Merge branch 'master' of /home/opensim/var/repo/opensim

Conflicts:
	OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
	OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs
iar_mods
BlueWall 2012-03-13 15:35:21 -04:00
commit e2e8a33a1c
191 changed files with 3663 additions and 2314 deletions

View File

@ -2,13 +2,37 @@
<!-- please leave the top comment for us emacs folks -->
<property name="nunitcmd" value="nunit-console" />
<!-- For safety/laziness sake, we're going to take the approach of deleting known extraneous files here rather than
trying to copy across only the essential ones -->
<property name="distbindir" value="distbin" />
<target name="distbin">
<!-- This target produces a source distribution of OpenSimulator -->
<!-- TODO: A few parameters still need to be tweaked after running this - need to do this automatically with sed or similar -->
<target name="distsrc">
<copy file="bin/OpenSim.ini.example" tofile="bin/OpenSim.ini"/>
<copy file="bin/config-include/StandaloneCommon.ini.example" tofile="bin/config-include/StandaloneCommon.ini"/>
<copy file="bin/config-include/FlotsamCache.ini.example" tofile="bin/config-include/FlotsamCache.ini"/>
<!-- delete files generated by runprebuild.sh which had to be run in order to generate the build file for this target-->
<delete>
<fileset basedir="OpenSim">
<include name="**/*.build"/>
<include name="**/*.csproj*"/>
<include name="**/*.dll.build"/>
<include name="**/*.pidb"/>
<exclude name="Tools/OpenSim.32BitLaunch/**"/>
<exclude name="Tools/Robust.32BitLaunch/**"/>
<exclude name="Tools/LaunchSLClient/**"/>
</fileset>
</delete>
<delete>
<fileset>
<include name="OpenSim.build"/>
<include name="OpenSim.sln"/>
</fileset>
</delete>
</target>
<property name="distbindir" value="distbin" />
<!-- This target produces a binary directory called distbin/ in OpenSim/bin which contains everything needed for binary distribution -->
<!-- For safety/laziness sake, we're going to take the approach of deleting known extraneous files here rather than
trying to copy across only the essential ones -->
<target name="distbin">
<delete dir="${distbindir}"/>
<copy todir="${distbindir}">
<fileset>

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@ -86,6 +86,7 @@ what it is today.
* Grumly57
* GuduleLapointe
* Ewe Loon
* Fernando Oliveira
* Fly-Man
* Flyte Xevious
* Imaze Rhiano
@ -135,6 +136,7 @@ what it is today.
* Ruud Lathorp
* SachaMagne
* Salahzar Stenvaag
* satguru p srivastava
* sempuki
* SignpostMarv
* SpotOn3D

View File

@ -89,5 +89,11 @@ namespace OpenSim.Data.MSSQL
return DoQuery(cmd);
}
}
public FriendsData[] GetFriends(Guid principalID)
{
return GetFriends(principalID.ToString());
}
}
}

View File

@ -813,7 +813,7 @@ namespace OpenSim.Data.MSSQL
{
try
{
using (SqlCommand command = new SqlCommand("DELETE FROM inventoryfolders WHERE folderID=@folderID", connection))
using (SqlCommand command = new SqlCommand("DELETE FROM inventoryfolders WHERE folderID=@folderID and type=-1", connection))
{
command.Parameters.Add(database.CreateParameter("folderID", folderID));

View File

@ -675,7 +675,7 @@ VALUES
cmd.ExecuteNonQuery();
}
sql = "INSERT INTO [landaccesslist] ([LandUUID],[AccessUUID],[Flags]) VALUES (@LandUUID,@AccessUUID,@Flags)";
sql = "INSERT INTO [landaccesslist] ([LandUUID],[AccessUUID],[Flags],[Expires]) VALUES (@LandUUID,@AccessUUID,@Flags,@Expires)";
using (SqlConnection conn = new SqlConnection(m_connectionString))
using (SqlCommand cmd = new SqlCommand(sql, conn))
@ -1215,6 +1215,8 @@ VALUES
//Store new values
StoreNewRegionSettings(regionSettings);
LoadSpawnPoints(regionSettings);
return regionSettings;
}
@ -1252,7 +1254,7 @@ VALUES
,[elevation_1_ne] = @elevation_1_ne ,[elevation_2_ne] = @elevation_2_ne ,[elevation_1_se] = @elevation_1_se ,[elevation_2_se] = @elevation_2_se
,[elevation_1_sw] = @elevation_1_sw ,[elevation_2_sw] = @elevation_2_sw ,[water_height] = @water_height ,[terrain_raise_limit] = @terrain_raise_limit
,[terrain_lower_limit] = @terrain_lower_limit ,[use_estate_sun] = @use_estate_sun ,[fixed_sun] = @fixed_sun ,[sun_position] = @sun_position
,[covenant] = @covenant ,[covenant_datetime] = @covenant_datetime, [sunvectorx] = @sunvectorx, [sunvectory] = @sunvectory, [sunvectorz] = @sunvectorz, [Sandbox] = @Sandbox, [loaded_creation_datetime] = @loaded_creation_datetime, [loaded_creation_id] = @loaded_creation_id
,[covenant] = @covenant ,[covenant_datetime] = @covenant_datetime, [sunvectorx] = @sunvectorx, [sunvectory] = @sunvectory, [sunvectorz] = @sunvectorz, [Sandbox] = @Sandbox, [loaded_creation_datetime] = @loaded_creation_datetime, [loaded_creation_id] = @loaded_creation_id, [map_tile_id] = @TerrainImageID, [telehubobject] = @telehubobject, [parcel_tile_id] = @ParcelImageID
WHERE [regionUUID] = @regionUUID";
using (SqlConnection conn = new SqlConnection(m_connectionString))
@ -1263,6 +1265,7 @@ VALUES
cmd.ExecuteNonQuery();
}
}
SaveSpawnPoints(regionSettings);
}
public void Shutdown()
@ -1367,7 +1370,7 @@ VALUES
newSettings.TerrainRaiseLimit = Convert.ToDouble(row["terrain_raise_limit"]);
newSettings.TerrainLowerLimit = Convert.ToDouble(row["terrain_lower_limit"]);
newSettings.UseEstateSun = Convert.ToBoolean(row["use_estate_sun"]);
newSettings.Sandbox = Convert.ToBoolean(row["sandbox"]);
newSettings.Sandbox = Convert.ToBoolean(row["Sandbox"]);
newSettings.FixedSun = Convert.ToBoolean(row["fixed_sun"]);
newSettings.SunPosition = Convert.ToDouble(row["sun_position"]);
newSettings.SunVector = new Vector3(
@ -1383,6 +1386,11 @@ VALUES
newSettings.LoadedCreationID = "";
else
newSettings.LoadedCreationID = (String)row["loaded_creation_id"];
newSettings.TerrainImageID = new UUID((string)row["map_tile_ID"]);
newSettings.ParcelImageID = new UUID((Guid)row["parcel_tile_ID"]);
newSettings.TelehubObject = new UUID((Guid)row["TelehubObject"]);
return newSettings;
}
@ -1454,6 +1462,13 @@ VALUES
}
newData.ParcelAccessList = new List<LandAccessEntry>();
newData.MediaDescription = (string)row["MediaDescription"];
newData.MediaType = (string)row["MediaType"];
newData.MediaWidth = Convert.ToInt32((((string)row["MediaSize"]).Split(','))[0]);
newData.MediaHeight = Convert.ToInt32((((string)row["MediaSize"]).Split(','))[1]);
newData.MediaLoop = Convert.ToBoolean(row["MediaLoop"]);
newData.ObscureMusic = Convert.ToBoolean(row["ObscureMusic"]);
newData.ObscureMedia = Convert.ToBoolean(row["ObscureMedia"]);
return newData;
}
@ -1468,7 +1483,7 @@ VALUES
LandAccessEntry entry = new LandAccessEntry();
entry.AgentID = new UUID((Guid)row["AccessUUID"]);
entry.Flags = (AccessList)Convert.ToInt32(row["Flags"]);
entry.Expires = 0;
entry.Expires = Convert.ToInt32(row["Expires"]);
return entry;
}
@ -1497,7 +1512,8 @@ VALUES
prim.TouchName = (string)primRow["TouchName"];
// permissions
prim.Flags = (PrimFlags)Convert.ToUInt32(primRow["ObjectFlags"]);
prim.CreatorID = new UUID((Guid)primRow["CreatorID"]);
//prim.CreatorID = new UUID((Guid)primRow["CreatorID"]);
prim.CreatorIdentification = (string)primRow["CreatorID"];
prim.OwnerID = new UUID((Guid)primRow["OwnerID"]);
prim.GroupID = new UUID((Guid)primRow["GroupID"]);
prim.LastOwnerID = new UUID((Guid)primRow["LastOwnerID"]);
@ -1691,7 +1707,8 @@ VALUES
taskItem.Name = (string)inventoryRow["name"];
taskItem.Description = (string)inventoryRow["description"];
taskItem.CreationDate = Convert.ToUInt32(inventoryRow["creationDate"]);
taskItem.CreatorID = new UUID((Guid)inventoryRow["creatorID"]);
//taskItem.CreatorID = new UUID((Guid)inventoryRow["creatorID"]);
taskItem.CreatorIdentification = (string)inventoryRow["creatorID"];
taskItem.OwnerID = new UUID((Guid)inventoryRow["ownerID"]);
taskItem.LastOwnerID = new UUID((Guid)inventoryRow["lastOwnerID"]);
taskItem.GroupID = new UUID((Guid)inventoryRow["groupID"]);
@ -1782,7 +1799,7 @@ VALUES
parameters.Add(_Database.CreateParameter("terrain_raise_limit", settings.TerrainRaiseLimit));
parameters.Add(_Database.CreateParameter("terrain_lower_limit", settings.TerrainLowerLimit));
parameters.Add(_Database.CreateParameter("use_estate_sun", settings.UseEstateSun));
parameters.Add(_Database.CreateParameter("sandbox", settings.Sandbox));
parameters.Add(_Database.CreateParameter("Sandbox", settings.Sandbox));
parameters.Add(_Database.CreateParameter("fixed_sun", settings.FixedSun));
parameters.Add(_Database.CreateParameter("sun_position", settings.SunPosition));
parameters.Add(_Database.CreateParameter("sunvectorx", settings.SunVector.X));
@ -1792,6 +1809,9 @@ VALUES
parameters.Add(_Database.CreateParameter("covenant_datetime", settings.CovenantChangedDateTime));
parameters.Add(_Database.CreateParameter("Loaded_Creation_DateTime", settings.LoadedCreationDateTime));
parameters.Add(_Database.CreateParameter("Loaded_Creation_ID", settings.LoadedCreationID));
parameters.Add(_Database.CreateParameter("TerrainImageID", settings.TerrainImageID));
parameters.Add(_Database.CreateParameter("ParcelImageID", settings.ParcelImageID));
parameters.Add(_Database.CreateParameter("TelehubObject", settings.TelehubObject));
return parameters.ToArray();
}
@ -1859,6 +1879,7 @@ VALUES
parameters.Add(_Database.CreateParameter("LandUUID", parcelID));
parameters.Add(_Database.CreateParameter("AccessUUID", parcelAccessEntry.AgentID));
parameters.Add(_Database.CreateParameter("Flags", parcelAccessEntry.Flags));
parameters.Add(_Database.CreateParameter("Expires", parcelAccessEntry.Expires));
return parameters.ToArray();
}
@ -2063,5 +2084,57 @@ VALUES
#endregion
#endregion
private void LoadSpawnPoints(RegionSettings rs)
{
rs.ClearSpawnPoints();
string sql = "SELECT Yaw, Pitch, Distance FROM spawn_points WHERE RegionUUID = @RegionUUID";
using (SqlConnection conn = new SqlConnection(m_connectionString))
using (SqlCommand cmd = new SqlCommand(sql, conn))
{
cmd.Parameters.Add(_Database.CreateParameter("@RegionUUID", rs.RegionUUID.ToString()));
conn.Open();
using (SqlDataReader reader = cmd.ExecuteReader())
{
if (reader.Read())
{
SpawnPoint sp = new SpawnPoint();
sp.Yaw = (float)reader["Yaw"];
sp.Pitch = (float)reader["Pitch"];
sp.Distance = (float)reader["Distance"];
rs.AddSpawnPoint(sp);
}
}
}
}
private void SaveSpawnPoints(RegionSettings rs)
{
string sql = "DELETE FROM spawn_points WHERE RegionUUID = @RegionUUID";
using (SqlConnection conn = new SqlConnection(m_connectionString))
using (SqlCommand cmd = new SqlCommand(sql, conn))
{
cmd.Parameters.Add(_Database.CreateParameter("@RegionUUID", rs.RegionUUID));
conn.Open();
cmd.ExecuteNonQuery();
}
foreach (SpawnPoint p in rs.SpawnPoints())
{
sql = "INSERT INTO spawn_points (RegionUUID, Yaw, Pitch, Distance) VALUES (@RegionUUID, @Yaw, @Pitch, @Distance)";
using (SqlConnection conn = new SqlConnection(m_connectionString))
using (SqlCommand cmd = new SqlCommand(sql, conn))
{
cmd.Parameters.Add(_Database.CreateParameter("@RegionUUID", rs.RegionUUID));
cmd.Parameters.Add(_Database.CreateParameter("@Yaw", p.Yaw));
cmd.Parameters.Add(_Database.CreateParameter("@Pitch", p.Pitch));
cmd.Parameters.Add(_Database.CreateParameter("@Distance", p.Distance));
conn.Open();
cmd.ExecuteNonQuery();
}
}
}
}
}

View File

@ -1044,10 +1044,93 @@ ALTER TABLE primitems ALTER COLUMN CreatorID uniqueidentifier NOT NULL
COMMIT
:VERSION 29 #---------------------
:VERSION 29 #----------------- Region Covenant changed time
BEGIN TRANSACTION
ALTER TABLE regionsettings ADD covenant_datetime int NOT NULL default 0
COMMIT
:VERSION 30 #------------------Migrate creatorID storage to varchars instead of UUIDs for HG support
BEGIN TRANSACTION
EXECUTE sp_rename N'dbo.prims.creatorid', N'creatoridold', 'COLUMN'
EXECUTE sp_rename N'dbo.primitems.creatorid', N'creatoridold', 'COLUMN'
COMMIT
:VERSION 31 #---------------------
BEGIN TRANSACTION
ALTER TABLE prims ADD CreatorID varchar(255)
ALTER TABLE primitems ADD CreatorID varchar(255)
COMMIT
:VERSION 32 #---------------------
BEGIN TRANSACTION
UPDATE prims SET prims.CreatorID = CONVERT(varchar(255), creatoridold)
UPDATE primitems SET primitems.CreatorID = CONVERT(varchar(255), creatoridold)
COMMIT
:VERSION 33 #---------------------
BEGIN TRANSACTION
ALTER TABLE prims
ADD CONSTRAINT DF_prims_CreatorIDNew
DEFAULT '00000000-0000-0000-0000-000000000000'
FOR CreatorID
ALTER TABLE prims ALTER COLUMN CreatorID varchar(255) NOT NULL
ALTER TABLE primitems
ADD CONSTRAINT DF_primitems_CreatorIDNew
DEFAULT '00000000-0000-0000-0000-000000000000'
FOR CreatorID
ALTER TABLE primitems ALTER COLUMN CreatorID varchar(255) NOT NULL
COMMIT
:VERSION 34 #--------------- Telehub support
BEGIN TRANSACTION
CREATE TABLE [dbo].[Spawn_Points](
[RegionUUID] [uniqueidentifier] NOT NULL,
[Yaw] [float] NOT NULL,
[Pitch] [float] NOT NULL,
[Distance] [float] NOT NULL,
PRIMARY KEY CLUSTERED
(
[RegionUUID] ASC
)WITH (PAD_INDEX = OFF, IGNORE_DUP_KEY = OFF) ON [PRIMARY]
) ON [PRIMARY]
ALTER TABLE regionsettings ADD TelehubObject uniqueidentifier NOT NULL DEFAULT '00000000-0000-0000-0000-000000000000';
COMMIT
:VERSION 35 #---------------- Parcels for sale
BEGIN TRANSACTION
ALTER TABLE regionsettings ADD parcel_tile_ID uniqueidentifier NOT NULL DEFAULT '00000000-0000-0000-0000-000000000000';
COMMIT
:VERSION 36 #---------------- Timed bans/access
BEGIN TRANSACTION
ALTER TABLE landaccesslist ADD Expires integer NOT NULL DEFAULT 0;
COMMIT

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@ -1283,7 +1283,7 @@ namespace OpenSim.Data.MySQL
newSettings.TerrainRaiseLimit = Convert.ToDouble(row["terrain_raise_limit"]);
newSettings.TerrainLowerLimit = Convert.ToDouble(row["terrain_lower_limit"]);
newSettings.UseEstateSun = Convert.ToBoolean(row["use_estate_sun"]);
newSettings.Sandbox = Convert.ToBoolean(row["sandbox"]);
newSettings.Sandbox = Convert.ToBoolean(row["Sandbox"]);
newSettings.SunVector = new Vector3 (
Convert.ToSingle(row["sunvectorx"]),
Convert.ToSingle(row["sunvectory"]),

View File

@ -0,0 +1,500 @@
/*
* 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.Data;
using System.IO;
using System.IO.Compression;
using System.Reflection;
using System.Security.Cryptography;
using System.Text;
using log4net;
using MySql.Data.MySqlClient;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Data;
namespace OpenSim.Data.MySQL
{
public class MySQLXAssetData : AssetDataBase
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected virtual Assembly Assembly
{
get { return GetType().Assembly; }
}
private bool m_enableCompression = false;
private string m_connectionString;
private object m_dbLock = new object();
/// <summary>
/// We can reuse this for all hashing since all methods are single-threaded through m_dbBLock
/// </summary>
private HashAlgorithm hasher = new SHA256CryptoServiceProvider();
#region IPlugin Members
public override string Version { get { return "1.0.0.0"; } }
/// <summary>
/// <para>Initialises Asset interface</para>
/// <para>
/// <list type="bullet">
/// <item>Loads and initialises the MySQL storage plugin.</item>
/// <item>Warns and uses the obsolete mysql_connection.ini if connect string is empty.</item>
/// <item>Check for migration</item>
/// </list>
/// </para>
/// </summary>
/// <param name="connect">connect string</param>
public override void Initialise(string connect)
{
m_log.ErrorFormat("[MYSQL XASSETDATA]: ***********************************************************");
m_log.ErrorFormat("[MYSQL XASSETDATA]: ***********************************************************");
m_log.ErrorFormat("[MYSQL XASSETDATA]: ***********************************************************");
m_log.ErrorFormat("[MYSQL XASSETDATA]: THIS PLUGIN IS STRICTLY EXPERIMENTAL.");
m_log.ErrorFormat("[MYSQL XASSETDATA]: DO NOT USE FOR ANY DATA THAT YOU DO NOT MIND LOSING.");
m_log.ErrorFormat("[MYSQL XASSETDATA]: DATABASE TABLES CAN CHANGE AT ANY TIME, CAUSING EXISTING DATA TO BE LOST.");
m_log.ErrorFormat("[MYSQL XASSETDATA]: ***********************************************************");
m_log.ErrorFormat("[MYSQL XASSETDATA]: ***********************************************************");
m_log.ErrorFormat("[MYSQL XASSETDATA]: ***********************************************************");
m_connectionString = connect;
using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
{
dbcon.Open();
Migration m = new Migration(dbcon, Assembly, "XAssetStore");
m.Update();
}
}
public override void Initialise()
{
throw new NotImplementedException();
}
public override void Dispose() { }
/// <summary>
/// The name of this DB provider
/// </summary>
override public string Name
{
get { return "MySQL XAsset storage engine"; }
}
#endregion
#region IAssetDataPlugin Members
/// <summary>
/// Fetch Asset <paramref name="assetID"/> from database
/// </summary>
/// <param name="assetID">Asset UUID to fetch</param>
/// <returns>Return the asset</returns>
/// <remarks>On failure : throw an exception and attempt to reconnect to database</remarks>
override public AssetBase GetAsset(UUID assetID)
{
// m_log.DebugFormat("[MYSQL XASSET DATA]: Looking for asset {0}", assetID);
AssetBase asset = null;
lock (m_dbLock)
{
using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
{
dbcon.Open();
using (MySqlCommand cmd = new MySqlCommand(
"SELECT name, description, asset_type, local, temporary, asset_flags, creator_id, data FROM xassetsmeta JOIN xassetsdata ON xassetsmeta.hash = xassetsdata.hash WHERE id=?id",
dbcon))
{
cmd.Parameters.AddWithValue("?id", assetID.ToString());
try
{
using (MySqlDataReader dbReader = cmd.ExecuteReader(CommandBehavior.SingleRow))
{
if (dbReader.Read())
{
asset = new AssetBase(assetID, (string)dbReader["name"], (sbyte)dbReader["asset_type"], dbReader["creator_id"].ToString());
asset.Data = (byte[])dbReader["data"];
asset.Description = (string)dbReader["description"];
string local = dbReader["local"].ToString();
if (local.Equals("1") || local.Equals("true", StringComparison.InvariantCultureIgnoreCase))
asset.Local = true;
else
asset.Local = false;
asset.Temporary = Convert.ToBoolean(dbReader["temporary"]);
asset.Flags = (AssetFlags)Convert.ToInt32(dbReader["asset_flags"]);
if (m_enableCompression)
{
using (GZipStream decompressionStream = new GZipStream(new MemoryStream(asset.Data), CompressionMode.Decompress))
{
MemoryStream outputStream = new MemoryStream();
WebUtil.CopyStream(decompressionStream, outputStream, int.MaxValue);
// int compressedLength = asset.Data.Length;
asset.Data = outputStream.ToArray();
// m_log.DebugFormat(
// "[XASSET DB]: Decompressed {0} {1} to {2} bytes from {3}",
// asset.ID, asset.Name, asset.Data.Length, compressedLength);
}
}
}
}
}
catch (Exception e)
{
m_log.Error("[MYSQL XASSET DATA]: MySql failure fetching asset " + assetID + ": " + e.Message);
}
}
}
}
return asset;
}
/// <summary>
/// Create an asset in database, or update it if existing.
/// </summary>
/// <param name="asset">Asset UUID to create</param>
/// <remarks>On failure : Throw an exception and attempt to reconnect to database</remarks>
override public void StoreAsset(AssetBase asset)
{
lock (m_dbLock)
{
using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
{
dbcon.Open();
using (MySqlTransaction transaction = dbcon.BeginTransaction())
{
string assetName = asset.Name;
if (asset.Name.Length > 64)
{
assetName = asset.Name.Substring(0, 64);
m_log.Warn("[XASSET DB]: Name field truncated from " + asset.Name.Length + " to " + assetName.Length + " characters on add");
}
string assetDescription = asset.Description;
if (asset.Description.Length > 64)
{
assetDescription = asset.Description.Substring(0, 64);
m_log.Warn("[XASSET DB]: Description field truncated from " + asset.Description.Length + " to " + assetDescription.Length + " characters on add");
}
if (m_enableCompression)
{
MemoryStream outputStream = new MemoryStream();
using (GZipStream compressionStream = new GZipStream(outputStream, CompressionMode.Compress, false))
{
// Console.WriteLine(WebUtil.CopyTo(new MemoryStream(asset.Data), compressionStream, int.MaxValue));
// We have to close the compression stream in order to make sure it writes everything out to the underlying memory output stream.
compressionStream.Close();
byte[] compressedData = outputStream.ToArray();
asset.Data = compressedData;
}
}
byte[] hash = hasher.ComputeHash(asset.Data);
// m_log.DebugFormat(
// "[XASSET DB]: Compressed data size for {0} {1}, hash {2} is {3}",
// asset.ID, asset.Name, hash, compressedData.Length);
try
{
using (MySqlCommand cmd =
new MySqlCommand(
"replace INTO xassetsmeta(id, hash, name, description, asset_type, local, temporary, create_time, access_time, asset_flags, creator_id)" +
"VALUES(?id, ?hash, ?name, ?description, ?asset_type, ?local, ?temporary, ?create_time, ?access_time, ?asset_flags, ?creator_id)",
dbcon))
{
// create unix epoch time
int now = (int)Utils.DateTimeToUnixTime(DateTime.UtcNow);
cmd.Parameters.AddWithValue("?id", asset.ID);
cmd.Parameters.AddWithValue("?hash", hash);
cmd.Parameters.AddWithValue("?name", assetName);
cmd.Parameters.AddWithValue("?description", assetDescription);
cmd.Parameters.AddWithValue("?asset_type", asset.Type);
cmd.Parameters.AddWithValue("?local", asset.Local);
cmd.Parameters.AddWithValue("?temporary", asset.Temporary);
cmd.Parameters.AddWithValue("?create_time", now);
cmd.Parameters.AddWithValue("?access_time", now);
cmd.Parameters.AddWithValue("?creator_id", asset.Metadata.CreatorID);
cmd.Parameters.AddWithValue("?asset_flags", (int)asset.Flags);
cmd.ExecuteNonQuery();
}
}
catch (Exception e)
{
m_log.ErrorFormat("[ASSET DB]: MySQL failure creating asset metadata {0} with name \"{1}\". Error: {2}",
asset.FullID, asset.Name, e.Message);
transaction.Rollback();
return;
}
if (!ExistsData(dbcon, transaction, hash))
{
try
{
using (MySqlCommand cmd =
new MySqlCommand(
"INSERT INTO xassetsdata(hash, data) VALUES(?hash, ?data)",
dbcon))
{
cmd.Parameters.AddWithValue("?hash", hash);
cmd.Parameters.AddWithValue("?data", asset.Data);
cmd.ExecuteNonQuery();
}
}
catch (Exception e)
{
m_log.ErrorFormat("[XASSET DB]: MySQL failure creating asset data {0} with name \"{1}\". Error: {2}",
asset.FullID, asset.Name, e.Message);
transaction.Rollback();
return;
}
}
transaction.Commit();
}
}
}
}
// private void UpdateAccessTime(AssetBase asset)
// {
// lock (m_dbLock)
// {
// using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
// {
// dbcon.Open();
// MySqlCommand cmd =
// new MySqlCommand("update assets set access_time=?access_time where id=?id",
// dbcon);
//
// // need to ensure we dispose
// try
// {
// using (cmd)
// {
// // create unix epoch time
// int now = (int)Utils.DateTimeToUnixTime(DateTime.UtcNow);
// cmd.Parameters.AddWithValue("?id", asset.ID);
// cmd.Parameters.AddWithValue("?access_time", now);
// cmd.ExecuteNonQuery();
// cmd.Dispose();
// }
// }
// catch (Exception e)
// {
// m_log.ErrorFormat(
// "[ASSETS DB]: " +
// "MySql failure updating access_time for asset {0} with name {1}" + Environment.NewLine + e.ToString()
// + Environment.NewLine + "Attempting reconnection", asset.FullID, asset.Name);
// }
// }
// }
//
// }
/// <summary>
/// We assume we already have the m_dbLock.
/// </summary>
/// TODO: need to actually use the transaction.
/// <param name="dbcon"></param>
/// <param name="transaction"></param>
/// <param name="hash"></param>
/// <returns></returns>
private bool ExistsData(MySqlConnection dbcon, MySqlTransaction transaction, byte[] hash)
{
// m_log.DebugFormat("[ASSETS DB]: Checking for asset {0}", uuid);
bool exists = false;
using (MySqlCommand cmd = new MySqlCommand("SELECT hash FROM xassetsdata WHERE hash=?hash", dbcon))
{
cmd.Parameters.AddWithValue("?hash", hash);
try
{
using (MySqlDataReader dbReader = cmd.ExecuteReader(CommandBehavior.SingleRow))
{
if (dbReader.Read())
{
// m_log.DebugFormat("[ASSETS DB]: Found asset {0}", uuid);
exists = true;
}
}
}
catch (Exception e)
{
m_log.ErrorFormat(
"[XASSETS DB]: MySql failure in ExistsData fetching hash {0}. Exception {1}{2}",
hash, e.Message, e.StackTrace);
}
}
return exists;
}
/// <summary>
/// Check if the asset exists in the database
/// </summary>
/// <param name="uuid">The asset UUID</param>
/// <returns>true if it exists, false otherwise.</returns>
override public bool ExistsAsset(UUID uuid)
{
// m_log.DebugFormat("[ASSETS DB]: Checking for asset {0}", uuid);
bool assetExists = false;
lock (m_dbLock)
{
using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
{
dbcon.Open();
using (MySqlCommand cmd = new MySqlCommand("SELECT id FROM xassetsmeta WHERE id=?id", dbcon))
{
cmd.Parameters.AddWithValue("?id", uuid.ToString());
try
{
using (MySqlDataReader dbReader = cmd.ExecuteReader(CommandBehavior.SingleRow))
{
if (dbReader.Read())
{
// m_log.DebugFormat("[ASSETS DB]: Found asset {0}", uuid);
assetExists = true;
}
}
}
catch (Exception e)
{
m_log.ErrorFormat(
"[XASSETS DB]: MySql failure fetching asset {0}" + Environment.NewLine + e.ToString(), uuid);
}
}
}
}
return assetExists;
}
/// <summary>
/// Returns a list of AssetMetadata objects. The list is a subset of
/// the entire data set offset by <paramref name="start" /> containing
/// <paramref name="count" /> elements.
/// </summary>
/// <param name="start">The number of results to discard from the total data set.</param>
/// <param name="count">The number of rows the returned list should contain.</param>
/// <returns>A list of AssetMetadata objects.</returns>
public override List<AssetMetadata> FetchAssetMetadataSet(int start, int count)
{
List<AssetMetadata> retList = new List<AssetMetadata>(count);
lock (m_dbLock)
{
using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
{
dbcon.Open();
MySqlCommand cmd = new MySqlCommand("SELECT name,description,asset_type,temporary,id,asset_flags,creator_id FROM xassetsmeta LIMIT ?start, ?count", dbcon);
cmd.Parameters.AddWithValue("?start", start);
cmd.Parameters.AddWithValue("?count", count);
try
{
using (MySqlDataReader dbReader = cmd.ExecuteReader())
{
while (dbReader.Read())
{
AssetMetadata metadata = new AssetMetadata();
metadata.Name = (string)dbReader["name"];
metadata.Description = (string)dbReader["description"];
metadata.Type = (sbyte)dbReader["asset_type"];
metadata.Temporary = Convert.ToBoolean(dbReader["temporary"]); // Not sure if this is correct.
metadata.Flags = (AssetFlags)Convert.ToInt32(dbReader["asset_flags"]);
metadata.FullID = DBGuid.FromDB(dbReader["id"]);
metadata.CreatorID = dbReader["creator_id"].ToString();
// We'll ignore this for now - it appears unused!
// metadata.SHA1 = dbReader["hash"]);
retList.Add(metadata);
}
}
}
catch (Exception e)
{
m_log.Error("[XASSETS DB]: MySql failure fetching asset set" + Environment.NewLine + e.ToString());
}
}
}
return retList;
}
public override bool Delete(string id)
{
// m_log.DebugFormat("[XASSETS DB]: Deleting asset {0}", id);
lock (m_dbLock)
{
using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
{
dbcon.Open();
using (MySqlCommand cmd = new MySqlCommand("delete from xassetsmeta where id=?id", dbcon))
{
cmd.Parameters.AddWithValue("?id", id);
cmd.ExecuteNonQuery();
}
// TODO: How do we deal with data from deleted assets? Probably not easily reapable unless we
// keep a reference count (?)
}
}
return true;
}
#endregion
}
}

