diff --git a/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs b/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs index f19e3910c8..e50dac611e 100644 --- a/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs +++ b/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs @@ -141,6 +141,7 @@ namespace OpenSim.ApplicationPlugins.RemoteController availableMethods["admin_save_heightmap"] = (req, ep) => InvokeXmlRpcMethod(req, ep, XmlRpcSaveHeightmapMethod); // Agent management + availableMethods["admin_get_agents"] = (req, ep) => InvokeXmlRpcMethod(req, ep, XmlRpcGetAgentsMethod); availableMethods["admin_teleport_agent"] = (req, ep) => InvokeXmlRpcMethod(req, ep, XmlRpcTeleportAgentMethod); // User management @@ -1901,6 +1902,71 @@ namespace OpenSim.ApplicationPlugins.RemoteController m_log.Info("[RADMIN]: Access List List Request complete"); } + private void XmlRpcGetAgentsMethod(XmlRpcRequest request, XmlRpcResponse response, IPEndPoint remoteClient) + { + Hashtable responseData = (Hashtable)response.Value; + Hashtable requestData = (Hashtable)request.Params[0]; + + bool includeChildren = false; + + if (requestData.Contains("include_children")) + bool.TryParse((string)requestData["include_children"], out includeChildren); + + Scene scene; + GetSceneFromRegionParams(requestData, responseData, out scene); + + ArrayList xmlRpcRegions = new ArrayList(); + responseData["regions"] = xmlRpcRegions; + + Hashtable xmlRpcRegion = new Hashtable(); + xmlRpcRegions.Add(xmlRpcRegion); + + xmlRpcRegion["name"] = scene.Name; + xmlRpcRegion["id"] = scene.RegionInfo.RegionID.ToString(); + + List agents = scene.GetScenePresences(); + ArrayList xmlrpcAgents = new ArrayList(); + + foreach (ScenePresence agent in agents) + { + if (agent.IsChildAgent && !includeChildren) + continue; + + Hashtable xmlRpcAgent = new Hashtable(); + xmlRpcAgent.Add("name", agent.Name); + xmlRpcAgent.Add("id", agent.UUID.ToString()); + xmlRpcAgent.Add("type", agent.PresenceType.ToString()); + xmlRpcAgent.Add("current_parcel_id", agent.currentParcelUUID.ToString()); + + Vector3 pos = agent.AbsolutePosition; + xmlRpcAgent.Add("pos_x", pos.X.ToString()); + xmlRpcAgent.Add("pos_y", pos.Y.ToString()); + xmlRpcAgent.Add("pos_z", pos.Z.ToString()); + + Vector3 lookAt = agent.Lookat; + xmlRpcAgent.Add("lookat_x", lookAt.X.ToString()); + xmlRpcAgent.Add("lookat_y", lookAt.Y.ToString()); + xmlRpcAgent.Add("lookat_z", lookAt.Z.ToString()); + + Vector3 vel = agent.Velocity; + xmlRpcAgent.Add("vel_x", vel.X.ToString()); + xmlRpcAgent.Add("vel_y", vel.Y.ToString()); + xmlRpcAgent.Add("vel_z", vel.Z.ToString()); + + xmlRpcAgent.Add("is_flying", agent.Flying.ToString()); + xmlRpcAgent.Add("is_sat_on_ground", agent.SitGround.ToString()); + xmlRpcAgent.Add("is_sat_on_object", agent.IsSatOnObject.ToString()); + + xmlrpcAgents.Add(xmlRpcAgent); + } + + m_log.DebugFormat( + "[REMOTE ADMIN]: XmlRpcGetAgents found {0} agents in {1}", xmlrpcAgents.Count, scene.Name); + + xmlRpcRegion["agents"] = xmlrpcAgents; + responseData["success"] = true; + } + private void XmlRpcTeleportAgentMethod(XmlRpcRequest request, XmlRpcResponse response, IPEndPoint remoteClient) { Hashtable responseData = (Hashtable)response.Value; diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs index f6e501de11..37285e3a2a 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs @@ -97,6 +97,14 @@ namespace OpenSim.Region.ClientStack.Linden + " >= 1 - turns on outgoing event logging\n" + " >= 2 - turns on poll notification", HandleDebugEq); + + MainConsole.Instance.Commands.AddCommand( + "Debug", + false, + "show eq", + "show eq", + "Show contents of event queues for logged in avatars. Used for debugging.", + HandleShowEq); } public void RemoveRegion(Scene scene) @@ -138,7 +146,7 @@ namespace OpenSim.Region.ClientStack.Linden if (!(args.Length == 3 && int.TryParse(args[2], out debugLevel))) { - MainConsole.Instance.OutputFormat("Usage: debug eq [0|1]"); + MainConsole.Instance.OutputFormat("Usage: debug eq [0|1|2]"); } else { @@ -148,6 +156,21 @@ namespace OpenSim.Region.ClientStack.Linden } } + protected void HandleShowEq(string module, string[] args) + { + MainConsole.Instance.OutputFormat("For scene {0}", m_scene.Name); + + lock (queues) + { + foreach (KeyValuePair> kvp in queues) + { + MainConsole.Instance.OutputFormat( + "For agent {0} there are {1} messages queued for send.", + kvp.Key, kvp.Value.Count); + } + } + } + /// /// Always returns a valid queue /// diff --git a/OpenSim/Region/ClientStack/Linden/Caps/SimulatorFeaturesModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/SimulatorFeaturesModule.cs index 6ef8815026..7d9f935d42 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/SimulatorFeaturesModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/SimulatorFeaturesModule.cs @@ -70,6 +70,7 @@ namespace OpenSim.Region.ClientStack.Linden private string m_MapImageServerURL = string.Empty; private string m_SearchURL = string.Empty; + private bool m_ExportSupported = false; #region ISharedRegionModule Members @@ -87,6 +88,8 @@ namespace OpenSim.Region.ClientStack.Linden } m_SearchURL = config.GetString("SearchServerURI", string.Empty); + + m_ExportSupported = config.GetBoolean("ExportSupported", m_ExportSupported); } AddDefaultFeatures(); @@ -152,6 +155,9 @@ namespace OpenSim.Region.ClientStack.Linden if (m_SearchURL != string.Empty) gridServicesMap["search"] = m_SearchURL; m_features["GridServices"] = gridServicesMap; + + if (m_ExportSupported) + m_features["ExportSupported"] = true; } } diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index f62512eb5a..cb724aa6c9 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -49,6 +49,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments { #region INonSharedRegionModule private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + + public int DebugLevel { get; set; } private Scene m_scene; private IInventoryAccessModule m_invAccessModule; @@ -76,10 +78,66 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments m_scene.RegisterModuleInterface(this); if (Enabled) + { m_scene.EventManager.OnNewClient += SubscribeToClientEvents; + m_scene.EventManager.OnStartScript += (localID, itemID) => HandleScriptStateChange(localID, true); + m_scene.EventManager.OnStopScript += (localID, itemID) => HandleScriptStateChange(localID, false); + + MainConsole.Instance.Commands.AddCommand( + "Debug", + false, + "debug attachments", + "debug attachments [0|1]", + "Turn on attachments debugging\n" + + " <= 0 - turns off debugging\n" + + " >= 1 - turns on attachment message logging\n", + HandleDebugAttachments); + } // TODO: Should probably be subscribing to CloseClient too, but this doesn't yet give us IClientAPI } + + private void HandleDebugAttachments(string module, string[] args) + { + int debugLevel; + + if (!(args.Length == 3 && int.TryParse(args[2], out debugLevel))) + { + MainConsole.Instance.OutputFormat("Usage: debug attachments [0|1]"); + } + else + { + DebugLevel = debugLevel; + MainConsole.Instance.OutputFormat( + "Set event queue debug level to {0} in {1}", DebugLevel, m_scene.Name); + } + } + + /// + /// Listen for client triggered running state changes so that we can persist the script's object if necessary. + /// + /// + /// + private void HandleScriptStateChange(uint localID, bool started) + { + SceneObjectGroup sog = m_scene.GetGroupByPrim(localID); + if (sog != null && sog.IsAttachment) + { + if (!started) + { + // FIXME: This is a convoluted way for working out whether the script state has changed to stop + // because it has been manually stopped or because the stop was called in UpdateDetachedObject() below + // This needs to be handled in a less tangled way. + ScenePresence sp = m_scene.GetScenePresence(sog.AttachedAvatar); + if (sp.ControllingClient.IsActive) + sog.HasGroupChanged = true; + } + else + { + sog.HasGroupChanged = true; + } + } + } public void RemoveRegion(Scene scene) { @@ -153,10 +211,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments } } - /// - /// RezAttachments. This should only be called upon login on the first region. - /// Attachment rezzings on crossings and TPs are done in a different way. - /// public void RezAttachments(IScenePresence sp) { if (!Enabled) @@ -165,10 +219,22 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments if (null == sp.Appearance) { m_log.WarnFormat("[ATTACHMENTS MODULE]: Appearance has not been initialized for agent {0}", sp.UUID); + return; } -// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0}", sp.Name); + if (sp.GetAttachments().Count > 0) + { + if (DebugLevel > 0) + m_log.DebugFormat( + "[ATTACHMENTS MODULE]: Not doing simulator-side attachment rez for {0} in {1} as their viewer has already rezzed attachments", + m_scene.Name, sp.Name); + + return; + } + + if (DebugLevel > 0) + m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0} from simulator-side", sp.Name); XmlDocument doc = new XmlDocument(); string stateData = String.Empty; @@ -235,10 +301,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments // If we're an NPC then skip all the item checks and manipulations since we don't have an // inventory right now. - if (sp.PresenceType == PresenceType.Npc) - RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p, null, true); - else - RezSingleAttachmentFromInventory(sp, attach.ItemID, p | (uint)0x80, d); + RezSingleAttachmentFromInventoryInternal( + sp, sp.PresenceType == PresenceType.Npc ? UUID.Zero : attach.ItemID, attach.AssetID, p, true, null); } catch (Exception e) { @@ -254,7 +318,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments if (!Enabled) return; -// m_log.DebugFormat("[ATTACHMENTS MODULE]: Saving changed attachments for {0}", sp.Name); + if (DebugLevel > 0) + m_log.DebugFormat("[ATTACHMENTS MODULE]: Saving changed attachments for {0}", sp.Name); List attachments = sp.GetAttachments(); @@ -287,9 +352,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments if (!Enabled) return; -// m_log.DebugFormat( -// "[ATTACHMENTS MODULE]: Deleting attachments from scene {0} for {1}, silent = {2}", -// m_scene.RegionInfo.RegionName, sp.Name, silent); + if (DebugLevel > 0) + m_log.DebugFormat( + "[ATTACHMENTS MODULE]: Deleting attachments from scene {0} for {1}, silent = {2}", + m_scene.RegionInfo.RegionName, sp.Name, silent); foreach (SceneObjectGroup sop in sp.GetAttachments()) { @@ -299,12 +365,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments sp.ClearAttachments(); } - public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool useAttachData, bool temp, bool append) + public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool useAttachData, bool addToInventory, bool append) { if (!Enabled) return false; - return AttachObjectInternal(sp, group, attachmentPt, silent, useAttachData, temp, false, append); + return AttachObjectInternal(sp, group, attachmentPt, silent, useAttachData, addToInventory, false, append); } /// @@ -315,9 +381,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments /// The object to attach. /// /// - /// + /// If true then add object to user inventory. /// If true then scripts are resumed on the attached object. - private bool AttachObjectInternal(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool useAttachData, bool