * 1.037125); - } VDetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav); - //End Experimental Values } if ((m_flags & (VehicleFlag.NO_X)) != 0) - { - m_dir.X = 0; - } + m_newVelocity.X = 0; if ((m_flags & (VehicleFlag.NO_Y)) != 0) - { - m_dir.Y = 0; - } + m_newVelocity.Y = 0; if ((m_flags & (VehicleFlag.NO_Z)) != 0) - { - m_dir.Z = 0; - } - - m_lastPositionVector = m_prim.Position; + m_newVelocity.Z = 0; // Apply velocity - m_prim.Velocity = m_dir; + m_prim.Velocity = m_newVelocity; // apply gravity force // Why is this set here? The physics engine already does gravity. // m_prim.AddForce(grav, false); - // m_prim.Force = grav; // Apply friction - Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep); - m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount; + Vector3 keepFraction = Vector3.One - (Vector3.One / (m_linearFrictionTimescale / pTimestep)); + m_lastLinearVelocityVector *= keepFraction; - VDetailLog("{0},MoveLinear,done,pos={1},vel={2},force={3},decay={4}", - m_prim.LocalID, m_lastPositionVector, m_dir, grav, decayamount); + VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},grav={4},1Mdecay={5}", + m_prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity, grav, keepFraction); } // end MoveLinear() @@ -735,17 +709,18 @@ namespace OpenSim.Region.Physics.BulletSPlugin // There are m_angularMotorApply steps. Vector3 origAngularVelocity = m_angularMotorVelocity; // ramp up to new value - // current velocity += error / (time to get there / step interval) - // requested speed - last motor speed + // current velocity += error / ( time to get there / step interval) + // requested speed - last motor speed m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep); m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); - VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},origvel={2},dir={3},vel={4}", - m_prim.LocalID,m_angularMotorApply,origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity); + VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},angTScale={2},timeStep={3},origvel={4},dir={5},vel={6}", + m_prim.LocalID, m_angularMotorApply, m_angularMotorTimescale, pTimestep, origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity); - m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected - // velocity may still be acheived. + // This is done so that if script request rate is less than phys frame rate the expected + // velocity may still be acheived. + m_angularMotorApply--; } else { @@ -760,7 +735,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin Vector3 vertattr = Vector3.Zero; if (m_verticalAttractionTimescale < 300) { - float VAservo = 0.2f / (m_verticalAttractionTimescale * pTimestep); + float VAservo = 0.2f / (m_verticalAttractionTimescale / pTimestep); // get present body rotation Quaternion rotq = m_prim.Orientation; // make a vector pointing up @@ -863,16 +838,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin m_rot.Y = 0; changed = true; } - if ((m_flags & VehicleFlag.LOCK_ROTATION) != 0) - { - m_rot.X = 0; - m_rot.Y = 0; - changed = true; - } if (changed) + { m_prim.Orientation = m_rot; + VDetailLog("{0},LimitRotation,done,orig={1},new={2}", m_prim.LocalID, rotq, m_rot); + } - VDetailLog("{0},LimitRotation,done,changed={1},orig={2},new={3}", m_prim.LocalID, changed, rotq, m_rot); } // Invoke the detailed logger and output something if it's enabled. diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 5f6601d631..7e784ebb83 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs @@ -202,11 +202,33 @@ public class BSLinkset return com; } + // The object is going dynamic (physical). Do any setup necessary + // for a dynamic linkset. + // Only the state of the passed object can be modified. The rest of the linkset + // has not yet been fully constructed. + // Return 'true' if any properties updated on the passed object. + // Called at taint-time! + public bool MakeDynamic(BSPhysObject child) + { + bool ret = false; + return ret; + } + + // The object is going static (non-physical). Do any setup necessary + // for a static linkset. + // Return 'true' if any properties updated on the passed object. + // Called at taint-time! + public bool MakeStatic(BSPhysObject child) + { + // What is done for each object in BSPrim is what we want. + return false; + } + // When physical properties are changed the linkset needs to recalculate // its internal properties. public void Refresh(BSPhysObject requestor) { - // If there are no children, there aren't any constraints to recompute + // If there are no children, there can't be any constraints to recompute if (!HasAnyChildren) return; @@ -225,11 +247,12 @@ public class BSLinkset // from a linkset to make sure the constraints know about the new mass and // geometry. // Must only be called at taint time!! - private bool RecomputeLinksetConstraintVariables() + private void RecomputeLinksetConstraintVariables() { float linksetMass = LinksetMass; lock (m_linksetActivityLock) { + bool somethingMissing = false; foreach (BSPhysObject child in m_children) { BSConstraint constrain; @@ -241,16 +264,36 @@ public class BSLinkset } else { - // Non-fatal error that can happen when children are being added to the linkset but + // Non-fatal error that happens when children are being added to the linkset but // their constraints have not been created yet. // Caused by the fact that m_children is built at run time but building constraints // happens at taint time. - // m_physicsScene.Logger.ErrorFormat("{0} RecomputeLinksetConstraintVariables: constraint not found for root={1}, child={2}", - // LogHeader, m_linksetRoot.Body.ID, child.Body.ID); + somethingMissing = true; + break; } } + + // If the whole linkset is not here, doesn't make sense to recompute linkset wide values + if (!somethingMissing) + { + // If this is a multiple object linkset, set everybody's center of mass to the set's center of mass + OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass(); + BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.Ptr, centerOfMass, OMV.Quaternion.Identity); + foreach (BSPhysObject child in m_children) + { + BulletSimAPI.SetCenterOfMassByPosRot2(child.BSBody.Ptr, centerOfMass, OMV.Quaternion.Identity); + } + /* + // The root prim takes on the weight of the whole linkset + OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(LinksetRoot.BSShape.Ptr, linksetMass); + BulletSimAPI.SetMassProps2(LinksetRoot.BSBody.Ptr, linksetMass, inertia); + OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass(); + BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.Ptr, centerOfMass, OMV.Quaternion.Identity); + BulletSimAPI.UpdateInertiaTensor2(LinksetRoot.BSBody.Ptr); + */ + } } - return false; + return; } // I am the root of a linkset and a new child is being added @@ -296,9 +339,9 @@ public class BSLinkset DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); PhysicallyUnlinkAChildFromRoot(rootx, childx); + RecomputeLinksetConstraintVariables(); }); - RecomputeLinksetConstraintVariables(); } else { @@ -377,6 +420,10 @@ public class BSLinkset PhysicsScene.Params.linkConstraintTransMotorMaxVel, PhysicsScene.Params.linkConstraintTransMotorMaxForce); constrain.SetCFMAndERP(PhysicsScene.Params.linkConstraintCFM, PhysicsScene.Params.linkConstraintERP); + if (PhysicsScene.Params.linkConstraintSolverIterations != 0f) + { + constrain.SetSolverIterations(PhysicsScene.Params.linkConstraintSolverIterations); + } RecomputeLinksetConstraintVariables(); } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index e411fcb3df..3fe71e1003 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -41,7 +41,7 @@ public abstract class BSPhysObject : PhysicsActor { public