View File

@ -0,0 +1,27 @@
# -----------------
:VERSION 1
BEGIN;
CREATE TABLE `xassetsmeta` (
`id` char(36) NOT NULL,
`hash` binary(32) NOT NULL,
`name` varchar(64) NOT NULL,
`description` varchar(64) NOT NULL,
`asset_type` tinyint(4) NOT NULL,
`local` tinyint(1) NOT NULL,
`temporary` tinyint(1) NOT NULL,
`create_time` int(11) NOT NULL,
`access_time` int(11) NOT NULL,
`asset_flags` int(11) NOT NULL,
`creator_id` varchar(128) NOT NULL,
PRIMARY KEY (`id`)
) ENGINE=InnoDB DEFAULT CHARSET=utf8 COMMENT='Version 1';
CREATE TABLE `xassetsdata` (
`hash` binary(32) NOT NULL,
`data` longblob NOT NULL,
PRIMARY KEY (`hash`)
) ENGINE=InnoDB DEFAULT CHARSET=utf8 COMMENT='Version 1';
COMMIT;

View File

@ -542,3 +542,25 @@ CREATE TABLE regionwindlight (
draw_classic_clouds INTEGER NOT NULL DEFAULT '1');
COMMIT;
:VERSION 24
BEGIN;
CREATE TABLE IF NOT EXISTS `spawn_points` (
`RegionID` varchar(36) NOT NULL DEFAULT '000000-0000-0000-0000-000000000000',
`Yaw` float NOT NULL,
`Pitch` float NOT NULL,
`Distance` float NOT NULL
);
ALTER TABLE `regionsettings` ADD COLUMN `TelehubObject` varchar(36) NOT NULL DEFAULT '00000000-0000-0000-0000-000000000000';
COMMIT;
:VERSION 25
BEGIN;
ALTER TABLE `regionsettings` ADD COLUMN `parcel_tile_ID` char(36) NOT NULL DEFAULT '00000000-0000-0000-0000-000000000000';
COMMIT;

View File

@ -81,6 +81,9 @@ namespace OpenSim.Data.SQLite
/// <param name="dbconnect">connect string</param>
override public void Initialise(string dbconnect)
{
if (Util.IsWindows())
Util.LoadArchSpecificWindowsDll("sqlite3.dll");
if (dbconnect == string.Empty)
{
dbconnect = "URI=file:Asset.db,version=3";

View File

@ -65,6 +65,9 @@ namespace OpenSim.Data.SQLite
if (!m_initialized)
{
if (Util.IsWindows())
Util.LoadArchSpecificWindowsDll("sqlite3.dll");
m_Connection = new SqliteConnection(connectionString);
m_Connection.Open();

View File

@ -69,6 +69,9 @@ namespace OpenSim.Data.SQLite
public void Initialise(string connectionString)
{
if (Util.IsWindows())
Util.LoadArchSpecificWindowsDll("sqlite3.dll");
m_connectionString = connectionString;
m_log.Info("[ESTATE DB]: Sqlite - connecting: "+m_connectionString);

View File

@ -48,6 +48,8 @@ namespace OpenSim.Data.SQLite
protected SQLiteFramework(string connectionString)
{
if (Util.IsWindows())
Util.LoadArchSpecificWindowsDll("sqlite3.dll");
}
//////////////////////////////////////////////////////////////

View File

@ -77,6 +77,9 @@ namespace OpenSim.Data.SQLite
{
m_Initialized = true;
if (Util.IsWindows())
Util.LoadArchSpecificWindowsDll("sqlite3.dll");
if (dbconnect == string.Empty)
{
dbconnect = "URI=file:inventoryStore.db,version=3";

View File

@ -61,6 +61,7 @@ namespace OpenSim.Data.SQLite
private const string regionbanListSelect = "select * from regionban";
private const string regionSettingsSelect = "select * from regionsettings";
private const string regionWindlightSelect = "select * from regionwindlight";
private const string regionSpawnPointsSelect = "select * from spawn_points";
private DataSet ds;
private SqliteDataAdapter primDa;
@ -71,6 +72,7 @@ namespace OpenSim.Data.SQLite
private SqliteDataAdapter landAccessListDa;
private SqliteDataAdapter regionSettingsDa;
private SqliteDataAdapter regionWindlightDa;
private SqliteDataAdapter regionSpawnPointsDa;
private SqliteConnection m_conn;
private String m_connectionString;
@ -108,6 +110,9 @@ namespace OpenSim.Data.SQLite
{
try
{
if (Util.IsWindows())
Util.LoadArchSpecificWindowsDll("sqlite3.dll");
m_connectionString = connectionString;
ds = new DataSet("Region");
@ -140,6 +145,10 @@ namespace OpenSim.Data.SQLite
SqliteCommand regionWindlightSelectCmd = new SqliteCommand(regionWindlightSelect, m_conn);
regionWindlightDa = new SqliteDataAdapter(regionWindlightSelectCmd);
SqliteCommand regionSpawnPointsSelectCmd = new SqliteCommand(regionSpawnPointsSelect, m_conn);
regionSpawnPointsDa = new SqliteDataAdapter(regionSpawnPointsSelectCmd);
// This actually does the roll forward assembly stuff
Migration m = new Migration(m_conn, Assembly, "RegionStore");
m.Update();
@ -170,6 +179,9 @@ namespace OpenSim.Data.SQLite
ds.Tables.Add(createRegionWindlightTable());
setupRegionWindlightCommands(regionWindlightDa, m_conn);
ds.Tables.Add(createRegionSpawnPointsTable());
setupRegionSpawnPointsCommands(regionSpawnPointsDa, m_conn);
// WORKAROUND: This is a work around for sqlite on
// windows, which gets really unhappy with blob columns
// that have no sample data in them. At some point we
@ -246,6 +258,15 @@ namespace OpenSim.Data.SQLite
m_log.ErrorFormat("[SQLITE REGION DB]: Caught fill error on regionwindlight table :{0}", e.Message);
}
try
{
regionSpawnPointsDa.Fill(ds.Tables["spawn_points"]);
}
catch (Exception e)
{
m_log.ErrorFormat("[SQLITE REGION DB]: Caught fill error on spawn_points table :{0}", e.Message);
}
// We have to create a data set mapping for every table, otherwise the IDataAdaptor.Update() will not populate rows with values!
// Not sure exactly why this is - this kind of thing was not necessary before - justincc 20100409
// Possibly because we manually set up our own DataTables before connecting to the database
@ -257,6 +278,7 @@ namespace OpenSim.Data.SQLite
CreateDataSetMapping(landAccessListDa, "landaccesslist");
CreateDataSetMapping(regionSettingsDa, "regionsettings");
CreateDataSetMapping(regionWindlightDa, "regionwindlight");
CreateDataSetMapping(regionSpawnPointsDa, "spawn_points");
}
}
catch (Exception e)
@ -319,6 +341,11 @@ namespace OpenSim.Data.SQLite
regionWindlightDa.Dispose();
regionWindlightDa = null;
}
if (regionSpawnPointsDa != null)
{
regionSpawnPointsDa.Dispose();
regionWindlightDa = null;
}
}
public void StoreRegionSettings(RegionSettings rs)
@ -339,8 +366,43 @@ namespace OpenSim.Data.SQLite
fillRegionSettingsRow(settingsRow, rs);
}
StoreSpawnPoints(rs);
Commit();
}
}
public void StoreSpawnPoints(RegionSettings rs)
{
lock (ds)
{
// DataTable spawnpoints = ds.Tables["spawn_points"];
// remove region's spawnpoints
using (
SqliteCommand cmd =
new SqliteCommand("delete from spawn_points where RegionID=:RegionID",
m_conn))
{
cmd.Parameters.Add(new SqliteParameter(":RegionID", rs.RegionUUID.ToString()));
cmd.ExecuteNonQuery();
}
}
foreach (SpawnPoint sp in rs.SpawnPoints())
{
using (SqliteCommand cmd = new SqliteCommand("insert into spawn_points(RegionID, Yaw, Pitch, Distance)" +
"values ( :RegionID, :Yaw, :Pitch, :Distance)", m_conn))
{
cmd.Parameters.Add(new SqliteParameter(":RegionID", rs.RegionUUID.ToString()));
cmd.Parameters.Add(new SqliteParameter(":Yaw", sp.Yaw));
cmd.Parameters.Add(new SqliteParameter(":Pitch", sp.Pitch));
cmd.Parameters.Add(new SqliteParameter(":Distance", sp.Distance));
cmd.ExecuteNonQuery();
}
}
}
/// <summary>
@ -435,10 +497,31 @@ namespace OpenSim.Data.SQLite
RegionSettings newSettings = buildRegionSettings(row);
newSettings.OnSave += StoreRegionSettings;
LoadSpawnPoints(newSettings);
return newSettings;
}
}
private void LoadSpawnPoints(RegionSettings rs)
{
rs.ClearSpawnPoints();
DataTable spawnpoints = ds.Tables["spawn_points"];
string byRegion = "RegionID = '" + rs.RegionUUID + "'";
DataRow[] spForRegion = spawnpoints.Select(byRegion);
foreach (DataRow spRow in spForRegion)
{
SpawnPoint sp = new SpawnPoint();
sp.Pitch = (float)spRow["Pitch"];
sp.Yaw = (float)spRow["Yaw"];
sp.Distance = (float)spRow["Distance"];
rs.AddSpawnPoint(sp);
}
}
/// <summary>
/// Adds an object into region storage
/// </summary>
@ -1265,6 +1348,8 @@ namespace OpenSim.Data.SQLite
createCol(regionsettings, "covenant", typeof(String));
createCol(regionsettings, "covenant_datetime", typeof(Int32));
createCol(regionsettings, "map_tile_ID", typeof(String));
createCol(regionsettings, "TelehubObject", typeof(String));
createCol(regionsettings, "parcel_tile_ID", typeof(String));
regionsettings.PrimaryKey = new DataColumn[] { regionsettings.Columns["regionUUID"] };
return regionsettings;
}
@ -1345,6 +1430,17 @@ namespace OpenSim.Data.SQLite
return regionwindlight;
}
private static DataTable createRegionSpawnPointsTable()
{
DataTable spawn_points = new DataTable("spawn_points");
createCol(spawn_points, "regionID", typeof(String));
createCol(spawn_points, "Yaw", typeof(float));
createCol(spawn_points, "Pitch", typeof(float));
createCol(spawn_points, "Distance", typeof(float));
return spawn_points;
}
/***********************************************************************
*
* Convert between ADO.NET <=> OpenSim Objects
@ -1666,6 +1762,8 @@ namespace OpenSim.Data.SQLite
newSettings.Covenant = new UUID((String)row["covenant"]);
newSettings.CovenantChangedDateTime = Convert.ToInt32(row["covenant_datetime"]);
newSettings.TerrainImageID = new UUID((String)row["map_tile_ID"]);
newSettings.TelehubObject = new UUID((String)row["TelehubObject"]);
newSettings.ParcelImageID = new UUID((String)row["parcel_tile_ID"]);
return newSettings;
}
@ -2059,7 +2157,7 @@ namespace OpenSim.Data.SQLite
row["terrain_raise_limit"] = settings.TerrainRaiseLimit;
row["terrain_lower_limit"] = settings.TerrainLowerLimit;
row["use_estate_sun"] = settings.UseEstateSun;
row["Sandbox"] = settings.Sandbox; // database uses upper case S for sandbox
row["sandbox"] = settings.Sandbox; // unlike other database modules, sqlite uses a lower case s for sandbox!
row["sunvectorx"] = settings.SunVector.X;
row["sunvectory"] = settings.SunVector.Y;
row["sunvectorz"] = settings.SunVector.Z;
@ -2068,6 +2166,8 @@ namespace OpenSim.Data.SQLite
row["covenant"] = settings.Covenant.ToString();
row["covenant_datetime"] = settings.CovenantChangedDateTime;
row["map_tile_ID"] = settings.TerrainImageID.ToString();
row["TelehubObject"] = settings.TelehubObject.ToString();
row["parcel_tile_ID"] = settings.ParcelImageID.ToString();
}
/// <summary>
@ -2591,6 +2691,14 @@ namespace OpenSim.Data.SQLite
da.UpdateCommand.Connection = conn;
}
private void setupRegionSpawnPointsCommands(SqliteDataAdapter da, SqliteConnection conn)
{
da.InsertCommand = createInsertCommand("spawn_points", ds.Tables["spawn_points"]);
da.InsertCommand.Connection = conn;
da.UpdateCommand = createUpdateCommand("spawn_points", "RegionID=:RegionID", ds.Tables["spawn_points"]);
da.UpdateCommand.Connection = conn;
}
/// <summary>
///
/// </summary>

View File

@ -52,6 +52,9 @@ namespace OpenSim.Data.SQLite
public SQLiteXInventoryData(string conn, string realm)
{
if (Util.IsWindows())
Util.LoadArchSpecificWindowsDll("sqlite3.dll");
m_Folders = new SQLiteGenericTableHandler<XInventoryFolder>(
conn, "inventoryfolders", "XInventoryStore");
m_Items = new SqliteItemHandler(

View File

@ -29,6 +29,7 @@ using System;
using System.Xml;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Reflection;
using System.Text;
using System.Text.RegularExpressions;
@ -40,6 +41,8 @@ namespace OpenSim.Framework.Console
{
public class Commands : ICommands
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
/// Encapsulates a command that can be invoked from the console
/// </summary>
@ -76,12 +79,19 @@ namespace OpenSim.Framework.Console
public List<CommandDelegate> fn;
}
public const string GeneralHelpText = "For more information, type 'help <item>' where <item> is one of the following categories:";
/// <value>
/// Commands organized by keyword in a tree
/// </value>
private Dictionary<string, object> tree =
new Dictionary<string, object>();
/// <summary>
/// Commands organized by module
/// </summary>
private Dictionary<string, List<CommandInfo>> m_modulesCommands = new Dictionary<string, List<CommandInfo>>();
/// <summary>
/// Get help for the given help string
/// </summary>
@ -98,8 +108,8 @@ namespace OpenSim.Framework.Console
// General help
if (helpParts.Count == 0)
{
help.AddRange(CollectHelp(tree));
help.Sort();
help.Add(GeneralHelpText);
help.AddRange(CollectModulesHelp(tree));
}
else
{
@ -119,6 +129,13 @@ namespace OpenSim.Framework.Console
string originalHelpRequest = string.Join(" ", helpParts.ToArray());
List<string> help = new List<string>();
// Check modules first to see if we just need to display a list of those commands
if (TryCollectModuleHelp(originalHelpRequest, help))
{
help.Insert(0, GeneralHelpText);
return help;
}
Dictionary<string, object> dict = tree;
while (helpParts.Count > 0)
{
@ -161,26 +178,62 @@ namespace OpenSim.Framework.Console
return help;
}
private List<string> CollectHelp(Dictionary<string, object> dict)
/// <summary>
/// Try to collect help for the given module if that module exists.
/// </summary>
/// <param name="moduleName"></param>
/// <param name="helpText">/param>
/// <returns>true if there was the module existed, false otherwise.</returns>
private bool TryCollectModuleHelp(string moduleName, List<string> helpText)
{
List<string> result = new List<string>();
foreach (KeyValuePair<string, object> kvp in dict)
lock (m_modulesCommands)
{
if (kvp.Value is Dictionary<string, Object>)
if (m_modulesCommands.ContainsKey(moduleName))
{
result.AddRange(CollectHelp((Dictionary<string, Object>)kvp.Value));
List<CommandInfo> commands = m_modulesCommands[moduleName];
var ourHelpText = commands.ConvertAll(c => string.Format("{0} - {1}", c.help_text, c.long_help));
ourHelpText.Sort();
helpText.AddRange(ourHelpText);
return true;
}
else
{
if (((CommandInfo)kvp.Value).long_help != String.Empty)
result.Add(((CommandInfo)kvp.Value).help_text+" - "+
((CommandInfo)kvp.Value).long_help);
return false;
}
}
return result;
}
private List<string> CollectModulesHelp(Dictionary<string, object> dict)
{
lock (m_modulesCommands)
{
List<string> helpText = new List<string>(m_modulesCommands.Keys);
helpText.Sort();
return helpText;
}
}
// private List<string> CollectHelp(Dictionary<string, object> dict)
// {
// List<string> result = new List<string>();
//
// foreach (KeyValuePair<string, object> kvp in dict)
// {
// if (kvp.Value is Dictionary<string, Object>)
// {
// result.AddRange(CollectHelp((Dictionary<string, Object>)kvp.Value));
// }
// else
// {
// if (((CommandInfo)kvp.Value).long_help != String.Empty)
// result.Add(((CommandInfo)kvp.Value).help_text+" - "+
// ((CommandInfo)kvp.Value).long_help);
// }
// }
// return result;
// }
/// <summary>
/// Add a command to those which can be invoked from the console.
/// </summary>
@ -212,21 +265,19 @@ namespace OpenSim.Framework.Console
Dictionary<string, Object> current = tree;
foreach (string s in parts)
foreach (string part in parts)
{
if (current.ContainsKey(s))
if (current.ContainsKey(part))
{
if (current[s] is Dictionary<string, Object>)
{
current = (Dictionary<string, Object>)current[s];
}
if (current[part] is Dictionary<string, Object>)
current = (Dictionary<string, Object>)current[part];
else
return;
}
else
{
current[s] = new Dictionary<string, Object>();
current = (Dictionary<string, Object>)current[s];
current[part] = new Dictionary<string, Object>();
current = (Dictionary<string, Object>)current[part];
}
}
@ -250,6 +301,24 @@ namespace OpenSim.Framework.Console
info.fn = new List<CommandDelegate>();
info.fn.Add(fn);
current[String.Empty] = info;
// Now add command to modules dictionary
lock (m_modulesCommands)
{
List<CommandInfo> commands;
if (m_modulesCommands.ContainsKey(module))
{
commands = m_modulesCommands[module];
}
else
{
commands = new List<CommandInfo>();
m_modulesCommands[module] = commands;
}
// m_log.DebugFormat("[COMMAND CONSOLE]: Adding to category {0} command {1}", module, command);
commands.Add(info);
}
}
public string[] FindNextOption(string[] cmd, bool term)
@ -607,8 +676,9 @@ namespace OpenSim.Framework.Console
{
Commands = new Commands();
Commands.AddCommand("console", false, "help", "help [<command>]",
"Get general command list or more detailed help on a specific command", Help);
Commands.AddCommand(
"Help", false, "help", "help [<item>]",
"Display help on a particular command or on a list of commands in a category", Help);
}
private void Help(string module, string[] cmd)

View File

@ -29,6 +29,7 @@ using System;
using System.Threading;
using System.Collections.Generic;
using System.Text;
using System.Xml;
namespace OpenSim.Framework.Console
{
@ -37,28 +38,42 @@ namespace OpenSim.Framework.Console
/// Don't use this except for Unit Testing or you're in for a world of hurt when the
/// sim gets to ReadLine
/// </summary>
public class MockConsole : CommandConsole
public class MockConsole : ICommandConsole
{
public MockConsole(string defaultPrompt) : base(defaultPrompt)
{
}
public override void Output(string text)
{
}
public override void Output(string text, string level)
{
}
private MockCommands m_commands = new MockCommands();
public override string ReadLine(string p, bool isCommand, bool e)
{
//Thread.CurrentThread.Join(1000);
return string.Empty;
}
public override void UnlockOutput()
{
}
public override void LockOutput()
{
}
public ICommands Commands { get { return m_commands; } }
public void Prompt() {}
public void RunCommand(string cmd) {}
public string ReadLine(string p, bool isCommand, bool e) { return ""; }
public object ConsoleScene { get { return null; } }
public void Output(string text, string level) {}
public void Output(string text) {}
public void OutputFormat(string format, params object[] components) {}
public string CmdPrompt(string p) { return ""; }
public string CmdPrompt(string p, string def) { return ""; }
public string CmdPrompt(string p, List<char> excludedCharacters) { return ""; }
public string CmdPrompt(string p, string def, List<char> excludedCharacters) { return ""; }
public string CmdPrompt(string prompt, string defaultresponse, List<string> options) { return ""; }
public string PasswdPrompt(string p) { return ""; }
}
public class MockCommands : ICommands
{
public void FromXml(XmlElement root, CommandDelegate fn) {}
public List<string> GetHelp(string[] cmd) { return null; }
public void AddCommand(string module, bool shared, string command, string help, string longhelp, CommandDelegate fn) {}
public void AddCommand(string module, bool shared, string command, string help, string longhelp, string descriptivehelp, CommandDelegate fn) {}
public string[] FindNextOption(string[] cmd, bool term) { return null; }
public string[] Resolve(string[] cmd) { return null; }
public XmlElement GetXml(XmlDocument doc) { return null; }
}
}

View File

@ -40,7 +40,7 @@ namespace OpenSim.Framework
/// <summary>
/// Get help for the given help string
/// </summary>
/// <param name="helpParts">Parsed parts of the help string. If empty then general help is returned.</param>
/// <param name="cmd">Parsed parts of the help string. If empty then general help is returned.</param>
/// <returns></returns>
List<string> GetHelp(string[] cmd);

View File

@ -119,7 +119,7 @@ namespace OpenSim.Framework
// Copy the temporary stream to the network stream
formDataStream.Seek(0, SeekOrigin.Begin);
using (Stream requestStream = request.GetRequestStream())
formDataStream.CopyTo(requestStream, (int)formDataStream.Length);
formDataStream.CopyStream(requestStream, (int)formDataStream.Length);
}
#endregion Stream Writing

View File

@ -28,6 +28,7 @@
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Xml;
using log4net;
using OpenMetaverse;
@ -39,6 +40,13 @@ namespace OpenSim.Framework
#region SL / file extension / content-type conversions
public static Dictionary<string, UUID> DefaultAvatarAnimations = new Dictionary<string, UUID>();
static SLUtil()
{
DefaultAvatarAnimations = LoadDefaultAvatarAnimations("data/avataranimations.xml");
}
public static string SLAssetTypeToContentType(int assetType)
{
switch ((AssetType)assetType)
@ -374,5 +382,47 @@ namespace OpenSim.Framework
return output;
}
/// <summary>
/// Load the default SL avatar animations.
/// </summary>
/// <returns></returns>
public static Dictionary<string, UUID> LoadDefaultAvatarAnimations(string path)
{
Dictionary<string, UUID> animations = new Dictionary<string, UUID>();
using (XmlTextReader reader = new XmlTextReader(path))
{
XmlDocument doc = new XmlDocument();
doc.Load(reader);
if (doc.DocumentElement != null)
{
foreach (XmlNode nod in doc.DocumentElement.ChildNodes)
{
if (nod.Attributes["name"] != null)
{
string name = nod.Attributes["name"].Value.ToLower();
string id = nod.InnerText;
animations.Add(name, (UUID)id);
}
}
}
}
return animations;
}
/// <summary>
/// Get the default SL avatar animation with the given name.
/// </summary>
/// <param name="name"></param>
/// <returns></returns>
public static UUID GetDefaultAvatarAnimation(string name)
{
if (DefaultAvatarAnimations.ContainsKey(name))
return DefaultAvatarAnimations[name];
return UUID.Zero;
}
}
}

