Merge branch 'master' into 0.7-post-fixes

0.7-release
Melanie 2010-06-13 03:56:47 +01:00
commit deaf6bff98
10 changed files with 144 additions and 83 deletions

View File

@ -180,6 +180,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
sp.Teleport(position);
foreach (SceneObjectGroup grp in sp.Attachments)
sp.Scene.EventManager.TriggerOnScriptChangedEvent(grp.LocalId, (uint)Changed.TELEPORT);
}
else // Another region possibly in another simulator
{
@ -393,7 +396,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
agent.Position = position;
SetCallbackURL(agent, sp.Scene.RegionInfo);
UpdateAgent(reg, finalDestination, agent);
if (!UpdateAgent(reg, finalDestination, agent))
{
// Region doesn't take it
Fail(sp, finalDestination);
return;
}
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, sp.UUID);
@ -418,21 +426,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// that the client contacted the destination before we send the attachments and close things here.
if (!WaitForCallback(sp.UUID))
{
// Client never contacted destination. Let's restore everything back
sp.ControllingClient.SendTeleportFailed("Problems connecting to destination.");
// Fail. Reset it back
sp.IsChildAgent = false;
ResetFromTransit(sp.UUID);
// Yikes! We should just have a ref to scene here.
//sp.Scene.InformClientOfNeighbours(sp);
EnableChildAgents(sp);
// Finally, kill the agent we just created at the destination.
m_aScene.SimulationService.CloseAgent(finalDestination, sp.UUID);
Fail(sp, finalDestination);
return;
}
@ -472,6 +466,22 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
}
}
private void Fail(ScenePresence sp, GridRegion finalDestination)
{
// Client never contacted destination. Let's restore everything back
sp.ControllingClient.SendTeleportFailed("Problems connecting to destination.");
// Fail. Reset it back
sp.IsChildAgent = false;
ResetFromTransit(sp.UUID);
EnableChildAgents(sp);
// Finally, kill the agent we just created at the destination.
m_aScene.SimulationService.CloseAgent(finalDestination, sp.UUID);
}
protected virtual bool CreateAgent(ScenePresence sp, GridRegion reg, GridRegion finalDestination, AgentCircuitData agentCircuit, uint teleportFlags, out string reason)
{
@ -810,7 +820,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
cAgent.CallbackURI = "http://" + m_scene.RegionInfo.ExternalHostName + ":" + m_scene.RegionInfo.HttpPort +
"/agent/" + agent.UUID.ToString() + "/" + m_scene.RegionInfo.RegionID.ToString() + "/release/";
m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent);
if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
{
// region doesn't take it
ResetFromTransit(agent.UUID);
return agent;
}
// Next, let's close the child agent connections that are too far away.
agent.CloseChildAgents(neighbourx, neighboury);
@ -1120,7 +1135,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
string reason = String.Empty;
bool regionAccepted = m_scene.SimulationService.CreateAgent(reg, a, 0, out reason); // m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, a, 0, out reason);
bool regionAccepted = m_scene.SimulationService.CreateAgent(reg, a, (uint)TeleportFlags.Default, out reason);
if (regionAccepted && newAgent)
{