abstract BSLinkset Linkset { get; set; } - public abstract void Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, + public abstract bool Collide(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth); public abstract void SendCollisions(); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 6d0af63986..26a581fc77 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -136,11 +136,11 @@ public sealed class BSPrim : BSPhysObject Linkset = new BSLinkset(Scene, this); // a linkset of one _vehicle = new BSDynamics(Scene, this); // add vehicleness _mass = CalculateMass(); - // do the actual object creation at taint time DetailLog("{0},BSPrim.constructor,call", LocalID); + // do the actual object creation at taint time _scene.TaintedObject("BSPrim.create", delegate() { - RecreateGeomAndObject(); + CreateGeomAndObject(true); // Get the pointer to the physical body for this object. // At the moment, we're still letting BulletSim manage the creation and destruction @@ -186,9 +186,10 @@ public sealed class BSPrim : BSPhysObject _scene.TaintedObject("BSPrim.setSize", delegate() { _mass = CalculateMass(); // changing size changes the mass - BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical); - DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical); - RecreateGeomAndObject(); + // Since _size changed, the mesh needs to be rebuilt. If rebuilt, all the correct + // scale and margins are set. + CreateGeomAndObject(true); + DetailLog("{0}: BSPrim.setSize: size={1}, scale={2}, mass={3}, physical={4}", LocalID, _size, _scale, _mass, IsPhysical); }); } } @@ -198,7 +199,7 @@ public sealed class BSPrim : BSPhysObject _scene.TaintedObject("BSPrim.setShape", delegate() { _mass = CalculateMass(); // changing the shape changes the mass - RecreateGeomAndObject(); + CreateGeomAndObject(false); }); } } @@ -279,7 +280,7 @@ public sealed class BSPrim : BSPhysObject get { if (!Linkset.IsRoot(this)) // child prims move around based on their parent. Need to get the latest location - _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); + _position = BulletSimAPI.GetPosition2(BSBody.Ptr); // don't do the GetObjectPosition for root elements because this function is called a zillion times // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); @@ -291,7 +292,7 @@ public sealed class BSPrim : BSPhysObject _scene.TaintedObject("BSPrim.setPosition", delegate() { DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); - BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); + BulletSimAPI.SetTranslation2(BSBody.Ptr, _position, _orientation); }); } } @@ -302,7 +303,8 @@ public sealed class BSPrim : BSPhysObject { get { - return Linkset.LinksetMass; + // return Linkset.LinksetMass; + return _mass; } } @@ -328,7 +330,6 @@ public sealed class BSPrim : BSPhysObject _scene.TaintedObject("BSPrim.setForce", delegate() { DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); - // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); BulletSimAPI.SetObjectForce2(BSBody.Ptr, _force); }); } @@ -345,7 +346,7 @@ public sealed class BSPrim : BSPhysObject { // Done at taint time so we're sure the physics engine is not using the variables // Vehicle code changes the parameters for this vehicle type. - _vehicle.ProcessTypeChange(type, Scene.LastSimulatedTimestep); + _vehicle.ProcessTypeChange(type); // Tell the scene about the vehicle so it will get processing each frame. _scene.VehicleInSceneTypeChanged(this, type); }); @@ -355,14 +356,14 @@ public sealed class BSPrim : BSPhysObject { _scene.TaintedObject("BSPrim.VehicleFloatParam", delegate() { - _vehicle.ProcessFloatVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); + _vehicle.ProcessFloatVehicleParam((Vehicle)param, value); }); } public override void VehicleVectorParam(int param, OMV.Vector3 value) { _scene.TaintedObject("BSPrim.VehicleVectorParam", delegate() { - _vehicle.ProcessVectorVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); + _vehicle.ProcessVectorVehicleParam((Vehicle)param, value); }); } public override void VehicleRotationParam(int param, OMV.Quaternion rotation) @@ -406,7 +407,7 @@ public sealed class BSPrim : BSPhysObject _scene.TaintedObject("BSPrim.setVelocity", delegate() { DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); - BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); + BulletSimAPI.SetLinearVelocity2(BSBody.Ptr, _velocity); }); } } @@ -430,7 +431,7 @@ public sealed class BSPrim : BSPhysObject if (!Linkset.IsRoot(this)) { // Children move around because tied to parent. Get a fresh value. - _orientation = BulletSimAPI.GetObjectOrientation(_scene.WorldID, LocalID); + _orientation = BulletSimAPI.GetOrientation2(BSBody.Ptr); } return _orientation; } @@ -441,7 +442,7 @@ public sealed class BSPrim : BSPhysObject { // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); - BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); + BulletSimAPI.SetTranslation2(BSBody.Ptr, _position, _orientation); }); } } @@ -483,31 +484,37 @@ public sealed class BSPrim : BSPhysObject { // If it's becoming dynamic, it will need hullness VerifyCorrectPhysicalShape(); + UpdatePhysicalParameters(); + } + private void UpdatePhysicalParameters() + { + /* // Bullet wants static objects to have a mass of zero float mass = IsStatic ? 0f : _mass; BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); - /* + */ BulletSimAPI.RemoveObjectFromWorld2(Scene.World.Ptr, BSBody.Ptr); - // Set up the object physicalness (static or dynamic) - MakeDynamic(); + // Set up the object physicalness (does gravity and collisions move this object) + MakeDynamic(IsStatic); - // Make solid or not and arrange for collisions, etc - MakeSolid(); + // Make solid or not (do things bounce off or pass through this object) + MakeSolid(IsSolid); - m_currentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.Ptr); + // Arrange for collisions events if the simulator wants them + EnableCollisions(SubscribedEvents()); BulletSimAPI.AddObjectToWorld2(Scene.World.Ptr, BSBody.Ptr); - */ // Recompute any linkset parameters. // When going from non-physical to physical, this re-enables the constraints that // had been automatically disabled when the mass was set to zero. Linkset.Refresh(this); - DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, m_currentCollisionFlags); + DetailLog("{0},BSPrim.UpdatePhysicalParameters,taint,static={1},solid={2},mass={3}, cf={4}", + LocalID, IsStatic, IsSolid, _mass, m_currentCollisionFlags); } // "Making dynamic" means changing to and from static. @@ -515,39 +522,84 @@ public sealed class BSPrim : BSPhysObject // When dynamic, the object can fall and be pushed by others. // This is independent of its 'solidness' which controls what passes through // this object and what interacts with it. - private void MakeDynamic() + private void MakeDynamic(bool makeStatic) { - if (IsStatic) + if (makeStatic) { // Become a Bullet 'static' object type - BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); + m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); // Stop all movement BulletSimAPI.ClearAllForces2(BSBody.Ptr); + // Center of mass is at the center of the object + BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.BSBody.Ptr, _position, _orientation); // Mass is zero which disables a bunch of physics stuff in Bullet BulletSimAPI.SetMassProps2(BSBody.Ptr, 0f, OMV.Vector3.Zero); // There is no inertia in a static object BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr); + // There can be special things needed for implementing linksets + Linkset.MakeStatic(this); // The activation state is 'sleeping' so Bullet will not try to act on it