View File

@ -161,43 +161,43 @@ namespace OpenSim.Framework.Servers
Notice(String.Format("Console log level is {0}", m_consoleAppender.Threshold));
}
m_console.Commands.AddCommand("base", false, "quit",
m_console.Commands.AddCommand("General", false, "quit",
"quit",
"Quit the application", HandleQuit);
m_console.Commands.AddCommand("base", false, "shutdown",
m_console.Commands.AddCommand("General", false, "shutdown",
"shutdown",
"Quit the application", HandleQuit);
m_console.Commands.AddCommand("base", false, "set log level",
m_console.Commands.AddCommand("General", false, "set log level",
"set log level <level>",
"Set the console logging level", HandleLogLevel);
m_console.Commands.AddCommand("base", false, "show info",
m_console.Commands.AddCommand("General", false, "show info",
"show info",
"Show general information about the server", HandleShow);
m_console.Commands.AddCommand("base", false, "show stats",
m_console.Commands.AddCommand("General", false, "show stats",
"show stats",
"Show statistics", HandleShow);
m_console.Commands.AddCommand("base", false, "show threads",
m_console.Commands.AddCommand("General", false, "show threads",
"show threads",
"Show thread status", HandleShow);
m_console.Commands.AddCommand("base", false, "show uptime",
m_console.Commands.AddCommand("General", false, "show uptime",
"show uptime",
"Show server uptime", HandleShow);
m_console.Commands.AddCommand("base", false, "show version",
m_console.Commands.AddCommand("General", false, "show version",
"show version",
"Show server version", HandleShow);
m_console.Commands.AddCommand("base", false, "threads abort",
m_console.Commands.AddCommand("General", false, "threads abort",
"threads abort <thread-id>",
"Abort a managed thread. Use \"show threads\" to find possible threads.", HandleThreadsAbort);
m_console.Commands.AddCommand("base", false, "threads show",
m_console.Commands.AddCommand("General", false, "threads show",
"threads show",
"Show thread status. Synonym for \"show threads\"",
(string module, string[] args) => Notice(GetThreadsReport()));
@ -247,7 +247,7 @@ namespace OpenSim.Framework.Servers
string reportFormat = "{0,6} {1,35} {2,16} {3,13} {4,10} {5,30}";
StringBuilder sb = new StringBuilder();
Watchdog.ThreadWatchdogInfo[] threads = Watchdog.GetThreads();
Watchdog.ThreadWatchdogInfo[] threads = Watchdog.GetThreadsInfo();
sb.Append(threads.Length + " threads are being tracked:" + Environment.NewLine);
@ -308,7 +308,9 @@ namespace OpenSim.Framework.Servers
// clr version potentially is more confusing than helpful, since it doesn't tell us if we're running under Mono/MS .NET and
// the clr version number doesn't match the project version number under Mono.
//m_log.Info("[STARTUP]: Virtual machine runtime version: " + Environment.Version + Environment.NewLine);
m_log.Info("[STARTUP]: Operating system version: " + Environment.OSVersion + Environment.NewLine);
m_log.InfoFormat(
"[STARTUP]: Operating system version: {0}, .NET platform {1}, {2}-bit\n",
Environment.OSVersion, Environment.OSVersion.Platform, Util.Is64BitProcess() ? "64" : "32");
StartupSpecific();

View File

@ -65,6 +65,7 @@ namespace OpenSim.Framework.Servers.HttpServer
String.Format("PollServiceWorkerThread{0}", i),
ThreadPriority.Normal,
false,
true,
int.MaxValue);
}
@ -73,6 +74,7 @@ namespace OpenSim.Framework.Servers.HttpServer
"PollServiceWatcherThread",
ThreadPriority.Normal,
false,
true,
1000 * 60 * 10);
}

View File

@ -29,7 +29,7 @@ namespace OpenSim
{
public class VersionInfo
{
private const string VERSION_NUMBER = "0.7.3";
private const string VERSION_NUMBER = "0.7.4";
private const Flavour VERSION_FLAVOUR = Flavour.Dev;
public enum Flavour

View File

@ -36,6 +36,7 @@ using System.IO.Compression;
using System.Net;
using System.Net.Sockets;
using System.Reflection;
using System.Runtime.InteropServices;
using System.Runtime.Serialization;
using System.Runtime.Serialization.Formatters.Binary;
using System.Security.Cryptography;
@ -377,6 +378,50 @@ namespace OpenSim.Framework
return sb.ToString();
}
/// <summary>
/// Is the platform Windows?
/// </summary>
/// <returns>true if so, false otherwise</returns>
public static bool IsWindows()
{
PlatformID platformId = Environment.OSVersion.Platform;
return (platformId == PlatformID.Win32NT
|| platformId == PlatformID.Win32S
|| platformId == PlatformID.Win32Windows
|| platformId == PlatformID.WinCE);
}
public static bool LoadArchSpecificWindowsDll(string libraryName)
{
// We do this so that OpenSimulator on Windows loads the correct native library depending on whether
// it's running as a 32-bit process or a 64-bit one. By invoking LoadLibary here, later DLLImports
// will find it already loaded later on.
//
// This isn't necessary for other platforms (e.g. Mac OSX and Linux) since the DLL used can be
// controlled in config files.
string nativeLibraryPath;
if (Util.Is64BitProcess())
nativeLibraryPath = "lib64/" + libraryName;
else
nativeLibraryPath = "lib32/" + libraryName;
m_log.DebugFormat("[UTIL]: Loading native Windows library at {0}", nativeLibraryPath);
if (Util.LoadLibrary(nativeLibraryPath) == IntPtr.Zero)
{
m_log.ErrorFormat(
"[UTIL]: Couldn't find native Windows library at {0}", nativeLibraryPath);
return false;
}
else
{
return true;
}
}
public static bool IsEnvironmentSupported(ref string reason)
{
// Must have .NET 2.0 (Generics / libsl)
@ -1459,6 +1504,27 @@ namespace OpenSim.Framework
return data;
}
/// <summary>
/// Used to trigger an early library load on Windows systems.
/// </summary>
/// <remarks>
/// Required to get 32-bit and 64-bit processes to automatically use the
/// appropriate native library.
/// </remarks>
/// <param name="dllToLoad"></param>
/// <returns></returns>
[DllImport("kernel32.dll")]
public static extern IntPtr LoadLibrary(string dllToLoad);
/// <summary>
/// Determine whether the current process is 64 bit
/// </summary>
/// <returns>true if so, false if not</returns>
public static bool Is64BitProcess()
{
return IntPtr.Size == 8;
}
#region FireAndForget Threading Pattern
/// <summary>

View File

@ -72,6 +72,11 @@ namespace OpenSim.Framework
/// </summary>
public bool IsTimedOut { get; set; }
/// <summary>
/// Will this thread trigger the alarm function if it has timed out?
/// </summary>
public bool AlarmIfTimeout { get; set; }
public ThreadWatchdogInfo(Thread thread, int timeout)
{
Thread = thread;
@ -112,12 +117,13 @@ namespace OpenSim.Framework
/// <param name="start">The method that will be executed in a new thread</param>
/// <param name="name">A name to give to the new thread</param>
/// <param name="priority">Priority to run the thread at</param>
/// <param name="isBackground">True to run this thread as a background
/// thread, otherwise false</param>
/// <param name="isBackground">True to run this thread as a background thread, otherwise false</param>
/// <param name="alarmIfTimeout">Trigger an alarm function is we have timed out</param>
/// <returns>The newly created Thread object</returns>
public static Thread StartThread(ThreadStart start, string name, ThreadPriority priority, bool isBackground)
public static Thread StartThread(
ThreadStart start, string name, ThreadPriority priority, bool isBackground, bool alarmIfTimeout)
{
return StartThread(start, name, priority, isBackground, WATCHDOG_TIMEOUT_MS);
return StartThread(start, name, priority, isBackground, alarmIfTimeout, WATCHDOG_TIMEOUT_MS);
}
/// <summary>
@ -128,21 +134,21 @@ namespace OpenSim.Framework
/// <param name="priority">Priority to run the thread at</param>
/// <param name="isBackground">True to run this thread as a background
/// thread, otherwise false</param>
/// <param name="timeout">
/// Number of milliseconds to wait until we issue a warning about timeout.
/// </para>
/// <param name="alarmIfTimeout">Trigger an alarm function is we have timed out</param>
/// <param name="timeout">Number of milliseconds to wait until we issue a warning about timeout.</param>
/// <returns>The newly created Thread object</returns>
public static Thread StartThread(
ThreadStart start, string name, ThreadPriority priority, bool isBackground, int timeout)
ThreadStart start, string name, ThreadPriority priority, bool isBackground, bool alarmIfTimeout, int timeout)
{
Thread thread = new Thread(start);
thread.Name = name;
thread.Priority = priority;
thread.IsBackground = isBackground;
ThreadWatchdogInfo twi = new ThreadWatchdogInfo(thread, timeout);
ThreadWatchdogInfo twi = new ThreadWatchdogInfo(thread, timeout) { AlarmIfTimeout = alarmIfTimeout };
m_log.Debug("[WATCHDOG]: Started tracking thread \"" + twi.Thread.Name + "\" (ID " + twi.Thread.ManagedThreadId + ")");
m_log.DebugFormat(
"[WATCHDOG]: Started tracking thread {0}, ID {1}", twi.Thread.Name, twi.Thread.ManagedThreadId);
lock (m_threads)
m_threads.Add(twi.Thread.ManagedThreadId, twi);
@ -224,19 +230,39 @@ namespace OpenSim.Framework
/// Get currently watched threads for diagnostic purposes
/// </summary>
/// <returns></returns>
public static ThreadWatchdogInfo[] GetThreads()
public static ThreadWatchdogInfo[] GetThreadsInfo()
{
lock (m_threads)
return m_threads.Values.ToArray();
}
/// <summary>
/// Return the current thread's watchdog info.
/// </summary>
/// <returns>The watchdog info. null if the thread isn't being monitored.</returns>
public static ThreadWatchdogInfo GetCurrentThreadInfo()
{
lock (m_threads)
{
if (m_threads.ContainsKey(Thread.CurrentThread.ManagedThreadId))
return m_threads[Thread.CurrentThread.ManagedThreadId];
}
return null;
}
/// <summary>
/// Check watched threads. Fire alarm if appropriate.
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private static void WatchdogTimerElapsed(object sender, System.Timers.ElapsedEventArgs e)
{
WatchdogTimeout callback = OnWatchdogTimeout;
if (callback != null)
{
ThreadWatchdogInfo timedOut = null;
List<ThreadWatchdogInfo> callbackInfos = null;
lock (m_threads)
{
@ -246,21 +272,31 @@ namespace OpenSim.Framework
{
if (threadInfo.Thread.ThreadState == ThreadState.Stopped)
{
timedOut = threadInfo;
RemoveThread(threadInfo.Thread.ManagedThreadId);
break;
if (callbackInfos == null)
callbackInfos = new List<ThreadWatchdogInfo>();
callbackInfos.Add(threadInfo);
}
else if (!threadInfo.IsTimedOut && now - threadInfo.LastTick >= threadInfo.Timeout)
{
threadInfo.IsTimedOut = true;
timedOut = threadInfo;
break;
if (threadInfo.AlarmIfTimeout)
{
if (callbackInfos == null)
callbackInfos = new List<ThreadWatchdogInfo>();
callbackInfos.Add(threadInfo);
}
}
}
}
if (timedOut != null)
callback(timedOut.Thread, timedOut.LastTick);
if (callbackInfos != null)
foreach (ThreadWatchdogInfo callbackInfo in callbackInfos)
callback(callbackInfo.Thread, callbackInfo.LastTick);
}
m_watchdogTimer.Start();

View File

@ -63,78 +63,33 @@ namespace OpenSim.Framework
// a "long" call for warning & debugging purposes
public const int LongCallTime = 500;
// /// <summary>
// /// Send LLSD to an HTTP client in application/llsd+json form
// /// </summary>
// /// <param name="response">HTTP response to send the data in</param>
// /// <param name="body">LLSD to send to the client</param>
// public static void SendJSONResponse(OSHttpResponse response, OSDMap body)
// {
// byte[] responseData = Encoding.UTF8.GetBytes(OSDParser.SerializeJsonString(body));
//
// response.ContentEncoding = Encoding.UTF8;
// response.ContentLength = responseData.Length;
// response.ContentType = "application/llsd+json";
// response.Body.Write(responseData, 0, responseData.Length);
// }
//
// /// <summary>
// /// Send LLSD to an HTTP client in application/llsd+xml form
// /// </summary>
// /// <param name="response">HTTP response to send the data in</param>
// /// <param name="body">LLSD to send to the client</param>
// public static void SendXMLResponse(OSHttpResponse response, OSDMap body)
// {
// byte[] responseData = OSDParser.SerializeLLSDXmlBytes(body);
//
// response.ContentEncoding = Encoding.UTF8;
// response.ContentLength = responseData.Length;
// response.ContentType = "application/llsd+xml";
// response.Body.Write(responseData, 0, responseData.Length);
// }
// dictionary of end points
private static Dictionary<string,object> m_endpointSerializer = new Dictionary<string,object>();
/// <summary>
/// Make a GET or GET-like request to a web service that returns LLSD
/// or JSON data
/// </summary>
public static OSDMap ServiceRequest(string url, string httpVerb)
private static object EndPointLock(string url)
{
string errorMessage;
System.Uri uri = new System.Uri(url);
string endpoint = string.Format("{0}:{1}",uri.Host,uri.Port);
try
lock (m_endpointSerializer)
{
HttpWebRequest request = (HttpWebRequest)HttpWebRequest.Create(url);
request.Method = httpVerb;
object eplock = null;
using (WebResponse response = request.GetResponse())
if (! m_endpointSerializer.TryGetValue(endpoint,out eplock))
{
using (Stream responseStream = response.GetResponseStream())
{
try
{
string responseStr = responseStream.GetStreamString();
OSD responseOSD = OSDParser.Deserialize(responseStr);
if (responseOSD.Type == OSDType.Map)
return (OSDMap)responseOSD;
else
errorMessage = "Response format was invalid.";
}
catch
{
errorMessage = "Failed to parse the response.";
}
}
eplock = new object();
m_endpointSerializer.Add(endpoint,eplock);
// m_log.WarnFormat("[WEB UTIL] add a new host to end point serializer {0}",endpoint);
}
}
catch (Exception ex)
{
m_log.Warn(httpVerb + " on URL " + url + " failed: " + ex.Message);
errorMessage = ex.Message;
}
return new OSDMap { { "Message", OSD.FromString("Service request failed. " + errorMessage) } };
return eplock;
}
}
#region JSONRequest
/// <summary>
/// PUT JSON-encoded data to a web service that returns LLSD or
/// JSON data
@ -165,6 +120,14 @@ namespace OpenSim.Framework
}
public static OSDMap ServiceOSDRequest(string url, OSDMap data, string method, int timeout, bool compressed)
{
lock (EndPointLock(url))
{
return ServiceOSDRequestWorker(url,data,method,timeout,compressed);
}
}
private static OSDMap ServiceOSDRequestWorker(string url, OSDMap data, string method, int timeout, bool compressed)
{
int reqnum = m_requestNumber++;
// m_log.DebugFormat("[WEB UTIL]: <{0}> start osd request for {1}, method {2}",reqnum,url,method);
@ -303,6 +266,10 @@ namespace OpenSim.Framework
return result;
}
#endregion JSONRequest
#region FormRequest
/// <summary>
/// POST URL-encoded form data to a web service that returns LLSD or
/// JSON data
@ -313,6 +280,14 @@ namespace OpenSim.Framework
}
public static OSDMap ServiceFormRequest(string url, NameValueCollection data, int timeout)
{
lock (EndPointLock(url))
{
return ServiceFormRequestWorker(url,data,timeout);
}
}
private static OSDMap ServiceFormRequestWorker(string url, NameValueCollection data, int timeout)
{
int reqnum = m_requestNumber++;
string method = (data != null && data["RequestMethod"] != null) ? data["RequestMethod"] : "unknown";
@ -398,6 +373,8 @@ namespace OpenSim.Framework
return result;
}
#endregion FormRequest
#region Uri
/// <summary>
@ -533,8 +510,13 @@ namespace OpenSim.Framework
/// <remarks>
/// Copying begins at the streams' current positions. The positions are
/// NOT reset after copying is complete.
/// NOTE!! .NET 4.0 adds the method 'Stream.CopyTo(stream, bufferSize)'.
/// This function could be replaced with that method once we move
/// totally to .NET 4.0. For versions before, this routine exists.
/// This routine used to be named 'CopyTo' but the int parameter has
/// a different meaning so this method was renamed to avoid any confusion.
/// </remarks>
public static int CopyTo(this Stream copyFrom, Stream copyTo, int maximumBytesToCopy)
public static int CopyStream(this Stream copyFrom, Stream copyTo, int maximumBytesToCopy)
{
byte[] buffer = new byte[4096];
int readBytes;

View File

@ -225,12 +225,12 @@ namespace OpenSim
/// </summary>
private void RegisterConsoleCommands()
{
m_console.Commands.AddCommand("region", false, "force update",
m_console.Commands.AddCommand("Regions", false, "force update",
"force update",
"Force the update of all objects on clients",
HandleForceUpdate);
m_console.Commands.AddCommand("region", false, "debug packet",
m_console.Commands.AddCommand("Comms", false, "debug packet",
"debug packet <level> [<avatar-first-name> <avatar-last-name>]",
"Turn on packet debugging",
"If level > 255 then all incoming and outgoing packets are logged.\n"
@ -242,7 +242,7 @@ namespace OpenSim
+ "If an avatar name is given then only packets from that avatar are logged",
Debug);
m_console.Commands.AddCommand("region", false, "debug http",
m_console.Commands.AddCommand("Comms", false, "debug http",
"debug http <level>",
"Turn on inbound http request debugging for everything except the event queue (see debug eq).",
"If level >= 2 then the handler used to service the request is logged.\n"
@ -250,37 +250,37 @@ namespace OpenSim
+ "If level <= 0 then no extra http logging is done.\n",
Debug);
m_console.Commands.AddCommand("region", false, "debug teleport", "debug teleport", "Toggle teleport route debugging", Debug);
m_console.Commands.AddCommand("Comms", false, "debug teleport", "debug teleport", "Toggle teleport route debugging", Debug);
m_console.Commands.AddCommand("region", false, "debug scene",
m_console.Commands.AddCommand("Regions", false, "debug scene",
"debug scene <scripting> <collisions> <physics>",
"Turn on scene debugging", Debug);
m_console.Commands.AddCommand("region", false, "change region",
m_console.Commands.AddCommand("General", false, "change region",
"change region <region name>",
"Change current console region", ChangeSelectedRegion);
m_console.Commands.AddCommand("region", false, "save xml",
m_console.Commands.AddCommand("Archiving", false, "save xml",
"save xml",
"Save a region's data in XML format", SaveXml);
m_console.Commands.AddCommand("region", false, "save xml2",
m_console.Commands.AddCommand("Archiving", false, "save xml2",
"save xml2",
"Save a region's data in XML2 format", SaveXml2);
m_console.Commands.AddCommand("region", false, "load xml",
m_console.Commands.AddCommand("Archiving", false, "load xml",
"load xml [-newIDs [<x> <y> <z>]]",
"Load a region's data from XML format", LoadXml);
m_console.Commands.AddCommand("region", false, "load xml2",
m_console.Commands.AddCommand("Archiving", false, "load xml2",
"load xml2",
"Load a region's data from XML2 format", LoadXml2);
m_console.Commands.AddCommand("region", false, "save prims xml2",
m_console.Commands.AddCommand("Archiving", false, "save prims xml2",
"save prims xml2 [<prim name> <file name>]",
"Save named prim to XML2", SavePrimsXml2);
m_console.Commands.AddCommand("region", false, "load oar",
m_console.Commands.AddCommand("Archiving", false, "load oar",
"load oar [--merge] [--skip-assets] [<OAR path>]",
"Load a region's data from an OAR archive.",
"--merge will merge the OAR with the existing scene." + Environment.NewLine
@ -289,7 +289,7 @@ namespace OpenSim
+ " If this is not given then the command looks for an OAR named region.oar in the current directory.",
LoadOar);
m_console.Commands.AddCommand("region", false, "save oar",
m_console.Commands.AddCommand("Archiving", false, "save oar",
//"save oar [-v|--version=<N>] [-p|--profile=<url>] [<OAR path>]",
"save oar [-h|--home=<url>] [--noassets] [--publish] [--perm=<permissions>] [<OAR path>]",
"Save a region's data to an OAR archive.",
@ -306,54 +306,54 @@ namespace OpenSim
+ " If this is not given then the oar is saved to region.oar in the current directory.",
SaveOar);
m_console.Commands.AddCommand("region", false, "edit scale",
m_console.Commands.AddCommand("Regions", false, "edit scale",
"edit scale <name> <x> <y> <z>",
"Change the scale of a named prim", HandleEditScale);
m_console.Commands.AddCommand("region", false, "kick user",
m_console.Commands.AddCommand("Users", false, "kick user",
"kick user <first> <last> [message]",
"Kick a user off the simulator", KickUserCommand);
m_console.Commands.AddCommand("region", false, "show users",
m_console.Commands.AddCommand("Users", false, "show users",
"show users [full]",
"Show user data for users currently on the region",
"Without the 'full' option, only users actually on the region are shown."
+ " With the 'full' option child agents of users in neighbouring regions are also shown.",
HandleShow);
m_console.Commands.AddCommand("region", false, "show connections",
m_console.Commands.AddCommand("Comms", false, "show connections",
"show connections",
"Show connection data", HandleShow);
m_console.Commands.AddCommand("region", false, "show circuits",
m_console.Commands.AddCommand("Comms", false, "show circuits",
"show circuits",
"Show agent circuit data", HandleShow);
m_console.Commands.AddCommand("region", false, "show http-handlers",
m_console.Commands.AddCommand("Comms", false, "show http-handlers",
"show http-handlers",
"Show all registered http handlers", HandleShow);
m_console.Commands.AddCommand("region", false, "show pending-objects",
m_console.Commands.AddCommand("Comms", false, "show pending-objects",
"show pending-objects",
"Show # of objects on the pending queues of all scene viewers", HandleShow);
m_console.Commands.AddCommand("region", false, "show modules",
m_console.Commands.AddCommand("General", false, "show modules",
"show modules",
"Show module data", HandleShow);
m_console.Commands.AddCommand("region", false, "show regions",
m_console.Commands.AddCommand("Regions", false, "show regions",
"show regions",
"Show region data", HandleShow);
m_console.Commands.AddCommand("region", false, "show ratings",
m_console.Commands.AddCommand("Regions", false, "show ratings",
"show ratings",
"Show rating data", HandleShow);
m_console.Commands.AddCommand("region", false, "backup",
m_console.Commands.AddCommand("Regions", false, "backup",
"backup",
"Persist currently unsaved object changes immediately instead of waiting for the normal persistence call.", RunCommand);
m_console.Commands.AddCommand("region", false, "create region",
m_console.Commands.AddCommand("Regions", false, "create region",
"create region [\"region name\"] <region_file.ini>",
"Create a new region.",
"The settings for \"region name\" are read from <region_file.ini>. Paths specified with <region_file.ini> are relative to your Regions directory, unless an absolute path is given."
@ -362,62 +362,57 @@ namespace OpenSim
+ "If <region_file.ini> does not exist, it will be created.",
HandleCreateRegion);
m_console.Commands.AddCommand("region", false, "restart",
m_console.Commands.AddCommand("Regions", false, "restart",
"restart",
"Restart all sims in this instance", RunCommand);
m_console.Commands.AddCommand("region", false, "config set",
m_console.Commands.AddCommand("General", false, "config set",
"config set <section> <key> <value>",
"Set a config option. In most cases this is not useful since changed parameters are not dynamically reloaded. Neither do changed parameters persist - you will have to change a config file manually and restart.", HandleConfig);
m_console.Commands.AddCommand("region", false, "config get",
m_console.Commands.AddCommand("General", false, "config get",
"config get [<section>] [<key>]",
"Synonym for config show",
HandleConfig);
m_console.Commands.AddCommand("region", false, "config show",
m_console.Commands.AddCommand("General", false, "config show",
"config show [<section>] [<key>]",
"Show config information",
"If neither section nor field are specified, then the whole current configuration is printed." + Environment.NewLine
+ "If a section is given but not a field, then all fields in that section are printed.",
HandleConfig);
m_console.Commands.AddCommand("region", false, "config save",
m_console.Commands.AddCommand("General", false, "config save",
"config save <path>",
"Save current configuration to a file at the given path", HandleConfig);
m_console.Commands.AddCommand("region", false, "command-script",
m_console.Commands.AddCommand("General", false, "command-script",
"command-script <script>",
"Run a command script from file", RunCommand);
m_console.Commands.AddCommand("region", false, "remove-region",
m_console.Commands.AddCommand("Regions", false, "remove-region",
"remove-region <name>",
"Remove a region from this simulator", RunCommand);
m_console.Commands.AddCommand("region", false, "delete-region",
m_console.Commands.AddCommand("Regions", false, "delete-region",
"delete-region <name>",
"Delete a region from disk", RunCommand);
m_console.Commands.AddCommand("region", false, "modules list",
m_console.Commands.AddCommand("General", false, "modules list",
"modules list",
"List modules", HandleModules);
m_console.Commands.AddCommand("region", false, "modules load",
m_console.Commands.AddCommand("General", false, "modules load",
"modules load <name>",
"Load a module", HandleModules);
m_console.Commands.AddCommand("region", false, "modules unload",
m_console.Commands.AddCommand("General", false, "modules unload",
"modules unload <name>",
"Unload a module", HandleModules);
m_console.Commands.AddCommand("region", false, "Add-InventoryHost",
"Add-InventoryHost <host>",
String.Empty, RunCommand);
m_console.Commands.AddCommand("region", false, "kill uuid",
m_console.Commands.AddCommand("Regions", false, "kill uuid",
"kill uuid <UUID>",
"Kill an object by UUID", KillUUID);
}
public override void ShutdownSpecific()
@ -829,14 +824,6 @@ namespace OpenSim
case "restart":
m_sceneManager.RestartCurrentScene();
break;
case "Add-InventoryHost":
if (cmdparams.Length > 0)
{
MainConsole.Instance.Output("Not implemented.");
}
break;
}
}