temp, bool resumeScripts, bool append) + private bool AttachObjectInternal(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool useAttachData, bool addToInventory, bool resumeScripts, bool append) { // m_log.DebugFormat( // "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})", @@ -334,9 +400,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments if (group.GetSittingAvatarsCount() != 0) { -// m_log.WarnFormat( -// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since {4} avatars are still sitting on it", -// group.Name, group.LocalId, sp.Name, attachmentPt, group.GetSittingAvatarsCount()); + if (DebugLevel > 0) + m_log.WarnFormat( + "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since {4} avatars are still sitting on it", + group.Name, group.LocalId, sp.Name, attachmentPt, group.GetSittingAvatarsCount()); return false; } @@ -372,6 +439,16 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments List attachments = sp.GetAttachments(attachmentPt); + if (attachments.Contains(group)) + { + if (DebugLevel > 0) + m_log.WarnFormat( + "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached", + group.Name, group.LocalId, sp.Name, attachmentPt); + + return false; + } + // If we already have 5, remove the oldest until only 4 are left. Skip over temp ones while (attachments.Count >= 5) { @@ -395,8 +472,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments group.AttachmentPoint = attachmentPt; group.AbsolutePosition = attachPos; - if (sp.PresenceType != PresenceType.Npc) - UpdateUserInventoryWithAttachment(sp, group, attachmentPt, temp, append); + if (addToInventory && sp.PresenceType != PresenceType.Npc) + UpdateUserInventoryWithAttachment(sp, group, attachmentPt, append); AttachToAgent(sp, group, attachmentPt, attachPos, silent); @@ -415,17 +492,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments return true; } - private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool temp, bool append) + private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool append) { // Add the new attachment to inventory if we don't already have it. - if (!temp) - { - UUID newAttachmentItemID = group.FromItemID; - if (newAttachmentItemID == UUID.Zero) - newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID; + UUID newAttachmentItemID = group.FromItemID; + if (newAttachmentItemID == UUID.Zero) + newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID; - ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group, append); - } + ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group, append); } public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt) @@ -438,40 +512,40 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments if (!Enabled) return null; -// m_log.DebugFormat( -// "[ATTACHMENTS MODULE]: RezSingleAttachmentFromInventory to point {0} from item {1} for {2} in {3}", -// (AttachmentPoint)AttachmentPt, itemID, sp.Name, m_scene.Name); + if (DebugLevel > 0) + m_log.DebugFormat( + "[ATTACHMENTS MODULE]: RezSingleAttachmentFromInventory to point {0} from item {1} for {2} in {3}", + (AttachmentPoint)AttachmentPt, itemID, sp.Name, m_scene.Name); - bool append = (AttachmentPt & 0x80) != 0; - AttachmentPt &= 0x7f; - - // Viewer 2/3 sometimes asks to re-wear items that are already worn (and show up in it's inventory as such). - // This often happens during login - not sure the exact reason. - // For now, we will ignore the request. Unfortunately, this means that we need to dig through all the - // ScenePresence attachments. We can't use the data in AvatarAppearance because that's present at login - // before anything has actually been attached. + // We check the attachments in the avatar appearance here rather than the objects attached to the + // ScenePresence itself so that we can ignore calls by viewer 2/3 to attach objects on startup. We are + // already doing this in ScenePresence.MakeRootAgent(). Simulator-side attaching needs to be done + // because pre-outfit folder viewers (most version 1 viewers) require it. bool alreadyOn = false; - List existingAttachments = sp.GetAttachments(); - foreach (SceneObjectGroup so in existingAttachments) + List existingAttachments = sp.Appearance.GetAttachments(); + foreach (AvatarAttachment existingAttachment in existingAttachments) { - if (so.FromItemID == itemID) + if (existingAttachment.ItemID == itemID) { alreadyOn = true; break; } } -// if (sp.Appearance.GetAttachmentForItem(itemID) != null) if (alreadyOn) { -// m_log.WarnFormat( -// "[ATTACHMENTS MODULE]: Ignoring request by {0} to wear item {1} at {2} since it is already worn", -// sp.Name, itemID, AttachmentPt); + if (DebugLevel > 0) + m_log.DebugFormat( + "[ATTACHMENTS MODULE]: Ignoring request by {0} to wear item {1} at {2} since it is already worn", + sp.Name, itemID, AttachmentPt); return null; } - return RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, doc, append); + bool append = (AttachmentPt & 0x80) != 0; + AttachmentPt &= 0x7f; + + return RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, append, doc); } public void RezMultipleAttachmentsFromInventory(IScenePresence sp, List> rezlist) @@ -479,7 +553,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments if (!Enabled) return; - // m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing multiple attachments from inventory for {0}", sp.Name); + if (DebugLevel > 0) + m_log.DebugFormat( + "[ATTACHMENTS MODULE]: Rezzing {0} attachments from inventory for {1} in {2}", + rezlist.Count, sp.Name, m_scene.Name); foreach (KeyValuePair rez in rezlist) { @@ -497,9 +574,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments if (!Enabled) return; -// m_log.DebugFormat( -// "[ATTACHMENTS MODULE]: DetachSingleAttachmentToGround() for {0}, object {1}", -// sp.UUID, soLocalId); + if (DebugLevel > 0) + m_log.DebugFormat( + "[ATTACHMENTS MODULE]: DetachSingleAttachmentToGround() for {0}, object {1}", + sp.UUID, soLocalId); SceneObjectGroup so = m_scene.GetGroupByPrim(soLocalId); @@ -515,9 +593,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments if (inventoryID == UUID.Zero) return; -// m_log.DebugFormat( -// "[ATTACHMENTS MODULE]: In DetachSingleAttachmentToGround(), object is {0} {1}, associated item is {2}", -// so.Name, so.LocalId, inventoryID); + if (DebugLevel > 0) + m_log.DebugFormat( + "[ATTACHMENTS MODULE]: In DetachSingleAttachmentToGround(), object is {0} {1}, associated item is {2}", + so.Name, so.LocalId, inventoryID); lock (sp.AttachmentsSyncLock) { @@ -572,9 +651,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments return; } -// m_log.DebugFormat( -// "[ATTACHMENTS MODULE]: Detaching object {0} {1} (FromItemID {2}) for {3} in {4}", -// so.Name, so.LocalId, so.FromItemID, sp.Name, m_scene.Name); + if (DebugLevel > 0) + m_log.DebugFormat( + "[ATTACHMENTS MODULE]: Detaching object {0} {1} (FromItemID {2}) for {3} in {4}", + so.Name, so.LocalId, so.FromItemID, sp.Name, m_scene.Name); // Scripts MUST be snapshotted before the object is // removed from the scene because doing otherwise will @@ -700,12 +780,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments grp.HasGroupChanged = false; // Prevent it being saved over and over } -// else -// { -// m_log.DebugFormat( -// "[ATTACHMENTS MODULE]: Don't need to update asset for unchanged attachment {0}, attachpoint {1}", -// grp.UUID, grp.AttachmentPoint); -// } + else if (DebugLevel > 0) + { + m_log.DebugFormat( + "[ATTACHMENTS MODULE]: Don't need to update asset for unchanged attachment {0}, attachpoint {1}", + grp.UUID, grp.AttachmentPoint); + } } /// @@ -723,9 +803,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments private void AttachToAgent( IScenePresence sp, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent) { -// m_log.DebugFormat( -// "[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1} in pt {2} pos {3} {4}", -// so.Name, sp.Name, attachmentpoint, attachOffset, so.RootPart.AttachedPos); + if (DebugLevel > 0) + m_log.DebugFormat( + "[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1} in pt {2} pos {3} {4}", + so.Name, sp.Name, attachmentpoint, attachOffset, so.RootPart.AttachedPos); so.DetachFromBackup(); @@ -750,9 +831,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments { if (so.HasPrivateAttachmentPoint) { -// m_log.DebugFormat( -// "[ATTACHMENTS MODULE]: Killing private HUD {0} for avatars other than {1} at attachment point {2}", -// so.Name, sp.Name, so.AttachmentPoint); + if (DebugLevel > 0) + m_log.DebugFormat( + "[ATTACHMENTS MODULE]: Killing private HUD {0} for avatars other than {1} at attachment point {2}", + so.Name, sp.Name, so.AttachmentPoint); // As this scene object can now only be seen by the attaching avatar, tell everybody else in the // scene that it's no longer in their awareness. @@ -786,9 +868,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments if (m_invAccessModule == null) return null; - // m_log.DebugFormat( - // "[ATTACHMENTS MODULE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2}", - // grp.Name, grp.LocalId, remoteClient.Name); + if (DebugLevel > 0) + m_log.DebugFormat( + "[ATTACHMENTS MODULE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2}", + grp.Name, grp.LocalId, sp.Name); InventoryItemBase newItem = m_invAccessModule.CopyToInventory( @@ -872,7 +955,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments } protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal( - IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, XmlDocument doc, bool append) + IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, bool append, XmlDocument doc) { if (m_invAccessModule == null) return null; @@ -897,6 +980,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments return null; } + if (DebugLevel > 0) + m_log.DebugFormat( + "[ATTACHMENTS MODULE]: Rezzed single object {0} for attachment to {1} on point {2} in {3}", + objatt.Name, sp.Name, attachmentPt, m_scene.Name); + // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller. objatt.HasGroupChanged = false; bool tainted = false; @@ -917,7 +1005,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments objatt.ResetOwnerChangeFlag(); } - AttachObjectInternal(sp, objatt, attachmentPt, false, true, false, true, append); + AttachObjectInternal(sp, objatt, attachmentPt, false, true, true, true, append); } catch (Exception e) { @@ -971,9 +1059,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments bool changed = sp.Appearance.SetAttachment((int)AttachmentPt | attFlag, itemID, item.AssetID); if (changed && m_scene.AvatarFactory != null) { -// m_log.DebugFormat( -// "[ATTACHMENTS MODULE]: Queueing appearance save for {0}, attachment {1} point {2} in ShowAttachInUserInventory()", -// sp.Name, att.Name, AttachmentPt); + if (DebugLevel > 0) + m_log.DebugFormat( + "[ATTACHMENTS MODULE]: Queueing appearance save for {0}, attachment {1} point {2} in ShowAttachInUserInventory()", + sp.Name, att.Name, AttachmentPt); m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID); } @@ -988,9 +1077,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments if (!Enabled) return null; - // m_log.DebugFormat( - // "[ATTACHMENTS MODULE]: Rezzing attachment to point {0} from item {1} for {2}", - // (AttachmentPoint)AttachmentPt, itemID, remoteClient.Name); + if (DebugLevel > 0) + m_log.DebugFormat( + "[ATTACHMENTS MODULE]: Rezzing attachment to point {0} from item {1} for {2}", + (AttachmentPoint)AttachmentPt, itemID, remoteClient.Name); ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); @@ -1021,9 +1111,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments private void Client_OnObjectAttach(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent) { -// m_log.DebugFormat( -// "[ATTACHMENTS MODULE]: Attaching object local id {0} to {1} point {2} from ground (silent = {3})", -// objectLocalID, remoteClient.Name, AttachmentPt, silent); + if (DebugLevel > 0) + m_log.DebugFormat( + "[ATTACHMENTS MODULE]: Attaching object local id {0} to {1} point {2} from ground (silent = {3})", + objectLocalID, remoteClient.Name, AttachmentPt, silent); if (!Enabled) return; @@ -1056,11 +1147,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments AttachmentPt &= 0x7f; // Calls attach with a Zero position - if (AttachObject(sp, part.ParentGroup, AttachmentPt, false, true, false, append)) + if (AttachObject(sp, part.ParentGroup, AttachmentPt, false, false, false, append)) { -// m_log.Debug( -// "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId -// + ", AttachmentPoint: " + AttachmentPt); + if (DebugLevel > 0) + m_log.Debug( + "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId + + ", AttachmentPoint: " + AttachmentPt); // Save avatar attachment information m_scene.EventManager.TriggerOnAttach(objectLocalID, part.ParentGroup.FromItemID, remoteClient.AgentId); diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs index a8fe045a29..1a38619134 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs @@ -130,7 +130,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests config.AddConfig("Modules"); config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule"); - modules.Add(new AttachmentsModule()); + AttachmentsModule attMod = new AttachmentsModule(); + attMod.DebugLevel = 1; + modules.Add(attMod); modules.Add(new BasicInventoryAccessModule()); } @@ -197,7 +199,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, sp.UUID); m_numberOfAttachEventsFired = 0; - scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false, false, false); + scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, true, false, false); // Check status on scene presence Assert.That(sp.HasAttachments(), Is.True); @@ -244,7 +246,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "att1", sp.UUID); m_numberOfAttachEventsFired = 0; - scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Default, false, false, false, false); + scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Default, false, true, false, false); // Check status on scene presence Assert.That(sp.HasAttachments(), Is.True); @@ -277,7 +279,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests // Test wearing a different attachment from the ground. { - scene.AttachmentsModule.AttachObject(sp, so2, (uint)AttachmentPoint.Default, false, false, false, false); + scene.AttachmentsModule.AttachObject(sp, so2, (uint)AttachmentPoint.Default, false, true, false, false); // Check status on scene presence Assert.That(sp.HasAttachments(), Is.True); @@ -310,7 +312,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests // Test rewearing an already worn attachment from ground. Nothing should happen. { - scene.AttachmentsModule.AttachObject(sp, so2, (uint)AttachmentPoint.Default, false, false, false, false); + scene.AttachmentsModule.AttachObject(sp, so2, (uint)AttachmentPoint.Default, false, true, false, false); // Check status on scene presence Assert.That(sp.HasAttachments(), Is.True); @@ -368,7 +370,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests sp2.AbsolutePosition = new Vector3(0, 0, 0); sp2.HandleAgentRequestSit(sp2.ControllingClient, sp2.UUID, so.UUID, Vector3.Zero); - scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false, false, false); + scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, true, false, false); Assert.That(sp.HasAttachments(), Is.False); Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1)); @@ -728,7 +730,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests public void TestRezAttachmentsOnAvatarEntrance() { TestHelpers.InMethod(); -// log4net.Config.XmlConfigurator.Configure(); +// TestHelpers.EnableLogging(); Scene scene = CreateTestScene(); UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1); diff --git a/OpenSim/Region/CoreModules/Avatar/Lure/HGLureModule.cs b/OpenSim/Region/CoreModules/Avatar/Lure/HGLureModule.cs index 6c9fd86689..a34f2d21fb 100644 --- a/OpenSim/Region/CoreModules/Avatar/Lure/HGLureModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Lure/HGLureModule.cs @@ -154,7 +154,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure void OnIncomingInstantMessage(GridInstantMessage im) { - if (im.dialog == (byte)InstantMessageDialog.RequestTeleport) + if (im.dialog == (byte)InstantMessageDialog.RequestTeleport + || im.dialog == (byte)InstantMessageDialog.GodLikeRequestTeleport) { UUID sessionID = new UUID(im.imSessionID); diff --git a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs index f3adb95199..0c64f19060 100644 --- a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs @@ -165,7 +165,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure (uint)presence.AbsolutePosition.Y, (uint)presence.AbsolutePosition.Z + 2); - m_log.DebugFormat("[LURE]: TP invite with message {0}", message); + m_log.DebugFormat("TP invite with message {0}, type {1}", message, lureType); GridInstantMessage m; diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 25334b9f05..8082c1bb6f 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -33,6 +33,7 @@ using System.Threading; using OpenSim.Framework; using OpenSim.Framework.Capabilities; using OpenSim.Framework.Client; +using OpenSim.Framework.Monitoring; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Physics.Manager; @@ -77,6 +78,31 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer /// public bool DisableInterRegionTeleportCancellation { get; set; } + /// + /// Number of times inter-region teleport was attempted. + /// + private Stat m_interRegionTeleportAttempts; + + /// + /// Number of times inter-region teleport was aborted (due to simultaneous client logout). + /// + private Stat m_interRegionTeleportAborts; + + /// + /// Number of times inter-region teleport was successfully cancelled by the client. + /// + private Stat m_interRegionTeleportCancels; + + /// + /// Number of times inter-region teleport failed due to server/client/network problems (e.g. viewer failed to + /// connect with destination region). + /// + /// + /// This is not necessarily a problem for this simulator - in open-grid/hg conditions, viewer connectivity to + /// destination simulator is unknown. + /// + private Stat m_interRegionTeleportFailures; + protected bool m_Enabled = false; public Scene Scene { get; private set; } @@ -91,6 +117,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer new ExpiringCache>(); private IEventQueue m_eqModule; + private IRegionCombinerModule m_regionCombinerModule; #region ISharedRegionModule @@ -156,6 +183,60 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer Scene = scene; + m_interRegionTeleportAttempts = + new Stat( + "InterRegionTeleportAttempts", + "Number of inter-region teleports attempted.", + "This does not count attempts which failed due to pre-conditions (e.g. target simulator refused access).\n" + + "You can get successfully teleports by subtracting aborts, cancels and teleport failures from this figure.", + "", + "entitytransfer", + Scene.Name, + StatType.Push, + null, + StatVerbosity.Debug); + + m_interRegionTeleportAborts = + new Stat( + "InterRegionTeleportAborts", + "Number of inter-region teleports aborted due to client actions.", + "The chief action is simultaneous logout whilst teleporting.", + "", + "entitytransfer", + Scene.Name, + StatType.Push, + null, + StatVerbosity.Debug); + + m_interRegionTeleportCancels = + new Stat( + "InterRegionTeleportCancels", + "Number of inter-region teleports cancelled by the client.", + null, + "", + "entitytransfer", + Scene.Name, + StatType.Push, + null, + StatVerbosity.Debug); + + m_interRegionTeleportFailures = + new Stat( + "InterRegionTeleportFailures", + "Number of inter-region teleports that failed due to server/client/network issues.", + "This number may not be very helpful in open-grid/hg situations as the network connectivity/quality of destinations is uncontrollable.", + "", + "entitytransfer", + Scene.Name, + StatType.Push, + null, + StatVerbosity.Debug); + + StatsManager.RegisterStat(m_interRegionTeleportAttempts); + StatsManager.RegisterStat(m_interRegionTeleportAborts); + StatsManager.RegisterStat(m_interRegionTeleportCancels); + StatsManager.RegisterStat(m_interRegionTeleportFailures); + scene.RegisterModuleInterface(this); scene.EventManager.OnNewClient += OnNewClient; } @@ -173,7 +254,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer public virtual void Close() {} - public virtual void RemoveRegion(Scene scene) {} + public virtual void RemoveRegion(Scene scene) + { + if (m_Enabled) + { + StatsManager.DeregisterStat(m_interRegionTeleportAttempts); + StatsManager.DeregisterStat(m_interRegionTeleportAborts); + StatsManager.DeregisterStat(m_interRegionTeleportCancels); + StatsManager.DeregisterStat(m_interRegionTeleportFailures); + } + } public virtual void RegionLoaded(Scene scene) { @@ -181,6 +271,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer return; m_eqModule = Scene.RequestModuleInterface(); + m_regionCombinerModule = Scene.RequestModuleInterface(); } #endregion @@ -291,8 +382,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer Vector3 emergencyPos = new Vector3(128, 128, 128); m_log.WarnFormat( - "[ENTITY TRANSFER MODULE]: RequestTeleportToLocation() was given an illegal position of {0} for avatar {1}, {2}. Substituting {3}", - position, sp.Name, sp.UUID, emergencyPos); + "[ENTITY TRANSFER MODULE]: RequestTeleportToLocation() was given an illegal position of {0} for avatar {1}, {2} in {3}. Substituting {4}", + position, sp.Name, sp.UUID, Scene.Name, emergencyPos); position = emergencyPos; } @@ -548,6 +639,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer return; } + // Before this point, teleport 'failure' is due to checkable pre-conditions such as whether the target + // simulator can be found and is explicitly prepared to allow access. Therefore, we will not count these + // as server attempts. + m_interRegionTeleportAttempts.Value++; + m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Destination is running version {0}", version); // Fixing a bug where teleporting while sitting results in the avatar ending up removed from @@ -600,6 +696,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer bool logout = false; if (!CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout)) { + m_interRegionTeleportFailures.Value++; + sp.ControllingClient.SendTeleportFailed(String.Format("Teleport refused: {0}", reason)); m_log.DebugFormat( @@ -611,6 +709,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Cancelling) { + m_interRegionTeleportCancels.Value++; + m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after