BulletSimAPI.ForceActivationState2(BSBody.Ptr, ActivationState.ISLAND_SLEEPING); } else { // Not a Bullet static object - BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); + m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); + + // Set various physical properties so internal things will get computed correctly as they are set + BulletSimAPI.SetFriction2(BSBody.Ptr, Scene.Params.defaultFriction); + BulletSimAPI.SetRestitution2(BSBody.Ptr, Scene.Params.defaultRestitution); + // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382 + BulletSimAPI.SetInterpolationLinearVelocity2(BSBody.Ptr, OMV.Vector3.Zero); + BulletSimAPI.SetInterpolationAngularVelocity2(BSBody.Ptr, OMV.Vector3.Zero); + BulletSimAPI.SetInterpolationVelocity2(BSBody.Ptr, OMV.Vector3.Zero, OMV.Vector3.Zero); + // A dynamic object has mass - BulletSimAPI.SetMassProps2(BSBody.Ptr, _mass, OMV.Vector3.Zero); - // The shape is interesting and has mass and a center of gravity IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.Ptr); - BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, _mass, OMV.Vector3.Zero); + OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, Linkset.LinksetMass); + BulletSimAPI.SetMassProps2(BSBody.Ptr, _mass, inertia); // Inertia is based on our new mass BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr); + + // Various values for simulation limits + BulletSimAPI.SetDamping2(BSBody.Ptr, Scene.Params.linearDamping, Scene.Params.angularDamping); + BulletSimAPI.SetDeactivationTime2(BSBody.Ptr, Scene.Params.deactivationTime); + BulletSimAPI.SetSleepingThresholds2(BSBody.Ptr, Scene.Params.linearSleepingThreshold, Scene.Params.angularSleepingThreshold); + BulletSimAPI.SetContactProcessingThreshold2(BSBody.Ptr, Scene.Params.contactProcessingThreshold); + + // There can be special things needed for implementing linksets + Linkset.MakeDynamic(this); + // Force activation of the object so Bullet will act on it. BulletSimAPI.Activate2(BSBody.Ptr, true); } } - private void MakeSolid() + // "Making solid" means that other object will not pass through this object. + private void MakeSolid(bool makeSolid) { + if (makeSolid) + { + // Easy in Bullet -- just remove the object flag that controls collision response + m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); + } + else + { + m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); + } + } + + // Turn on or off the flag controlling whether collision events are returned to the simulator. + private void EnableCollisions(bool wantsCollisionEvents) + { + if (wantsCollisionEvents) + { + m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); + } + else + { + m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); + } } // prims don't fly @@ -607,7 +659,7 @@ public sealed class BSPrim : BSPhysObject _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() { DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); - BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); + BulletSimAPI.SetAngularVelocity2(BSBody.Ptr, _rotationalVelocity); }); } } @@ -624,7 +676,10 @@ public sealed class BSPrim : BSPhysObject _scene.TaintedObject("BSPrim.setBuoyancy", delegate() { DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); - BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); + // Buoyancy is faked by changing the gravity applied to the object + float grav = Scene.Params.gravity * (1f - _buoyancy); + BulletSimAPI.SetGravity2(BSBody.Ptr, new OMV.Vector3(0f, 0f, grav)); + // BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); }); } } @@ -686,8 +741,8 @@ public sealed class BSPrim : BSPhysObject } m_accumulatedForces.Clear(); } - DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force); - // For unknown reason, "ApplyCentralForce" is really additive. + DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, fSum); + // For unknown reasons, "ApplyCentralForce" adds this force to the total force on the object. BulletSimAPI.ApplyCentralForce2(BSBody.Ptr, fSum); }); } @@ -1023,36 +1078,44 @@ public sealed class BSPrim : BSPhysObject }// end CalculateMass #endregion Mass Calculation - // Create the geometry information in Bullet for later use - // The objects needs a hull if it's physical otherwise a mesh is enough - // No locking here because this is done when we know physics is not simulating - // if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used - // Returns 'true' if the geometry was rebuilt + // Create the geometry information in Bullet for later use. + // The objects needs a hull if it's physical otherwise a mesh is enough. + // No locking here because this is done when we know physics is not simulating. + // if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used. + // Returns 'true' if the geometry was rebuilt. + // Called at taint-time! private bool CreateGeom(bool forceRebuild) { - // the mesher thought this was too simple to mesh. Use a native Bullet collision shape. bool ret = false; - if (!_scene.NeedsMeshing(_pbs)) + bool haveShape = false; + + // If the prim attributes are simple, this could be a simple Bullet native shape + if ((_pbs.SculptEntry && !Scene.ShouldMeshSculptedPrim) + || (_pbs.ProfileBegin == 0 && _pbs.ProfileEnd == 0 + && _pbs.ProfileHollow == 0 + && _pbs.PathTwist == 0 && _pbs.PathTwistBegin == 0 + && _pbs.PathBegin == 0 && _pbs.PathEnd == 0 + && _pbs.PathTaperX == 0 && _pbs.PathTaperY == 0 + && _pbs.PathScaleX == 100 && _pbs.PathScaleY == 100 + && _pbs.PathShearX == 0 && _pbs.PathShearY == 0) ) { if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) { - // if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) - // { - // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size); - if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) - { - DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); - _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; - // Bullet native objects are scaled by the Bullet engine so pass the size in - _scale = _size; - // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? - ret = true; - } - // } + haveShape = true; + if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) + { + DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); + _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; + // Bullet native objects are scaled by the Bullet engine so pass the size in + _scale = _size; + // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? + ret = true; + } } else { // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); + haveShape = true; if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)) { DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); @@ -1063,16 +1126,16 @@ public sealed class BSPrim : BSPhysObject } } } - else + // If a simple shape isn't happening, create a mesh and possibly a hull + if (!haveShape) { if (IsPhysical) { if (forceRebuild || _hullKey == 0) { // physical objects require a hull for interaction. - // This will create the mesh if it doesn't already exist - CreateGeomHull(); - ret = true; + // This also creates the mesh if it doesn't already exist + ret = CreateGeomHull(); } } else @@ -1080,8 +1143,7 @@ public sealed class BSPrim : BSPhysObject if (forceRebuild || _meshKey == 0) { // Static (non-physical) objects only need a mesh for bumping into - CreateGeomMesh(); - ret = true; + ret = CreateGeomMesh(); } } } @@ -1089,7 +1151,9 @@ public sealed class BSPrim : BSPhysObject } // No locking here because this is done when we know physics is not simulating - private void CreateGeomMesh() + // Returns 'true' of a mesh was actually rebuild (we could also have one of these specs). + // Called at taint-time! + private bool CreateGeomMesh() { // level of detail based on size and type of the object