View File

@ -28,6 +28,7 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Net;
using System.Reflection;
using System.Text;
@ -67,6 +68,9 @@ namespace OpenSim
private const string PLUGIN_ASSET_CACHE = "/OpenSim/AssetCache";
private const string PLUGIN_ASSET_SERVER_CLIENT = "/OpenSim/AssetClient";
// OpenSim.ini Section name for ESTATES Settings
public const string ESTATE_SECTION_NAME = "Estates";
protected string proxyUrl;
protected int proxyOffset = 0;
@ -242,15 +246,17 @@ namespace OpenSim
foreach (string topic in topics)
{
m_console.Commands.AddCommand("plugin", false, "help " + topic,
"help " + topic,
string capitalizedTopic = char.ToUpper(topic[0]) + topic.Substring(1);
m_console.Commands.AddCommand(capitalizedTopic, false, "help " + capitalizedTopic,
"help " + capitalizedTopic,
"Get help on plugin command '" + topic + "'",
HandleCommanderHelp);
m_console.Commands.AddCommand("plugin", false, topic,
topic,
"Execute subcommand for plugin '" + topic + "'",
null);
//
// m_console.Commands.AddCommand("General", false, topic,
// topic,
// "Execute subcommand for plugin '" + topic + "'",
// null);
ICommander commander = null;
@ -267,7 +273,7 @@ namespace OpenSim
foreach (string command in commander.Commands.Keys)
{
m_console.Commands.AddCommand(topic, false,
m_console.Commands.AddCommand(capitalizedTopic, false,
topic + " " + command,
topic + " " + commander.Commands[command].ShortHelp(),
String.Empty, HandleCommanderCommand);
@ -286,7 +292,7 @@ namespace OpenSim
// Only safe for the interactive console, since it won't
// let us come here unless both scene and commander exist
//
ICommander moduleCommander = SceneManager.CurrentOrFirstScene.GetCommander(cmd[1]);
ICommander moduleCommander = SceneManager.CurrentOrFirstScene.GetCommander(cmd[1].ToLower());
if (moduleCommander != null)
m_console.Output(moduleCommander.Help);
}
@ -443,12 +449,42 @@ namespace OpenSim
{
RegionInfo regionInfo = scene.RegionInfo;
string estateOwnerFirstName = null;
string estateOwnerLastName = null;
string estateOwnerEMail = null;
string estateOwnerPassword = null;
string rawEstateOwnerUuid = null;
if (m_config.Source.Configs[ESTATE_SECTION_NAME] != null)
{
string defaultEstateOwnerName
= m_config.Source.Configs[ESTATE_SECTION_NAME].GetString("DefaultEstateOwnerName", "").Trim();
string[] ownerNames = defaultEstateOwnerName.Split(' ');
if (ownerNames.Length >= 2)
{
estateOwnerFirstName = ownerNames[0];
estateOwnerLastName = ownerNames[1];
}
// Info to be used only on Standalone Mode
rawEstateOwnerUuid = m_config.Source.Configs[ESTATE_SECTION_NAME].GetString("DefaultEstateOwnerUUID", null);
estateOwnerEMail = m_config.Source.Configs[ESTATE_SECTION_NAME].GetString("DefaultEstateOwnerEMail", null);
estateOwnerPassword = m_config.Source.Configs[ESTATE_SECTION_NAME].GetString("DefaultEstateOwnerPassword", null);
}
MainConsole.Instance.OutputFormat("Estate {0} has no owner set.", regionInfo.EstateSettings.EstateName);
List<char> excluded = new List<char>(new char[1]{' '});
string first = MainConsole.Instance.CmdPrompt("Estate owner first name", "Test", excluded);
string last = MainConsole.Instance.CmdPrompt("Estate owner last name", "User", excluded);
UserAccount account = scene.UserAccountService.GetUserAccount(regionInfo.ScopeID, first, last);
if (estateOwnerFirstName == null || estateOwnerLastName == null)
{
estateOwnerFirstName = MainConsole.Instance.CmdPrompt("Estate owner first name", "Test", excluded);
estateOwnerLastName = MainConsole.Instance.CmdPrompt("Estate owner last name", "User", excluded);
}
UserAccount account
= scene.UserAccountService.GetUserAccount(regionInfo.ScopeID, estateOwnerFirstName, estateOwnerLastName);
if (account == null)
{
@ -467,23 +503,35 @@ namespace OpenSim
if (scene.UserAccountService is UserAccountService)
{
string password = MainConsole.Instance.PasswdPrompt("Password");
string email = MainConsole.Instance.CmdPrompt("Email", "");
if (estateOwnerPassword == null)
estateOwnerPassword = MainConsole.Instance.PasswdPrompt("Password");
string rawPrincipalId = MainConsole.Instance.CmdPrompt("User ID", UUID.Random().ToString());
if (estateOwnerEMail == null)
estateOwnerEMail = MainConsole.Instance.CmdPrompt("Email");
UUID principalId = UUID.Zero;
if (!UUID.TryParse(rawPrincipalId, out principalId))
if (rawEstateOwnerUuid == null)
rawEstateOwnerUuid = MainConsole.Instance.CmdPrompt("User ID", UUID.Random().ToString());
UUID estateOwnerUuid = UUID.Zero;
if (!UUID.TryParse(rawEstateOwnerUuid, out estateOwnerUuid))
{
m_log.ErrorFormat("[OPENSIM]: ID {0} is not a valid UUID", rawPrincipalId);
m_log.ErrorFormat("[OPENSIM]: ID {0} is not a valid UUID", rawEstateOwnerUuid);
return;
}
// If we've been given a zero uuid then this signals that we should use a random user id
if (estateOwnerUuid == UUID.Zero)
estateOwnerUuid = UUID.Random();
account
= ((UserAccountService)scene.UserAccountService).CreateUser(
regionInfo.ScopeID, principalId, first, last, password, email);
regionInfo.ScopeID,
estateOwnerUuid,
estateOwnerFirstName,
estateOwnerLastName,
estateOwnerPassword,
estateOwnerEMail);
}
// }
}
if (account == null)
@ -883,15 +931,21 @@ namespace OpenSim
/// This method doesn't allow an estate to be created with the same name as existing estates.
/// </remarks>
/// <param name="regInfo"></param>
/// <param name="existingName">A list of estate names that already exist.</param>
/// <param name="estatesByName">A list of estate names that already exist.</param>
/// <param name="estateName">Estate name to create if already known</param>
/// <returns>true if the estate was created, false otherwise</returns>
public bool CreateEstate(RegionInfo regInfo, List<string> existingNames)
public bool CreateEstate(RegionInfo regInfo, Dictionary<string, EstateSettings> estatesByName, string estateName)
{
// Create a new estate
regInfo.EstateSettings = EstateDataService.LoadEstateSettings(regInfo.RegionID, true);
string newName = MainConsole.Instance.CmdPrompt("New estate name", regInfo.EstateSettings.EstateName);
if (existingNames.Contains(newName))
string newName;
if (estateName != null && estateName != "")
newName = estateName;
else
newName = MainConsole.Instance.CmdPrompt("New estate name", regInfo.EstateSettings.EstateName);
if (estatesByName.ContainsKey(newName))
{
MainConsole.Instance.OutputFormat("An estate named {0} already exists. Please try again.", newName);
return false;
@ -918,66 +972,102 @@ namespace OpenSim
if (EstateDataService != null)
regInfo.EstateSettings = EstateDataService.LoadEstateSettings(regInfo.RegionID, false);
if (regInfo.EstateSettings.EstateID == 0) // No record at all
if (regInfo.EstateSettings.EstateID != 0)
return;
m_log.WarnFormat("[ESTATE] Region {0} is not part of an estate.", regInfo.RegionName);
List<EstateSettings> estates = EstateDataService.LoadEstateSettingsAll();
Dictionary<string, EstateSettings> estatesByName = new Dictionary<string, EstateSettings>();
foreach (EstateSettings estate in estates)
estatesByName[estate.EstateName] = estate;
string defaultEstateName = null;
if (m_config.Source.Configs[ESTATE_SECTION_NAME] != null)
{
m_log.WarnFormat("[ESTATE] Region {0} is not part of an estate.", regInfo.RegionName);
defaultEstateName = m_config.Source.Configs[ESTATE_SECTION_NAME].GetString("DefaultEstateName", null);
List<EstateSettings> estates = EstateDataService.LoadEstateSettingsAll();
List<string> estateNames = new List<string>();
foreach (EstateSettings estate in estates)
estateNames.Add(estate.EstateName);
while (true)
if (defaultEstateName != null)
{
if (estates.Count == 0)
{
m_log.Info("[ESTATE] No existing estates found. You must create a new one.");
EstateSettings defaultEstate;
bool defaultEstateJoined = false;
if (CreateEstate(regInfo, estateNames))
if (estatesByName.ContainsKey(defaultEstateName))
{
defaultEstate = estatesByName[defaultEstateName];
if (EstateDataService.LinkRegion(regInfo.RegionID, (int)defaultEstate.EstateID))
defaultEstateJoined = true;
}
else
{
if (CreateEstate(regInfo, estatesByName, defaultEstateName))
defaultEstateJoined = true;
}
if (defaultEstateJoined)
return;
else
m_log.ErrorFormat(
"[OPENSIM BASE]: Joining default estate {0} failed", defaultEstateName);
}
}
// If we have no default estate or creation of the default estate failed then ask the user.
while (true)
{
if (estates.Count == 0)
{
m_log.Info("[ESTATE]: No existing estates found. You must create a new one.");
if (CreateEstate(regInfo, estatesByName, null))
break;
else
continue;
}
else
{
string response
= MainConsole.Instance.CmdPrompt(
string.Format(
"Do you wish to join region {0} to an existing estate (yes/no)?", regInfo.RegionName),
"yes",
new List<string>() { "yes", "no" });
if (response == "no")
{
if (CreateEstate(regInfo, estatesByName, null))
break;
else
continue;
}
else
{
string response
string[] estateNames = estatesByName.Keys.ToArray();
response
= MainConsole.Instance.CmdPrompt(
string.Format(
"Do you wish to join region {0} to an existing estate (yes/no)?", regInfo.RegionName),
"yes",
new List<string>() { "yes", "no" });
"Name of estate to join. Existing estate names are ({0})",
string.Join(", ", estateNames)),
estateNames[0]);
if (response == "no")
List<int> estateIDs = EstateDataService.GetEstates(response);
if (estateIDs.Count < 1)
{
if (CreateEstate(regInfo, estateNames))
break;
else
continue;
MainConsole.Instance.Output("The name you have entered matches no known estate. Please try again.");
continue;
}
else
{
response
= MainConsole.Instance.CmdPrompt(
string.Format(
"Name of estate to join. Existing estate names are ({0})", string.Join(", ", estateNames.ToArray())),
estateNames[0]);
List<int> estateIDs = EstateDataService.GetEstates(response);
if (estateIDs.Count < 1)
{
MainConsole.Instance.Output("The name you have entered matches no known estate. Please try again.");
continue;
}
int estateID = estateIDs[0];
int estateID = estateIDs[0];
regInfo.EstateSettings = EstateDataService.LoadEstateSettings(estateID);
regInfo.EstateSettings = EstateDataService.LoadEstateSettings(estateID);
if (EstateDataService.LinkRegion(regInfo.RegionID, estateID))
break;
if (EstateDataService.LinkRegion(regInfo.RegionID, estateID))
break;
MainConsole.Instance.Output("Joining the estate failed. Please try again.");
}
MainConsole.Instance.Output("Joining the estate failed. Please try again.");
}
}
}

View File

@ -262,7 +262,7 @@ namespace OpenSim.Region.ClientStack.Linden
{
try
{
m_log.Debug("[CAPS]: ScriptTaskInventory Request in region: " + m_regionName);
// m_log.Debug("[CAPS]: ScriptTaskInventory Request in region: " + m_regionName);
//m_log.DebugFormat("[CAPS]: request: {0}, path: {1}, param: {2}", request, path, param);
Hashtable hash = (Hashtable)LLSD.LLSDDeserialize(Utils.StringToBytes(request));

View File

@ -106,7 +106,7 @@ namespace OpenSim.Region.ClientStack.Linden
scene.EventManager.OnRegisterCaps += OnRegisterCaps;
MainConsole.Instance.Commands.AddCommand(
"event queue",
"Comms",
false,
"debug eq",
"debug eq [0|1]",

View File

@ -317,7 +317,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
protected readonly UUID m_agentId;
private readonly uint m_circuitCode;
private readonly byte[] m_channelVersion = Utils.EmptyBytes;
private readonly Dictionary<string, UUID> m_defaultAnimations = new Dictionary<string, UUID>();
private readonly IGroupsModule m_GroupsModule;
private int m_cachedTextureSerial;
@ -452,10 +451,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
RegisterInterface<IClientChat>(this);
RegisterInterface<IClientIPEndpoint>(this);
InitDefaultAnimations();
m_scene = scene;
m_entityUpdates = new PriorityQueue(m_scene.Entities.Count);
m_entityProps = new PriorityQueue(m_scene.Entities.Count);
m_fullUpdateDataBlocksBuilder = new List<ObjectUpdatePacket.ObjectDataBlock>();
@ -11210,30 +11206,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OutPacket(scriptQuestion, ThrottleOutPacketType.Task);
}
private void InitDefaultAnimations()
{
using (XmlTextReader reader = new XmlTextReader("data/avataranimations.xml"))
{
XmlDocument doc = new XmlDocument();
doc.Load(reader);
if (doc.DocumentElement != null)
foreach (XmlNode nod in doc.DocumentElement.ChildNodes)
{
if (nod.Attributes["name"] != null)
{
string name = nod.Attributes["name"].Value.ToLower();
string id = nod.InnerText;
m_defaultAnimations.Add(name, (UUID)id);
}
}
}
}
public UUID GetDefaultAnimation(string name)
{
if (m_defaultAnimations.ContainsKey(name))
return m_defaultAnimations[name];
return UUID.Zero;
return SLUtil.GetDefaultAvatarAnimation(name);
}
/// <summary>

View File

@ -244,8 +244,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
base.Start(m_recvBufferSize, m_asyncPacketHandling);
// Start the packet processing threads
Watchdog.StartThread(IncomingPacketHandler, "Incoming Packets (" + m_scene.RegionInfo.RegionName + ")", ThreadPriority.Normal, false);
Watchdog.StartThread(OutgoingPacketHandler, "Outgoing Packets (" + m_scene.RegionInfo.RegionName + ")", ThreadPriority.Normal, false);
Watchdog.StartThread(
IncomingPacketHandler, "Incoming Packets (" + m_scene.RegionInfo.RegionName + ")", ThreadPriority.Normal, false, true);
Watchdog.StartThread(
OutgoingPacketHandler, "Outgoing Packets (" + m_scene.RegionInfo.RegionName + ")", ThreadPriority.Normal, false, true);
m_elapsedMSSinceLastStatReport = Environment.TickCount;
}

View File

@ -203,10 +203,10 @@ namespace Flotsam.RegionModules.AssetCache
m_CacheDirectoryTierLen = 4;
}
MainConsole.Instance.Commands.AddCommand(Name, true, "fcache status", "fcache status", "Display cache status", HandleConsoleCommand);
MainConsole.Instance.Commands.AddCommand(Name, true, "fcache clear", "fcache clear [file] [memory]", "Remove all assets in the cache. If file or memory is specified then only this cache is cleared.", HandleConsoleCommand);
MainConsole.Instance.Commands.AddCommand(Name, true, "fcache assets", "fcache assets", "Attempt a deep scan and cache of all assets in all scenes", HandleConsoleCommand);
MainConsole.Instance.Commands.AddCommand(Name, true, "fcache expire", "fcache expire <datetime>", "Purge cached assets older then the specified date/time", HandleConsoleCommand);
MainConsole.Instance.Commands.AddCommand("Assets", true, "fcache status", "fcache status", "Display cache status", HandleConsoleCommand);
MainConsole.Instance.Commands.AddCommand("Assets", true, "fcache clear", "fcache clear [file] [memory]", "Remove all assets in the cache. If file or memory is specified then only this cache is cleared.", HandleConsoleCommand);
MainConsole.Instance.Commands.AddCommand("Assets", true, "fcache assets", "fcache assets", "Attempt a deep scan and cache of all assets in all scenes", HandleConsoleCommand);
MainConsole.Instance.Commands.AddCommand("Assets", true, "fcache expire", "fcache expire <datetime>", "Purge cached assets older then the specified date/time", HandleConsoleCommand);
}
}
}

View File

@ -496,6 +496,10 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
SetAppearanceAssets(sp.UUID, sp.Appearance);
m_scene.AvatarService.SetAppearance(agentid, sp.Appearance);
// Trigger this here because it's the final step in the set/queue/save process for appearance setting.
// Everything has been updated and stored. Ensures bakes have been persisted (if option is set to persist bakes).
m_scene.EventManager.TriggerAvatarAppearanceChanged(sp);
}
private void SetAppearanceAssets(UUID userID, AvatarAppearance appearance)

View File

@ -51,12 +51,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
m_scene.RegisterModuleInterface<IDialogModule>(this);
m_scene.AddCommand(
this, "alert", "alert <message>",
"Users", this, "alert", "alert <message>",
"Send an alert to everyone",
HandleAlertConsoleCommand);
m_scene.AddCommand(
this, "alert-user", "alert-user <first> <last> <message>",
"Users", this, "alert-user", "alert-user <first> <last> <message>",
"Send an alert to a user",
HandleAlertConsoleCommand);
}

View File

@ -309,11 +309,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
m_archiveWriter = new TarArchiveWriter(m_saveStream);
m_log.InfoFormat("[INVENTORY ARCHIVER]: Adding control file to archive.");
// 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
// not sure how to fix this though, short of going with a completely different file format.
m_archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, CreateControlFile(options));
m_log.InfoFormat("[INVENTORY ARCHIVER]: Added control file to archive.");
if (inventoryFolder != null)
{

View File

@ -108,7 +108,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
OnInventoryArchiveSaved += SaveInvConsoleCommandCompleted;
scene.AddCommand(
this, "load iar",
"Archiving", this, "load iar",
"load iar [-m|--merge] <first> <last> <inventory path> <password> [<IAR path>]",
"Load user inventory archive (IAR).",
"-m|--merge is an option which merges the loaded IAR with existing inventory folders where possible, rather than always creating new ones"
@ -121,8 +121,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
HandleLoadInvConsoleCommand);
scene.AddCommand(
this, "save iar",
"save iar [-h|--home=<url>] [--noassets] <first> <last> <inventory path> <password> [<IAR path>] [-c|--creators] [-e|--exclude=<name/uuid>] [-f|--excludefolder=<foldername/uuid>] [-v|--verbose]",
"Archiving", this, "save iar",
"save iar [-h|--home=<url>] [--noassets] <first> <last> <inventory path> <password> [<IAR path>] [-c|--creators] [-v|--verbose]",
"Save user inventory archive (IAR).",
"<first> is the user's first name." + Environment.NewLine
+ "<last> is the user's last name." + Environment.NewLine
@ -351,8 +351,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
{
try
{
m_log.Info("[INVENTORY ARCHIVER]: PLEASE NOTE THAT THIS FACILITY IS EXPERIMENTAL. BUG REPORTS WELCOME.");
Dictionary<string, object> options = new Dictionary<string, object>();
OptionSet optionSet = new OptionSet().Add("m|merge", delegate (string v) { options["merge"] = v != null; });
@ -425,8 +423,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
"[INVENTORY ARCHIVER]: save iar [-h|--home=<url>] [--noassets] <first> <last> <inventory path> <password> [<IAR path>] [-c|--creators] [-e|--exclude=<name/uuid>] [-f|--excludefolder=<foldername/uuid>] [-v|--verbose]");
return;
}
m_log.Info("[INVENTORY ARCHIVER]: PLEASE NOTE THAT THIS FACILITY IS EXPERIMENTAL. BUG REPORTS WELCOME.");
if (options.ContainsKey("home"))
m_log.WarnFormat("[INVENTORY ARCHIVER]: Please be aware that inventory archives with creator information are not compatible with OpenSim 0.7.0.2 and earlier. Do not use the -home option if you want to produce a compatible IAR");

View File

@ -150,7 +150,16 @@ namespace OpenSim.Region.CoreModules.Avatar.Profile
string skillsText = String.Empty;
string languages = String.Empty;
Byte[] charterMember = Utils.StringToBytes("Avatar");
UserAccount account = m_Scenes[0].UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, avatarID);
string name = "Avatar";
int created = 0;
if (account != null)
{
name = account.FirstName + " " + account.LastName;
created = account.Created;
}
Byte[] charterMember = Utils.StringToBytes(name);
profileUrl = "No profile data";
aboutText = string.Empty;
@ -160,7 +169,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Profile
partner = UUID.Zero;
remoteClient.SendAvatarProperties(avatarID, aboutText,
Util.ToDateTime(0).ToString(
Util.ToDateTime(created).ToString(
"M/d/yyyy", CultureInfo.InvariantCulture),
charterMember, firstLifeAboutText,
(uint)(0 & 0xff),

View File

@ -69,9 +69,10 @@ namespace OpenSim.Region.CoreModules.Framework
{
m_scene = scene;
m_scene.RegisterModuleInterface<ICapabilitiesModule>(this);
MainConsole.Instance.Commands.AddCommand("Capabilities", false, "show caps",
MainConsole.Instance.Commands.AddCommand("Comms", false, "show caps",
"show caps",
"Shows all registered capabilities", HandleShowCapsCommand);
"Shows all registered capabilities for users", HandleShowCapsCommand);
}
public void RegionLoaded(Scene scene)

View File

@ -994,6 +994,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
neighbourRegion.RegionHandle);
return agent;
}
// No turning back
agent.IsChildAgent = true;
string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps);
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
@ -1138,7 +1141,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
/// <summary>
/// This informs all neighbouring regions about agent "avatar".
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
/// </summary>
/// <param name="sp"></param>
public void EnableChildAgents(ScenePresence sp)
@ -1258,12 +1260,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
if (neighbour.RegionHandle != sp.Scene.RegionInfo.RegionHandle)
{
InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
try
{
d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
InformClientOfNeighbourCompleted,
d);
// Let's put this back at sync, so that it doesn't clog
// the network, especially for regions in the same physical server.
// We're really not in a hurry here.
InformClientOfNeighbourAsync(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent);
//InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
//d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
// InformClientOfNeighbourCompleted,
// d);
}
catch (ArgumentOutOfRangeException)
@ -1698,14 +1704,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// Offset the positions for the new region across the border
Vector3 oldGroupPosition = grp.RootPart.GroupPosition;
grp.RootPart.GroupPosition = pos;
// If we fail to cross the border, then reset the position of the scene object on that border.
uint x = 0, y = 0;
Utils.LongToUInts(newRegionHandle, out x, out y);
GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
if (destination == null || !CrossPrimGroupIntoNewRegion(destination, grp, silent))
if (destination == null || !CrossPrimGroupIntoNewRegion(destination, pos, grp, silent))
{
m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}",grp.UUID);
@ -1735,7 +1740,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
/// true if the crossing itself was successful, false on failure
/// FIMXE: we still return true if the crossing object was not successfully deleted from the originating region
/// </returns>
protected bool CrossPrimGroupIntoNewRegion(GridRegion destination, SceneObjectGroup grp, bool silent)
protected bool CrossPrimGroupIntoNewRegion(GridRegion destination, Vector3 newPosition, SceneObjectGroup grp, bool silent)
{
//m_log.Debug(" >>> CrossPrimGroupIntoNewRegion <<<");
@ -1760,7 +1765,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
//if (m_interregionCommsOut != null)
// successYN = m_interregionCommsOut.SendCreateObject(newRegionHandle, grp, true);
if (m_aScene.SimulationService != null)
successYN = m_aScene.SimulationService.CreateObject(destination, grp, true);
successYN = m_aScene.SimulationService.CreateObject(destination, newPosition, grp, true);
if (successYN)
{
@ -1819,7 +1824,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
gobj.IsAttachment = false;
//gobj.RootPart.LastOwnerID = gobj.GetFromAssetID();
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending attachment {0} to region {1}", gobj.UUID, destination.RegionName);
CrossPrimGroupIntoNewRegion(destination, gobj, silent);
CrossPrimGroupIntoNewRegion(destination, Vector3.Zero, gobj, silent);
}
}

View File

@ -117,7 +117,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
string userAssetServer = string.Empty;
if (IsForeignUser(avatarID, out userAssetServer) && userAssetServer != string.Empty && m_OutboundPermission)
{
Util.FireAndForget(delegate { m_assMapper.Post(assetID, avatarID, userAssetServer); });
m_assMapper.Post(assetID, avatarID, userAssetServer);
}
}

View File

@ -551,9 +551,14 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
// "[INVENTORY ACCESS MODULE]: Target of {0} in CreateItemForObject() is {1} {2}",
// action, remoteClient.Name, userID);
}
else if (so.RootPart.OwnerID == so.RootPart.GroupID)
{
// Group owned objects go to the last owner before the object was transferred.
userID = so.RootPart.LastOwnerID;
}
else
{
// All returns / deletes go to the object owner
// Other returns / deletes go to the object owner
//
userID = so.RootPart.OwnerID;

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@ -72,7 +72,7 @@ namespace OpenSim.Region.CoreModules.Framework.Monitoring
m_scene = scene;
m_scene.AddCommand(this, "monitor report",
m_scene.AddCommand("General", this, "monitor report",
"monitor report",
"Returns a variety of statistics about the current region and/or simulator",
DebugMonitors);

View File

@ -80,7 +80,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
// }
// }
//}
MainConsole.Instance.Commands.AddCommand("grid", true,
MainConsole.Instance.Commands.AddCommand("Users", true,
"show names",
"show names",
"Show the bindings between user UUIDs and user names",

View File

@ -1210,7 +1210,7 @@ namespace OpenSim.Region.CoreModules.InterGrid
if (homeScene.TryGetScenePresence(avatarId,out avatar))
{
KillAUser ku = new KillAUser(avatar,mod);
Watchdog.StartThread(ku.ShutdownNoLogout, "OGPShutdown", ThreadPriority.Normal, true);
Watchdog.StartThread(ku.ShutdownNoLogout, "OGPShutdown", ThreadPriority.Normal, true, true);
}
}

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@ -151,6 +151,14 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
#region IWorldComm Members
public int ListenerCount
{
get
{
return m_listenerManager.ListenerCount;
}
}
/// <summary>
/// Create a listen event callback with the specified filters.
/// The parameters localID,itemID are needed to uniquely identify
@ -438,6 +446,18 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
private int m_maxhandles;
private int m_curlisteners;
/// <summary>
/// Total number of listeners
/// </summary>
public int ListenerCount
{
get
{
lock (m_listeners)
return m_listeners.Count;
}
}
public ListenerManager(int maxlisteners, int maxhandles)
{
m_maxlisteners = maxlisteners;

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@ -73,14 +73,17 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset
return;
}
string serviceDll = assetConfig.GetString("LocalServiceModule",
String.Empty);
string serviceDll = assetConfig.GetString("LocalServiceModule", String.Empty);
if (serviceDll == String.Empty)
{
m_log.Error("[LOCAL ASSET SERVICES CONNECTOR]: No LocalServiceModule named in section AssetService");
return;
}
else
{
m_log.DebugFormat("[LOCAL ASSET SERVICES CONNECTOR]: Loading asset service at {0}", serviceDll);
}
Object[] args = new Object[] { source };
m_AssetService = ServerUtils.LoadPlugin<IAssetService>(serviceDll, args);