CreateAgent on client request", sp.Name, finalDestination.RegionName, sp.Scene.Name); @@ -619,6 +719,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer } else if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting) { + m_interRegionTeleportAborts.Value++; + m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} after CreateAgent due to previous client close.", sp.Name, finalDestination.RegionName, sp.Scene.Name); @@ -635,6 +737,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer IClientIPEndpoint ipepClient; if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY)) { + m_log.DebugFormat( + "[ENTITY TRANSFER MODULE]: Determined that region {0} at {1},{2} needs new child agent for incoming agent {3} from {4}", + finalDestination.RegionName, newRegionX, newRegionY, sp.Name, Scene.Name); + //sp.ControllingClient.SendTeleportProgress(teleportFlags, "Creating agent..."); #region IP Translation for NAT // Uses ipepClient above @@ -688,6 +794,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // establish th econnection to the destination which makes it return true. if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting) { + m_interRegionTeleportAborts.Value++; + m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} before UpdateAgent", sp.Name, finalDestination.RegionName, sp.Scene.Name); @@ -703,6 +811,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer { if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting) { + m_interRegionTeleportAborts.Value++; + m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} after UpdateAgent due to previous client close.", sp.Name, finalDestination.RegionName, sp.Scene.Name); @@ -720,6 +830,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Cancelling) { + m_interRegionTeleportCancels.Value++; + m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after UpdateAgent on client request", sp.Name, finalDestination.RegionName, sp.Scene.Name); @@ -755,6 +867,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer { if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting) { + m_interRegionTeleportAborts.Value++; + m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} after WaitForAgentArrivedAtDestination due to previous client close.", sp.Name, finalDestination.RegionName, sp.Scene.Name); @@ -767,6 +881,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName); Fail(sp, finalDestination, logout, "Destination region did not signal teleport completion."); + return; } @@ -808,15 +923,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // now we have a child agent in this region. sp.Reset(); } - - // Commented pending deletion since this method no longer appears to do anything at all -// // REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE! -// if (sp.Scene.NeedSceneCacheClear(sp.UUID)) -// { -// m_log.DebugFormat( -// "[ENTITY TRANSFER MODULE]: User {0} is going to another region, profile cache removed", -// sp.UUID); -// } } /// @@ -852,6 +958,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer { CleanupFailedInterRegionTeleport(sp, finalDestination); + m_interRegionTeleportFailures.Value++; + sp.ControllingClient.SendTeleportFailed( string.Format( "Problems connecting to destination {0}, reason: {1}", finalDestination.RegionName, reason)); @@ -907,7 +1015,21 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer protected virtual bool NeedsNewAgent(float drawdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY) { - return Util.IsOutsideView(drawdist, oldRegionX, newRegionX, oldRegionY, newRegionY); + if (m_regionCombinerModule != null && m_regionCombinerModule.IsRootForMegaregion(Scene.RegionInfo.RegionID)) + { + Vector2 swCorner, neCorner; + GetMegaregionViewRange(out swCorner, out neCorner); + + m_log.DebugFormat( + "[ENTITY TRANSFER MODULE]: Megaregion view of {0} is from {1} to {2} with new agent check for {3},{4}", + Scene.Name, swCorner, neCorner, newRegionX, newRegionY); + + return !(newRegionX >= swCorner.X && newRegionX <= neCorner.X && newRegionY >= swCorner.Y && newRegionY <= neCorner.Y); + } + else + { + return Util.IsOutsideView(drawdist, oldRegionX, newRegionX, oldRegionY, newRegionY); + } } protected virtual bool NeedsClosing(float drawdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, GridRegion reg) @@ -1011,6 +1133,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer { version = String.Empty; newpos = new Vector3(pos.X, pos.Y, pos.Z); + +// m_log.DebugFormat( +// "[ENTITY TRANSFER MODULE]: Crossing agent {0} at pos {1} in {2}", agent.Name, pos, scene.Name); + uint neighbourx = scene.RegionInfo.RegionLocX; uint neighboury = scene.RegionInfo.RegionLocY; const float boundaryDistance = 1.7f; @@ -1182,7 +1308,19 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer Scene initiatingScene) { Thread.Sleep(10000); - + + m_log.DebugFormat( + "[ENTITY TRANSFER MODULE]: Auto-reteleporting {0} to correct megaregion location {1},{2},{3} from {4}", + agent.Name, regionX, regionY, position, initiatingScene.Name); + + agent.Scene.RequestTeleportLocation( + agent.ControllingClient, + Utils.UIntsToLong(regionX * (uint)Constants.RegionSize, regionY * (uint)Constants.RegionSize), + position, + agent.Lookat, + (uint)Constants.TeleportFlags.ViaLocation); + + /* IMessageTransferModule im = initiatingScene.RequestModuleInterface(); if (im != null) { @@ -1217,6 +1355,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer }); } + */ } private void InformClientToInitiateTeleportToLocationCompleted(IAsyncResult iar) @@ -1724,6 +1863,37 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer reg.RegionName, sp.Name, sp.UUID, reason); } + /// + /// Gets the range considered in view of this megaregion (assuming this is a megaregion). + /// + /// Expressed in 256m units + /// + /// + private void GetMegaregionViewRange(out Vector2 swCorner, out Vector2 neCorner) + { + Border[] northBorders = Scene.NorthBorders.ToArray(); + Border[] eastBorders = Scene.EastBorders.ToArray(); + + Vector2 extent = Vector2.Zero; + for (int i = 0; i < eastBorders.Length; i++) + { + extent.X = (eastBorders[i].BorderLine.Z > extent.X) ? eastBorders[i].BorderLine.Z : extent.X; + } + for (int i = 0; i < northBorders.Length; i++) + { + extent.Y = (northBorders[i].BorderLine.Z > extent.Y) ? northBorders[i].BorderLine.Z : extent.Y; + } + + // Loss of fraction on purpose + extent.X = ((int)extent.X / (int)Constants.RegionSize); + extent.Y = ((int)extent.Y / (int)Constants.RegionSize); + + swCorner.X = Scene.RegionInfo.RegionLocX - 1; + swCorner.Y = Scene.RegionInfo.RegionLocY - 1; + neCorner.X = Scene.RegionInfo.RegionLocX + extent.X; + neCorner.Y = Scene.RegionInfo.RegionLocY + extent.Y; + } + /// /// Return the list of regions that are considered to be neighbours to the given scene. /// @@ -1736,15 +1906,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer Scene pScene = avatar.Scene; RegionInfo m_regionInfo = pScene.RegionInfo; - Border[] northBorders = pScene.NorthBorders.ToArray(); - Border[] southBorders = pScene.SouthBorders.ToArray(); - Border[] eastBorders = pScene.EastBorders.ToArray(); - Border[] westBorders = pScene.WestBorders.ToArray(); - // Leaving this as a "megaregions" computation vs "non-megaregions" computation; it isn't // clear what should be done with a "far view" given that megaregions already extended the // view to include everything in the megaregion - if (northBorders.Length <= 1 && southBorders.Length <= 1 && eastBorders.Length <= 1 && westBorders.Length <= 1) + if (m_regionCombinerModule == null || !m_regionCombinerModule.IsRootForMegaregion(Scene.RegionInfo.RegionID)) { int dd = avatar.DrawDistance < Constants.RegionSize ? (int)Constants.RegionSize : (int)avatar.DrawDistance; @@ -1762,27 +1927,17 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer } else { - Vector2 extent = Vector2.Zero; - for (int i = 0; i < eastBorders.Length; i++) - { - extent.X = (eastBorders[i].BorderLine.Z > extent.X) ? eastBorders[i].BorderLine.Z : extent.X; - } - for (int i = 0; i < northBorders.Length; i++) - { - extent.Y = (northBorders[i].BorderLine.Z > extent.Y) ? northBorders[i].BorderLine.Z : extent.Y; - } + Vector2 swCorner, neCorner; + GetMegaregionViewRange(out swCorner, out neCorner); - // Loss of fraction on purpose - extent.X = ((int)extent.X / (int)Constants.RegionSize) + 1; - extent.Y = ((int)extent.Y / (int)Constants.RegionSize) + 1; + List neighbours + = pScene.GridService.GetRegionRange( + m_regionInfo.ScopeID, + (int)swCorner.X * (int)Constants.RegionSize, + (int)neCorner.X * (int)Constants.RegionSize, + (int)swCorner.Y * (int)Constants.RegionSize, + (int)neCorner.Y * (int)Constants.RegionSize); - int startX = (int)(pRegionLocX - 1) * (int)Constants.RegionSize; - int startY = (int)(pRegionLocY - 1) * (int)Constants.RegionSize; - - int endX = ((int)pRegionLocX + (int)extent.X) * (int)Constants.RegionSize; - int endY = ((int)pRegionLocY + (int)extent.Y) * (int)Constants.RegionSize; - - List neighbours = pScene.GridService.GetRegionRange(m_regionInfo.ScopeID, startX, endX, startY, endY); neighbours.RemoveAll(delegate(GridRegion r) { return r.RegionID == m_regionInfo.RegionID; }); return neighbours; diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs index 9b78b3b84b..d372c0e2dd 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs @@ -199,7 +199,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer public override void RemoveRegion(Scene scene) { - base.AddRegion(scene); + base.RemoveRegion(scene); if (m_Enabled) scene.UnregisterModuleInterface(this); diff --git a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs index 0276267be8..2b13a8b4fb 100644 --- a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs +++ b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs @@ -189,6 +189,45 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest case (int)HttpRequestConstants.HTTP_VERIFY_CERT: htc.HttpVerifyCert = (int.Parse(parms[i + 1]) != 0); break; + + case (int)HttpRequestConstants.HTTP_VERBOSE_THROTTLE: + + // TODO implement me + break; + + case (int)HttpRequestConstants.HTTP_CUSTOM_HEADER: + //Parameters are in pairs and custom header takes + //arguments in pairs so adjust for header marker. + ++i; + + //Maximum of 8 headers are allowed based on the + //Second Life documentation for llHTTPRequest. + for (int count = 1; count <= 8; ++count) + { + //Not enough parameters remaining for a header? + if (parms.Length - i < 2) + break; + + //Have we reached the end of the list of headers? + //End is marked by a string with a single digit. + //We already know we have at least one parameter + //so it is safe to do this check at top of loop. + if (Char.IsDigit(parms[i][0])) + break; + + if (htc.HttpCustomHeaders == null) + htc.HttpCustomHeaders = new List(); + + htc.HttpCustomHeaders.Add(parms[i]); + htc.HttpCustomHeaders.Add(parms[i+1]); + + i += 2; + } + break; + + case (int)HttpRequestConstants.HTTP_PRAGMA_NO_CACHE: + htc.HttpPragmaNoCache = (int.Parse(parms[i + 1]) != 0); + break; } } } @@ -353,9 +392,12 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest // public const int HTTP_METHOD = 0; // public const int HTTP_MIMETYPE = 1; // public const int HTTP_VERIFY_CERT = 3; + // public const int HTTP_VERBOSE_THROTTLE = 4; + // public const int