View File

@ -2480,7 +2480,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary>
/// Called when objects or attachments cross the border between regions.
/// Called when objects or attachments cross the border, or teleport, between regions.
/// </summary>
/// <param name="sog"></param>
/// <returns></returns>
@ -2510,6 +2510,8 @@ namespace OpenSim.Region.Framework.Scenes
// Do this as late as possible so that listeners have full access to the incoming object
EventManager.TriggerOnIncomingSceneObject(newObject);
TriggerChangedTeleport(newObject);
return true;
}
@ -2577,22 +2579,13 @@ namespace OpenSim.Region.Framework.Scenes
// Fix up attachment Parent Local ID
ScenePresence sp = GetScenePresence(sceneObject.OwnerID);
//uint parentLocalID = 0;
if (sp != null)
{
//parentLocalID = sp.LocalId;
//sceneObject.RootPart.IsAttachment = true;
//sceneObject.RootPart.SetParentLocalId(parentLocalID);
SceneObjectGroup grp = sceneObject;
//RootPrim.SetParentLocalId(parentLocalID);
m_log.DebugFormat(
"[ATTACHMENT]: Received attachment {0}, inworld asset id {1}", grp.GetFromItemID(), grp.UUID);
//grp.SetFromAssetID(grp.RootPart.LastOwnerID);
m_log.DebugFormat(
"[ATTACHMENT]: Attach to avatar {0} at position {1}", sp.UUID, grp.AbsolutePosition);
@ -2602,7 +2595,6 @@ namespace OpenSim.Region.Framework.Scenes
AttachmentsModule.AttachObject(
sp.ControllingClient, grp.LocalId, (uint)0, grp.GroupRotation, grp.AbsolutePosition, false);
//grp.SendGroupFullUpdate();
}
else
{
@ -2630,6 +2622,27 @@ namespace OpenSim.Region.Framework.Scenes
return true;
}
private void TriggerChangedTeleport(SceneObjectGroup sog)
{
ScenePresence sp = GetScenePresence(sog.OwnerID);
if (sp != null)
{
AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(sp.UUID);
if (aCircuit != null && (aCircuit.teleportFlags != (uint)TeleportFlags.Default))
{
// This will get your attention
//m_log.Error("[XXX] Triggering ");
// Trigger CHANGED_TELEPORT
sp.Scene.EventManager.TriggerOnScriptChangedEvent(sog.LocalId, (uint)Changed.TELEPORT);
}
}
}
#endregion
#region Add/Remove Avatar Methods
@ -3437,6 +3450,8 @@ namespace OpenSim.Region.Framework.Scenes
public bool NewUserConnection(AgentCircuitData agent, uint teleportFlags, out string reason)
{
TeleportFlags tp = (TeleportFlags)teleportFlags;
reason = String.Empty;
//Teleport flags:
//
// TeleportFlags.ViaGodlikeLure - Border Crossing
@ -3444,52 +3459,34 @@ namespace OpenSim.Region.Framework.Scenes
// TeleportFlags.TeleportFlags.ViaLure - Teleport request sent by another user
// TeleportFlags.ViaLandmark | TeleportFlags.ViaLocation | TeleportFlags.ViaLandmark | TeleportFlags.Default - Regular Teleport
if (LoginsDisabled)
{
reason = "Logins Disabled";
return false;
}
// Don't disable this log message - it's too helpful
m_log.InfoFormat(
"[CONNECTION BEGIN]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, teleportflags {6})",
RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
agent.AgentID, agent.circuitcode, teleportFlags);
reason = String.Empty;
try
if (LoginsDisabled)
{
if (!VerifyUserPresence(agent, out reason))
return false;
}
catch (Exception e)
{
m_log.DebugFormat("[CONNECTION BEGIN]: Exception verifying presence {0}", e.Message);
reason = "Logins Disabled";
return false;
}
try
{
if (!AuthorizeUser(agent, out reason))
return false;
}
catch (Exception e)
{
m_log.DebugFormat("[CONNECTION BEGIN]: Exception authorizing user {0}", e.Message);
return false;
}
ScenePresence sp = GetScenePresence(agent.AgentID);
m_log.InfoFormat(
"[CONNECTION BEGIN]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})",
RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
agent.AgentID, agent.circuitcode);
CapsModule.NewUserConnection(agent);
if (sp != null && !sp.IsChildAgent)
{
// We have a zombie from a crashed session.
// Or the same user is trying to be root twice here, won't work.
// Kill it.
m_log.DebugFormat("[SCENE]: Zombie scene presence detected for {0} in {1}", agent.AgentID, RegionInfo.RegionName);
sp.ControllingClient.Close();
sp = null;
}
ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
//On login or border crossing test land permisions
if (tp != TeleportFlags.Default)
//On login test land permisions
if (tp == TeleportFlags.ViaLogin)
{
if (land != null && !TestLandRestrictions(agent, land, out reason))
{
@ -3497,8 +3494,40 @@ namespace OpenSim.Region.Framework.Scenes
}
}
ScenePresence sp = GetScenePresence(agent.AgentID);
if (sp != null)
if (sp == null) // We don't have an [child] agent here already
{
try
{
if (!VerifyUserPresence(agent, out reason))
return false;
}
catch (Exception e)
{
m_log.DebugFormat("[CONNECTION BEGIN]: Exception verifying presence {0}", e.Message);
return false;
}
try
{
if (!AuthorizeUser(agent, out reason))
return false;
}
catch (Exception e)
{
m_log.DebugFormat("[CONNECTION BEGIN]: Exception authorizing user {0}", e.Message);
return false;
}
m_log.InfoFormat(
"[CONNECTION BEGIN]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})",
RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
agent.AgentID, agent.circuitcode);
CapsModule.NewUserConnection(agent);
CapsModule.AddCapsHandler(agent.AgentID);
}
else
{
if (sp.IsChildAgent)
{
@ -3507,22 +3536,18 @@ namespace OpenSim.Region.Framework.Scenes
agent.AgentID, RegionInfo.RegionName);
sp.AdjustKnownSeeds();
return true;
}
else
{
// We have a zombie from a crashed session. Kill it.
m_log.DebugFormat("[SCENE]: Zombie scene presence detected for {0} in {1}", agent.AgentID, RegionInfo.RegionName);
sp.ControllingClient.Close();
CapsModule.NewUserConnection(agent);
}
}
CapsModule.AddCapsHandler(agent.AgentID);
if (!agent.child)
// In all cases, add or update the circuit data with the new agent circuit data and teleport flags
agent.teleportFlags = teleportFlags;
m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
if (tp == TeleportFlags.ViaLogin)
{
if (TestBorderCross(agent.startpos,Cardinals.E))
if (TestBorderCross(agent.startpos, Cardinals.E))
{
Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.E);
agent.startpos.X = crossedBorder.BorderLine.Z - 1;
@ -3587,9 +3612,6 @@ namespace OpenSim.Region.Framework.Scenes
}
}
agent.teleportFlags = teleportFlags;
m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
return true;
}
@ -3881,6 +3903,8 @@ namespace OpenSim.Region.Framework.Scenes
m_log.DebugFormat(
"[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName);
// XPTO: if this agent is not allowed here as root, always return false
// We have to wait until the viewer contacts this region after receiving EAC.
// That calls AddNewClient, which finally creates the ScenePresence
ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID);