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@ -48,8 +48,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid
LogManager.GetLogger(
MethodBase.GetCurrentMethod().DeclaringType);
private static LocalGridServicesConnector m_MainInstance;
private IGridService m_GridService;
private Dictionary<UUID, RegionCache> m_LocalCache = new Dictionary<UUID, RegionCache>();
@ -62,7 +60,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid
public LocalGridServicesConnector(IConfigSource source)
{
m_log.Debug("[LOCAL GRID CONNECTOR]: LocalGridServicesConnector instantiated");
m_MainInstance = this;
InitialiseService(source);
}
@ -87,7 +84,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid
if (name == Name)
{
InitialiseService(source);
m_MainInstance = this;
m_Enabled = true;
m_log.Info("[LOCAL GRID CONNECTOR]: Local grid connector enabled");
}
@ -126,12 +122,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid
public void PostInitialise()
{
if (m_MainInstance == this)
{
MainConsole.Instance.Commands.AddCommand("LocalGridConnector", false, "show neighbours",
"show neighbours",
"Shows the local regions' neighbours", NeighboursCommand);
}
MainConsole.Instance.Commands.AddCommand("Regions", false, "show neighbours",
"show neighbours",
"Shows the local regions' neighbours", NeighboursCommand);
}
public void Close()
@ -143,22 +136,16 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid
if (m_Enabled)
scene.RegisterModuleInterface<IGridService>(this);
if (m_MainInstance == this)
{
if (m_LocalCache.ContainsKey(scene.RegionInfo.RegionID))
m_log.ErrorFormat("[LOCAL GRID CONNECTOR]: simulator seems to have more than one region with the same UUID. Please correct this!");
else
m_LocalCache.Add(scene.RegionInfo.RegionID, new RegionCache(scene));
}
if (m_LocalCache.ContainsKey(scene.RegionInfo.RegionID))
m_log.ErrorFormat("[LOCAL GRID CONNECTOR]: simulator seems to have more than one region with the same UUID. Please correct this!");
else
m_LocalCache.Add(scene.RegionInfo.RegionID, new RegionCache(scene));
}
public void RemoveRegion(Scene scene)
{
if (m_MainInstance == this)
{
m_LocalCache[scene.RegionInfo.RegionID].Clear();
m_LocalCache.Remove(scene.RegionInfo.RegionID);
}
m_LocalCache[scene.RegionInfo.RegionID].Clear();
m_LocalCache.Remove(scene.RegionInfo.RegionID);
}
public void RegionLoaded(Scene scene)
@ -259,6 +246,5 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid
MainConsole.Instance.Output(caps.ToString());
}
}
}

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@ -65,13 +65,26 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid
}
}
internal struct ScopedRegionPosition
{
public UUID m_scopeID;
public ulong m_regionHandle;
public ScopedRegionPosition(UUID scopeID, ulong handle)
{
m_scopeID = scopeID;
m_regionHandle = handle;
}
}
private ExpiringCache<ScopedRegionUUID, GridRegion> m_UUIDCache;
private ExpiringCache<ScopedRegionName, ScopedRegionUUID> m_NameCache;
private ExpiringCache<ScopedRegionPosition, GridRegion> m_PositionCache;
public RegionInfoCache()
{
m_UUIDCache = new ExpiringCache<ScopedRegionUUID, GridRegion>();
m_NameCache = new ExpiringCache<ScopedRegionName, ScopedRegionUUID>();
m_PositionCache = new ExpiringCache<ScopedRegionPosition, GridRegion>();
}
public void Cache(GridRegion rinfo)
@ -96,6 +109,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid
{
ScopedRegionName name = new ScopedRegionName(scopeID,rinfo.RegionName);
m_NameCache.AddOrUpdate(name, id, CACHE_EXPIRATION_SECONDS);
ScopedRegionPosition pos = new ScopedRegionPosition(scopeID, rinfo.RegionHandle);
m_PositionCache.AddOrUpdate(pos, rinfo, CACHE_EXPIRATION_SECONDS);
}
}
@ -114,6 +130,22 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid
return null;
}
public GridRegion Get(UUID scopeID, ulong handle, out bool inCache)
{
inCache = false;
GridRegion rinfo = null;
ScopedRegionPosition pos = new ScopedRegionPosition(scopeID, handle);
if (m_PositionCache.TryGetValue(pos, out rinfo))
{
inCache = true;
return rinfo;
}
return null;
}
public GridRegion Get(UUID scopeID, string name, out bool inCache)
{
inCache = false;

View File

@ -186,10 +186,16 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid
public GridRegion GetRegionByPosition(UUID scopeID, int x, int y)
{
GridRegion rinfo = m_LocalGridService.GetRegionByPosition(scopeID, x, y);
bool inCache = false;
GridRegion rinfo = m_RegionInfoCache.Get(scopeID, Util.UIntsToLong((uint)x, (uint)y), out inCache);
if (inCache)
return rinfo;
rinfo = m_LocalGridService.GetRegionByPosition(scopeID, x, y);
if (rinfo == null)
rinfo = m_RemoteGridService.GetRegionByPosition(scopeID, x, y);
m_RegionInfoCache.Cache(rinfo);
return rinfo;
}

View File

@ -58,6 +58,8 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
private List<Scene> m_Scenes = new List<Scene>();
private InventoryCache m_Cache = new InventoryCache();
protected IUserManagement m_UserManagement;
protected IUserManagement UserManagementModule
{
@ -312,6 +314,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
public InventoryFolderBase GetRootFolder(UUID userID)
{
//m_log.DebugFormat("[HG INVENTORY CONNECTOR]: GetRootFolder for {0}", userID);
InventoryFolderBase root = m_Cache.GetRootFolder(userID);
if (root != null)
return root;
string invURL = GetInventoryServiceURL(userID);
@ -320,12 +325,19 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
IInventoryService connector = GetConnector(invURL);
return connector.GetRootFolder(userID);
root = connector.GetRootFolder(userID);
m_Cache.Cache(userID, root);
return root;
}
public InventoryFolderBase GetFolderForType(UUID userID, AssetType type)
{
//m_log.DebugFormat("[HG INVENTORY CONNECTOR]: GetFolderForType {0} type {1}", userID, type);
InventoryFolderBase f = m_Cache.GetFolderForType(userID, type);
if (f != null)
return f;
string invURL = GetInventoryServiceURL(userID);
@ -334,7 +346,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
IInventoryService connector = GetConnector(invURL);
return connector.GetFolderForType(userID, type);
f = connector.GetFolderForType(userID, type);
m_Cache.Cache(userID, type, f);
return f;
}
public InventoryCollection GetFolderContent(UUID userID, UUID folderID)

View File

@ -0,0 +1,59 @@
using System;
using System.Collections.Generic;
using OpenSim.Framework;
using OpenMetaverse;
namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
{
public class InventoryCache
{
private const double CACHE_EXPIRATION_SECONDS = 3600.0; // 1 hour
private static ExpiringCache<UUID, InventoryFolderBase> m_RootFolders = new ExpiringCache<UUID, InventoryFolderBase>();
private static ExpiringCache<UUID, Dictionary<AssetType, InventoryFolderBase>> m_FolderTypes = new ExpiringCache<UUID, Dictionary<AssetType, InventoryFolderBase>>();
public void Cache(UUID userID, InventoryFolderBase root)
{
lock (m_RootFolders)
m_RootFolders.AddOrUpdate(userID, root, CACHE_EXPIRATION_SECONDS);
}
public InventoryFolderBase GetRootFolder(UUID userID)
{
InventoryFolderBase root = null;
if (m_RootFolders.TryGetValue(userID, out root))
return root;
return null;
}
public void Cache(UUID userID, AssetType type, InventoryFolderBase folder)
{
lock (m_FolderTypes)
{
Dictionary<AssetType, InventoryFolderBase> ff = null;
if (!m_FolderTypes.TryGetValue(userID, out ff))
{
ff = new Dictionary<AssetType, InventoryFolderBase>();
m_FolderTypes.Add(userID, ff, CACHE_EXPIRATION_SECONDS);
}
if (!ff.ContainsKey(type))
ff.Add(type, folder);
}
}
public InventoryFolderBase GetFolderForType(UUID userID, AssetType type)
{
Dictionary<AssetType, InventoryFolderBase> ff = null;
if (m_FolderTypes.TryGetValue(userID, out ff))
{
InventoryFolderBase f = null;
if (ff.TryGetValue(type, out f))
return f;
}
return null;
}
}
}

View File

@ -315,7 +315,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
* Object-related communications
*/
public bool CreateObject(GridRegion destination, ISceneObject sog, bool isLocalCall)
public bool CreateObject(GridRegion destination, Vector3 newPosition, ISceneObject sog, bool isLocalCall)
{
if (destination == null)
return false;
@ -330,12 +330,12 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
// We need to make a local copy of the object
ISceneObject sogClone = sog.CloneForNewScene();
sogClone.SetState(sog.GetStateSnapshot(), s);
return s.IncomingCreateObject(sogClone);
return s.IncomingCreateObject(newPosition, sogClone);
}
else
{
// Use the object as it came through the wire
return s.IncomingCreateObject(sog);
return s.IncomingCreateObject(newPosition, sog);
}
}
}

View File

@ -282,13 +282,13 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
* Object-related communications
*/
public bool CreateObject(GridRegion destination, ISceneObject sog, bool isLocalCall)
public bool CreateObject(GridRegion destination, Vector3 newPosition, ISceneObject sog, bool isLocalCall)
{
if (destination == null)
return false;
// Try local first
if (m_localBackend.CreateObject(destination, sog, isLocalCall))
if (m_localBackend.CreateObject(destination, newPosition, sog, isLocalCall))
{
//m_log.Debug("[REST COMMS]: LocalBackEnd SendCreateObject succeeded");
return true;
@ -296,7 +296,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
// else do the remote thing
if (!m_localBackend.IsLocalRegion(destination.RegionHandle))
return m_remoteConnector.CreateObject(destination, sog, isLocalCall);
return m_remoteConnector.CreateObject(destination, newPosition, sog, isLocalCall);
return false;
}

View File

@ -47,21 +47,21 @@ namespace OpenSim.Region.CoreModules.World
public void Initialise(IConfigSource config)
{
MainConsole.Instance.Commands.AddCommand("access", true,
MainConsole.Instance.Commands.AddCommand("Users", true,
"login enable",
"login enable",
"Enable simulator logins",
String.Empty,
HandleLoginCommand);
MainConsole.Instance.Commands.AddCommand("access", true,
MainConsole.Instance.Commands.AddCommand("Users", true,
"login disable",
"login disable",
"Disable simulator logins",
String.Empty,
HandleLoginCommand);
MainConsole.Instance.Commands.AddCommand("access", true,
MainConsole.Instance.Commands.AddCommand("Users", true,
"login status",
"login status",
"Show login status",

View File

@ -108,12 +108,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver
// "[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]: Added region settings to archive.");
m_log.InfoFormat("[ARCHIVER]: Adding parcel settings to archive.");
// Write out land data (aka parcel) settings
List<ILandObject>landObjects = m_scene.LandChannel.AllParcels();
@ -124,7 +126,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver
landData.GlobalID.ToString());
m_archiveWriter.WriteFile(landDataPath, LandDataSerializer.Serialize(landData));
}
m_log.InfoFormat("[ARCHIVER]: Added parcel settings to archive.");
m_log.InfoFormat("[ARCHIVER]: Adding terrain information to archive.");
// Write out terrain
string terrainPath
@ -135,7 +138,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
m_archiveWriter.WriteFile(terrainPath, ms.ToArray());
ms.Close();
m_log.InfoFormat("[ARCHIVER]: Added terrain information to archive.");
m_log.InfoFormat("[ARCHIVER]: Adding scene objects to archive.");
// Write out scene object metadata
foreach (SceneObjectGroup sceneObject in m_sceneObjects)
@ -145,10 +148,6 @@ namespace OpenSim.Region.CoreModules.World.Archiver
string serializedObject = m_serialiser.SerializeGroupToXml2(sceneObject, m_options);
m_archiveWriter.WriteFile(ArchiveHelpers.CreateObjectPath(sceneObject), serializedObject);
}
m_log.InfoFormat("[ARCHIVER]: Added scene objects to archive.");
}
}
}

View File

@ -219,12 +219,19 @@ namespace OpenSim.Region.CoreModules.World.Archiver
m_log.InfoFormat("[ARCHIVER]: Added control file to archive.");
if (SaveAssets)
new AssetsRequest(
new AssetsArchiver(archiveWriter), assetUuids,
m_scene.AssetService, m_scene.UserAccountService,
m_scene.RegionInfo.ScopeID, options, awre.ReceivedAllAssets).Execute();
{
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<UUID>(), new List<UUID>());
}
}
catch (Exception)
{

View File

@ -142,12 +142,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver
return;
}
m_requestCallbackTimer.Enabled = true;
foreach (KeyValuePair<UUID, AssetType> kvp in m_uuids)
{
m_assetService.Get(kvp.Key.ToString(), kvp.Value, PreAssetRequestCallback);
// m_assetService.Get(kvp.Key.ToString(), kvp.Value, PreAssetRequestCallback);
AssetBase asset = m_assetService.Get(kvp.Key.ToString());
PreAssetRequestCallback(kvp.Key.ToString(), kvp.Value, asset);
}
m_requestCallbackTimer.Enabled = true;
}
protected void OnRequestCallbackTimeout(object source, ElapsedEventArgs args)

View File

@ -62,58 +62,25 @@ namespace OpenSim.Region.CoreModules.World.Estate
{
m_log.DebugFormat("[ESTATE MODULE]: Setting up estate commands for region {0}", m_module.Scene.RegionInfo.RegionName);
m_module.Scene.AddCommand(m_module, "set terrain texture",
m_module.Scene.AddCommand("Regions", m_module, "set terrain texture",
"set terrain texture <number> <uuid> [<x>] [<y>]",
"Sets the terrain <number> to <uuid>, if <x> or <y> are specified, it will only " +
"set it on regions with a matching coordinate. Specify -1 in <x> or <y> to wildcard" +
" that coordinate.",
consoleSetTerrainTexture);
m_module.Scene.AddCommand(m_module, "set terrain heights",
m_module.Scene.AddCommand("Regions", m_module, "set terrain heights",
"set terrain heights <corner> <min> <max> [<x>] [<y>]",
"Sets the terrain texture heights on corner #<corner> to <min>/<max>, if <x> or <y> are specified, it will only " +
"set it on regions with a matching coordinate. Specify -1 in <x> or <y> to wildcard" +
" that coordinate. Corner # SW = 0, NW = 1, SE = 2, NE = 3.",
consoleSetTerrainHeights);
Command showCommand
= new Command("show", CommandIntentions.COMMAND_STATISTICAL, ShowEstatesCommand, "Shows all estates on the simulator.");
m_commander.RegisterCommand("show", showCommand);
m_module.Scene.RegisterModuleCommander(m_commander);
m_module.Scene.EventManager.OnPluginConsole += EventManagerOnPluginConsole;
m_module.Scene.AddCommand(
"Estates", m_module, "estate show", "estate show", "Shows all estates on the simulator.", ShowEstatesCommand);
}
public void Close()
{
m_module.Scene.EventManager.OnPluginConsole -= EventManagerOnPluginConsole;
m_module.Scene.UnregisterModuleCommander(m_commander.Name);
}
/// <summary>
/// Processes commandline input. Do not call directly.
/// </summary>
/// <param name="args">Commandline arguments</param>
protected void EventManagerOnPluginConsole(string[] args)
{
if (args[0] == "estate")
{
if (args.Length == 1)
{
m_commander.ProcessConsoleCommand("help", new string[0]);
return;
}
string[] tmpArgs = new string[args.Length - 2];
int i;
for (i = 2; i < args.Length; i++)
tmpArgs[i - 2] = args[i];
m_commander.ProcessConsoleCommand(args[1], tmpArgs);
}
}
public void Close() {}
protected void consoleSetTerrainTexture(string module, string[] args)
{
@ -201,7 +168,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
}
}
protected void ShowEstatesCommand(Object[] args)
protected void ShowEstatesCommand(string module, string[] cmd)
{
StringBuilder report = new StringBuilder();
RegionInfo ri = m_module.Scene.RegionInfo;

View File

@ -94,8 +94,11 @@ namespace OpenSim.Region.CoreModules.World.Land
// caches ExtendedLandData
private Cache parcelInfoCache;
private Dictionary<UUID, Vector3> forcedPosition =
new Dictionary<UUID, Vector3>();
/// <summary>
/// Record positions that avatar's are currently being forced to move to due to parcel entry restrictions.
/// </summary>
private Dictionary<UUID, Vector3> forcedPosition = new Dictionary<UUID, Vector3>();
#region INonSharedRegionModule Members
@ -224,22 +227,34 @@ namespace OpenSim.Region.CoreModules.World.Land
//When the avatar walks into a ban line on the ground, it prevents getting stuck
agentData.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
//Make sure we stop if they get about to the right place to prevent yoyo and prevents getting stuck on banlines
if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) < .2)
{
Debug.WriteLine(string.Format("Stopping force position because {0} is close enough to position {1}", forcedPosition[remoteClient.AgentId], clientAvatar.AbsolutePosition));
// m_log.DebugFormat(
// "[LAND MANAGEMENT MODULE]: Stopping force position of {0} because {1} is close enough to {2}",
// clientAvatar.Name, clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]);
forcedPosition.Remove(remoteClient.AgentId);
}
//if we are far away, teleport
else if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) > 3)
{
Debug.WriteLine(string.Format("Teleporting out because {0} is too far from avatar position {1}", forcedPosition[remoteClient.AgentId], clientAvatar.AbsolutePosition));
clientAvatar.Teleport(forcedPosition[remoteClient.AgentId]);
Vector3 forcePosition = forcedPosition[remoteClient.AgentId];
// m_log.DebugFormat(
// "[LAND MANAGEMENT MODULE]: Teleporting out {0} because {1} is too far from avatar position {2}",
// clientAvatar.Name, clientAvatar.AbsolutePosition, forcePosition);
m_scene.RequestTeleportLocation(remoteClient, m_scene.RegionInfo.RegionHandle,
forcePosition, clientAvatar.Lookat, (uint)Constants.TeleportFlags.ForceRedirect);
forcedPosition.Remove(remoteClient.AgentId);
}
else
{
// m_log.DebugFormat(
// "[LAND MANAGEMENT MODULE]: Forcing {0} from {1} to {2}",
// clientAvatar.Name, clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]);
//Forces them toward the forced position we want if they aren't there yet
agentData.UseClientAgentPosition = true;
agentData.ClientAgentPosition = forcedPosition[remoteClient.AgentId];

View File

@ -272,7 +272,8 @@ namespace OpenSim.Region.CoreModules.World.Land
ParcelFlags.AllowGroupScripts |
ParcelFlags.CreateGroupObjects |
ParcelFlags.AllowAPrimitiveEntry |
ParcelFlags.AllowGroupObjectEntry);
ParcelFlags.AllowGroupObjectEntry |
ParcelFlags.AllowFly);
}
if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId, this, GroupPowers.LandSetSale))

View File

@ -78,45 +78,45 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
m_scene = scene;
m_console = MainConsole.Instance;
m_console.Commands.AddCommand("region", false, "delete object owner",
m_console.Commands.AddCommand("Regions", false, "delete object owner",
"delete object owner <UUID>",
"Delete a scene object by owner", HandleDeleteObject);
m_console.Commands.AddCommand("region", false, "delete object creator",
m_console.Commands.AddCommand("Regions", false, "delete object creator",
"delete object creator <UUID>",
"Delete a scene object by creator", HandleDeleteObject);
m_console.Commands.AddCommand("region", false, "delete object uuid",
m_console.Commands.AddCommand("Regions", false, "delete object uuid",
"delete object uuid <UUID>",
"Delete a scene object by uuid", HandleDeleteObject);
m_console.Commands.AddCommand("region", false, "delete object name",
m_console.Commands.AddCommand("Regions", false, "delete object name",
"delete object name <name>",
"Delete a scene object by name", HandleDeleteObject);
m_console.Commands.AddCommand("region", false, "delete object outside",
m_console.Commands.AddCommand("Regions", false, "delete object outside",
"delete object outside",
"Delete all scene objects outside region boundaries", HandleDeleteObject);
m_console.Commands.AddCommand(
"region",
"Regions",
false,
"show object uuid",
"show object uuid <UUID>",
"Show details of a scene object with the given UUID", HandleShowObjectByUuid);
m_console.Commands.AddCommand(
"region",
"Regions",
false,
"show object name",
"show object name <name>",
"Show details of scene objects with the given name", HandleShowObjectByName);
m_console.Commands.AddCommand(
"region",
"Regions",
false,
"show part uuid",
"show part uuid <UUID>",
"Show details of a scene object parts with the given UUID", HandleShowPartByUuid);
m_console.Commands.AddCommand(
"region",
"Regions",
false,
"show part name",
"show part name <name>",

View File

@ -206,17 +206,17 @@ namespace OpenSim.Region.CoreModules.World.Permissions
m_scene.Permissions.OnControlPrimMedia += CanControlPrimMedia;
m_scene.Permissions.OnInteractWithPrimMedia += CanInteractWithPrimMedia;
m_scene.AddCommand(this, "bypass permissions",
m_scene.AddCommand("Users", this, "bypass permissions",
"bypass permissions <true / false>",
"Bypass permission checks",
HandleBypassPermissions);
m_scene.AddCommand(this, "force permissions",
m_scene.AddCommand("Users", this, "force permissions",
"force permissions <true / false>",
"Force permissions on or off",
HandleForcePermissions);
m_scene.AddCommand(this, "debug permissions",
m_scene.AddCommand("Users", this, "debug permissions",
"debug permissions <true / false>",
"Turn on permissions debugging",
HandleDebugPermissions);
@ -677,18 +677,12 @@ namespace OpenSim.Region.CoreModules.World.Permissions
bool permission = false;
bool locked = false;
if (!m_scene.Entities.ContainsKey(objId))
{
return false;
}
SceneObjectPart part = m_scene.GetSceneObjectPart(objId);
// If it's not an object, we cant edit it.
if ((!(m_scene.Entities[objId] is SceneObjectGroup)))
{
if (part == null)
return false;
}
SceneObjectGroup group = (SceneObjectGroup)m_scene.Entities[objId];
SceneObjectGroup group = part.ParentGroup;
UUID objectOwner = group.OwnerID;
locked = ((group.RootPart.OwnerMask & PERM_LOCKED) == 0);
@ -977,16 +971,6 @@ namespace OpenSim.Region.CoreModules.World.Permissions
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
SceneObjectPart part = m_scene.GetSceneObjectPart(objectID);
// If we selected a sub-prim to edit, the objectID won't represent the object, but only a part.
// We have to check the permissions of the group, though.
if (part.ParentID != 0)
{
objectID = part.ParentUUID;
part = m_scene.GetSceneObjectPart(objectID);
}
return GenericObjectPermission(editorID, objectID, false);
}

View File

@ -66,21 +66,21 @@ namespace OpenSim.Region.CoreModules.World.Region
m_Scene = scene;
scene.RegisterModuleInterface<IRestartModule>(this);
MainConsole.Instance.Commands.AddCommand("RestartModule",
MainConsole.Instance.Commands.AddCommand("Regions",
false, "region restart bluebox",
"region restart bluebox <message> <delta seconds>+",
"Schedule a region restart",
"Schedule a region restart after a given number of seconds. If one delta is given then the region is restarted in delta seconds time. A time to restart is sent to users in the region as a dismissable bluebox notice. If multiple deltas are given then a notice is sent when we reach each delta.",
HandleRegionRestart);
MainConsole.Instance.Commands.AddCommand("RestartModule",
MainConsole.Instance.Commands.AddCommand("Regions",
false, "region restart notice",
"region restart notice <message> <delta seconds>+",
"Schedule a region restart",
"Schedule a region restart after a given number of seconds. If one delta is given then the region is restarted in delta seconds time. A time to restart is sent to users in the region as a transient notice. If multiple deltas are given then a notice is sent when we reach each delta.",
HandleRegionRestart);
MainConsole.Instance.Commands.AddCommand("RestartModule",
MainConsole.Instance.Commands.AddCommand("Regions",
false, "region restart abort",
"region restart abort [<message>]",
"Abort a region restart", HandleRegionRestart);