float lod = _scene.MeshLOD; @@ -1103,7 +1167,7 @@ public sealed class BSPrim : BSPhysObject // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey); // if this new shape is the same as last time, don't recreate the mesh - if (_meshKey == newMeshKey) return; + if (_meshKey == newMeshKey) return false; DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey); // Since we're recreating new, get rid of any previously generated shape @@ -1140,19 +1204,19 @@ public sealed class BSPrim : BSPhysObject _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; // meshes are already scaled by the meshmerizer _scale = new OMV.Vector3(1f, 1f, 1f); - DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID); - return; + return true; } // No locking here because this is done when we know physics is not simulating - private void CreateGeomHull() + // Returns 'true' of a mesh was actually rebuild (we could also have one of these specs). + private bool CreateGeomHull() { float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD; ulong newHullKey = (ulong)_pbs.GetMeshKey(_size, lod); // m_log.DebugFormat("{0}: CreateGeomHull: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _hullKey, newHullKey); // if the hull hasn't changed, don't rebuild it - if (newHullKey == _hullKey) return; + if (newHullKey == _hullKey) return false; DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); @@ -1255,7 +1319,7 @@ public sealed class BSPrim : BSPhysObject // meshes are already scaled by the meshmerizer _scale = new OMV.Vector3(1f, 1f, 1f); DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID); - return; + return true; } // Callback from convex hull creater with a newly created hull. @@ -1268,20 +1332,12 @@ public sealed class BSPrim : BSPhysObject private void VerifyCorrectPhysicalShape() { - if (IsStatic) - { - // if static, we don't need a hull so, if there is one, rebuild without it - if (_hullKey != 0) - { - RecreateGeomAndObject(); - } - } - else + if (!IsStatic) { // if not static, it will need a hull to efficiently collide with things if (_hullKey == 0) { - RecreateGeomAndObject(); + CreateGeomAndObject(false); } } @@ -1300,8 +1356,9 @@ public sealed class BSPrim : BSPhysObject // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type); bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape); - // the CreateObject() may have recreated the rigid body. Make sure we have the latest. + // the CreateObject() may have recreated the rigid body. Make sure we have the latest address. BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); + BSShape = new BulletShape(BulletSimAPI.GetCollisionShape2(BSBody.Ptr)); return ret; } @@ -1325,15 +1382,20 @@ public sealed class BSPrim : BSPhysObject shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue; } - // Rebuild the geometry and object. // This is called when the shape changes so we need to recreate the mesh/hull. // No locking here because this is done when the physics engine is not simulating - private void RecreateGeomAndObject() + private void CreateGeomAndObject(bool forceRebuild) { - // m_log.DebugFormat("{0}: RecreateGeomAndObject. lID={1}", LogHeader, _localID); - if (CreateGeom(true)) + // m_log.DebugFormat("{0}: CreateGeomAndObject. lID={1}, force={2}", LogHeader, _localID, forceRebuild); + // Create the geometry that will make up the object + if (CreateGeom(forceRebuild)) + { + // Create the object and place it into the world CreateObject(); + // Make sure the properties are set on the new object + UpdatePhysicalParameters(); + } return; } @@ -1414,12 +1476,14 @@ public sealed class BSPrim : BSPhysObject DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); + // BulletSimAPI.DumpRigidBody2(Scene.World.Ptr, BSBody.Ptr); + base.RequestPhysicsterseUpdate(); } /* else { - // For debugging, we also report the movement of children + // For debugging, we can also report the movement of children DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, entprop.Acceleration, entprop.RotationalVelocity); @@ -1430,15 +1494,15 @@ public sealed class BSPrim : BSPhysObject // I've collided with something // Called at taint time from within the Step() function CollisionEventUpdate collisionCollection; - public override void Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) + public override bool Collide(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) { - // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); + bool ret = false; // The following lines make IsColliding() and IsCollidingGround() work - _collidingStep = _scene.SimulationStep; - if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID) + _collidingStep = Scene.SimulationStep; + if (collidingWith <= Scene.TerrainManager.HighestTerrainID) { - _collidingGroundStep = _scene.SimulationStep; + _collidingGroundStep = Scene.SimulationStep; } // DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith); @@ -1446,21 +1510,23 @@ public sealed class BSPrim : BSPhysObject // prims in the same linkset cannot collide with each other if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID)) { - return; + return ret; } // if someone has subscribed for collision events.... if (SubscribedEvents()) { // throttle the collisions to the number of milliseconds specified in the subscription - int nowTime = _scene.SimulationNowTime; + int nowTime = Scene.SimulationNowTime; if (nowTime >= _nextCollisionOkTime) { _nextCollisionOkTime = nowTime + _subscribedEventsMs; if (collisionCollection == null) collisionCollection = new CollisionEventUpdate(); collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); + ret = true; } } + return ret; } // The scene is telling us it's time to pass our collected collisions into the simulator diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 4a468af3ae..52997dd526 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -56,7 +56,6 @@ using OpenMetaverse; // Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect // Implement LockAngularMotion // Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation) -// Does NeedsMeshing() really need to exclude all the different shapes? // Remove mesh and Hull stuff. Use mesh passed to bullet and use convexdecom from bullet. // Add PID movement operations. What does ScenePresence.MoveToTarget do? // Check terrain size. 128 or 127? @@ -79,7 +78,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters private HashSet m_objectsWithCollisions = new HashSet(); // Following is a kludge and can be removed when avatar animation updating is // moved to a better place. - private HashSet m_avatarsWithCollisions = new HashSet(); + private HashSet m_avatarsWithCollisions = new HashSet(); // List of all the objects that have vehicle properties and should be called // to update each physics step. @@ -111,11 +110,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters private long m_simulationStep = 0; public long SimulationStep { get { return m_simulationStep; } } - // The length of the last timestep we were asked to simulate. - // This is used by the vehicle code. Since the vehicle code is called - // once per simulation step, its constants need to be scaled by this. - public float LastSimulatedTimestep { get; private set; } - // A value of the time now so all the collision and update routines do not have to get their own // Set to 'now' just before all the prims and actors are called for collisions and updates public int SimulationNowTime { get; private set; } @@ -132,8 +126,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters private EntityProperties[] m_updateArray; private GCHandle m_updateArrayPinnedHandle; - private bool _meshSculptedPrim = true; // cause scuplted prims