View File

@ -555,7 +555,7 @@ namespace OpenSim.Region.Framework.Scenes
foreach (TaskInventoryItem item in items)
{
m_items.Add(item.ItemID, item);
m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
}
}

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@ -221,7 +221,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
sr = new StringReader(parts[i].OuterXml);
reader = new XmlTextReader(sr);
SceneObjectPart part = SceneObjectPart.FromXml(reader);
int originalLinkNum = part.LinkNum;
sceneObject.AddPart(part);
// SceneObjectGroup.AddPart() tries to be smart and automatically set the LinkNum.
// We override that here
if (originalLinkNum != 0)
part.LinkNum = originalLinkNum;
part.StoreUndoState();
reader.Close();
sr.Close();

View File

@ -1771,7 +1771,18 @@ namespace OpenSim.Region.Physics.OdePlugin
IMesh mesh = null;
if (needsMeshing(pbs))
mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
{
try
{
mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
}
catch(Exception e)
{
m_log.ErrorFormat("[PHYSICS]: Exception while meshing prim {0}.");
m_log.Debug(e.ToString());
mesh = null;
}
}
result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical);

View File

@ -2699,6 +2699,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
// objects rezzed with this method are die_at_edge by default.
new_group.RootPart.SetDieAtEdge(true);
new_group.ResumeScripts();
m_ScriptEngine.PostObjectEvent(m_host.LocalId, new EventParams(
"object_rez", new Object[] {
new LSL_String(

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@ -126,7 +126,7 @@
; -->>> There are multiple connection strings defined in several places. Check it carefully!
;
; storage_plugin="OpenSim.Data.MySQL.dll"
; storage_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;";
; storage_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;Old Guids=true;";
; If you want to use a different database/server for estate data, then
; uncomment and change this connect string. Defaults to the above if not set
; estate_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;";

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@ -28,7 +28,7 @@ ServiceConnectors = "8003/OpenSim.Server.Handlers.dll:AssetServiceConnector,8003
[DatabaseService]
StorageProvider = "OpenSim.Data.MySQL.dll"
ConnectionString = "Data Source=localhost;Database=opensim;User ID=opensim;Password=opensim123;"
ConnectionString = "Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;Old Guids=true;"
; * As an example, the below configuration precisely mimicks the legacy
; * asset server. It is read by the asset IN connector (defined above)

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@ -28,7 +28,7 @@ ServiceConnectors = "8003/OpenSim.Server.Handlers.dll:AssetServiceConnector,8003
[DatabaseService]
StorageProvider = "OpenSim.Data.MySQL.dll"
ConnectionString = "Data Source=localhost;Database=opensim;User ID=opensim;Password=opensim123;"
ConnectionString = "Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;Old Guids=true;"
; * As an example, the below configuration precisely mimicks the legacy

View File

@ -17,7 +17,7 @@
; Uncomment these lines if you want to use mysql storage
; Change the connection string to your db details
;StorageProvider = "OpenSim.Data.MySQL.dll"
;ConnectionString = "Data Source=localhost;Database=opensim;User ID=opensim;Password=***;"
;ConnectionString = "Data Source=localhost;Database=opensim;User ID=opensim;Password=***;Old Guids=true;"
[AssetService]
DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll"