Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitwork

avinationmerge
UbitUmarov 2012-03-27 21:58:25 +01:00
commit de45fe7515
20 changed files with 128 additions and 61 deletions

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@ -89,6 +89,7 @@ what it is today.
* Fernando Oliveira
* Fly-Man
* Flyte Xevious
* Garmin Kawaguichi
* Imaze Rhiano
* Intimidated
* Jeremy Bongio (IBM)

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@ -448,7 +448,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
"[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1}. Returning avatar to source region.",
sp.Name, finalDestination.RegionName);
Fail(sp, finalDestination);
Fail(sp, finalDestination, logout);
return;
}
@ -480,7 +480,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
"[ENTITY TRANSFER MODULE]: Teleport of {0} to {1} failed due to no callback from destination region. Returning avatar to source region.",
sp.Name, finalDestination.RegionName);
Fail(sp, finalDestination);
Fail(sp, finalDestination, logout);
return;
}
@ -531,7 +531,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
}
}
private void Fail(ScenePresence sp, GridRegion finalDestination)
protected virtual void Fail(ScenePresence sp, GridRegion finalDestination, bool logout)
{
// Client never contacted destination. Let's restore everything back
sp.ControllingClient.SendTeleportFailed("Problems connecting to destination.");

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@ -50,6 +50,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
private bool m_Initialized = false;
private bool m_RestrictInventoryAccessAbroad = false;
private GatekeeperServiceConnector m_GatekeeperConnector;
#region ISharedRegionModule
@ -68,6 +70,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
if (name == Name)
{
InitialiseCommon(source);
IConfig transferConfig = source.Configs["HGEntityTransfer"];
if (transferConfig != null)
m_RestrictInventoryAccessAbroad = transferConfig.GetBoolean("RestrictInventoryAccessAbroad", false);
m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: {0} enabled.", Name);
}
}
@ -170,6 +176,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
bool success = connector.LoginAgentToGrid(agentCircuit, reg, finalDestination, out reason);
logout = success; // flag for later logout from this grid; this is an HG TP
if (success && m_RestrictInventoryAccessAbroad)
{
// TODO tell the viewer to remove the root folder
}
return success;
}
else
@ -288,6 +299,21 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
}
protected override void Fail(ScenePresence sp, GridRegion finalDestination, bool logout)
{
base.Fail(sp, finalDestination, logout);
if (logout && m_RestrictInventoryAccessAbroad)
{
// Restore the user's inventory, because we removed it earlier on
InventoryFolderBase root = m_Scenes[0].InventoryService.GetRootFolder(sp.UUID);
if (root != null)
{
m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Restoring");
sp.ControllingClient.SendBulkUpdateInventory(root);
}
}
}
#endregion
#region IUserAgentVerificationModule

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@ -1199,8 +1199,6 @@ namespace OpenSim.Region.CoreModules.World.Terrain
saveToTileCommand.AddArgument("file height", "The height of the file in tiles", "Integer");
saveToTileCommand.AddArgument("minimum X tile", "The X region coordinate of the first section on the file",
"Integer");
saveToTileCommand.AddArgument("minimum Y tile", "The Y region coordinate of the first section on the file",
"Integer");
saveToTileCommand.AddArgument("minimum Y tile", "The Y region coordinate of the first tile on the file\n"
+ "= Example =\n"
+ "To save a PNG file for a set of map tiles 2 regions wide and 3 regions high from map co-ordinate (9910,10234)\n"

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@ -2800,6 +2800,14 @@ namespace OpenSim.Region.Framework.Scenes
// Cache the user's name
CacheUserName(sp, aCircuit);
// Let's send the Suitcase folder for incoming HG agents
if ((aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0)
{
m_log.DebugFormat("[SCENE]: Sending root folder to viewer...");
InventoryFolderBase suitcase = InventoryService.GetRootFolder(client.AgentId);
client.SendBulkUpdateInventory(suitcase);
}
EventManager.TriggerOnNewClient(client);
if (vialogin)
{

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@ -426,6 +426,8 @@ public class BSCharacter : PhysicsActor
}
}
// Called by the scene when a collision with this object is reported
CollisionEventUpdate collisionCollection = null;
public void Collide(uint collidingWith, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth)
{
// m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith);
@ -443,10 +445,24 @@ public class BSCharacter : PhysicsActor
if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return;
_lastCollisionTime = nowTime;
Dictionary<uint, ContactPoint> contactPoints = new Dictionary<uint, ContactPoint>();
contactPoints.Add(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
CollisionEventUpdate args = new CollisionEventUpdate(contactPoints);
base.SendCollisionUpdate(args);
if (collisionCollection == null)
collisionCollection = new CollisionEventUpdate();
collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
}
public void SendCollisions()
{
// if (collisionCollection != null)
// {
// base.SendCollisionUpdate(collisionCollection);
// collisionCollection = null;
// }
// Kludge to make a collision call even if there are no collisions.
// This causes the avatar animation to get updated.
if (collisionCollection == null)
collisionCollection = new CollisionEventUpdate();
base.SendCollisionUpdate(collisionCollection);
collisionCollection = null;
}
}