to get meshed - private bool _forceSimplePrimMeshing = false; // if a cube or sphere, let Bullet do internal shapes + public bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed + public bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes public float PID_D { get; private set; } // derivative public float PID_P { get; private set; } // proportional @@ -153,6 +147,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters { get { return new Vector3(0f, 0f, Params.gravity); } } + // Just the Z value of the gravity + public float DefaultGravityZ + { + get { return Params.gravity; } + } public float MaximumObjectMass { get; private set; } @@ -171,8 +170,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters callback = c; } } + private Object _taintLock = new Object(); // lock for using the next object private List _taintedObjects; - private Object _taintLock = new Object(); // A pointer to an instance if this structure is passed to the C++ code // Used to pass basic configuration values to the unmanaged code. @@ -465,12 +464,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters int collidersCount = 0; IntPtr collidersPtr; - LastSimulatedTimestep = timeStep; - // prevent simulation until we've been initialized - if (!m_initialized) return 10.0f; - - int simulateStartTime = Util.EnvironmentTickCount(); + if (!m_initialized) return 5.0f; // update the prim states while we know the physics engine is not busy int numTaints = _taintedObjects.Count; @@ -478,6 +473,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters // Some of the prims operate with special vehicle properties ProcessVehicles(timeStep); + numTaints += _taintedObjects.Count; ProcessTaints(); // the vehicles might have added taints // step the physical world one interval @@ -506,6 +502,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters // Get a value for 'now' so all the collision and update routines don't have to get their own SimulationNowTime = Util.EnvironmentTickCount(); + // This is a kludge to get avatar movement updates. + // ODE sends collisions for avatars even if there are have been no collisions. This updates + // avatar animations and stuff. + // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. + m_objectsWithCollisions = new HashSet(m_avatarsWithCollisions); + // If there were collisions, process them by sending the event to the prim. // Collisions must be processed before updates. if (collidersCount > 0) @@ -527,13 +529,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters bsp.SendCollisions(); m_objectsWithCollisions.Clear(); - // This is a kludge to get avatar movement updated. - // ODE sends collisions even if there are none and this is used to update - // avatar animations and stuff. - foreach (BSPhysObject bpo in m_avatarsWithCollisions) - bpo.SendCollisions(); - // m_avatarsWithCollisions.Clear(); - // If any of the objects had updated properties, tell the object it has been changed by the physics engine if (updatedEntityCount > 0) { @@ -544,7 +539,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters if (PhysObjects.TryGetValue(entprop.ID, out pobj)) { pobj.UpdateProperties(entprop); - continue; } } } @@ -558,18 +552,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters } } - // this is a waste since the outside routine also calcuates the physics simulation - // period. TODO: There should be a way of computing physics frames from simulator computation. - // long simulateTotalTime = Util.EnvironmentTickCountSubtract(simulateStartTime); - // return (timeStep * (float)simulateTotalTime); - - // TODO: FIX THIS: fps calculation possibly wrong. - // This calculation says 1/timeStep is the ideal frame rate. Any time added to - // that by the physics simulation gives a slower frame rate. - long totalSimulationTime = Util.EnvironmentTickCountSubtract(simulateStartTime); - if (totalSimulationTime >= timeStep) - return 0; - return 1f / (timeStep + totalSimulationTime); + // The physics engine returns the number of milliseconds it simulated this call. + // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. + // Since Bullet normally does 5 or 6 substeps, this will normally sum to about 60 FPS. + return numSubSteps * m_fixedTimeStep; } // Something has collided @@ -580,28 +566,25 @@ public class BSScene : PhysicsScene, IPhysicsParameters return; // don't send collisions to the terrain } - BSPhysObject collider = PhysObjects[localID]; - // TODO: as of this code, terrain was not in the physical object list. - // When BSTerrain is created and it will be in the list, we can remove - // the possibility that it's not there and just fetch the collidee. - BSPhysObject collidee = null; + BSPhysObject collider; + if (!PhysObjects.TryGetValue(localID, out collider)) + { + // If the object that is colliding cannot be found, just ignore the collision. + return; + } - ActorTypes type = ActorTypes.Prim; - if (collidingWith <= TerrainManager.HighestTerrainID) - { - type = ActorTypes.Ground; - } - else - { - collidee = PhysObjects[collidingWith]; - if (collidee is BSCharacter) - type = ActorTypes.Agent; - } + // The terrain is not in the physical object list so 'collidee' + // can be null when Collide() is called. + BSPhysObject collidee = null; + PhysObjects.TryGetValue(collidingWith, out collidee); // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); - collider.Collide(collidingWith, collidee, type, collidePoint, collideNormal, penetration); - m_objectsWithCollisions.Add(collider); + if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration)) + { + // If a collision was posted, remember to send it to the simulator + m_objectsWithCollisions.Add(collider); + } return; } @@ -619,9 +602,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters public override void SetWaterLevel(float baseheight) { m_waterLevel = baseheight; - // TODO: pass to physics engine so things will float? } - public float GetWaterLevel() + // Someday.... + public float GetWaterLevelAtXYZ(Vector3 loc) { return m_waterLevel; } @@ -659,121 +642,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters public override bool IsThreaded { get { return false; } } - /// - /// Routine to figure out if we need to mesh this prim with our mesher - /// - /// - /// true if the prim needs meshing - public bool NeedsMeshing(PrimitiveBaseShape pbs) - { - // most of this is redundant now as the mesher will return null if it cant mesh a prim - // but we still need to check for sculptie meshing being enabled so this is the most - // convenient place to do it for now... - - // int iPropertiesNotSupportedDefault = 0; - - if (pbs.SculptEntry && !_meshSculptedPrim) - { - // Render sculpties as boxes - return false; - } - - // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since Bullet - // can use an internal representation for the prim - if (!