View File

@ -148,6 +148,113 @@ namespace OpenSim.Region.CoreModules.World.Serialiser.Tests
<OtherParts />
</SceneObjectGroup>";
private string badFloatsXml = @"
<SceneObjectGroup>
<RootPart>
<SceneObjectPart xmlns:xsi=""http://www.w3.org/2001/XMLSchema-instance"" xmlns:xsd=""http://www.w3.org/2001/XMLSchema"">
<AllowedDrop>false</AllowedDrop>
<CreatorID><Guid>a6dacf01-4636-4bb9-8a97-30609438af9d</Guid></CreatorID>
<FolderID><Guid>e6a5a05e-e8cc-4816-8701-04165e335790</Guid></FolderID>
<InventorySerial>1</InventorySerial>
<TaskInventory />
<ObjectFlags>0</ObjectFlags>
<UUID><Guid>e6a5a05e-e8cc-4816-8701-04165e335790</Guid></UUID>
<LocalId>2698615125</LocalId>
<Name>NaughtyPrim</Name>
<Material>0</Material>
<PassTouches>false</PassTouches>
<RegionHandle>1099511628032000</RegionHandle>
<ScriptAccessPin>0</ScriptAccessPin>
<GroupPosition><X>147.23</X><Y>92.698</Y><Z>22.78084</Z></GroupPosition>
<OffsetPosition><X>0</X><Y>0</Y><Z>0</Z></OffsetPosition>
<RotationOffset><X>-4.371139E-08</X><Y>-1</Y><Z>-4.371139E-08</Z><W>0</W></RotationOffset>
<Velocity><X>0</X><Y>0</Y><Z>0</Z></Velocity>
<RotationalVelocity><X>0</X><Y>0</Y><Z>0</Z></RotationalVelocity>
<AngularVelocity><X>0</X><Y>0</Y><Z>0</Z></AngularVelocity>
<Acceleration><X>0</X><Y>0</Y><Z>0</Z></Acceleration>
<Description />
<Color />
<Text />
<SitName />
<TouchName />
<LinkNum>0</LinkNum>
<ClickAction>0</ClickAction>
<Shape>
<ProfileCurve>1</ProfileCurve>
<TextureEntry>AAAAAAAAERGZmQAAAAAABQCVlZUAAAAAQEAAAABAQAAAAAAAAAAAAAAAAAAAAA==</TextureEntry>
<ExtraParams>AA==</ExtraParams>
<PathBegin>0</PathBegin>
<PathCurve>16</PathCurve>
<PathEnd>0</PathEnd>
<PathRadiusOffset>0</PathRadiusOffset>
<PathRevolutions>0</PathRevolutions>
<PathScaleX>100</PathScaleX>
<PathScaleY>100</PathScaleY>
<PathShearX>0</PathShearX>
<PathShearY>0</PathShearY>
<PathSkew>0</PathSkew>
<PathTaperX>0</PathTaperX>
<PathTaperY>0</PathTaperY>
<PathTwist>0</PathTwist>
<PathTwistBegin>0</PathTwistBegin>
<PCode>9</PCode>
<ProfileBegin>0</ProfileBegin>
<ProfileEnd>0</ProfileEnd>
<ProfileHollow>0</ProfileHollow>
<Scale><X>10</X><Y>10</Y><Z>0.5</Z></Scale>
<State>0</State>
<ProfileShape>Square</ProfileShape>
<HollowShape>Same</HollowShape>
<SculptTexture><Guid>00000000-0000-0000-0000-000000000000</Guid></SculptTexture>
<SculptType>0</SculptType><SculptData />
<FlexiSoftness>0</FlexiSoftness>
<FlexiTension>0,5</FlexiTension>
<FlexiDrag>yo mamma</FlexiDrag>
<FlexiGravity>0</FlexiGravity>
<FlexiWind>0</FlexiWind>
<FlexiForceX>0</FlexiForceX>
<FlexiForceY>0</FlexiForceY>
<FlexiForceZ>0</FlexiForceZ>
<LightColorR>0</LightColorR>
<LightColorG>0</LightColorG>
<LightColorB>0</LightColorB>
<LightColorA>1</LightColorA>
<LightRadius>0</LightRadius>
<LightCutoff>0</LightCutoff>
<LightFalloff>0</LightFalloff>
<LightIntensity>1</LightIntensity>
<FlexiEntry>false</FlexiEntry>
<LightEntry>false</LightEntry>
<SculptEntry>false</SculptEntry>
</Shape>
<Scale><X>10</X><Y>10</Y><Z>0.5</Z></Scale>
<UpdateFlag>0</UpdateFlag>
<SitTargetOrientation><X>0</X><Y>0</Y><Z>0</Z><W>1</W></SitTargetOrientation>
<SitTargetPosition><X>0</X><Y>0</Y><Z>0</Z></SitTargetPosition>
<SitTargetPositionLL><X>0</X><Y>0</Y><Z>0</Z></SitTargetPositionLL>
<SitTargetOrientationLL><X>0</X><Y>0</Y><Z>0</Z><W>1</W></SitTargetOrientationLL>
<ParentID>0</ParentID>
<CreationDate>1211330445</CreationDate>
<Category>0</Category>
<SalePrice>0</SalePrice>
<ObjectSaleType>0</ObjectSaleType>
<OwnershipCost>0</OwnershipCost>
<GroupID><Guid>00000000-0000-0000-0000-000000000000</Guid></GroupID>
<OwnerID><Guid>a6dacf01-4636-4bb9-8a97-30609438af9d</Guid></OwnerID>
<LastOwnerID><Guid>a6dacf01-4636-4bb9-8a97-30609438af9d</Guid></LastOwnerID>
<BaseMask>2147483647</BaseMask>
<OwnerMask>2147483647</OwnerMask>
<GroupMask>0</GroupMask>
<EveryoneMask>0</EveryoneMask>
<NextOwnerMask>2147483647</NextOwnerMask>
<Flags>None</Flags>
<CollisionSound><Guid>00000000-0000-0000-0000-000000000000</Guid></CollisionSound>
<CollisionSoundVolume>0</CollisionSoundVolume>
</SceneObjectPart>
</RootPart>
<OtherParts />
</SceneObjectGroup>";
private string xml2 = @"
<SceneObjectGroup>
<SceneObjectPart xmlns:xsi=""http://www.w3.org/2001/XMLSchema-instance"" xmlns:xsd=""http://www.w3.org/2001/XMLSchema"">
@ -256,6 +363,32 @@ namespace OpenSim.Region.CoreModules.World.Serialiser.Tests
// TODO: Check other properties
}
[Test]
public void TestDeserializeBadFloatsXml()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
SceneObjectGroup so = SceneObjectSerializer.FromOriginalXmlFormat(badFloatsXml);
SceneObjectPart rootPart = so.RootPart;
Assert.That(rootPart.UUID, Is.EqualTo(new UUID("e6a5a05e-e8cc-4816-8701-04165e335790")));
Assert.That(rootPart.CreatorID, Is.EqualTo(new UUID("a6dacf01-4636-4bb9-8a97-30609438af9d")));
Assert.That(rootPart.Name, Is.EqualTo("NaughtyPrim"));
// This terminates the deserialization earlier if couldn't be parsed.
// TODO: Need to address this
Assert.That(rootPart.GroupPosition.X, Is.EqualTo(147.23f));
Assert.That(rootPart.Shape.PathCurve, Is.EqualTo(16));
// Defaults for bad parses
Assert.That(rootPart.Shape.FlexiTension, Is.EqualTo(0));
Assert.That(rootPart.Shape.FlexiDrag, Is.EqualTo(0));
// TODO: Check other properties
}
[Test]
public void TestSerializeXml()
{

View File

@ -277,18 +277,19 @@ namespace OpenSim.Region.CoreModules
m_frame = 0;
// This one puts an entry in the main help screen
m_scene.AddCommand(this, String.Empty, "sun", "Usage: sun [param] [value] - Get or Update Sun module paramater", null);
// m_scene.AddCommand("Regions", this, "sun", "sun", "Usage: sun [param] [value] - Get or Update Sun module paramater", null);
// This one enables the ability to type just "sun" without any parameters
m_scene.AddCommand(this, "sun", "", "", HandleSunConsoleCommand);
// m_scene.AddCommand("Regions", this, "sun", "", "", HandleSunConsoleCommand);
foreach (KeyValuePair<string, string> kvp in GetParamList())
{
m_scene.AddCommand(this, String.Format("sun {0}", kvp.Key), String.Format("{0} - {1}", kvp.Key, kvp.Value), "", HandleSunConsoleCommand);
string sunCommand = string.Format("sun {0}", kvp.Key);
m_scene.AddCommand("Regions", this, sunCommand, string.Format("{0} [<value>]", sunCommand), kvp.Value, "", HandleSunConsoleCommand);
}
TimeZone local = TimeZone.CurrentTimeZone;
TicksUTCOffset = local.GetUtcOffset(local.ToLocalTime(DateTime.Now)).Ticks;
m_log.Debug("[SUN]: localtime offset is " + TicksUTCOffset);
m_log.DebugFormat("[SUN]: localtime offset is {0}", TicksUTCOffset);
// Align ticks with Second Life

View File

@ -117,24 +117,31 @@ namespace OpenSim.Region.CoreModules
}
// This one puts an entry in the main help screen
m_scene.AddCommand(this, String.Empty, "wind", "Usage: wind <plugin> <param> [value] - Get or Update Wind paramaters", null);
// m_scene.AddCommand("Regions", this, "wind", "wind", "Usage: wind <plugin> <param> [value] - Get or Update Wind paramaters", null);
// This one enables the ability to type just the base command without any parameters
m_scene.AddCommand(this, "wind", "", "", HandleConsoleCommand);
// m_scene.AddCommand("Regions", this, "wind", "", "", HandleConsoleCommand);
// Get a list of the parameters for each plugin
foreach (IWindModelPlugin windPlugin in m_availableWindPlugins.Values)
{
m_scene.AddCommand(this, String.Format("wind base wind_plugin {0}", windPlugin.Name), String.Format("{0} - {1}", windPlugin.Name, windPlugin.Description), "", HandleConsoleBaseCommand);
m_scene.AddCommand(this, String.Format("wind base wind_update_rate"), "Change the wind update rate.", "", HandleConsoleBaseCommand);
// m_scene.AddCommand("Regions", this, String.Format("wind base wind_plugin {0}", windPlugin.Name), String.Format("{0} - {1}", windPlugin.Name, windPlugin.Description), "", HandleConsoleBaseCommand);
m_scene.AddCommand(
"Regions",
this,
"wind base wind_update_rate",
"wind base wind_update_rate [<value>]",
"Get or set the wind update rate.",
"",
HandleConsoleBaseCommand);
foreach (KeyValuePair<string, string> kvp in windPlugin.WindParams())
{
m_scene.AddCommand(this, String.Format("wind {0} {1}", windPlugin.Name, kvp.Key), String.Format("{0} : {1} - {2}", windPlugin.Name, kvp.Key, kvp.Value), "", HandleConsoleParamCommand);
string windCommand = String.Format("wind {0} {1}", windPlugin.Name, kvp.Key);
m_scene.AddCommand("Regions", this, windCommand, string.Format("{0} [<value>]", windCommand), kvp.Value, "", HandleConsoleParamCommand);
}
}
// Register event handlers for when Avatars enter the region, and frame ticks
m_scene.EventManager.OnFrame += WindUpdate;
m_scene.EventManager.OnMakeRootAgent += OnAgentEnteredRegion;

View File

@ -102,7 +102,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
m_scene.RegisterModuleInterface<IWorldMapModule>(this);
m_scene.AddCommand(
this, "export-map",
"Regions", this, "export-map",
"export-map [<path>]",
"Save an image of the world map", HandleExportWorldMapConsoleCommand);
@ -351,6 +351,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
process,
string.Format("MapItemRequestThread ({0})", m_scene.RegionInfo.RegionName),
ThreadPriority.BelowNormal,
true,
true);
}
@ -1475,11 +1476,11 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
if (!landForSale)
{
m_log.DebugFormat("[WORLD MAP]: Region {0} has no parcels for sale, not geenrating overlay", m_scene.RegionInfo.RegionName);
m_log.DebugFormat("[WORLD MAP]: Region {0} has no parcels for sale, not generating overlay", m_scene.RegionInfo.RegionName);
return null;
}
m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, genrating overlay", m_scene.RegionInfo.RegionName);
m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName);
for (int x = 0 ; x < 64 ; x++)
{

View File

@ -103,10 +103,10 @@ namespace OpenSim.Region.DataSnapshot
m_enabled = config.Configs["DataSnapshot"].GetBoolean("index_sims", m_enabled);
IConfig conf = config.Configs["GridService"];
if (conf != null)
m_gridinfo.Add("gridserverURL", conf.GetString("GridServerURI", "http://127.0.0.1:8003"));
m_gridinfo.Add("gatekeeperURL", conf.GetString("Gatekeeper", String.Empty));
m_gridinfo.Add(
"Name", config.Configs["DataSnapshot"].GetString("gridname", "the lost continent of hippo"));
"name", config.Configs["DataSnapshot"].GetString("gridname", "the lost continent of hippo"));
m_exposure_level = config.Configs["DataSnapshot"].GetString("data_exposure", m_exposure_level);
m_period = config.Configs["DataSnapshot"].GetInt("default_snapshot_period", m_period);
m_maxStales = config.Configs["DataSnapshot"].GetInt("max_changes_before_update", m_maxStales);

View File

@ -49,6 +49,11 @@ namespace OpenSim.Region.Framework.Interfaces
public interface IWorldComm
{
/// <summary>
/// Total number of listeners
/// </summary>
int ListenerCount { get; }
/// <summary>
/// Create a listen event callback with the specified filters.
/// The parameters localID,itemID are needed to uniquely identify

View File

@ -138,8 +138,11 @@ namespace OpenSim.Region.Framework.Scenes
public event OnPermissionErrorDelegate OnPermissionError;
/// <summary>
/// Fired when a new script is created.
/// Fired when a script is run.
/// </summary>
/// <remarks>
/// Occurs after OnNewScript.
/// </remarks>
public event NewRezScript OnRezScript;
public delegate void NewRezScript(uint localID, UUID itemID, string script, int startParam, bool postOnRez, string engine, int stateSource);
@ -173,6 +176,9 @@ namespace OpenSim.Region.Framework.Scenes
public delegate void AvatarEnteringNewParcel(ScenePresence avatar, int localLandID, UUID regionID);
public event AvatarEnteringNewParcel OnAvatarEnteringNewParcel;
public delegate void AvatarAppearanceChange(ScenePresence avatar);
public event AvatarAppearanceChange OnAvatarAppearanceChange;
public event Action<ScenePresence> OnSignificantClientMovement;
public delegate void IncomingInstantMessage(GridInstantMessage message);
@ -184,10 +190,74 @@ namespace OpenSim.Region.Framework.Scenes
public event ClientClosed OnClientClosed;
public delegate void NewScript(UUID clientID, SceneObjectPart part, UUID itemID);
/// <summary>
/// This is fired when a scene object property that a script might be interested in (such as color, scale or
/// inventory) changes. Only enough information is sent for the LSL changed event
/// (see http://lslwiki.net/lslwiki/wakka.php?wakka=changed)
/// Fired when a script is created.
/// </summary>
/// <remarks>
/// Occurs before OnRezScript
/// </remarks>
public event NewScript OnNewScript;
public virtual void TriggerNewScript(UUID clientID, SceneObjectPart part, UUID itemID)
{
NewScript handlerNewScript = OnNewScript;
if (handlerNewScript != null)
{
foreach (NewScript d in handlerNewScript.GetInvocationList())
{
try
{
d(clientID, part, itemID);
}
catch (Exception e)
{
m_log.ErrorFormat(
"[EVENT MANAGER]: Delegate for TriggerNewScript failed - continuing. {0} {1}",
e.Message, e.StackTrace);
}
}
}
}
public delegate void UpdateScript(UUID clientID, UUID itemId, UUID primId, bool isScriptRunning, UUID newAssetID);
/// <summary>
/// An indication that the script has changed.
/// </summary>
/// <remarks>
/// Triggered after the scene receives a client's upload of an updated script and has stored it in an asset.
/// </remarks>
public event UpdateScript OnUpdateScript;
public virtual void TriggerUpdateScript(UUID clientId, UUID itemId, UUID primId, bool isScriptRunning, UUID newAssetID)
{
UpdateScript handlerUpdateScript = OnUpdateScript;
if (handlerUpdateScript != null)
{
foreach (UpdateScript d in handlerUpdateScript.GetInvocationList())
{
try
{
d(clientId, itemId, primId, isScriptRunning, newAssetID);
}
catch (Exception e)
{
m_log.ErrorFormat(
"[EVENT MANAGER]: Delegate for TriggerUpdateScript failed - continuing. {0} {1}",
e.Message, e.StackTrace);
}
}
}
}
/// <summary>
/// ScriptChangedEvent is fired when a scene object property that a script might be interested
/// in (such as color, scale or inventory) changes. Only enough information sent is for the LSL changed event.
/// This is not an indication that the script has changed (see OnUpdateScript for that).
/// This event is sent to a script to tell it that some property changed on
/// the object the script is in. See http://lslwiki.net/lslwiki/wakka.php?wakka=changed .
/// </summary>
public event ScriptChangedEvent OnScriptChangedEvent;
public delegate void ScriptChangedEvent(uint localID, uint change);
@ -1238,6 +1308,27 @@ namespace OpenSim.Region.Framework.Scenes
}
}
public void TriggerAvatarAppearanceChanged(ScenePresence avatar)
{
AvatarAppearanceChange handler = OnAvatarAppearanceChange;
if (handler != null)
{
foreach (AvatarAppearanceChange d in handler.GetInvocationList())
{
try
{
d(avatar);
}
catch (Exception e)
{
m_log.ErrorFormat(
"[EVENT MANAGER]: Delegate for TriggerAvatarAppearanceChanged failed - continuing. {0} {1}",
e.Message, e.StackTrace);
}
}
}
}
public void TriggerIncomingInstantMessage(GridInstantMessage message)
{
IncomingInstantMessage handlerIncomingInstantMessage = OnIncomingInstantMessage;

View File

@ -283,6 +283,10 @@ namespace OpenSim.Region.Framework.Scenes
{
remoteClient.SendAgentAlertMessage("Script saved", false);
}
// Tell anyone managing scripts that a script has been reloaded/changed
EventManager.TriggerUpdateScript(remoteClient.AgentId, itemId, primId, isScriptRunning, item.AssetID);
part.ParentGroup.ResumeScripts();
return errors;
}
@ -629,7 +633,7 @@ namespace OpenSim.Region.Framework.Scenes
{
IInventoryAccessModule invAccess = RequestModuleInterface<IInventoryAccessModule>();
if (invAccess != null)
invAccess.TransferInventoryAssets(itemCopy, senderId, recipient);
Util.FireAndForget(delegate { invAccess.TransferInventoryAssets(itemCopy, senderId, recipient); });
}
if (!Permissions.BypassPermissions())
@ -1151,8 +1155,7 @@ namespace OpenSim.Region.Framework.Scenes
return;
}
TaskInventoryItem item = part.Inventory.GetInventoryItem(itemId);
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
if ((taskItem.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
{
// If the item to be moved is no copy, we need to be able to
// edit the prim.
@ -1624,9 +1627,13 @@ namespace OpenSim.Region.Framework.Scenes
// have state in inventory
part.Inventory.CreateScriptInstance(copyID, 0, false, DefaultScriptEngine, 0);
// tell anyone watching that there is a new script in town
EventManager.TriggerNewScript(agentID, part, copyID);
// m_log.InfoFormat("[PRIMINVENTORY]: " +
// "Rezzed script {0} into prim local ID {1} for user {2}",
// item.inventoryName, localID, remoteClient.Name);
part.ParentGroup.ResumeScripts();
return part;
@ -1707,6 +1714,10 @@ namespace OpenSim.Region.Framework.Scenes
part.Inventory.AddInventoryItem(taskItem, false);
part.Inventory.CreateScriptInstance(taskItem, 0, false, DefaultScriptEngine, 0);
// tell anyone managing scripts that a new script exists
EventManager.TriggerNewScript(agentID, part, taskItem.ItemID);
part.ParentGroup.ResumeScripts();
return part;
@ -1926,7 +1937,7 @@ namespace OpenSim.Region.Framework.Scenes
foreach (SceneObjectGroup g in deleteGroups)
{
AddReturn(g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return");
AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return");
}
}
}

View File

@ -596,7 +596,7 @@ namespace OpenSim.Region.Framework.Scenes
#endregion Region Settings
MainConsole.Instance.Commands.AddCommand("region", false, "reload estate",
MainConsole.Instance.Commands.AddCommand("Estates", false, "reload estate",
"reload estate",
"Reload the estate data", HandleReloadEstate);
@ -628,10 +628,10 @@ namespace OpenSim.Region.Framework.Scenes
#region Region Config
try
// Region config overrides global config
//
if (m_config.Configs["Startup"] != null)
{
// Region config overrides global config
//
IConfig startupConfig = m_config.Configs["Startup"];
m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
@ -721,40 +721,33 @@ namespace OpenSim.Region.Framework.Scenes
m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
}
catch
{
m_log.Warn("[SCENE]: Failed to load StartupConfig");
}
#endregion Region Config
#region Interest Management
if (m_config != null)
IConfig interestConfig = m_config.Configs["InterestManagement"];
if (interestConfig != null)
{
IConfig interestConfig = m_config.Configs["InterestManagement"];
if (interestConfig != null)
string update_prioritization_scheme = interestConfig.GetString("UpdatePrioritizationScheme", "Time").Trim().ToLower();
try
{
string update_prioritization_scheme = interestConfig.GetString("UpdatePrioritizationScheme", "Time").Trim().ToLower();
try
{
m_priorityScheme = (UpdatePrioritizationSchemes)Enum.Parse(typeof(UpdatePrioritizationSchemes), update_prioritization_scheme, true);
}
catch (Exception)
{
m_log.Warn("[PRIORITIZER]: UpdatePrioritizationScheme was not recognized, setting to default prioritizer Time");
m_priorityScheme = UpdatePrioritizationSchemes.Time;
}
m_reprioritizationEnabled = interestConfig.GetBoolean("ReprioritizationEnabled", true);
m_reprioritizationInterval = interestConfig.GetDouble("ReprioritizationInterval", 5000.0);
m_rootReprioritizationDistance = interestConfig.GetDouble("RootReprioritizationDistance", 10.0);
m_childReprioritizationDistance = interestConfig.GetDouble("ChildReprioritizationDistance", 20.0);
m_priorityScheme = (UpdatePrioritizationSchemes)Enum.Parse(typeof(UpdatePrioritizationSchemes), update_prioritization_scheme, true);
}
catch (Exception)
{
m_log.Warn("[PRIORITIZER]: UpdatePrioritizationScheme was not recognized, setting to default prioritizer Time");
m_priorityScheme = UpdatePrioritizationSchemes.Time;
}
m_reprioritizationEnabled = interestConfig.GetBoolean("ReprioritizationEnabled", true);
m_reprioritizationInterval = interestConfig.GetDouble("ReprioritizationInterval", 5000.0);
m_rootReprioritizationDistance = interestConfig.GetDouble("RootReprioritizationDistance", 10.0);
m_childReprioritizationDistance = interestConfig.GetDouble("ChildReprioritizationDistance", 20.0);
}
m_log.InfoFormat("[SCENE]: Using the {0} prioritization scheme", m_priorityScheme);
m_log.DebugFormat("[SCENE]: Using the {0} prioritization scheme", m_priorityScheme);
#endregion Interest Management
@ -864,16 +857,16 @@ namespace OpenSim.Region.Framework.Scenes
try
{
ForEachRootScenePresence(delegate(ScenePresence agent)
{
//agent.ControllingClient.new
//this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo());
{
//agent.ControllingClient.new
//this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo());
List<ulong> old = new List<ulong>();
old.Add(otherRegion.RegionHandle);
agent.DropOldNeighbours(old);
if (m_teleportModule != null)
m_teleportModule.EnableChildAgent(agent, otherRegion);
});
List<ulong> old = new List<ulong>();
old.Add(otherRegion.RegionHandle);
agent.DropOldNeighbours(old);
if (m_teleportModule != null && agent.PresenceType != PresenceType.Npc)
m_teleportModule.EnableChildAgent(agent, otherRegion);
});
}
catch (NullReferenceException)
{
@ -881,7 +874,6 @@ namespace OpenSim.Region.Framework.Scenes
// This shouldn't happen too often anymore.
m_log.Error("[SCENE]: Couldn't inform client of regionup because we got a null reference exception");
}
}
else
{
@ -1009,10 +1001,10 @@ namespace OpenSim.Region.Framework.Scenes
try
{
ForEachRootScenePresence(delegate(ScenePresence agent)
{
if (m_teleportModule != null)
m_teleportModule.EnableChildAgent(agent, r);
});
{
if (m_teleportModule != null && agent.PresenceType != PresenceType.Npc)
m_teleportModule.EnableChildAgent(agent, r);
});
}
catch (NullReferenceException)
{
@ -1077,6 +1069,8 @@ namespace OpenSim.Region.Framework.Scenes
{
m_log.InfoFormat("[SCENE]: Closing down the single simulator: {0}", RegionInfo.RegionName);
StatsReporter.Close();
m_restartTimer.Stop();
m_restartTimer.Close();
@ -1141,7 +1135,7 @@ namespace OpenSim.Region.Framework.Scenes
HeartbeatThread
= Watchdog.StartThread(
Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false);
Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false);
}
/// <summary>
@ -1179,6 +1173,13 @@ namespace OpenSim.Region.Framework.Scenes
try
{
m_eventManager.TriggerOnRegionStarted(this);
// The first frame can take a very long time due to physics actors being added on startup. Therefore,
// don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false
// alarms for scenes with many objects.
Update();
Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true;
while (!shuttingdown)
Update();
@ -1207,7 +1208,7 @@ namespace OpenSim.Region.Framework.Scenes
++Frame;
// m_log.DebugFormat("[SCENE]: Processing frame {0}", Frame);
// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
try
{
@ -1362,26 +1363,10 @@ namespace OpenSim.Region.Framework.Scenes
{
throw;
}
catch (AccessViolationException e)
{
m_log.ErrorFormat(
"[REGION]: Failed on region {0} with exception {1}{2}",
RegionInfo.RegionName, e.Message, e.StackTrace);
}
//catch (NullReferenceException e)
//{
// m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
//}
catch (InvalidOperationException e)
{
m_log.ErrorFormat(
"[REGION]: Failed on region {0} with exception {1}{2}",
RegionInfo.RegionName, e.Message, e.StackTrace);
}
catch (Exception e)
{
m_log.ErrorFormat(
"[REGION]: Failed on region {0} with exception {1}{2}",
"[SCENE]: Failed on region {0} with exception {1}{2}",
RegionInfo.RegionName, e.Message, e.StackTrace);
}
@ -1419,7 +1404,6 @@ namespace OpenSim.Region.Framework.Scenes
entry.checkAtTargets();
}
/// <summary>
/// Send out simstats data to all clients
/// </summary>
@ -2318,7 +2302,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
/// <param name="sog"></param>
/// <returns></returns>
public bool IncomingCreateObject(ISceneObject sog)
public bool IncomingCreateObject(Vector3 newPosition, ISceneObject sog)
{
//m_log.DebugFormat(" >>> IncomingCreateObject(sog) <<< {0} deleted? {1} isAttach? {2}", ((SceneObjectGroup)sog).AbsolutePosition,
// ((SceneObjectGroup)sog).IsDeleted, ((SceneObjectGroup)sog).RootPart.IsAttachment);
@ -2334,6 +2318,9 @@ namespace OpenSim.Region.Framework.Scenes
return false;
}
if (newPosition != Vector3.Zero)
newObject.RootPart.GroupPosition = newPosition;
if (!AddSceneObject(newObject))
{
m_log.DebugFormat("[SCENE]: Problem adding scene object {0} in {1} ", sog.UUID, RegionInfo.RegionName);
@ -3259,8 +3246,11 @@ namespace OpenSim.Region.Framework.Scenes
/// also return a reason.</returns>
public bool NewUserConnection(AgentCircuitData agent, uint teleportFlags, out string reason, bool requirePresenceLookup)
{
bool vialogin = ((teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0 ||
(teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0);
bool vialogin = ((teleportFlags & (uint)TPFlags.ViaLogin) != 0 ||
(teleportFlags & (uint)TPFlags.ViaHGLogin) != 0);
bool viahome = ((teleportFlags & (uint)TPFlags.ViaHome) != 0);
bool godlike = ((teleportFlags & (uint)TPFlags.Godlike) != 0);
reason = String.Empty;
//Teleport flags:
@ -3272,9 +3262,9 @@ namespace OpenSim.Region.Framework.Scenes
// Don't disable this log message - it's too helpful
m_log.DebugFormat(
"[SCENE]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, IP {6}, viewer {7}, teleportflags {8}, position {9})",
"[SCENE]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, IP {6}, viewer {7}, teleportflags ({8}), position {9})",
RegionInfo.RegionName, (agent.child ? "child" : "root"),agent.firstname, agent.lastname,
agent.AgentID, agent.circuitcode, agent.IPAddress, agent.Viewer, teleportFlags, agent.startpos);
agent.AgentID, agent.circuitcode, agent.IPAddress, agent.Viewer, ((TPFlags)teleportFlags).ToString(), agent.startpos);
if (LoginsDisabled)
{
@ -3427,6 +3417,29 @@ namespace OpenSim.Region.Framework.Scenes
agent.startpos.Z = 720;
}
}
// Honor Estate teleport routing via Telehubs excluding ViaHome and GodLike TeleportFlags
if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero &&
RegionInfo.EstateSettings.AllowDirectTeleport == false &&
!viahome && !godlike)
{
SceneObjectGroup telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject);
// Can have multiple SpawnPoints
List<SpawnPoint> spawnpoints = RegionInfo.RegionSettings.SpawnPoints();
if ( spawnpoints.Count > 1)
{
// We have multiple SpawnPoints, Route the agent to a random one
agent.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count)].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
}
else
{
// We have a single SpawnPoint and will route the agent to it
agent.startpos = spawnpoints[0].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
}
return true;
}
// Honor parcel landing type and position.
if (land != null)
{
@ -4138,16 +4151,11 @@ namespace OpenSim.Region.Framework.Scenes
public bool PipeEventsForScript(uint localID)
{
SceneObjectPart part = GetSceneObjectPart(localID);
if (part != null)
{
// Changed so that child prims of attachments return ScriptDanger for their parent, so that
// their scripts will actually run.
// -- Leaf, Tue Aug 12 14:17:05 EDT 2008
SceneObjectPart parent = part.ParentGroup.RootPart;
if (part.ParentGroup.IsAttachment)
return ScriptDanger(parent, parent.GetWorldPosition());
else
return ScriptDanger(part, part.GetWorldPosition());
return ScriptDanger(parent, parent.GetWorldPosition());
}
else
{
@ -4232,10 +4240,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="action"></param>
public void ForEachRootScenePresence(Action<ScenePresence> action)
{
if (m_sceneGraph != null)
{
m_sceneGraph.ForEachAvatar(action);
}
m_sceneGraph.ForEachAvatar(action);
}
/// <summary>
@ -4244,10 +4249,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="action"></param>
public void ForEachScenePresence(Action<ScenePresence> action)
{
if (m_sceneGraph != null)
{
m_sceneGraph.ForEachScenePresence(action);
}
m_sceneGraph.ForEachScenePresence(action);
}
/// <summary>
@ -4677,7 +4679,10 @@ namespace OpenSim.Region.Framework.Scenes
Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
if (nearestPoint != null)
{
Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
// m_log.DebugFormat(
// "[SCENE]: Found a sane previous position based on velocity for {0}, sending them to {1} in {2}",
// avatar.Name, nearestPoint, nearestParcel.LandData.Name);
return nearestPoint.Value;
}
@ -4687,12 +4692,16 @@ namespace OpenSim.Region.Framework.Scenes
nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
if (nearestPoint != null)
{
Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
// m_log.DebugFormat(
// "[SCENE]: {0} had a zero velocity, sending them to {1}", avatar.Name, nearestPoint);
return nearestPoint.Value;
}
//Ultimate backup if we have no idea where they are
Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
// m_log.DebugFormat(
// "[SCENE]: No idea where {0} is, sending them to {1}", avatar.Name, avatar.lastKnownAllowedPosition);
return avatar.lastKnownAllowedPosition;
}
@ -5098,7 +5107,7 @@ namespace OpenSim.Region.Framework.Scenes
// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget);
Vector3 agent_control_v3 = new Vector3();
presence.HandleMoveToTargetUpdate(ref agent_control_v3);
presence.HandleMoveToTargetUpdate(1, ref agent_control_v3);
presence.AddNewMovement(agent_control_v3);
}
}