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@ -1326,6 +1326,7 @@ public sealed class BSPrim : PhysicsActor
}
// I've collided with something
CollisionEventUpdate collisionCollection = null;
public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
{
// m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith);
@ -1343,11 +1344,18 @@ public sealed class BSPrim : PhysicsActor
if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return;
_lastCollisionTime = nowTime;
// create the event for the collision
Dictionary<uint, ContactPoint> contactPoints = new Dictionary<uint, ContactPoint>();
contactPoints.Add(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
CollisionEventUpdate args = new CollisionEventUpdate(contactPoints);
base.SendCollisionUpdate(args);
if (collisionCollection == null)
collisionCollection = new CollisionEventUpdate();
collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
}
public void SendCollisions()
{
if (collisionCollection != null)
{
base.SendCollisionUpdate(collisionCollection);
collisionCollection = null;
}
}
}
}

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@ -78,6 +78,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
private Dictionary<uint, BSCharacter> m_avatars = new Dictionary<uint, BSCharacter>();
private Dictionary<uint, BSPrim> m_prims = new Dictionary<uint, BSPrim>();
private HashSet<BSCharacter> m_avatarsWithCollisions = new HashSet<BSCharacter>();
private HashSet<BSPrim> m_primsWithCollisions = new HashSet<BSPrim>();
private List<BSPrim> m_vehicles = new List<BSPrim>();
private float[] m_heightMap;
private float m_waterLevel;
@ -435,6 +437,17 @@ public class BSScene : PhysicsScene, IPhysicsParameters
}
}
// The SendCollision's batch up the collisions on the objects. Now push the collisions into the simulator.
foreach (BSPrim bsp in m_primsWithCollisions)
bsp.SendCollisions();
m_primsWithCollisions.Clear();
// foreach (BSCharacter bsc in m_avatarsWithCollisions)
// bsc.SendCollisions();
// This is a kludge to get avatar movement updated. ODE sends collisions even if there isn't any
foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars)
kvp.Value.SendCollisions();
m_avatarsWithCollisions.Clear();
// If any of the objects had updated properties, tell the object it has been changed by the physics engine
if (updatedEntityCount > 0)
{
@ -485,11 +498,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters
BSPrim prim;
if (m_prims.TryGetValue(localID, out prim)) {
prim.Collide(collidingWith, type, collidePoint, collideNormal, penitration);
m_primsWithCollisions.Add(prim);
return;
}
BSCharacter actor;
if (m_avatars.TryGetValue(localID, out actor)) {
actor.Collide(collidingWith, type, collidePoint, collideNormal, penitration);
m_avatarsWithCollisions.Add(actor);
return;
}
return;

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@ -59,7 +59,7 @@ namespace OpenSim.Server.Handlers.Asset
if (assetService == String.Empty)
throw new Exception("No LocalServiceModule in config file");
Object[] args = new Object[] { config };
Object[] args = new Object[] { config, m_ConfigName };
m_AssetService =
ServerUtils.LoadPlugin<IAssetService>(assetService, args);

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@ -67,7 +67,7 @@ namespace OpenSim.Server.Handlers.Asset
if (inventoryService == String.Empty)
throw new Exception("No InventoryService in config file");
Object[] args = new Object[] { config };
Object[] args = new Object[] { config, m_ConfigName };
m_InventoryService =
ServerUtils.LoadPlugin<IInventoryService>(inventoryService, args);

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@ -46,7 +46,12 @@ namespace OpenSim.Services.AssetService
protected static AssetService m_RootInstance;
public AssetService(IConfigSource config) : base(config)
public AssetService(IConfigSource config)
: this(config, "AssetService")
{
}
public AssetService(IConfigSource config, string configName) : base(config, configName)
{
if (m_RootInstance == null)
{
@ -54,9 +59,9 @@ namespace OpenSim.Services.AssetService
if (m_AssetLoader != null)
{
IConfig assetConfig = config.Configs["AssetService"];
IConfig assetConfig = config.Configs[m_ConfigName];
if (assetConfig == null)
throw new Exception("No AssetService configuration");
throw new Exception("No " + m_ConfigName + " configuration");
string loaderArgs = assetConfig.GetString("AssetLoaderArgs",
String.Empty);

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@ -39,16 +39,25 @@ namespace OpenSim.Services.AssetService
{
protected IAssetDataPlugin m_Database = null;
protected IAssetLoader m_AssetLoader = null;
protected string m_ConfigName = "AssetService";
public AssetServiceBase(IConfigSource config) : base(config)
public AssetServiceBase(IConfigSource config)
: this(config, "AssetService")
{
}
public AssetServiceBase(IConfigSource config, string configName) : base(config)
{
if (configName != string.Empty)
m_ConfigName = configName;
string dllName = String.Empty;
string connString = String.Empty;
//
// Try reading the [AssetService] section first, if it exists
// Try reading the [AssetService] section, if it exists
//
IConfig assetConfig = config.Configs["AssetService"];
IConfig assetConfig = config.Configs[m_ConfigName];
if (assetConfig != null)
{
dllName = assetConfig.GetString("StorageProvider", dllName);

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@ -58,10 +58,10 @@ namespace OpenSim.Services.HypergridService
private UserAccountCache m_Cache;
public HGAssetService(IConfigSource config) : base(config)
public HGAssetService(IConfigSource config, string configName) : base(config, configName)
{
m_log.Debug("[HGAsset Service]: Starting");
IConfig assetConfig = config.Configs["HGAssetService"];
IConfig assetConfig = config.Configs[configName];
if (assetConfig == null)
throw new Exception("No HGAssetService configuration");

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@ -60,36 +60,19 @@ namespace OpenSim.Services.HypergridService
private UserAccountCache m_Cache;
public HGInventoryService(IConfigSource config)
: base(config)
public HGInventoryService(IConfigSource config, string configName)
: base(config, configName)
{
m_log.Debug("[HGInventory Service]: Starting");
string dllName = String.Empty;
string connString = String.Empty;
//string realm = "Inventory"; // OSG version doesn't use this
//
// Try reading the [DatabaseService] section, if it exists
//
IConfig dbConfig = config.Configs["DatabaseService"];
if (dbConfig != null)
{
if (dllName == String.Empty)
dllName = dbConfig.GetString("StorageProvider", String.Empty);
if (connString == String.Empty)
connString = dbConfig.GetString("ConnectionString", String.Empty);
}
if (configName != string.Empty)
m_ConfigName = configName;
//
// Try reading the [InventoryService] section, if it exists
//
IConfig invConfig = config.Configs["HGInventoryService"];
IConfig invConfig = config.Configs[m_ConfigName];
if (invConfig != null)
{
dllName = invConfig.GetString("StorageProvider", dllName);
connString = invConfig.GetString("ConnectionString", connString);
// realm = authConfig.GetString("Realm", realm);
string userAccountsDll = invConfig.GetString("UserAccountsService", string.Empty);
if (userAccountsDll == string.Empty)
@ -108,17 +91,6 @@ namespace OpenSim.Services.HypergridService
m_Cache = UserAccountCache.CreateUserAccountCache(m_UserAccountService);
}
//
// We tried, but this doesn't exist. We can't proceed.
//
if (dllName == String.Empty)
throw new Exception("No StorageProvider configured");
m_Database = LoadPlugin<IXInventoryData>(dllName,
new Object[] {connString, String.Empty});
if (m_Database == null)
throw new Exception("Could not find a storage interface in the given module");
m_log.Debug("[HG INVENTORY SERVICE]: Starting...");
}

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@ -46,9 +46,17 @@ namespace OpenSim.Services.InventoryService
protected IXInventoryData m_Database;
protected bool m_AllowDelete = true;
protected string m_ConfigName = "InventoryService";
public XInventoryService(IConfigSource config) : base(config)
public XInventoryService(IConfigSource config)
: this(config, "InventoryService")
{
}
public XInventoryService(IConfigSource config, string configName) : base(config)
{
if (configName != string.Empty)
m_ConfigName = configName;
string dllName = String.Empty;
string connString = String.Empty;
//string realm = "Inventory"; // OSG version doesn't use this
@ -56,7 +64,7 @@ namespace OpenSim.Services.InventoryService
//
// Try reading the [InventoryService] section first, if it exists
//
IConfig authConfig = config.Configs["InventoryService"];
IConfig authConfig = config.Configs[m_ConfigName];
if (authConfig != null)
{
dllName = authConfig.GetString("StorageProvider", dllName);

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@ -864,8 +864,9 @@
CcdMotionThreshold = 0.0
CcdSweptSphereRadius = 0.0
ContactProcessingThreshold = 0.1
; If setting a pool size, also disable dynamic allocation (default pool size is 4096 with dynamic alloc)
MaxPersistantManifoldPoolSize = 0;
ShouldDisableContactPoolDynamicAllocation = True;
ShouldDisableContactPoolDynamicAllocation = False;
ShouldForceUpdateAllAabbs = False;
ShouldRandomizeSolverOrder = False;
ShouldSplitSimulationIslands = False;

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