_forceSimplePrimMeshing) - { - if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight) - || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 - && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z)) - { - - if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 - && pbs.ProfileHollow == 0 - && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0 - && pbs.PathBegin == 0 && pbs.PathEnd == 0 - && pbs.PathTaperX == 0 && pbs.PathTaperY == 0 - && pbs.PathScaleX == 100 && pbs.PathScaleY == 100 - && pbs.PathShearX == 0 && pbs.PathShearY == 0) - { - return false; - } - } - } - - /* TODO: verify that the mesher will now do all these shapes - if (pbs.ProfileHollow != 0) - iPropertiesNotSupportedDefault++; - - if ((pbs.PathBegin != 0) || pbs.PathEnd != 0) - iPropertiesNotSupportedDefault++; - - if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0)) - iPropertiesNotSupportedDefault++; - - if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0) - iPropertiesNotSupportedDefault++; - - if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100)) - iPropertiesNotSupportedDefault++; - - if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0)) - iPropertiesNotSupportedDefault++; - - if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight) - iPropertiesNotSupportedDefault++; - - if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X)) - iPropertiesNotSupportedDefault++; - - if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1) - iPropertiesNotSupportedDefault++; - - // test for torus - if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square) - { - if (pbs.PathCurve == (byte)Extrusion.Curve1) - { - iPropertiesNotSupportedDefault++; - } - } - else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle) - { - if (pbs.PathCurve == (byte)Extrusion.Straight) - { - iPropertiesNotSupportedDefault++; - } - // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits - else if (pbs.PathCurve == (byte)Extrusion.Curve1) - { - iPropertiesNotSupportedDefault++; - } - } - else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle) - { - if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2) - { - iPropertiesNotSupportedDefault++; - } - } - else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle) - { - if (pbs.PathCurve == (byte)Extrusion.Straight) - { - iPropertiesNotSupportedDefault++; - } - else if (pbs.PathCurve == (byte)Extrusion.Curve1) - { - iPropertiesNotSupportedDefault++; - } - } - if (iPropertiesNotSupportedDefault == 0) - { - return false; - } - */ - return true; - } - // Calls to the PhysicsActors can't directly call into the physics engine // because it might be busy. We delay changes to a known time. // We rely on C#'s closure to save and restore the context for the delegate. @@ -782,7 +650,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters if (!m_initialized) return; lock (_taintLock) + { _taintedObjects.Add(new TaintCallbackEntry(ident, callback)); + } + return; } @@ -919,14 +790,14 @@ public class BSScene : PhysicsScene, IPhysicsParameters { new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties", ConfigurationParameters.numericTrue, - (s,cf,p,v) => { s._meshSculptedPrim = cf.GetBoolean(p, s.BoolNumeric(v)); }, - (s) => { return s.NumericBool(s._meshSculptedPrim); }, - (s,p,l,v) => { s._meshSculptedPrim = s.BoolNumeric(v); } ), + (s,cf,p,v) => { s.ShouldMeshSculptedPrim = cf.GetBoolean(p, s.BoolNumeric(v)); }, + (s) => { return s.NumericBool(s.ShouldMeshSculptedPrim); }, + (s,p,l,v) => { s.ShouldMeshSculptedPrim = s.BoolNumeric(v); } ), new ParameterDefn("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects", ConfigurationParameters.numericFalse, - (s,cf,p,v) => { s._forceSimplePrimMeshing = cf.GetBoolean(p, s.BoolNumeric(v)); }, - (s) => { return s.NumericBool(s._forceSimplePrimMeshing); }, - (s,p,l,v) => { s._forceSimplePrimMeshing = s.BoolNumeric(v); } ), + (s,cf,p,v) => { s.ShouldForceSimplePrimMeshing = cf.GetBoolean(p, s.BoolNumeric(v)); }, + (s) => { return s.NumericBool(s.ShouldForceSimplePrimMeshing); }, + (s,p,l,v) => { s.ShouldForceSimplePrimMeshing = s.BoolNumeric(v); } ), new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", 8f, @@ -1162,8 +1033,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters (s,cf,p,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].linkConstraintTransMotorMaxForce; }, (s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = v; } ), - new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=none, 1=all. Default=0", - 0.0f, + new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1", + 0.1f, (s,cf,p,v) => { s.m_params[0].linkConstraintCFM = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].linkConstraintCFM; }, (s,p,l,v) => { s.m_params[0].linkConstraintCFM = v; } ), @@ -1172,6 +1043,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters (s,cf,p,v) => { s.m_params[0].linkConstraintERP = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].linkConstraintERP; }, (s,p,l,v) => { s.m_params[0].linkConstraintERP = v; } ), + new ParameterDefn("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)", + 40, + (s,cf,p,v) => { s.m_params[0].linkConstraintSolverIterations = cf.GetFloat(p, v); }, + (s) => { return s.m_params[0].linkConstraintSolverIterations; }, + (s,p,l,v) => { s.m_params[0].linkConstraintSolverIterations = v; } ), new ParameterDefn("DetailedStats", "Frames between outputting detailed phys stats. (0 is off)", 0f, diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index 47d7199e2e..d48462e119 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs @@ -154,27 +154,31 @@ public class BSTerrainManager // The simulator wants to set a new heightmap for the terrain. public void SetTerrain(float[] heightMap) { - if (m_worldOffset != Vector3.Zero && m_parentScene != null) + float[] localHeightMap = heightMap; + m_physicsScene.TaintedObject("TerrainManager.SetTerrain", delegate() { - // If a child of a mega-region, we shouldn't have any terrain allocated for us - ReleaseGroundPlaneAndTerrain(); - // If doing the mega-prim stuff and we are the child of the zero region, - // the terrain is added to our parent - if (m_parentScene is BSScene) + if (m_worldOffset != Vector3.Zero && m_parentScene != null) { - DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", - BSScene.DetailLogZero, m_worldOffset, m_worldMax); - ((BSScene)m_parentScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID, - heightMap, m_worldOffset, m_worldOffset+DefaultRegionSize, false); + // If a child of a mega-region, we shouldn't have any terrain allocated for us + ReleaseGroundPlaneAndTerrain(); + // If doing the mega-prim stuff and we are the child of the zero region, + // the terrain is added to our parent + if (m_parentScene is BSScene) + { + DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", + BSScene.DetailLogZero, m_worldOffset, m_worldMax); + ((BSScene)m_parentScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID, + localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true); + } } - } - else - { - // If not doing the mega-prim thing, just change the terrain - DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); + else + { + // If not doing the mega-prim thing, just change the terrain + DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); - UpdateOrCreateTerrain(BSScene.TERRAIN_ID, heightMap, m_worldOffset, m_worldOffset+DefaultRegionSize, false); - } + UpdateOrCreateTerrain(BSScene.TERRAIN_ID, localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true); + } + }); } // If called with no mapInfo for the terrain, this will create a new mapInfo and terrain @@ -319,6 +323,8 @@ public class BSTerrainManager // Make sure the new shape is processed. BulletSimAPI.Activate2(mapInfo.terrainBody.Ptr, true); + + m_terrainModified = true; }; // There is the option to do the changes now (we're already in 'taint time'), or @@ -357,6 +363,8 @@ public class BSTerrainManager m_heightMaps.Add(terrainRegionBase, mapInfo); // Build the terrain UpdateOrCreateTerrain(newTerrainID, heightMap, minCoords, maxCoords, true); + + m_terrainModified = true; }; // If already in taint-time, just call Bullet. Otherwise queue the operations for the safe time. @@ -383,7 +391,7 @@ public class BSTerrainManager private float lastHeightTX = 999999f; private float lastHeightTY = 999999f; private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT; - public float GetTerrainHeightAtXY(float tX, float tY) + private float GetTerrainHeightAtXY(float tX, float tY) { // You'd be surprized at the number of times this routine is called // with the same parameters as last time. @@ -403,11 +411,18 @@ public class BSTerrainManager { float regionX = tX - offsetX; float regionY = tY - offsetY; - if (regionX >= mapInfo.sizeX || regionX < 0f) regionX = 0; - if (regionY >= mapInfo.sizeY || regionY < 0f) regionY = 0; int mapIndex = (int)regionY * (int)mapInfo.sizeY + (int)regionX; - ret = mapInfo.heightMap[mapIndex]; - m_terrainModified = false; + try + { + ret = mapInfo.heightMap[mapIndex]; + } + catch + { + // Sometimes they give us wonky values of X and Y. Give a warning and return something. + m_physicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, x={2}, y={3}", + LogHeader, terrainBaseXY, regionX, regionY); + ret = HEIGHT_GETHEIGHT_RET; + } // DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}", // BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret); } @@ -416,6 +431,7 @@ public class BSTerrainManager m_physicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", LogHeader, m_physicsScene.RegionName, tX, tY); } + m_terrainModified = false; lastHeight = ret; return ret; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs index e579cf29e0..9221cdb30e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs @@ -213,6 +213,7 @@ public struct ConfigurationParameters public float linkConstraintTransMotorMaxForce; public float linkConstraintERP; public float linkConstraintCFM; + public float linkConstraintSolverIterations; public const float numericTrue = 1f; public const float numericFalse = 0f; @@ -395,23 +396,6 @@ public static extern bool DestroyMesh(uint worldID, System.UInt64 meshKey); [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern bool CreateObject(uint worldID, ShapeData shapeData); -/* Remove old functionality -[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] -public static extern void CreateLinkset(uint worldID, int objectCount, ShapeData[] shapeDatas); - -[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] -public static extern void AddConstraint(uint worldID, uint id1, uint id2, - Vector3 frame1, Quaternion frame1rot, - Vector3 frame2, Quaternion frame2rot, - Vector3 lowLinear, Vector3 hiLinear, Vector3 lowAngular, Vector3 hiAngular); - -[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] -public static extern bool RemoveConstraintByID(uint worldID, uint id1); - -[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] -public static extern bool RemoveConstraint(uint worldID, uint id1, uint id2); - */ - [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern Vector3 GetObjectPosition(uint WorldID, uint id); @@ -538,15 +522,27 @@ public static extern IntPtr BuildHullShape2(IntPtr world, IntPtr meshShape); public static extern IntPtr BuildNativeShape2(IntPtr world, float shapeType, float collisionMargin, Vector3 scale); +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern bool IsNativeShape2(IntPtr shape); + +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern IntPtr CreateCompoundShape2(IntPtr sim); + +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern void AddChildToCompoundShape2(IntPtr cShape, IntPtr addShape, Vector3 pos, Quaternion rot); + +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern void RemoveChildFromCompoundShape2(IntPtr cShape, IntPtr removeShape); + +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern IntPtr CreateBodyFromShapeAndInfo2(IntPtr sim, IntPtr shape, IntPtr constructionInfo); + [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern bool DeleteCollisionShape2(IntPtr world, IntPtr shape); [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern IntPtr CreateBodyFromShape2(IntPtr sim, IntPtr shape, Vector3 pos, Quaternion rot); -[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] -public static extern IntPtr CreateBodyFromShapeAndInfo2(IntPtr sim, IntPtr shape, IntPtr constructionInfo); - [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern IntPtr CreateBodyWithDefaultMotionState2(IntPtr shape, Vector3 pos, Quaternion rot); @@ -561,9 +557,6 @@ public static extern void DestroyObject2(IntPtr sim, IntPtr obj); // ===================================================================================== // Terrain creation and helper routines -[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] -public static extern void DumpMapInfo(IntPtr sim, IntPtr manInfo); - [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern IntPtr CreateHeightMapInfo2(IntPtr sim, uint id, Vector3 minCoords, Vector3 maxCoords, [MarshalAs(UnmanagedType.LPArray)] float[] heightMap, float collisionMargin); @@ -1010,7 +1003,7 @@ public static extern void SetLocalScaling2(IntPtr shape, Vector3 scale); public static extern Vector3 GetLocalScaling2(IntPtr shape); [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] -public static extern void CalculateLocalInertia2(IntPtr shape, float mass, Vector3 inertia); +public static extern Vector3 CalculateLocalInertia2(IntPtr shape, float mass); [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern int GetShapeType2(IntPtr shape); @@ -1026,6 +1019,12 @@ public static extern void SetCollisionFilterMask(IntPtr shape, uint filter, uint // ===================================================================================== // Debugging +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern void DumpRigidBody2(IntPtr sim, IntPtr collisionObject); + +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern void DumpMapInfo2(IntPtr sim, IntPtr manInfo); + [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern void DumpPhysicsStatistics2(IntPtr sim); diff --git a/OpenSim/Server/Handlers/Avatar/AvatarServerPostHandler.cs b/OpenSim/Server/Handlers/Avatar/AvatarServerPostHandler.cs index 393584e932..8cd747ee17 100644 --- a/OpenSim/Server/Handlers/Avatar/AvatarServerPostHandler.cs +++ b/OpenSim/Server/Handlers/Avatar/AvatarServerPostHandler.cs @@ -137,6 +137,8 @@ namespace OpenSim.Server.Handlers.Avatar if (!UUID.TryParse(request["UserID"].ToString(), out user)) return FailureResult(); + RemoveRequestParamsNotForStorage(request); + AvatarData avatar = new AvatarData(request); if (m_AvatarService.SetAvatar(user, avatar)) return SuccessResult(); @@ -153,11 +155,25 @@ namespace OpenSim.Server.Handlers.Avatar if (!UUID.TryParse(request["UserID"].ToString(), out user)) return FailureResult(); + RemoveRequestParamsNotForStorage(request); + if (m_AvatarService.ResetAvatar(user)) return SuccessResult(); return FailureResult(); } + + /// + /// Remove parameters that were used to invoke the method and should not in themselves be persisted. + /// + /// + private void RemoveRequestParamsNotForStorage(Dictionary request) + { + request.Remove("VERSIONMAX"); + request.Remove("VERSIONMIN"); + request.Remove("METHOD"); + request.Remove("UserID"); + } byte[] SetItems(Dictionary request) { @@ -173,6 +189,8 @@ namespace OpenSim.Server.Handlers.Avatar if (!(request["Names"] is List || request["Values"] is List)) return FailureResult(); + RemoveRequestParamsNotForStorage(request); + List _names = (List)request["Names"]; names = _names.ToArray(); List _values = (List)request["Values"]; diff --git a/OpenSim/Services/AssetService/AssetServiceBase.cs b/OpenSim/Services/AssetService/AssetServiceBase.cs index 177c56541c..58ab052ebe 100644 --- a/OpenSim/Services/AssetService/AssetServiceBase.cs +++ b/OpenSim/Services/AssetService/AssetServiceBase.cs @@ -84,7 +84,7 @@ namespace OpenSim.Services.AssetService m_Database = LoadPlugin(dllName); if (m_Database == null) - throw new Exception("Could not find a storage interface in the given module"); + throw new Exception(string.Format("Could not find a storage interface in the module {0}", dllName)); m_Database.Initialise(connString); @@ -96,7 +96,7 @@ namespace OpenSim.Services.AssetService m_AssetLoader = LoadPlugin(loaderName); if (m_AssetLoader == null) - throw new Exception("Asset loader could not be loaded"); + throw new Exception(string.Format("Asset loader could not be loaded from {0}", loaderName)); } } } diff --git a/OpenSim/Services/HypergridService/HGSuitcaseInventoryService.cs b/OpenSim/Services/HypergridService/HGSuitcaseInventoryService.cs index 6e4b68c8bd..556a0da49c 100644 --- a/OpenSim/Services/HypergridService/HGSuitcaseInventoryService.cs +++ b/OpenSim/Services/HypergridService/HGSuitcaseInventoryService.cs @@ -56,10 +56,12 @@ namespace OpenSim.Services.HypergridService private string m_HomeURL; private IUserAccountService m_UserAccountService; + private IAvatarService m_AvatarService; // private UserAccountCache m_Cache; private ExpiringCache> m_SuitcaseTrees = new ExpiringCache>(); + private ExpiringCache m_Appearances = new ExpiringCache(); public HGSuitcaseInventoryService(IConfigSource config, string configName) : base(config, configName) @@ -77,7 +79,6 @@ namespace OpenSim.Services.HypergridService IConfig invConfig = config.Configs[m_ConfigName]; if (invConfig != null) { - // realm = authConfig.GetString("Realm", realm); string userAccountsDll = invConfig.GetString("UserAccountsService", string.Empty); if (userAccountsDll == string.Empty) throw new Exception("Please specify UserAccountsService in HGInventoryService configuration"); @@ -87,8 +88,14 @@ namespace OpenSim.Services.HypergridService if (m_UserAccountService == null) throw new Exception(String.Format("Unable to create UserAccountService from {0}", userAccountsDll)); - // legacy configuration [obsolete] - m_HomeURL = invConfig.GetString("ProfileServerURI", string.Empty); + string avatarDll = invConfig.GetString("AvatarService", string.Empty); + if (avatarDll == string.Empty) + throw new Exception("Please specify AvatarService in HGInventoryService configuration"); + + m_AvatarService = ServerUtils.LoadPlugin(avatarDll, args); + if (m_AvatarService == null) + throw new Exception(String.Format("Unable to create m_AvatarService from {0}", avatarDll)); + // Preferred m_HomeURL = invConfig.GetString("HomeURI", m_HomeURL); @@ -394,7 +401,7 @@ namespace OpenSim.Services.HypergridService return null; } - if (!IsWithinSuitcaseTree(it.Owner, it.Folder)) + if (!IsWithinSuitcaseTree(it.Owner, it.Folder) && !IsPartOfAppearance(it.Owner, it.ID)) { m_log.DebugFormat("[HG SUITCASE INVENTORY SERVICE]: Item {0} (folder {1}) is not within Suitcase", it.Name, it.Folder); @@ -549,6 +556,52 @@ namespace OpenSim.Services.HypergridService else return true; } #endregion + + #region Avatar Appearance + + private AvatarAppearance GetAppearance(UUID principalID) + { + AvatarAppearance a = null; + if (m_Appearances.TryGetValue(principalID, out a)) + return a; + + a = m_AvatarService.GetAppearance(principalID); + m_Appearances.AddOrUpdate(principalID, a, 5 * 60); // 5minutes + return a; + } + + private bool IsPartOfAppearance(UUID principalID, UUID itemID) + { + AvatarAppearance a = GetAppearance(principalID); + + if (a == null) + return false; + + // Check wearables (body parts and clothes) + for (int i = 0; i < a.Wearables.Length; i++) + { + for (int j = 0; j < a.Wearables[i].Count; j++) + { + if (a.Wearables[i][j].ItemID == itemID) + { + m_log.DebugFormat("[HG SUITCASE INVENTORY SERVICE]: item {0} is a wearable", itemID); + return true; + } + } + } + + // Check attachments + if (a.GetAttachmentForItem(itemID) != null) + { + m_log.DebugFormat("[HG SUITCASE INVENTORY SERVICE]: item {0} is an attachment", itemID); + return true; + } + + return false; + } + + #endregion + } } diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example index f0ebcce0b2..0de40022ff 100644 --- a/bin/OpenSim.ini.example +++ b/bin/OpenSim.ini.example @@ -108,10 +108,10 @@ ;; This can be overriden in the region config file. ; ClampPrimSize = false - ;# {LinksetPrims} {} {Max prims an object will hold?} {} 0 - ;; Maximum number of prims allowable in a linkset. Affects creating new linksets. Ignored if less than or equal to zero. - ;; This can be overriden in the region config file. - ; LinksetPrims = 0 + ;# {LinksetPrims} {} {Max prims an object will hold?} {} 0 + ;; Maximum number of prims allowable in a linkset. Affects creating new linksets. Ignored if less than or equal to zero. + ;; This can be overriden in the region config file. + ; LinksetPrims = 0 ;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true ;; Allow scripts to keep running when they cross region boundaries, rather than being restarted. State is reloaded on the destination region. diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index f4ea2a5b59..1dc3f15dc3 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini @@ -95,9 +95,9 @@ ; This can be overriden in the region config file. ClampPrimSize = false - ; Maximum number of prims allowable in a linkset. Affects creating new linksets. Ignored if less than or equal to zero. - ; This can be overriden in the region config file. - LinksetPrims = 0 + ; Maximum number of prims allowable in a linkset. Affects creating new linksets. Ignored if less than or equal to zero. + ; This can be overriden in the region config file. + LinksetPrims = 0 ; Allow scripts to keep running when they cross region boundaries, rather than being restarted. State is reloaded on the destination region. ; This only applies when crossing to a region running in a different simulator. diff --git a/bin/config-include/FlotsamCache.ini.example b/bin/config-include/FlotsamCache.ini.example index b9c6d84808..ad74fc14e9 100644 --- a/bin/config-include/FlotsamCache.ini.example +++ b/bin/config-include/FlotsamCache.ini.example @@ -54,10 +54,3 @@ ; Warning level for cache directory size ;CacheWarnAt = 30000 - - ; Perform a deep scan of all assets within all regions, looking for all assets - ; present or referenced. Mark all assets found that are already present in the - ; cache, and request all assets that are found that are not already cached (this - ; will cause those assets to be cached) - ; - DeepScanBeforePurge = true diff --git a/bin/config-include/StandaloneHypergrid.ini b/bin/config-include/StandaloneHypergrid.ini index cc6c587de7..b0ae351c3d 100644 --- a/bin/config-include/StandaloneHypergrid.ini +++ b/bin/config-include/StandaloneHypergrid.ini @@ -153,6 +153,7 @@ ; For the InventoryServiceInConnector LocalServiceModule = "OpenSim.Services.HypergridService.dll:HGInventoryService" UserAccountsService = "OpenSim.Services.UserAccountService.dll:UserAccountService" + AvatarService = "OpenSim.Services.AvatarService.dll:AvatarService" ;; The interface that local users get when they are in other grids ;; This restricts/filters the asset operations from the outside diff --git a/bin/lib32/BulletSim.dll b/bin/lib32/BulletSim.dll index 0dd508c1da..3b35a9804a 100755 Binary files a/bin/lib32/BulletSim.dll and b/bin/lib32/BulletSim.dll differ diff --git a/bin/lib32/libBulletSim.so b/bin/lib32/libBulletSim.so index 747df24288..65eba371a0 100755 Binary files a/bin/lib32/libBulletSim.so and b/bin/lib32/libBulletSim.so differ diff --git a/bin/lib64/BulletSim.dll b/bin/lib64/BulletSim.dll index 877ad4cc1d..f01655bd66 100755 Binary files a/bin/lib64/BulletSim.dll and b/bin/lib64/BulletSim.dll differ diff --git a/bin/lib64/libBulletSim.so b/bin/lib64/libBulletSim.so index a55e633388..5302e298ee 100755 Binary files a/bin/lib64/libBulletSim.so and b/bin/lib64/libBulletSim.so differ diff --git a/prebuild.xml b/prebuild.xml index 416fdc0446..d19dfb63e8 100644 --- a/prebuild.xml +++ b/prebuild.xml @@ -3091,6 +3091,7 @@ +