View File

@ -472,6 +472,63 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary>
/// Call this from a region module to add a command to the OpenSim console.
/// </summary>
/// <param name="mod">
/// The use of IRegionModuleBase is a cheap trick to get a different method signature,
/// though all new modules should be using interfaces descended from IRegionModuleBase anyway.
/// </param>
/// <param name="category">
/// Category of the command. This is the section under which it will appear when the user asks for help
/// </param>
/// <param name="command"></param>
/// <param name="shorthelp"></param>
/// <param name="longhelp"></param>
/// <param name="callback"></param>
public void AddCommand(
string category, object mod, string command, string shorthelp, string longhelp, CommandDelegate callback)
{
AddCommand(category, mod, command, shorthelp, longhelp, string.Empty, callback);
}
/// <summary>
/// Call this from a region module to add a command to the OpenSim console.
/// </summary>
/// <param name="mod"></param>
/// <param name="command"></param>
/// <param name="shorthelp"></param>
/// <param name="longhelp"></param>
/// <param name="descriptivehelp"></param>
/// <param name="callback"></param>
public void AddCommand(object mod, string command, string shorthelp, string longhelp, string descriptivehelp, CommandDelegate callback)
{
string moduleName = "";
if (mod != null)
{
if (mod is IRegionModule)
{
IRegionModule module = (IRegionModule)mod;
moduleName = module.Name;
}
else if (mod is IRegionModuleBase)
{
IRegionModuleBase module = (IRegionModuleBase)mod;
moduleName = module.Name;
}
else
{
throw new Exception("AddCommand module parameter must be IRegionModule or IRegionModuleBase");
}
}
AddCommand(moduleName, mod, command, shorthelp, longhelp, descriptivehelp, callback);
}
/// <summary>
/// Call this from a region module to add a command to the OpenSim console.
/// </summary>
/// <param name="category">
/// Category of the command. This is the section under which it will appear when the user asks for help
/// </param>
/// <param name="mod"></param>
/// <param name="command"></param>
/// <param name="shorthelp"></param>
@ -479,12 +536,12 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="descriptivehelp"></param>
/// <param name="callback"></param>
public void AddCommand(
object mod, string command, string shorthelp, string longhelp, string descriptivehelp, CommandDelegate callback)
string category, object mod, string command,
string shorthelp, string longhelp, string descriptivehelp, CommandDelegate callback)
{
if (MainConsole.Instance == null)
return;
string modulename = String.Empty;
bool shared = false;
if (mod != null)
@ -492,20 +549,20 @@ namespace OpenSim.Region.Framework.Scenes
if (mod is IRegionModule)
{
IRegionModule module = (IRegionModule)mod;
modulename = module.Name;
shared = module.IsSharedModule;
}
else if (mod is IRegionModuleBase)
{
IRegionModuleBase module = (IRegionModuleBase)mod;
modulename = module.Name;
shared = mod is ISharedRegionModule;
}
else throw new Exception("AddCommand module parameter must be IRegionModule or IRegionModuleBase");
else
{
throw new Exception("AddCommand module parameter must be IRegionModule or IRegionModuleBase");
}
}
MainConsole.Instance.Commands.AddCommand(
modulename, shared, command, shorthelp, longhelp, descriptivehelp, callback);
category, shared, command, shorthelp, longhelp, descriptivehelp, callback);
}
public virtual ISceneObject DeserializeObject(string representation)

View File

@ -156,16 +156,20 @@ namespace OpenSim.Region.Framework.Scenes
// that the region position is cached or performance will degrade
Utils.LongToUInts(regionHandle, out x, out y);
GridRegion dest = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
if (! simulatorList.Contains(dest.ServerURI))
// bool v = true;
if (!simulatorList.Contains(dest.ServerURI))
{
// we havent seen this simulator before, add it to the list
// and send it an update
simulatorList.Add(dest.ServerURI);
// Let move this to sync. Mono definitely does not like async networking.
m_scene.SimulationService.UpdateAgent(dest, cAgentData);
SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync;
d.BeginInvoke(cAgentData, m_regionInfo.ScopeID, dest,
SendChildAgentDataUpdateCompleted,
d);
// Leaving this here as a reminder that we tried, and it sucks.
//SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync;
//d.BeginInvoke(cAgentData, m_regionInfo.ScopeID, dest,
// SendChildAgentDataUpdateCompleted,
// d);
}
}
}

View File

@ -215,27 +215,9 @@ namespace OpenSim.Region.Framework.Scenes
if (sp.IsChildAgent)
continue;
if (sp.ParentID != 0)
{
// sitting avatar
SceneObjectPart sop = m_parentScene.GetSceneObjectPart(sp.ParentID);
if (sop != null)
{
coarseLocations.Add(sop.AbsolutePosition + sp.OffsetPosition);
avatarUUIDs.Add(sp.UUID);
}
else
{
// we can't find the parent.. ! arg!
coarseLocations.Add(sp.AbsolutePosition);
avatarUUIDs.Add(sp.UUID);
}
}
else
{
coarseLocations.Add(sp.AbsolutePosition);
avatarUUIDs.Add(sp.UUID);
}
coarseLocations.Add(sp.AbsolutePosition);
avatarUUIDs.Add(sp.UUID);
}
}
@ -1592,7 +1574,7 @@ namespace OpenSim.Region.Framework.Scenes
if (group != null)
{
if (m_parentScene.Permissions.CanEditObject(group.UUID,agentID))
if (m_parentScene.Permissions.CanEditObject(group.UUID, agentID))
{
group.UpdateExtraParam(primLocalID, type, inUse, data);
}
@ -1609,7 +1591,7 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectGroup group = GetGroupByPrim(primLocalID);
if (group != null)
{
if (m_parentScene.Permissions.CanEditObject(group.GetPartsFullID(primLocalID), agentID))
if (m_parentScene.Permissions.CanEditObject(group.UUID, agentID))
{
ObjectShapePacket.ObjectDataBlock shapeData = new ObjectShapePacket.ObjectDataBlock();
shapeData.ObjectLocalID = shapeBlock.ObjectLocalID;

View File

@ -1330,7 +1330,7 @@ namespace OpenSim.Region.Framework.Scenes
m_log.DebugFormat(
"[SCENE OBJECT GROUP]: Returning object {0} due to parcel autoreturn",
RootPart.UUID);
m_scene.AddReturn(OwnerID, Name, AbsolutePosition, "parcel autoreturn");
m_scene.AddReturn(OwnerID == GroupID ? LastOwnerID : OwnerID, Name, AbsolutePosition, "parcel autoreturn");
m_scene.DeRezObjects(null, new List<uint>() { RootPart.LocalId }, UUID.Zero,
DeRezAction.Return, UUID.Zero);

View File

@ -1546,19 +1546,16 @@ namespace OpenSim.Region.Framework.Scenes
if (userExposed)
dupe.UUID = UUID.Random();
//memberwiseclone means it also clones the physics actor reference
// This will make physical prim 'bounce' if not set to null.
if (!userExposed)
dupe.PhysActor = null;
dupe.PhysActor = null;
dupe.OwnerID = AgentID;
dupe.GroupID = GroupID;
dupe.GroupPosition = GroupPosition;
dupe.OffsetPosition = OffsetPosition;
dupe.RotationOffset = RotationOffset;
dupe.Velocity = new Vector3(0, 0, 0);
dupe.Acceleration = new Vector3(0, 0, 0);
dupe.AngularVelocity = new Vector3(0, 0, 0);
dupe.Velocity = Velocity;
dupe.Acceleration = Acceleration;
dupe.AngularVelocity = AngularVelocity;
dupe.Flags = Flags;
dupe.OwnershipCost = OwnershipCost;

View File

@ -343,13 +343,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
protected Vector3 m_lastCameraPosition;
protected Vector3 m_CameraPosition;
public Vector3 CameraPosition
{
get { return m_CameraPosition; }
private set { m_CameraPosition = value; }
}
public Vector3 CameraPosition { get; set; }
public Quaternion CameraRotation
{
@ -359,28 +353,9 @@ namespace OpenSim.Region.Framework.Scenes
// Use these three vectors to figure out what the agent is looking at
// Convert it to a Matrix and/or Quaternion
//
protected Vector3 m_CameraAtAxis;
protected Vector3 m_CameraLeftAxis;
protected Vector3 m_CameraUpAxis;
public Vector3 CameraAtAxis
{
get { return m_CameraAtAxis; }
private set { m_CameraAtAxis = value; }
}
public Vector3 CameraLeftAxis
{
get { return m_CameraLeftAxis; }
private set { m_CameraLeftAxis = value; }
}
public Vector3 CameraUpAxis
{
get { return m_CameraUpAxis; }
private set { m_CameraUpAxis = value; }
}
public Vector3 CameraAtAxis { get; set; }
public Vector3 CameraLeftAxis { get; set; }
public Vector3 CameraUpAxis { get; set; }
public Vector3 Lookat
{
@ -396,33 +371,15 @@ namespace OpenSim.Region.Framework.Scenes
}
#endregion
public readonly string Firstname;
public readonly string Lastname;
public string Firstname { get; private set; }
public string Lastname { get; private set; }
private string m_grouptitle;
public string Grouptitle
{
get { return m_grouptitle; }
set { m_grouptitle = value; }
}
public string Grouptitle { get; set; }
// Agent's Draw distance.
protected float m_DrawDistance;
public float DrawDistance { get; set; }
public float DrawDistance
{
get { return m_DrawDistance; }
private set { m_DrawDistance = value; }
}
protected bool m_allowMovement = true;
public bool AllowMovement
{
get { return m_allowMovement; }
set { m_allowMovement = value; }
}
public bool AllowMovement { get; set; }
private bool m_setAlwaysRun;
@ -449,13 +406,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
private byte m_state;
public byte State
{
get { return m_state; }
set { m_state = value; }
}
public byte State { get; set; }
private AgentManager.ControlFlags m_AgentControlFlags;
@ -465,29 +416,14 @@ namespace OpenSim.Region.Framework.Scenes
set { m_AgentControlFlags = (AgentManager.ControlFlags)value; }
}
/// <summary>
/// This works out to be the ClientView object associated with this avatar, or it's client connection manager
/// </summary>
private IClientAPI m_controllingClient;
public IClientAPI ControllingClient
{
get { return m_controllingClient; }
private set { m_controllingClient = value; }
}
public IClientAPI ControllingClient { get; set; }
public IClientCore ClientView
{
get { return (IClientCore) m_controllingClient; }
get { return (IClientCore)ControllingClient; }
}
protected Vector3 m_parentPosition;
public Vector3 ParentPosition
{
get { return m_parentPosition; }
set { m_parentPosition = value; }
}
public Vector3 ParentPosition { get; set; }
/// <summary>
/// Position of this avatar relative to the region the avatar is in
@ -496,7 +432,7 @@ namespace OpenSim.Region.Framework.Scenes
{
get
{
if (PhysicsActor != null && m_parentID == 0)
if (PhysicsActor != null)
{
m_pos = PhysicsActor.Position;
@ -519,19 +455,12 @@ namespace OpenSim.Region.Framework.Scenes
// in the sim unless the avatar is on a sit target. While
// on a sit target, m_pos will contain the desired offset
// without the parent rotation applied.
if (ParentID != 0)
{
SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID);
if (part != null)
{
return part.AbsolutePosition + (m_pos * part.GetWorldRotation());
}
else
{
return ParentPosition + m_pos;
}
}
SceneObjectPart sitPart = ParentPart;
if (sitPart != null)
return sitPart.AbsolutePosition + (m_pos * sitPart.GetWorldRotation());
}
return m_pos;
}
set
@ -548,7 +477,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
// Don't update while sitting
// Don't update while sitting. The PhysicsActor above is null whilst sitting.
if (ParentID == 0)
{
m_pos = value;
@ -575,6 +504,7 @@ namespace OpenSim.Region.Framework.Scenes
// There is no offset position when not seated
if (ParentID == 0)
return;
m_pos = value;
}
}
@ -633,12 +563,18 @@ namespace OpenSim.Region.Framework.Scenes
public bool IsChildAgent { get; set; }
public uint ParentID
{
get { return m_parentID; }
set { m_parentID = value; }
}
private uint m_parentID;
/// <summary>
/// If the avatar is sitting, the local ID of the prim that it's sitting on. If not sitting then zero.
/// </summary>
public uint ParentID { get; set; }
/// <summary>
/// If the avatar is sitting, the prim that it's sitting on. If not sitting then null.
/// </summary>
/// <remarks>
/// If you use this property then you must take a reference since another thread could set it to null.
/// </remarks>
public SceneObjectPart ParentPart { get; set; }
public float Health
{
@ -747,7 +683,7 @@ namespace OpenSim.Region.Framework.Scenes
IClientAPI client, Scene world, AvatarAppearance appearance, PresenceType type)
{
AttachmentsSyncLock = new Object();
AllowMovement = true;
IsChildAgent = true;
m_sendCourseLocationsMethod = SendCoarseLocationsDefault;
Animator = new ScenePresenceAnimator(this);
@ -826,17 +762,17 @@ namespace OpenSim.Region.Framework.Scenes
private Vector3[] GetWalkDirectionVectors()
{
Vector3[] vector = new Vector3[11];
vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
vector[0] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD
vector[1] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK
vector[2] = Vector3.UnitY; //LEFT
vector[3] = -Vector3.UnitY; //RIGHT
vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
vector[4] = new Vector3(CameraAtAxis.Z, 0f, CameraUpAxis.Z); //UP
vector[5] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN
vector[6] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD_NUDGE
vector[7] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK_NUDGE
vector[8] = Vector3.UnitY; //LEFT_NUDGE
vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
vector[10] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN_NUDGE
return vector;
}
@ -1048,7 +984,7 @@ namespace OpenSim.Region.Framework.Scenes
}
/// <summary>
///
/// Do not call this directly. Call Scene.RequestTeleportLocation() instead.
/// </summary>
/// <param name="pos"></param>
public void Teleport(Vector3 pos)
@ -1219,7 +1155,7 @@ namespace OpenSim.Region.Framework.Scenes
{
IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
if (m_agentTransfer != null)
m_agentTransfer.EnableChildAgents(this);
Util.FireAndForget(delegate { m_agentTransfer.EnableChildAgents(this); });
IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
if (friendsModule != null)
@ -1333,7 +1269,7 @@ namespace OpenSim.Region.Framework.Scenes
// Convert it to a Matrix and/or Quaternion
CameraAtAxis = agentData.CameraAtAxis;
CameraLeftAxis = agentData.CameraLeftAxis;
m_CameraUpAxis = agentData.CameraUpAxis;
CameraUpAxis = agentData.CameraUpAxis;
// The Agent's Draw distance setting
// When we get to the point of re-computing neighbors everytime this
@ -1345,7 +1281,7 @@ namespace OpenSim.Region.Framework.Scenes
// Check if Client has camera in 'follow cam' or 'build' mode.
Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
m_followCamAuto = ((m_CameraUpAxis.Z > 0.959f && m_CameraUpAxis.Z < 0.98f)
m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f)
&& (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
@ -1522,7 +1458,10 @@ namespace OpenSim.Region.Framework.Scenes
}
else if (bAllowUpdateMoveToPosition)
{
if (HandleMoveToTargetUpdate(ref agent_control_v3))
// The UseClientAgentPosition is set if parcel ban is forcing the avatar to move to a
// certain position. It's only check for tolerance on returning to that position is 0.2
// rather than 1, at which point it removes its force target.
if (HandleMoveToTargetUpdate(agentData.UseClientAgentPosition ? 0.2 : 1, ref agent_control_v3))
update_movementflag = true;
}
}
@ -1584,7 +1523,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </remarks>
/// <param value="agent_control_v3">Cumulative agent movement that this method will update.</param>
/// <returns>True if movement has been updated in some way. False otherwise.</returns>
public bool HandleMoveToTargetUpdate(ref Vector3 agent_control_v3)
public bool HandleMoveToTargetUpdate(double tolerance, ref Vector3 agent_control_v3)
{
// m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name);
@ -1601,7 +1540,7 @@ namespace OpenSim.Region.Framework.Scenes
// Name, AbsolutePosition, MoveToPositionTarget, distanceToTarget);
// Check the error term of the current position in relation to the target position
if (distanceToTarget <= 1)
if (distanceToTarget <= tolerance)
{
// We are close enough to the target
AbsolutePosition = MoveToPositionTarget;
@ -1777,7 +1716,7 @@ namespace OpenSim.Region.Framework.Scenes
// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, Rotation);
Vector3 agent_control_v3 = new Vector3();
HandleMoveToTargetUpdate(ref agent_control_v3);
HandleMoveToTargetUpdate(1, ref agent_control_v3);
AddNewMovement(agent_control_v3);
}
@ -1812,36 +1751,34 @@ namespace OpenSim.Region.Framework.Scenes
if (ParentID != 0)
{
SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID);
if (part != null)
SceneObjectPart part = ParentPart;
TaskInventoryDictionary taskIDict = part.TaskInventory;
if (taskIDict != null)
{
TaskInventoryDictionary taskIDict = part.TaskInventory;
if (taskIDict != null)
lock (taskIDict)
{
lock (taskIDict)
foreach (UUID taskID in taskIDict.Keys)
{
foreach (UUID taskID in taskIDict.Keys)
{
UnRegisterControlEventsToScript(LocalId, taskID);
taskIDict[taskID].PermsMask &= ~(
2048 | //PERMISSION_CONTROL_CAMERA
4); // PERMISSION_TAKE_CONTROLS
}
UnRegisterControlEventsToScript(LocalId, taskID);
taskIDict[taskID].PermsMask &= ~(
2048 | //PERMISSION_CONTROL_CAMERA
4); // PERMISSION_TAKE_CONTROLS
}
}
// Reset sit target.
if (part.SitTargetAvatar == UUID)
part.SitTargetAvatar = UUID.Zero;
ParentPosition = part.GetWorldPosition();
ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
}
// Reset sit target.
if (part.SitTargetAvatar == UUID)
part.SitTargetAvatar = UUID.Zero;
ParentPosition = part.GetWorldPosition();
ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
ParentPosition = Vector3.Zero;
ParentID = 0;
ParentPart = null;
SendAvatarDataToAllAgents();
m_requestedSitTargetID = 0;
@ -2267,19 +2204,16 @@ namespace OpenSim.Region.Framework.Scenes
// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
// Name, part.AbsolutePosition, m_pos, ParentPosition, part.Name, part.LocalId);
}
ParentPart = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
ParentID = m_requestedSitTargetID;
Velocity = Vector3.Zero;
RemoveFromPhysicalScene();
Animator.TrySetMovementAnimation(sitAnimation);
SendAvatarDataToAllAgents();
}
else
{
return;
}
ParentID = m_requestedSitTargetID;
Velocity = Vector3.Zero;
RemoveFromPhysicalScene();
Animator.TrySetMovementAnimation(sitAnimation);
SendAvatarDataToAllAgents();
}
public void HandleAgentSitOnGround()
@ -2738,7 +2672,8 @@ namespace OpenSim.Region.Framework.Scenes
AgentPosition agentpos = new AgentPosition();
agentpos.CopyFrom(cadu);
m_scene.SendOutChildAgentUpdates(agentpos, this);
// Let's get this out of the update loop
Util.FireAndForget(delegate { m_scene.SendOutChildAgentUpdates(agentpos, this); });
}
}
@ -3074,7 +3009,7 @@ namespace OpenSim.Region.Framework.Scenes
cAgent.Center = CameraPosition;
cAgent.AtAxis = CameraAtAxis;
cAgent.LeftAxis = CameraLeftAxis;
cAgent.UpAxis = m_CameraUpAxis;
cAgent.UpAxis = CameraUpAxis;
cAgent.Far = DrawDistance;
@ -3160,7 +3095,7 @@ namespace OpenSim.Region.Framework.Scenes
CameraPosition = cAgent.Center;
CameraAtAxis = cAgent.AtAxis;
CameraLeftAxis = cAgent.LeftAxis;
m_CameraUpAxis = cAgent.UpAxis;
CameraUpAxis = cAgent.UpAxis;
// When we get to the point of re-computing neighbors everytime this
// changes, then start using the agent's drawdistance rather than the
@ -3222,7 +3157,7 @@ namespace OpenSim.Region.Framework.Scenes
((SceneObjectGroup)so).LocalId = 0;
((SceneObjectGroup)so).RootPart.ClearUpdateSchedule();
so.SetState(cAgent.AttachmentObjectStates[i++], m_scene);
m_scene.IncomingCreateObject(so);
m_scene.IncomingCreateObject(Vector3.Zero, so);
}
}
}

View File

@ -29,6 +29,7 @@ using System;
using System.Collections.Generic;
using System.Drawing;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Xml;
using log4net;
@ -570,13 +571,15 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
{
bool errors = false;
obj.Shape = ReadShape(reader, "Shape", out errors);
List<string> errorNodeNames;
obj.Shape = ReadShape(reader, "Shape", out errorNodeNames);
if (errors)
if (errorNodeNames != null)
{
m_log.DebugFormat(
"[SceneObjectSerializer]: Parsing PrimitiveBaseShape for object part {0} {1} encountered errors. Please see earlier log entries.",
obj.Name, obj.UUID);
"[SceneObjectSerializer]: Parsing PrimitiveBaseShape for object part {0} {1} encountered errors in properties {2}.",
obj.Name, obj.UUID, string.Join(", ", errorNodeNames.ToArray()));
}
}
private static void ProcessScale(SceneObjectPart obj, XmlTextReader reader)
@ -1519,37 +1522,44 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
/// </summary>
/// <param name="reader"></param>
/// <param name="name">The name of the xml element containing the shape</param>
/// <param name="errors">true if any errors were encountered during parsing, false otherwise</param>
/// <param name="errors">a list containing the failing node names. If no failures then null.</param>
/// <returns>The shape parsed</returns>
public static PrimitiveBaseShape ReadShape(XmlTextReader reader, string name, out bool errors)
public static PrimitiveBaseShape ReadShape(XmlTextReader reader, string name, out List<string> errorNodeNames)
{
errors = false;
List<string> internalErrorNodeNames = null;
PrimitiveBaseShape shape = new PrimitiveBaseShape();
if (reader.IsEmptyElement)
{
reader.Read();
errorNodeNames = null;
return shape;
}
reader.ReadStartElement(name, String.Empty); // Shape
errors = ExternalRepresentationUtils.ExecuteReadProcessors(
ExternalRepresentationUtils.ExecuteReadProcessors(
shape,
m_ShapeXmlProcessors,
reader,
(o, nodeName, e)
=>
{
m_log.DebugFormat(
"[SceneObjectSerializer]: Exception while parsing Shape property {0}: {1}{2}",
nodeName, e.Message, e.StackTrace);
// m_log.DebugFormat(
// "[SceneObjectSerializer]: Exception while parsing Shape property {0}: {1}{2}",
// nodeName, e.Message, e.StackTrace);
if (internalErrorNodeNames == null)
internalErrorNodeNames = new List<string>();
internalErrorNodeNames.Add(nodeName);
}
);
reader.ReadEndElement(); // Shape
errorNodeNames = internalErrorNodeNames;
return shape;
}

View File

@ -178,13 +178,19 @@ namespace OpenSim.Region.Framework.Scenes
m_objectCapacity = scene.RegionInfo.ObjectCapacity;
m_report.AutoReset = true;
m_report.Interval = statsUpdatesEveryMS;
m_report.Elapsed += new ElapsedEventHandler(statsHeartBeat);
m_report.Elapsed += statsHeartBeat;
m_report.Enabled = true;
if (StatsManager.SimExtraStats != null)
OnSendStatsResult += StatsManager.SimExtraStats.ReceiveClassicSimStatsPacket;
}
public void Close()
{
m_report.Elapsed -= statsHeartBeat;
m_report.Close();
}
public void SetUpdateMS(int ms)
{
statsUpdatesEveryMS = ms;

View File

@ -65,8 +65,7 @@ namespace OpenSim.Region.Framework.Tests
// Create an object embedded inside the first
UUID taskSceneObjectItemId = UUID.Parse("00000000-0000-0000-0000-100000000000");
TaskInventoryItem taskSceneObjectItem
= TaskInventoryHelpers.AddSceneObject(scene, sop1, "tso", taskSceneObjectItemId, user1.PrincipalID);
TaskInventoryHelpers.AddSceneObject(scene, sop1, "tso", taskSceneObjectItemId, user1.PrincipalID);
TaskInventoryItem addedItem = sop1.Inventory.GetInventoryItem(taskSceneObjectItemId);
Assert.That(addedItem.ItemID, Is.EqualTo(taskSceneObjectItemId));

View File

@ -70,7 +70,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
m_client = client;
m_scene = scene;
Watchdog.StartThread(InternalLoop, "IRCClientView", ThreadPriority.Normal, false);
Watchdog.StartThread(InternalLoop, "IRCClientView", ThreadPriority.Normal, false, true);
}
private void SendServerCommand(string command)

View File

@ -57,7 +57,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
m_listener.Start(50);
Watchdog.StartThread(ListenLoop, "IRCServer", ThreadPriority.Normal, false);
Watchdog.StartThread(ListenLoop, "IRCServer", ThreadPriority.Normal, false, true);
m_baseScene = baseScene;
}

View File

@ -92,7 +92,7 @@ namespace OpenSim.Region.OptionalModules.Agent.TextureSender
m_scene = scene;
MainConsole.Instance.Commands.AddCommand(
"j2k",
"Assets",
false,
"j2k decode",
"j2k decode <ID>",

View File

@ -82,19 +82,19 @@ namespace OpenSim.Region.CoreModules.UDP.Linden
m_scenes[scene.RegionInfo.RegionID] = scene;
scene.AddCommand(
this, "image queues clear",
"Comms", this, "image queues clear",
"image queues clear <first-name> <last-name>",
"Clear the image queues (textures downloaded via UDP) for a particular client.",
(mod, cmd) => MainConsole.Instance.Output(HandleImageQueuesClear(cmd)));
scene.AddCommand(
this, "image queues show",
"Comms", this, "image queues show",
"image queues show <first-name> <last-name>",
"Show the image queues (textures downloaded via UDP) for a particular client.",
(mod, cmd) => MainConsole.Instance.Output(GetImageQueuesReport(cmd)));
scene.AddCommand(
this, "show pqueues",
"Comms", this, "show pqueues",
"show pqueues [full]",
"Show priority queue data for each client",
"Without the 'full' option, only root agents are shown."
@ -102,7 +102,7 @@ namespace OpenSim.Region.CoreModules.UDP.Linden
(mod, cmd) => MainConsole.Instance.Output(GetPQueuesReport(cmd)));
scene.AddCommand(
this, "show queues",
"Comms", this, "show queues",
"show queues [full]",
"Show queue data for each client",
"Without the 'full' option, only root agents are shown."
@ -110,13 +110,13 @@ namespace OpenSim.Region.CoreModules.UDP.Linden
(mod, cmd) => MainConsole.Instance.Output(GetQueuesReport(cmd)));
scene.AddCommand(
this, "show image queues",
"Comms", this, "show image queues",
"show image queues <first-name> <last-name>",
"Show the image queues (textures downloaded via UDP) for a particular client.",
(mod, cmd) => MainConsole.Instance.Output(GetImageQueuesReport(cmd)));
scene.AddCommand(
this, "show throttles",
"Comms", this, "show throttles",
"show throttles [full]",
"Show throttle settings for each client and for the server overall",
"Without the 'full' option, only root agents are shown."
@ -124,7 +124,7 @@ namespace OpenSim.Region.CoreModules.UDP.Linden
(mod, cmd) => MainConsole.Instance.Output(GetThrottlesReport(cmd)));
scene.AddCommand(
this, "emergency-monitoring",
"Comms", this, "emergency-monitoring",
"emergency-monitoring",
"Go on/off emergency monitoring mode",
"Go on/off emergency monitoring mode",

View File

@ -88,7 +88,7 @@ namespace OpenSim.Region.OptionalModules.Asset
m_scene = scene;
MainConsole.Instance.Commands.AddCommand(
"asset",
"Assets",
false,
"show asset",
"show asset <ID>",
@ -96,7 +96,7 @@ namespace OpenSim.Region.OptionalModules.Asset
HandleShowAsset);
MainConsole.Instance.Commands.AddCommand(
"asset", false, "dump asset",
"Assets", false, "dump asset",
"dump asset <id>",
"Dump an asset",
HandleDumpAsset);

View File

@ -94,13 +94,13 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance
m_scenes[scene.RegionInfo.RegionID] = scene;
scene.AddCommand(
this, "show appearance",
"Users", this, "show appearance",
"show appearance [<first-name> <last-name>]",
"Synonym for 'appearance show'",
HandleShowAppearanceCommand);
scene.AddCommand(
this, "appearance show",
"Users", this, "appearance show",
"appearance show [<first-name> <last-name>]",
"Show appearance information for each avatar in the simulator.",
"This command checks whether the simulator has all the baked textures required to display an avatar to other viewers. "
@ -110,14 +110,14 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance
HandleShowAppearanceCommand);
scene.AddCommand(
this, "appearance send",
"Users", this, "appearance send",
"appearance send [<first-name> <last-name>]",
"Send appearance data for each avatar in the simulator to other viewers.",
"Optionally, you can specify that only a particular avatar's appearance data is sent.",
HandleSendAppearanceCommand);
scene.AddCommand(
this, "appearance rebake",
"Users", this, "appearance rebake",
"appearance rebake <first-name> <last-name>",
"Send a request to the user's viewer for it to rebake and reupload its appearance textures.",
"This is currently done for all baked texture references previously received, whether the simulator can find the asset or not."
@ -127,7 +127,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance
HandleRebakeAppearanceCommand);
scene.AddCommand(
this, "appearance find",
"Users", this, "appearance find",
"appearance find <uuid-or-start-of-uuid>",
"Find out which avatar uses the given asset as a baked texture, if any.",
"You can specify just the beginning of the uuid, e.g. 2008a8d. A longer UUID must be in dashed format.",

View File

@ -100,22 +100,22 @@ namespace OpenSim.Region.OptionalModules.PhysicsParameters
{
if (!m_commandsLoaded)
{
MainConsole.Instance.Commands.AddCommand("Physics", false, "physics set",
"physics set",
"Set physics parameter from currently selected region" + Environment.NewLine
+ "Invocation: " + setInvocation,
MainConsole.Instance.Commands.AddCommand(
"Regions", false, "physics set",
setInvocation,
"Set physics parameter from currently selected region",
ProcessPhysicsSet);
MainConsole.Instance.Commands.AddCommand("Physics", false, "physics get",
"physics get",
"Get physics parameter from currently selected region" + Environment.NewLine
+ "Invocation: " + getInvocation,
MainConsole.Instance.Commands.AddCommand(
"Regions", false, "physics get",
getInvocation,
"Get physics parameter from currently selected region",
ProcessPhysicsGet);
MainConsole.Instance.Commands.AddCommand("Physics", false, "physics list",
"physics list",
"List settable physics parameters" + Environment.NewLine
+ "Invocation: " + listInvocation,
MainConsole.Instance.Commands.AddCommand(
"Regions", false, "physics list",
listInvocation,
"List settable physics parameters",
ProcessPhysicsList);
m_commandsLoaded = true;

View File

@ -34,6 +34,9 @@ using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.CoreModules.World.Estate;
using log4net;
using System.Reflection;
using System.Xml;
namespace OpenSim.Region.OptionalModules.World.NPC
{
@ -132,7 +135,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
public UUID GetDefaultAnimation(string name)
{
return UUID.Zero;
return SLUtil.GetDefaultAvatarAnimation(name);
}
public Vector3 Position

View File

@ -88,22 +88,26 @@ namespace OpenSim.Region.OptionalModules.World.NPC
public bool SetNPCAppearance(UUID agentId, AvatarAppearance appearance, Scene scene)
{
ScenePresence sp = scene.GetScenePresence(agentId);
if (sp == null || sp.IsChildAgent)
ScenePresence npc = scene.GetScenePresence(agentId);
if (npc == null || npc.IsChildAgent)
return false;
lock (m_avatars)
if (!m_avatars.ContainsKey(agentId))
return false;
// Delete existing sp attachments
scene.AttachmentsModule.DeleteAttachmentsFromScene(sp, false);
// Delete existing npc attachments
scene.AttachmentsModule.DeleteAttachmentsFromScene(npc, false);
// Set new sp appearance. Also sends to clients.
scene.RequestModuleInterface<IAvatarFactoryModule>().SetAppearance(sp, new AvatarAppearance(appearance, true));
// XXX: We can't just use IAvatarFactoryModule.SetAppearance() yet since it doesn't transfer attachments
AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true);
npc.Appearance = npcAppearance;
// Rez needed sp attachments
scene.AttachmentsModule.RezAttachments(sp);
// Rez needed npc attachments
scene.AttachmentsModule.RezAttachments(npc);
IAvatarFactoryModule module = scene.RequestModuleInterface<IAvatarFactoryModule>();
module.SendAppearance(npc.UUID);
return true;
}

View File

@ -50,10 +50,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
[TestFixture]
public class NPCModuleTests
{
private TestScene scene;
private AvatarFactoryModule afm;
private UserManagementModule umm;
private AttachmentsModule am;
private TestScene m_scene;
private AvatarFactoryModule m_afMod;
private UserManagementModule m_umMod;
private AttachmentsModule m_attMod;
private NPCModule m_npcMod;
[TestFixtureSetUp]
public void FixtureInit()
@ -79,12 +80,13 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
config.AddConfig("Modules");
config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule");
afm = new AvatarFactoryModule();
umm = new UserManagementModule();
am = new AttachmentsModule();
m_afMod = new AvatarFactoryModule();
m_umMod = new UserManagementModule();
m_attMod = new AttachmentsModule();
m_npcMod = new NPCModule();
scene = SceneHelpers.SetupScene();
SceneHelpers.SetupSceneModules(scene, config, afm, umm, am, new BasicInventoryAccessModule(), new NPCModule());
m_scene = SceneHelpers.SetupScene();
SceneHelpers.SetupSceneModules(m_scene, config, m_afMod, m_umMod, m_attMod, m_npcMod, new BasicInventoryAccessModule());
}
[Test]
@ -93,7 +95,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
// ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId);
// 8 is the index of the first baked texture in AvatarAppearance
@ -104,18 +106,17 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
// We also need to add the texture to the asset service, otherwise the AvatarFactoryModule will tell
// ScenePresence.SendInitialData() to reset our entire appearance.
scene.AssetService.Store(AssetHelpers.CreateNotecardAsset(originalFace8TextureId));
m_scene.AssetService.Store(AssetHelpers.CreateNotecardAsset(originalFace8TextureId));
afm.SetAppearance(sp, originalTe, null);
m_afMod.SetAppearance(sp, originalTe, null);
INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
UUID npcId = npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, scene, sp.Appearance);
UUID npcId = m_npcMod.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, m_scene, sp.Appearance);
ScenePresence npc = scene.GetScenePresence(npcId);
ScenePresence npc = m_scene.GetScenePresence(npcId);
Assert.That(npc, Is.Not.Null);
Assert.That(npc.Appearance.Texture.FaceTextures[8].TextureID, Is.EqualTo(originalFace8TextureId));
Assert.That(umm.GetUserName(npc.UUID), Is.EqualTo(string.Format("{0} {1}", npc.Firstname, npc.Lastname)));
Assert.That(m_umMod.GetUserName(npc.UUID), Is.EqualTo(string.Format("{0} {1}", npc.Firstname, npc.Lastname)));
}
[Test]
@ -124,42 +125,83 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
// ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId);
Vector3 startPos = new Vector3(128, 128, 30);
INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
UUID npcId = npcModule.CreateNPC("John", "Smith", startPos, UUID.Zero, true, scene, sp.Appearance);
UUID npcId = m_npcMod.CreateNPC("John", "Smith", startPos, UUID.Zero, true, m_scene, sp.Appearance);
npcModule.DeleteNPC(npcId, scene);
m_npcMod.DeleteNPC(npcId, m_scene);
ScenePresence deletedNpc = scene.GetScenePresence(npcId);
ScenePresence deletedNpc = m_scene.GetScenePresence(npcId);
Assert.That(deletedNpc, Is.Null);
}
[Test]
public void TestAttachments()
public void TestCreateWithAttachments()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
UUID userId = TestHelpers.ParseTail(0x1);
UserAccountHelpers.CreateUserWithInventory(scene, userId);
ScenePresence sp = SceneHelpers.AddScenePresence(scene, userId);
UserAccountHelpers.CreateUserWithInventory(m_scene, userId);
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
UUID attItemId = TestHelpers.ParseTail(0x2);
UUID attAssetId = TestHelpers.ParseTail(0x3);
string attName = "att";
UserInventoryHelpers.CreateInventoryItem(scene, attName, attItemId, attAssetId, sp.UUID, InventoryType.Object);
UserInventoryHelpers.CreateInventoryItem(m_scene, attName, attItemId, attAssetId, sp.UUID, InventoryType.Object);
am.RezSingleAttachmentFromInventory(sp, attItemId, (uint)AttachmentPoint.Chest);
m_attMod.RezSingleAttachmentFromInventory(sp, attItemId, (uint)AttachmentPoint.Chest);
INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
UUID npcId = npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, scene, sp.Appearance);
UUID npcId = m_npcMod.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, m_scene, sp.Appearance);
ScenePresence npc = scene.GetScenePresence(npcId);
ScenePresence npc = m_scene.GetScenePresence(npcId);
// Check scene presence status
Assert.That(npc.HasAttachments(), Is.True);
List<SceneObjectGroup> attachments = npc.GetAttachments();
Assert.That(attachments.Count, Is.EqualTo(1));
SceneObjectGroup attSo = attachments[0];
// Just for now, we won't test the name since this is (wrongly) the asset part name rather than the item
// name. TODO: Do need to fix ultimately since the item may be renamed before being passed on to an NPC.
// Assert.That(attSo.Name, Is.EqualTo(attName));
Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest));
Assert.That(attSo.IsAttachment);
Assert.That(attSo.UsesPhysics, Is.False);
Assert.That(attSo.IsTemporary, Is.False);
Assert.That(attSo.OwnerID, Is.EqualTo(npc.UUID));
}
[Test]
public void TestLoadAppearance()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
UUID userId = TestHelpers.ParseTail(0x1);
UserAccountHelpers.CreateUserWithInventory(m_scene, userId);
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
UUID npcId = m_npcMod.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, m_scene, sp.Appearance);
// Now add the attachment to the original avatar and use that to load a new appearance
// TODO: Could also run tests loading from a notecard though this isn't much different for our purposes here
UUID attItemId = TestHelpers.ParseTail(0x2);
UUID attAssetId = TestHelpers.ParseTail(0x3);
string attName = "att";
UserInventoryHelpers.CreateInventoryItem(m_scene, attName, attItemId, attAssetId, sp.UUID, InventoryType.Object);
m_attMod.RezSingleAttachmentFromInventory(sp, attItemId, (uint)AttachmentPoint.Chest);
m_npcMod.SetNPCAppearance(npcId, sp.Appearance, m_scene);
ScenePresence npc = m_scene.GetScenePresence(npcId);
// Check scene presence status
Assert.That(npc.HasAttachments(), Is.True);
@ -184,31 +226,30 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
// ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId);
Vector3 startPos = new Vector3(128, 128, 30);
INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
UUID npcId = npcModule.CreateNPC("John", "Smith", startPos, UUID.Zero, true, scene, sp.Appearance);
UUID npcId = m_npcMod.CreateNPC("John", "Smith", startPos, UUID.Zero, true, m_scene, sp.Appearance);
ScenePresence npc = scene.GetScenePresence(npcId);
ScenePresence npc = m_scene.GetScenePresence(npcId);
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
// For now, we'll make the scene presence fly to simplify this test, but this needs to change.
npc.Flying = true;
scene.Update();
m_scene.Update();
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
Vector3 targetPos = startPos + new Vector3(0, 10, 0);
npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false);
m_npcMod.MoveToTarget(npc.UUID, m_scene, targetPos, false, false);
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
//Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0.7071068f, 0.7071068f)));
Assert.That(
npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001));
scene.Update();
m_scene.Update();
// We should really check the exact figure.
Assert.That(npc.AbsolutePosition.X, Is.EqualTo(startPos.X));
@ -217,7 +258,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
Assert.That(npc.AbsolutePosition.Z, Is.LessThan(targetPos.X));
for (int i = 0; i < 10; i++)
scene.Update();
m_scene.Update();
double distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos);
Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on first move");
@ -227,14 +268,14 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
// Try a second movement
startPos = npc.AbsolutePosition;
targetPos = startPos + new Vector3(10, 0, 0);
npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false);
m_npcMod.MoveToTarget(npc.UUID, m_scene, targetPos, false, false);
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
// Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0, 1)));
Assert.That(
npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001));
scene.Update();
m_scene.Update();
// We should really check the exact figure.
Assert.That(npc.AbsolutePosition.X, Is.GreaterThan(startPos.X));
@ -243,7 +284,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
for (int i = 0; i < 10; i++)
scene.Update();
m_scene.Update();
distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos);
Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on second move");
@ -256,17 +297,16 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
Vector3 startPos = new Vector3(128, 128, 30);
INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
UUID npcId = npcModule.CreateNPC("John", "Smith", startPos, UUID.Zero, true, scene, sp.Appearance);
UUID npcId = m_npcMod.CreateNPC("John", "Smith", startPos, UUID.Zero, true, m_scene, sp.Appearance);
ScenePresence npc = scene.GetScenePresence(npcId);
SceneObjectPart part = SceneHelpers.AddSceneObject(scene);
ScenePresence npc = m_scene.GetScenePresence(npcId);
SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene);
part.SitTargetPosition = new Vector3(0, 0, 1);
npcModule.Sit(npc.UUID, part.UUID, scene);
m_npcMod.Sit(npc.UUID, part.UUID, m_scene);
Assert.That(part.SitTargetAvatar, Is.EqualTo(npcId));
Assert.That(npc.ParentID, Is.EqualTo(part.LocalId));
@ -274,7 +314,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
npc.AbsolutePosition,
Is.EqualTo(part.AbsolutePosition + part.SitTargetPosition + ScenePresence.SIT_TARGET_ADJUSTMENT));
npcModule.Stand(npc.UUID, scene);
m_npcMod.Stand(npc.UUID, m_scene);
Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
Assert.That(npc.ParentID, Is.EqualTo(0));
@ -286,19 +326,18 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
// FIXME: To get this to work for now, we are going to place the npc right next to the target so that
// the autopilot doesn't trigger
Vector3 startPos = new Vector3(1, 1, 1);
INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
UUID npcId = npcModule.CreateNPC("John", "Smith", startPos, UUID.Zero, true, scene, sp.Appearance);
UUID npcId = m_npcMod.CreateNPC("John", "Smith", startPos, UUID.Zero, true, m_scene, sp.Appearance);
ScenePresence npc = scene.GetScenePresence(npcId);
SceneObjectPart part = SceneHelpers.AddSceneObject(scene);
ScenePresence npc = m_scene.GetScenePresence(npcId);
SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene);
npcModule.Sit(npc.UUID, part.UUID, scene);
m_npcMod.Sit(npc.UUID, part.UUID, m_scene);
Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
Assert.That(npc.ParentID, Is.EqualTo(part.LocalId));
@ -311,7 +350,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
npc.AbsolutePosition,
Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, 0.845499337f)));
npcModule.Stand(npc.UUID, scene);
m_npcMod.Stand(npc.UUID, m_scene);
Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
Assert.That(npc.ParentID, Is.EqualTo(0));

View File

@ -51,6 +51,9 @@ public class BSPlugin : IPhysicsPlugin
{
if (_mScene == null)
{
if (Util.IsWindows())
Util.LoadArchSpecificWindowsDll("BulletSim.dll");
_mScene = new BSScene(sceneIdentifier);
}
return (_mScene);

View File

@ -31,6 +31,7 @@ using System.IO;
using System.Reflection;
using Nini.Config;
using log4net;
using OpenSim.Framework;
namespace OpenSim.Region.Physics.Manager
{

View File

@ -1474,6 +1474,8 @@ Console.WriteLine("CreateGeom:");
/// </summary>
private void changeadd()
{
// m_log.DebugFormat("[ODE PRIM]: Adding prim {0}", Name);
int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);

View File

@ -46,7 +46,7 @@ namespace OpenSim.Region.Physics.OdePlugin
/// </summary>
public class OdePlugin : IPhysicsPlugin
{
//private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
private OdeScene m_scene;
@ -59,13 +59,23 @@ namespace OpenSim.Region.Physics.OdePlugin
{
if (m_scene == null)
{
// We do this so that OpenSimulator on Windows loads the correct native ODE library depending on whether
// it's running as a 32-bit process or a 64-bit one. By invoking LoadLibary here, later DLLImports
// will find it already loaded later on.
//
// This isn't necessary for other platforms (e.g. Mac OSX and Linux) since the DLL used can be
// controlled in Ode.NET.dll.config
if (Util.IsWindows())
Util.LoadArchSpecificWindowsDll("ode.dll");
// Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
// http://opensimulator.org/mantis/view.php?id=2750).
d.InitODE();
m_scene = new OdeScene(sceneIdentifier);
}
return (m_scene);
return m_scene;
}
public string GetName()

View File

@ -1,58 +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.Reflection;
using System.Runtime.InteropServices;
// Information about this assembly is defined by the following
// attributes.
//
// change them to the information which is associated with the assembly
// you compile.
[assembly : AssemblyTitle("RealPhysXplugin")]
[assembly : AssemblyDescription("")]
[assembly : AssemblyConfiguration("")]
[assembly : AssemblyCompany("http://opensimulator.org")]
[assembly : AssemblyProduct("RealPhysXplugin")]
[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
[assembly : AssemblyTrademark("")]
[assembly : AssemblyCulture("")]
// This sets the default COM visibility of types in the assembly to invisible.
// If you need to expose a type to COM, use [ComVisible(true)] on that type.
[assembly : ComVisible(false)]
// The assembly version has following format :
//
// Major.Minor.Build.Revision
//
// You can specify all values by your own or you can build default build and revision
// numbers with the '*' character (the default):
[assembly : AssemblyVersion("0.6.5.*")]

View File

@ -1,349 +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 Nini.Config;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
using PhysXWrapper;
using Quaternion=OpenMetaverse.Quaternion;
using System.Reflection;
using log4net;
using OpenMetaverse;
namespace OpenSim.Region.Physics.PhysXPlugin
{
public class PhysXCharacter : PhysicsActor
{
private Vector3 _position;
private Vector3 _velocity;
private Vector3 m_rotationalVelocity = Vector3.Zero;
private Vector3 _acceleration;
private NxCharacter _character;
private bool flying;
private bool iscolliding = false;
private float gravityAccel;
public PhysXCharacter(NxCharacter character)
{
_character = character;
}
public override int PhysicsActorType
{
get { return (int) ActorTypes.Agent; }
set { return; }
}
public override bool SetAlwaysRun
{
get { return false; }
set { return; }
}
public override uint LocalID
{
set { return; }
}
public override bool Grabbed
{
set { return; }
}
public override bool Selected
{
set { return; }
}
public override float Buoyancy
{
get { return 0f; }
set { return; }
}
public override bool FloatOnWater
{
set { return; }
}
public override bool IsPhysical
{
get { return false; }
set { return; }
}
public override bool ThrottleUpdates
{
get { return false; }
set { return; }
}
public override bool Flying
{
get { return flying; }
set { flying = value; }
}
public override bool IsColliding
{
get { return iscolliding; }
set { iscolliding = value; }
}
public override bool CollidingGround
{
get { return false; }
set { return; }
}
public override bool CollidingObj
{
get { return false; }
set { return; }
}
public override Vector3 RotationalVelocity
{
get { return m_rotationalVelocity; }
set { m_rotationalVelocity = value; }
}
public override bool Stopped
{
get { return false; }
}
public override Vector3 Position
{
get { return _position; }
set
{
_position = value;
Vec3 ps = new Vec3();
ps.X = value.X;
ps.Y = value.Y;
ps.Z = value.Z;
_character.Position = ps;
}
}
public override Vector3 Size
{
get { return Vector3.Zero; }
set { }
}
public override float Mass
{
get { return 0f; }
}
public override Vector3 Force
{
get { return Vector3.Zero; }
set { return; }
}
public override int VehicleType
{
get { return 0; }
set { return; }
}
public override void VehicleFloatParam(int param, float value)
{
}
public override void VehicleVectorParam(int param, Vector3 value)
{
}
public override void VehicleRotationParam(int param, Quaternion rotation)
{
}
public override void VehicleFlags(int param, bool remove)
{
}
public override void SetVolumeDetect(int param)
{
}
public override Vector3 CenterOfMass
{
get { return Vector3.Zero; }
}
public override Vector3 GeometricCenter
{
get { return Vector3.Zero; }
}
public override Vector3 Velocity
{
get { return _velocity; }
set { _velocity = value; }
}
public override float CollisionScore
{
get { return 0f; }
set { }
}
public override bool Kinematic
{
get { return false; }
set { }
}
public override Quaternion Orientation
{
get { return Quaternion.Identity; }
set { }
}
public override Vector3 Acceleration
{
get { return _acceleration; }
set { _acceleration = value; }
}
public override void AddForce(Vector3 force, bool pushforce)
{
}
public override Vector3 Torque
{
get { return Vector3.Zero; }
set { return; }
}
public override void AddAngularForce(Vector3 force, bool pushforce)
{
}
public override void link(PhysicsActor obj)
{
}
public override void delink()
{
}
public override void LockAngularMotion(Vector3 axis)
{
}
public override void SetMomentum(Vector3 momentum)
{
}
public void Move(float timeStep)
{
Vec3 vec = new Vec3();
vec.X = _velocity.X*timeStep;
vec.Y = _velocity.Y*timeStep;
if (flying)
{
vec.Z = (_velocity.Z)*timeStep;
}
else
{
gravityAccel += -9.8f;
vec.Z = (gravityAccel + _velocity.Z)*timeStep;
}
int res = _character.Move(vec);
if (res == 1)
{
gravityAccel = 0;
}
}
public override PrimitiveBaseShape Shape
{
set { return; }
}
public void UpdatePosition()
{
Vec3 vec = _character.Position;
_position.X = vec.X;
_position.Y = vec.Y;
_position.Z = vec.Z;
}
public override void CrossingFailure()
{
}
public override Vector3 PIDTarget { set { return; } }
public override bool PIDActive { set { return; } }
public override float PIDTau { set { return; } }
public override float PIDHoverHeight { set { return; } }
public override bool PIDHoverActive { set { return; } }
public override PIDHoverType PIDHoverType { set { return; } }
public override float PIDHoverTau { set { return; } }
public override Quaternion APIDTarget
{
set { return; }
}
public override bool APIDActive
{
set { return; }
}
public override float APIDStrength
{
set { return; }
}
public override float APIDDamping
{
set { return; }
}
public override void SubscribeEvents(int ms)
{
}
public override void UnSubscribeEvents()
{
}
public override bool SubscribedEvents()
{
return false;
}
}
}

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