HTTP_CUSTOM_HEADER = 5; + // public const int HTTP_PRAGMA_NO_CACHE = 6; private bool _finished; public bool Finished - { + { get { return _finished; } } // public int HttpBodyMaxLen = 2048; // not implemented @@ -367,9 +409,14 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest public bool HttpVerifyCert = true; public IWorkItemResult WorkItem = null; + //public bool HttpVerboseThrottle = true; // not implemented + public List HttpCustomHeaders = null; + public bool HttpPragmaNoCache = true; + private Thread httpThread; + // Request info private UUID _itemID; - public UUID ItemID + public UUID ItemID { get { return _itemID; } set { _itemID = value; } @@ -385,7 +432,7 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest public string proxyexcepts; public string OutboundBody; private UUID _reqID; - public UUID ReqID + public UUID ReqID { get { return _reqID; } set { _reqID = value; } @@ -434,20 +481,34 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest Request.Method = HttpMethod; Request.ContentType = HttpMIMEType; - if(!HttpVerifyCert) + if (!HttpVerifyCert) { // We could hijack Connection Group Name to identify // a desired security exception. But at the moment we'll use a dummy header instead. Request.Headers.Add("NoVerifyCert", "true"); } - if (proxyurl != null && proxyurl.Length > 0) +// else +// { +// Request.ConnectionGroupName="Verify"; +// } + if (!HttpPragmaNoCache) { - if (proxyexcepts != null && proxyexcepts.Length > 0) + Request.Headers.Add("Pragma", "no-cache"); + } + if (HttpCustomHeaders != null) + { + for (int i = 0; i < HttpCustomHeaders.Count; i += 2) + Request.Headers.Add(HttpCustomHeaders[i], + HttpCustomHeaders[i+1]); + } + if (proxyurl != null && proxyurl.Length > 0) + { + if (proxyexcepts != null && proxyexcepts.Length > 0) { string[] elist = proxyexcepts.Split(';'); Request.Proxy = new WebProxy(proxyurl, true, elist); - } - else + } + else { Request.Proxy = new WebProxy(proxyurl, true); } @@ -460,7 +521,7 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest Request.Headers[entry.Key] = entry.Value; // Encode outbound data - if (OutboundBody.Length > 0) + if (OutboundBody.Length > 0) { byte[] data = Util.UTF8.GetBytes(OutboundBody); diff --git a/OpenSim/Region/CoreModules/World/Objects/Commands/ObjectCommandsModule.cs b/OpenSim/Region/CoreModules/World/Objects/Commands/ObjectCommandsModule.cs index 28db407a47..e434b2eb69 100644 --- a/OpenSim/Region/CoreModules/World/Objects/Commands/ObjectCommandsModule.cs +++ b/OpenSim/Region/CoreModules/World/Objects/Commands/ObjectCommandsModule.cs @@ -597,6 +597,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands cdl.AddRow("LightFalloff", s.LightFalloff); cdl.AddRow("LightIntensity", s.LightIntensity); cdl.AddRow("LightRadius", s.LightRadius); + cdl.AddRow("Location (relative)", sop.RelativePosition); cdl.AddRow("Media", string.Format("{0} entries", s.Media != null ? s.Media.Count.ToString() : "n/a")); cdl.AddRow("PathBegin", s.PathBegin); cdl.AddRow("PathEnd", s.PathEnd); @@ -619,6 +620,8 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands cdl.AddRow("ProjectionFocus", s.ProjectionFocus); cdl.AddRow("ProjectionFOV", s.ProjectionFOV); cdl.AddRow("ProjectionTextureUUID", s.ProjectionTextureUUID); + cdl.AddRow("Rotation (Relative)", sop.RotationOffset); + cdl.AddRow("Rotation (World)", sop.GetWorldRotation()); cdl.AddRow("Scale", s.Scale); cdl.AddRow( "SculptData", diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs index eaaf7a3b40..3c1247f903 100644 --- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs @@ -54,6 +54,10 @@ namespace OpenSim.Region.Framework.Interfaces /// RezAttachments. This should only be called upon login on the first region. /// Attachment rezzings on crossings and TPs are done in a different way. /// + /// + /// This is only actually necessary for viewers which do not have a current outfit folder (these viewers make + /// their own attachment calls on login) and agents which have attachments but no viewer (e.g. NPCs). + /// /// void RezAttachments(IScenePresence sp); @@ -77,14 +81,16 @@ namespace OpenSim.Region.Framework.Interfaces void DeleteAttachmentsFromScene(IScenePresence sp, bool silent); /// - /// Attach an object to an avatar + /// Attach an object to an avatar. /// /// /// /// /// + /// If true then add object to user inventory + /// Append to attachment point rather than replace. /// true if the object was successfully attached, false otherwise - bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent, bool useAttachmentInfo, bool temp, bool append); + bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent, bool useAttachmentInfo, bool addToInventory, bool append); /// /// Rez an attachment from user inventory and change inventory status to match. diff --git a/OpenSim/Region/Framework/Interfaces/IHttpRequests.cs b/OpenSim/Region/Framework/Interfaces/IHttpRequests.cs index de0f2a32aa..eb6c5ac56c 100644 --- a/OpenSim/Region/Framework/Interfaces/IHttpRequests.cs +++ b/OpenSim/Region/Framework/Interfaces/IHttpRequests.cs @@ -36,6 +36,9 @@ namespace OpenSim.Region.Framework.Interfaces HTTP_MIMETYPE = 1, HTTP_BODY_MAXLENGTH = 2, HTTP_VERIFY_CERT = 3, + HTTP_VERBOSE_THROTTLE = 4, + HTTP_CUSTOM_HEADER = 5, + HTTP_PRAGMA_NO_CACHE = 6 } public interface IHttpRequestModule diff --git a/OpenSim/Region/Framework/Scenes/Border.cs b/OpenSim/Region/Framework/Scenes/Border.cs index c6a6511046..08c0c31009 100644 --- a/OpenSim/Region/Framework/Scenes/Border.cs +++ b/OpenSim/Region/Framework/Scenes/Border.cs @@ -33,8 +33,7 @@ using OpenMetaverse; namespace OpenSim.Region.Framework.Scenes { public class Border - { - + { /// /// Line perpendicular to the Direction Cardinal. Z value is the /// @@ -81,6 +80,10 @@ namespace OpenSim.Region.Framework.Scenes TriggerRegionY = triggerRegionY; } + /// + /// Tests to see if the given position would cross this border. + /// + /// public bool TestCross(Vector3 position) { bool result = false; diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 357a94b5bc..28fce53256 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -2644,7 +2644,6 @@ namespace OpenSim.Region.Framework.Scenes } } - return null; } @@ -2862,7 +2861,10 @@ namespace OpenSim.Region.Framework.Scenes // "[ATTACHMENT]: Attach to avatar {0} at position {1}", sp.UUID, grp.AbsolutePosition); RootPrim.RemFlag(PrimFlags.TemporaryOnRez); - + + // We must currently not resume scripts at this stage since AttachmentsModule does not have the + // information that this is due to a teleport/border cross rather than an ordinary attachment. + // We currently do this in Scene.MakeRootAgent() instead. if (AttachmentsModule != null) AttachmentsModule.AttachObject(sp, grp, 0, false, false, false, true); } @@ -2979,35 +2981,6 @@ namespace OpenSim.Region.Framework.Scenes m_eventManager.TriggerOnNewPresence(sp); sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags; - - // The first agent upon login is a root agent by design. - // For this agent we will have to rez the attachments. - // All other AddNewClient calls find aCircuit.child to be true. - if (aCircuit.child == false) - { - // We have to set SP to be a root agent here so that SP.MakeRootAgent() will later not try to - // start the scripts again (since this is done in RezAttachments()). - // XXX: This is convoluted. - sp.IsChildAgent = false; - sp.IsLoggingIn = true; - - // We leave a 5 second pause before attempting to rez attachments to avoid a clash with - // version 3 viewers that maybe doing their own attachment rezzing related to their current - // outfit folder on startup. If these operations do clash, then the symptoms are invisible - // attachments until one zooms in on the avatar. - // - // We do not pause if we are launching on the same thread anyway in order to avoid pointlessly - // delaying any attachment related regression tests. - if (AttachmentsModule != null) - Util.FireAndForget( - o => - { - if (Util.FireAndForgetMethod != FireAndForgetMethod.None) - Thread.Sleep(5000); - - AttachmentsModule.RezAttachments(sp); - }); - } } else { @@ -4344,33 +4317,33 @@ namespace OpenSim.Region.Framework.Scenes // } // } - /// - /// Triggered when an agent crosses into this sim. Also happens on initial login. - /// - /// - /// - /// - public virtual void AgentCrossing(UUID agentID, Vector3 position, bool isFlying) - { - ScenePresence presence = GetScenePresence(agentID); - if (presence != null) - { - try - { - presence.MakeRootAgent(position, isFlying); - } - catch (Exception e) - { - m_log.ErrorFormat("[SCENE]: Unable to do agent crossing, exception {0}{1}", e.Message, e.StackTrace); - } - } - else - { - m_log.ErrorFormat( - "[SCENE]: Could not find presence for agent {0} crossing into scene {1}", - agentID, RegionInfo.RegionName); - } - } +// /// +// /// Triggered when an agent crosses into this sim. Also happens on initial login. +// /// +// /// +// /// +// /// +// public virtual void AgentCrossing(UUID agentID, Vector3 position, bool isFlying) +// { +// ScenePresence presence = GetScenePresence(agentID); +// if (presence != null) +// { +// try +// { +// presence.MakeRootAgent(position, isFlying); +// } +// catch (Exception e) +// { +// m_log.ErrorFormat("[SCENE]: Unable to do agent crossing, exception {0}{1}", e.Message, e.StackTrace); +// } +// } +// else +// { +// m_log.ErrorFormat( +// "[SCENE]: Could not find presence for agent {0} crossing into scene {1}", +// agentID, RegionInfo.RegionName); +// } +// } /// /// We've got an update about an agent that sees into this region, diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index c2f0792436..42644dc89f 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -3743,6 +3743,10 @@ namespace OpenSim.Region.Framework.Scenes /// public void SetScriptEvents(UUID scriptid, int events) { +// m_log.DebugFormat( +// "[SCENE OBJECT PART]: Set script events for script with id {0} on {1}/{2} to {3} in {4}", +// scriptid, Name, ParentGroup.Name, events, ParentGroup.Scene.Name); + // scriptEvents oldparts; lock (m_scriptEvents) { diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 5ed7b67c49..0ab267a4d0 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -456,9 +456,9 @@ namespace OpenSim.Region.Framework.Scenes { m_pos = PhysicsActor.Position; - //m_log.DebugFormat( - // "[SCENE PRESENCE]: Set position {0} for {1} in {2} via getting AbsolutePosition!", - // m_pos, Name, Scene.RegionInfo.RegionName); +// m_log.DebugFormat( +// "[SCENE PRESENCE]: Set position of {0} in {1} to {2} via getting AbsolutePosition!", +// Name, Scene.Name, m_pos); } else { @@ -485,6 +485,9 @@ namespace OpenSim.Region.Framework.Scenes } set { +// m_log.DebugFormat("[SCENE PRESENCE]: Setting position of {0} in {1} to {2}", Name, Scene.Name, value); +// Util.PrintCallStack(); + if (PhysicsActor != null) { try @@ -938,8 +941,6 @@ namespace OpenSim.Region.Framework.Scenes "[SCENE]: Upgrading child to root agent for {0} in {1}", Name, m_scene.RegionInfo.RegionName); - bool wasChild = IsChildAgent; - if (ParentUUID != UUID.Zero) { m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID); @@ -972,6 +973,9 @@ namespace OpenSim.Region.Framework.Scenes IsLoggingIn = false; } + //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count); + + IsChildAgent = false; IGroupsModule gm = m_scene.RequestModuleInterface(); if (gm != null) @@ -1065,6 +1069,13 @@ namespace OpenSim.Region.Framework.Scenes else AddToPhysicalScene(isFlying); + // XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a + // location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it + // since it requires a physics actor to be present. If it is left any later, then physics appears to reset + // the value to a negative position which does not trigger the border cross. + // This may not be the best location for this. + CheckForBorderCrossing(); + if (ForceFly) { Flying = true; @@ -1085,22 +1096,43 @@ namespace OpenSim.Region.Framework.Scenes // and it has already rezzed the attachments and started their scripts. // We do the following only for non-login agents, because their scripts // haven't started yet. - lock (m_attachments) + if (PresenceType == PresenceType.Npc || (TeleportFlags & TeleportFlags.ViaLogin) != 0) { - if (wasChild && HasAttachments()) + // Viewers which have a current outfit folder will actually rez their own attachments. However, + // viewers without (e.g. v1 viewers) will not, so we still need to make this call. + if (Scene.AttachmentsModule != null) + Util.FireAndForget( + o => + { +// if (PresenceType != PresenceType.Npc && Util.FireAndForgetMethod != FireAndForgetMethod.None) +// System.Threading.Thread.Sleep(7000); + + Scene.AttachmentsModule.RezAttachments(this); + }); + } + else + { + // We need to restart scripts here so that they receive the correct changed events (CHANGED_TELEPORT + // and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently + // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are + // not transporting the required data. + lock (m_attachments) { - m_log.DebugFormat( - "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name); - - // Resume scripts - Util.FireAndForget(delegate(object x) { - foreach (SceneObjectGroup sog in m_attachments) - { - sog.ScheduleGroupForFullUpdate(); - sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); - sog.ResumeScripts(); - } - }); + if (HasAttachments()) + { + m_log.DebugFormat( + "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name); + + // Resume scripts + Util.FireAndForget(delegate(object x) { + foreach (SceneObjectGroup sog in m_attachments) + { + sog.ScheduleGroupForFullUpdate(); + sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); + sog.ResumeScripts(); + } + }); + } } } @@ -3121,6 +3153,10 @@ namespace OpenSim.Region.Framework.Scenes if (!IsInTransit) { +// m_log.DebugFormat( +// "[SCENE PRESENCE]: Testing border check for projected position {0} of {1} in {2}", +// pos2, Name, Scene.Name); + // Checks if where it's headed exists a region bool needsTransit = false; if (m_scene.TestBorderCross(pos2, Cardinals.W)) diff --git a/OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs b/OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs index 8740f87149..d56e39da11 100644 --- a/OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs +++ b/OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs @@ -184,7 +184,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Attachments hostPart.ParentGroup.RootPart.ScheduleFullUpdate(); } - return attachmentsModule.AttachObject(target, hostPart.ParentGroup, (uint)attachmentPoint, false, true, true, true) ? 1 : 0; + return attachmentsModule.AttachObject(target, hostPart.ParentGroup, (uint)attachmentPoint, false, false, true, true) ? 1 : 0; } } } diff --git a/OpenSim/Region/OptionalModules/World/SceneCommands/SceneCommandsModule.cs b/OpenSim/Region/OptionalModules/World/SceneCommands/SceneCommandsModule.cs index 5fb74b01ea..29b39e031a 100644 --- a/OpenSim/Region/OptionalModules/World/SceneCommands/SceneCommandsModule.cs +++ b/OpenSim/Region/OptionalModules/World/SceneCommands/SceneCommandsModule.cs @@ -116,6 +116,37 @@ namespace OpenSim.Region.OptionalModules.Avatar.Attachments + "If teleport is true then some extra teleport debug information is logged.\n" + "If updates is true then any frame which exceeds double the maximum desired frame time is logged.", HandleDebugSceneSetCommand); + + scene.AddCommand( + "Regions", + this, "show borders", "show borders", "Show border information for regions", HandleShowBordersCommand); + } + + private void HandleShowBordersCommand(string module, string[] args) + { + StringBuilder sb = new StringBuilder(); + sb.AppendFormat("Borders for {0}:\n", m_scene.Name); + + ConsoleDisplayTable cdt = new ConsoleDisplayTable(); + cdt.AddColumn("Cross Direction", 15); + cdt.AddColumn("Line", 34); + cdt.AddColumn("Trigger Region", 14); + + foreach (Border b in m_scene.NorthBorders) + cdt.AddRow(b.CrossDirection, b.BorderLine, string.Format("{0}, {1}", b.TriggerRegionX, b.TriggerRegionY)); + + foreach (Border b in m_scene.EastBorders) + cdt.AddRow(b.CrossDirection, b.BorderLine, string.Format("{0}, {1}", b.TriggerRegionX, b.TriggerRegionY)); + + foreach (Border b in m_scene.SouthBorders) + cdt.AddRow(b.CrossDirection, b.BorderLine, string.Format("{0}, {1}", b.TriggerRegionX, b.TriggerRegionY)); + + foreach (Border b in m_scene.WestBorders) + cdt.AddRow(b.CrossDirection, b.BorderLine, string.Format("{0}, {1}", b.TriggerRegionX, b.TriggerRegionY)); + + cdt.AddToStringBuilder(sb); + + MainConsole.Instance.Output(sb.ToString()); } private void HandleDebugSceneGetCommand(string module, string[] args) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index e208d3a9e0..90c2d9cf46 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -479,7 +479,7 @@ public sealed class BSCharacter : BSPhysObject // The character is out of the known/simulated area. // Force the avatar position to be within known. ScenePresence will use the position // plus the velocity to decide if the avatar is moving out of the region. - RawPosition = PhysicsScene.TerrainManager.ClampPositionIntoKnownTerrain(RawPosition); + RawPosition = PhysicsScene.TerrainManager.ClampPositionIntoKnownTerrain(RawPosition); DetailLog("{0},BSCharacter.PositionSanityCheck,notWithinKnownTerrain,clampedPos={1}", LocalID, RawPosition); return true; } @@ -898,7 +898,7 @@ public sealed class BSCharacter : BSPhysObject // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. if (PositionSanityCheck(true)) { - DetailLog("{0},BSCharacter.UpdateProperties,updatePosForSanity,pos={1}", LocalID, _position); + DetailLog("{0},BSCharacter.UpdateProperties,updatePosForSanity,pos={1}", LocalID, _position); entprop.Position = _position; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 5549984d65..65df741962 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -321,7 +321,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin } } - internal void ProcessTypeChange(Vehicle pType) + public void ProcessTypeChange(Vehicle pType) { VDetailLog("{0},ProcessTypeChange,type={1}", Prim.LocalID, pType); // Set Defaults For Type @@ -1301,14 +1301,52 @@ namespace OpenSim.Region.Physics.BulletSPlugin // efficiency of 1.0 will cause the spring to reach its equilibrium with exponential decay. public void ComputeAngularVerticalAttraction() { + // If vertical attaction timescale is reasonable if (enableAngularVerticalAttraction && m_verticalAttractionTimescale < m_verticalAttractionCutoff) { + // Possible solution derived from a discussion at: + // http://stackoverflow.com/questions/14939657/computing-vector-from-quaternion-works-computing-quaternion-from-vector-does-no + + // Create a rotation that is only the vehicle's rotation around Z + Vector3 currentEuler = Vector3.Zero; + VehicleOrientation.GetEulerAngles(out currentEuler.X, out currentEuler.Y, out currentEuler.Z); + Quaternion justZOrientation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, currentEuler.Z); + + // Create the axis that is perpendicular to the up vector and the rotated up vector. + Vector3 differenceAxis = Vector3.Cross(Vector3.UnitZ * justZOrientation, Vector3.UnitZ * VehicleOrientation); + // Compute the angle between those to vectors. + double differenceAngle = Math.Acos((double)Vector3.Dot(Vector3.UnitZ, Vector3.Normalize(Vector3.UnitZ * VehicleOrientation))); + // 'differenceAngle' is the angle to rotate and 'differenceAxis' is the plane to rotate in to get the vehicle vertical + + // Reduce the change by the time period it is to change in. Timestep is handled when velocity is applied. + // TODO: add 'efficiency'. + differenceAngle /= m_verticalAttractionTimescale; + + // Create the quaterian representing the correction angle + Quaternion correctionRotation = Quaternion.CreateFromAxisAngle(differenceAxis, (float)differenceAngle); + + // Turn that quaternion into Euler values to make it into velocities to apply. + Vector3 vertContributionV = Vector3.Zero; + correctionRotation.GetEulerAngles(out vertContributionV.X, out vertContributionV.Y, out vertContributionV.Z); + vertContributionV *= -1f; + + VehicleRotationalVelocity += vertContributionV; + + VDetailLog("{0}, MoveAngular,verticalAttraction,diffAxis={1},diffAng={2},corrRot={3},contrib={4}", + Prim.LocalID, + differenceAxis, + differenceAngle, + correctionRotation, + vertContributionV); + + // =================================================================== + /* Vector3 vertContributionV = Vector3.Zero; Vector3 origRotVelW = VehicleRotationalVelocity; // DEBUG DEBUG // Take a vector pointing up and convert it from world to vehicle relative coords. - Vector3 verticalError = Vector3.UnitZ * VehicleOrientation; + Vector3 verticalError = Vector3.Normalize(Vector3.UnitZ * VehicleOrientation); // If vertical attraction correction is needed, the vector that was pointing up (UnitZ) // is now: @@ -1334,13 +1372,17 @@ namespace OpenSim.Region.Physics.BulletSPlugin // 'vertContrbution' is now the necessary angular correction to correct tilt in one second. // Correction happens over a number of seconds. Vector3 unscaledContribVerticalErrorV = vertContributionV; // DEBUG DEBUG + + // The correction happens over the user's time period vertContributionV /= m_verticalAttractionTimescale; - VehicleRotationalVelocity += vertContributionV; + // Rotate the vehicle rotation to the world coordinates. + VehicleRotationalVelocity += (vertContributionV * VehicleOrientation); VDetailLog("{0}, MoveAngular,verticalAttraction,,origRotVW={1},vertError={2},unscaledV={3},eff={4},ts={5},vertContribV={6}", Prim.LocalID, origRotVelW, verticalError, unscaledContribVerticalErrorV, m_verticalAttractionEfficiency, m_verticalAttractionTimescale, vertContributionV); + */ } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs index 92d62ff9ea..ee77d6e3f8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs @@ -180,11 +180,14 @@ public static class BSMaterials // Use reflection to set the value in the attribute structure. private static void SetAttributeValue(int matType, string attribName, float val) { + // Get the current attribute values for this material MaterialAttributes thisAttrib = Attributes[matType]; + // Find the field for the passed attribute name (eg, find field named 'friction') FieldInfo fieldInfo = thisAttrib.GetType().GetField(attribName.ToLower()); if (fieldInfo != null) { fieldInfo.SetValue(thisAttrib, val); + // Copy new attributes back to array -- since MaterialAttributes is 'struct', passed by value, not reference. Attributes[matType] = thisAttrib; } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 4d89a88778..385ed9e9bc 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -142,6 +142,14 @@ public static class BSParam public static float VehicleAngularBankingTimescaleFudge { get; private set; } public static bool VehicleDebuggingEnabled { get; private set; } + // Convex Hulls + public static int CSHullMaxDepthSplit { get; private set; } + public static int CSHullMaxDepthSplitForSimpleShapes { get; private set; } + public static float CSHullConcavityThresholdPercent { get; private set; } + public static float CSHullVolumeConservationThresholdPercent { get; private set; } + public static int CSHullMaxVertices { get; private set; } + public static float CSHullMaxSkinWidth { get; private set; } + // Linkset implementation parameters public static float LinksetImplementation { get; private set; } public static bool LinkConstraintUseFrameOffset { get; private set; } @@ -195,10 +203,10 @@ public static class BSParam public delegate void PSetOnObject(BSScene scene, BSPhysObject obj); public sealed class ParameterDefn : ParameterDefnBase { - T defaultValue; - PSetValue setter; - PGetValue getter; - PSetOnObject objectSet; + private T defaultValue; + private PSetValue setter; + private PGetValue getter; + private PSetOnObject objectSet; public ParameterDefn(string pName, string pDesc, T pDefault, PGetValue pGetter, PSetValue pSetter) : base(pName, pDesc) { @@ -215,13 +223,23 @@ public static class BSParam getter = pGetter; objectSet = pObjSetter; } + /* Wish I could simplify using this definition but CLR doesn't store references so closure around delegates of references won't work + public ParameterDefn(string pName, string pDesc, T pDefault, ref T loc) + : base(pName, pDesc) + { + defaultValue = pDefault; + setter = (s, v) => { loc = v; }; + getter = (s) => { return loc; }; + objectSet = null; + } + */ public override void AssignDefault(BSScene s) { setter(s, defaultValue); } public override string GetValue(BSScene s) { - return String.Format("{0}", getter(s)); + return getter(s).ToString(); } public override void SetValue(BSScene s, string valAsString) { @@ -244,6 +262,7 @@ public static class BSParam try { T setValue = (T)parser.Invoke(genericType, new Object[] { valAsString }); + // Store the parsed value setter(s, setValue); // s.Logger.DebugFormat("{0} Parameter {1} = {2}", LogHeader, name, setValue); } @@ -463,7 +482,7 @@ public static class BSParam (s) => { return TerrainImplementation; }, (s,v) => { TerrainImplementation = v; } ), new ParameterDefn("TerrainMeshMagnification", "Number of times the 256x256 heightmap is multiplied to create the terrain mesh" , - 3, + 2, (s) => { return TerrainMeshMagnification; }, (s,v) => { TerrainMeshMagnification = v; } ), new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , @@ -623,6 +642,31 @@ public static class BSParam (s) => { return GlobalContactBreakingThreshold; }, (s,v) => { GlobalContactBreakingThreshold = v; s.UnmanagedParams[0].globalContactBreakingThreshold = v; } ), + new ParameterDefn("CSHullMaxDepthSplit", "CS impl: max depth to split for hull. 1-10 but > 7 is iffy", + 7, + (s) => { return CSHullMaxDepthSplit; }, + (s,v) => { CSHullMaxDepthSplit = v; } ), + new ParameterDefn("CSHullMaxDepthSplitForSimpleShapes", "CS impl: max depth setting for simple prim shapes", + 2, + (s) => { return CSHullMaxDepthSplitForSimpleShapes; }, + (s,v) => { CSHullMaxDepthSplitForSimpleShapes = v; } ), + new ParameterDefn("CSHullConcavityThresholdPercent", "CS impl: concavity threshold percent (0-20)", + 5f, + (s) => { return CSHullConcavityThresholdPercent; }, + (s,v) => { CSHullConcavityThresholdPercent = v; } ), + new ParameterDefn("CSHullVolumeConservationThresholdPercent", "percent volume conservation to collapse hulls (0-30)", + 5f, + (s) => { return CSHullVolumeConservationThresholdPercent; }, + (s,v) => { CSHullVolumeConservationThresholdPercent = v; } ), + new ParameterDefn("CSHullMaxVertices", "CS impl: maximum number of vertices in output hulls. Keep < 50.", + 32, + (s) => { return CSHullMaxVertices; }, + (s,v) => { CSHullMaxVertices = v; } ), + new ParameterDefn("CSHullMaxSkinWidth", "CS impl: skin width to apply to output hulls.", + 0, + (s) => { return CSHullMaxSkinWidth; }, + (s,v) => { CSHullMaxSkinWidth = v; } ), + new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", (float)BSLinkset.LinksetImplementation.Compound, (s) => { return LinksetImplementation; }, diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index f953c1e085..6bb88c77f3 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -86,7 +86,7 @@ public abstract class BSPhysObject : PhysicsActor PhysBody = new BulletBody(localID); PhysShape = new BulletShape(); - LastAssetBuildFailed = false; + PrimAssetState = PrimAssetCondition.Unknown; // Default material type. Also sets Friction, Restitution and Density. SetMaterial((int)MaterialAttributes.Material.Wood); @@ -133,9 +133,13 @@ public abstract class BSPhysObject : PhysicsActor // Reference to the physical shape (btCollisionShape) of this object public BulletShape PhysShape; - // 'true' if the mesh's underlying asset failed to build. - // This will keep us from looping after the first time the build failed. - public bool LastAssetBuildFailed { get; set; } + // The physical representation of the prim might require an asset fetch. + // The asset state is first 'Unknown' then 'Waiting' then either 'Failed' or 'Fetched'. + public enum PrimAssetCondition + { + Unknown, Waiting, Failed, Fetched + } + public PrimAssetCondition PrimAssetState { get; set; } // The objects base shape information. Null if not a prim type shape. public PrimitiveBaseShape BaseShape { get; protected set; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 2cbbe9a3fd..6a5461a4e8 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -155,7 +155,7 @@ public class BSPrim : BSPhysObject public override PrimitiveBaseShape Shape { set { BaseShape = value; - LastAssetBuildFailed = false; + PrimAssetState = PrimAssetCondition.Unknown; ForceBodyShapeRebuild(false); } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 05c147d93f..220fbbcd97 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs @@ -447,17 +447,10 @@ public sealed class BSShapeCollection : IDisposable // If the prim attributes are simple, this could be a simple Bullet native shape if (!haveShape + && nativeShapePossible && pbs != null && !pbs.SculptEntry - && nativeShapePossible - && ((pbs.SculptEntry && !BSParam.ShouldMeshSculptedPrim) - || (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 - && pbs.ProfileHollow == 0 - && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0 - && pbs.PathBegin == 0 && pbs.PathEnd == 0 - && pbs.PathTaperX == 0 && pbs.PathTaperY == 0 - && pbs.PathScaleX == 100 && pbs.PathScaleY == 100 - && pbs.PathShearX == 0 && pbs.PathShearY == 0) ) ) + && ((pbs.SculptEntry && !BSParam.ShouldMeshSculptedPrim) || PrimHasNoCuts(pbs)) ) { // Get the scale of any existing shape so we can see if the new shape is same native type and same size. OMV.Vector3 scaleOfExistingShape = OMV.Vector3.Zero; @@ -508,6 +501,18 @@ public sealed class BSShapeCollection : IDisposable return ret; } + // return 'true' if this shape description does not include any cutting or twisting. + private bool PrimHasNoCuts(PrimitiveBaseShape pbs) + { + return pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 + && pbs.ProfileHollow == 0 + && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0 + && pbs.PathBegin == 0 && pbs.PathEnd == 0 + && pbs.PathTaperX == 0 && pbs.PathTaperY == 0 + && pbs.PathScaleX == 100 && pbs.PathScaleY == 100 + && pbs.PathShearX == 0 && pbs.PathShearY == 0; + } + // return 'true' if the prim's shape was changed. public bool CreateGeomMeshOrHull(BSPhysObject prim, ShapeDestructionCallback shapeCallback) { @@ -518,7 +523,7 @@ public sealed class BSShapeCollection : IDisposable if (prim.IsPhysical && BSParam.ShouldUseHullsForPhysicalObjects) { // Update prim.BSShape to reference a hull of this shape. - ret = GetReferenceToHull(prim,shapeCallback); + ret = GetReferenceToHull(prim, shapeCallback); if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}", prim.LocalID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X")); } @@ -699,6 +704,7 @@ public sealed class BSShapeCollection : IDisposable // See that hull shape exists in the physical world and update prim.BSShape. // We could be creating the hull because scale changed or whatever. + // Return 'true' if a new hull was built. Otherwise, returning a shared hull instance. private bool GetReferenceToHull(BSPhysObject prim, ShapeDestructionCallback shapeCallback) { BulletShape newShape; @@ -717,6 +723,7 @@ public sealed class BSShapeCollection : IDisposable DereferenceShape(prim.PhysShape, shapeCallback); newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, prim.BaseShape, prim.Size, lod); + // It might not have been created if we're waiting for an asset. newShape = VerifyMeshCreated(newShape, prim); ReferenceShape(newShape); @@ -735,13 +742,13 @@ public sealed class BSShapeCollection : IDisposable HullDesc hullDesc; if (Hulls.TryGetValue(newHullKey, out hullDesc)) { - // If the hull shape already is created, just use it. + // If the hull shape already has been created, just use the one shared instance. newShape = hullDesc.shape.Clone(); } else { - // Build a new hull in the physical world - // Pass true for physicalness as this creates some sort of bounding box which we don't need + // Build a new hull in the physical world. + // Pass true for physicalness as this prevents the creation of bounding box which is not needed IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false, false, false); if (meshData != null) { @@ -761,15 +768,35 @@ public sealed class BSShapeCollection : IDisposable convVertices.Add(new float3(vv.X, vv.Y, vv.Z)); } + uint maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplit; + if (BSParam.CSHullMaxDepthSplit != BSParam.CSHullMaxDepthSplitForSimpleShapes) + { + // Simple primitive shapes we know are convex so they are better implemented with + // fewer hulls. + // Check for simple shape (prim without cuts) and reduce split parameter if so. + if (PrimHasNoCuts(pbs)) + { + maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplitForSimpleShapes; + } + } + // setup and do convex hull conversion m_hulls = new List(); DecompDesc dcomp = new DecompDesc(); dcomp.mIndices = convIndices; dcomp.mVertices = convVertices; + dcomp.mDepth = maxDepthSplit; + dcomp.mCpercent = BSParam.CSHullConcavityThresholdPercent; + dcomp.mPpercent = BSParam.CSHullVolumeConservationThresholdPercent; + dcomp.mMaxVertices = (uint)BSParam.CSHullMaxVertices; + dcomp.mSkinWidth = BSParam.CSHullMaxSkinWidth; ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn); // create the hull into the _hulls variable convexBuilder.process(dcomp); + DetailLog("{0},BSShapeCollection.CreatePhysicalHull,key={1},inVert={2},inInd={3},split={4},hulls={5}", + BSScene.DetailLogZero, newHullKey, indices.GetLength(0), vertices.Count, maxDepthSplit, m_hulls.Count); + // Convert the vertices and indices for passing to unmanaged. // The hull information is passed as a large floating point array. // The format is: @@ -904,58 +931,79 @@ public sealed class BSShapeCollection : IDisposable if (newShape.HasPhysicalShape) return newShape; - // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset - if (prim.BaseShape.SculptEntry && !prim.LastAssetBuildFailed && prim.BaseShape.SculptTexture != OMV.UUID.Zero) + // VerifyMeshCreated is called after trying to create the mesh. If we think the asset had been + // fetched but we end up here again, the meshing of the asset must have failed. + // Prevent trying to keep fetching the mesh by declaring failure. + if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) { - DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset,lastFailed={1}", prim.LocalID, prim.LastAssetBuildFailed); - // This will prevent looping through this code as we keep trying to get the failed shape - prim.LastAssetBuildFailed = true; - - BSPhysObject xprim = prim; - Util.FireAndForget(delegate - { - RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod; - if (assetProvider != null) - { - BSPhysObject yprim = xprim; // probably not necessary, but, just in case. - assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset) - { - bool assetFound = false; // DEBUG DEBUG - string mismatchIDs = String.Empty; // DEBUG DEBUG - if (asset != null && yprim.BaseShape.SculptEntry) - { - if (yprim.BaseShape.SculptTexture.ToString() == asset.ID) - { - yprim.BaseShape.SculptData = asset.Data; - // This will cause the prim to see that the filler shape is not the right - // one and try again to build the object. - // No race condition with the normal shape setting since the rebuild is at taint time. - yprim.ForceBodyShapeRebuild(false /* inTaintTime */); - assetFound = true; - } - else - { - mismatchIDs = yprim.BaseShape.SculptTexture.ToString() + "/" + asset.ID; - } - } - DetailLog("{0},BSShapeCollection,fetchAssetCallback,found={1},isSculpt={2},ids={3}", - yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs ); - - }); - } - else - { - PhysicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}", - LogHeader, PhysicsScene.Name); - } - }); + prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; + PhysicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}", + LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); } else { - if (prim.LastAssetBuildFailed) + // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset + if (prim.BaseShape.SculptEntry + && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Failed + && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting + && prim.BaseShape.SculptTexture != OMV.UUID.Zero + ) { - PhysicsScene.Logger.ErrorFormat("{0} Mesh failed to fetch asset. lID={1}, texture={2}", - LogHeader, prim.LocalID, prim.BaseShape.SculptTexture); + DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset", prim.LocalID); + // Multiple requestors will know we're waiting for this asset + prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting; + + BSPhysObject xprim = prim; + Util.FireAndForget(delegate + { + RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod; + if (assetProvider != null) + { + BSPhysObject yprim = xprim; // probably not necessary, but, just in case. + assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset) + { + bool assetFound = false; + string mismatchIDs = String.Empty; // DEBUG DEBUG + if (asset != null && yprim.BaseShape.SculptEntry) + { + if (yprim.BaseShape.SculptTexture.ToString() == asset.ID) + { + yprim.BaseShape.SculptData = asset.Data; + // This will cause the prim to see that the filler shape is not the right + // one and try again to build the object. + // No race condition with the normal shape setting since the rebuild is at taint time. + yprim.ForceBodyShapeRebuild(false /* inTaintTime */); + assetFound = true; + } + else + { + mismatchIDs = yprim.BaseShape.SculptTexture.ToString() + "/" + asset.ID; + } + } + if (assetFound) + yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched; + else + yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; + DetailLog("{0},BSShapeCollection,fetchAssetCallback,found={1},isSculpt={2},ids={3}", + yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs ); + + }); + } + else + { + xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; + PhysicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}", + LogHeader, PhysicsScene.Name); + } + }); + } + else + { + if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) + { + PhysicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}", + LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); + } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index a60946dbbd..b2fb8354ac 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs @@ -132,6 +132,7 @@ public sealed class BSTerrainManager : IDisposable // safe to call Bullet in real time. We hope no one is moving prims around yet. public void CreateInitialGroundPlaneAndTerrain() { + DetailLog("{0},BSTerrainManager.CreateInitialGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, PhysicsScene.RegionName); // The ground plane is here to catch things that are trying to drop to negative infinity BulletShape groundPlaneShape = PhysicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin); m_groundPlane = PhysicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape, @@ -145,14 +146,18 @@ public sealed class BSTerrainManager : IDisposable m_groundPlane.collisionType = CollisionType.Groundplane; m_groundPlane.ApplyCollisionMask(PhysicsScene); - // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain. BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize); - m_terrains.Add(Vector3.Zero, initialTerrain); + lock (m_terrains) + { + // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain. + m_terrains.Add(Vector3.Zero, initialTerrain); + } } // Release all the terrain structures we might have allocated public void ReleaseGroundPlaneAndTerrain() { + DetailLog("{0},BSTerrainManager.ReleaseGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, PhysicsScene.RegionName); if (m_groundPlane.HasPhysicalBody) { if (PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_groundPlane)) @@ -193,11 +198,16 @@ public sealed class BSTerrainManager : IDisposable // the terrain is added to our parent if (MegaRegionParentPhysicsScene is BSScene) { - DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", - BSScene.DetailLogZero, m_worldOffset, m_worldMax); - ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateTerrain( - BSScene.CHILDTERRAIN_ID, localHeightMap, - m_worldOffset, m_worldOffset + DefaultRegionSize, true); + DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", BSScene.DetailLogZero, m_worldOffset, m_worldMax); + // This looks really odd but this region is passing its terrain to its mega-region root region + // and the creation of the terrain must happen on the root region's taint thread and not + // my taint thread. + ((BSScene)MegaRegionParentPhysicsScene).PostTaintObject("TerrainManager.SetTerrain.Mega-" + m_worldOffset.ToString(), 0, delegate() + { + ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateTerrain( + BSScene.CHILDTERRAIN_ID, localHeightMap, + m_worldOffset, m_worldOffset + DefaultRegionSize, true /* inTaintTime */); + }); } } else @@ -206,16 +216,16 @@ public sealed class BSTerrainManager : IDisposable DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); UpdateTerrain(BSScene.TERRAIN_ID, localHeightMap, - m_worldOffset, m_worldOffset + DefaultRegionSize, true); + m_worldOffset, m_worldOffset + DefaultRegionSize, true /* inTaintTime */); } }); } - // If called with no mapInfo for the terrain, this will create a new mapInfo and terrain + // If called for terrain has has not been previously allocated, a new terrain will be built // based on the passed information. The 'id' should be either the terrain id or // BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used. // The latter feature is for creating child terrains for mega-regions. - // If called with a mapInfo in m_heightMaps and there is an existing terrain body, a new + // If there is an existing terrain body, a new // terrain shape is created and added to the body. // This call is most often used to update the heightMap and parameters of the terrain. // (The above does suggest that some simplification/refactoring is in order.) @@ -223,8 +233,8 @@ public sealed class BSTerrainManager : IDisposable private void UpdateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords, bool inTaintTime) { - DetailLog("{0},BSTerrainManager.UpdateTerrain,call,minC={1},maxC={2},inTaintTime={3}", - BSScene.DetailLogZero, minCoords, maxCoords, inTaintTime); + DetailLog("{0},BSTerrainManager.UpdateTerrain,call,id={1},minC={2},maxC={3},inTaintTime={4}", + BSScene.DetailLogZero, id, minCoords, maxCoords, inTaintTime); // Find high and low points of passed heightmap. // The min and max passed in is usually the area objects can be in (maximum @@ -253,7 +263,7 @@ public sealed class BSTerrainManager : IDisposable if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys)) { // There is already a terrain in this spot. Free the old and build the new. - DetailLog("{0},UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}", + DetailLog("{0},BSTErrainManager.UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}", BSScene.DetailLogZero, id, terrainRegionBase, minCoords, minCoords); // Remove old terrain from the collection @@ -292,7 +302,7 @@ public sealed class BSTerrainManager : IDisposable if (newTerrainID >= BSScene.CHILDTERRAIN_ID) newTerrainID = ++m_terrainCount; - DetailLog("{0},UpdateTerrain:NewTerrain,taint,newID={1},minCoord={2},maxCoord={3}", + DetailLog("{0},BSTerrainManager.UpdateTerrain:NewTerrain,taint,newID={1},minCoord={2},maxCoord={3}", BSScene.DetailLogZero, newTerrainID, minCoords, minCoords); BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords); m_terrains.Add(terrainRegionBase, newTerrainPhys); @@ -343,37 +353,35 @@ public sealed class BSTerrainManager : IDisposable { Vector3 ret = pPos; + // First, base addresses are never negative so correct for that possible problem. + if (ret.X < 0f || ret.Y < 0f) + { + ret.X = Util.Clamp(ret.X, 0f, 1000000f); + ret.Y = Util.Clamp(ret.Y, 0f, 1000000f); + DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,zeroingNegXorY,oldPos={1},newPos={2}", + BSScene.DetailLogZero, pPos, ret); + } + // Can't do this function if we don't know about any terrain. if (m_terrains.Count == 0) return ret; - int loopPrevention = 5; + int loopPrevention = 10; Vector3 terrainBaseXYZ; BSTerrainPhys physTerrain; while (!GetTerrainPhysicalAtXYZ(ret, out physTerrain, out terrainBaseXYZ)) { // The passed position is not within a known terrain area. + // NOTE that GetTerrainPhysicalAtXYZ will set 'terrainBaseXYZ' to the base of the unfound region. - // First, base addresses are never negative so correct for that possible problem. - if (ret.X < 0f || ret.Y < 0f) - { - if (ret.X < 0f) - ret.X = 0f; - if (ret.Y < 0f) - ret.Y = 0f; - DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,zeroingNegXorY,oldPos={1},newPos={2}", - BSScene.DetailLogZero, pPos, ret); - } - else - { - // Must be off the top of a region. Find an adjacent region to move into. - Vector3 adjacentTerrainBase = FindAdjacentTerrainBase(terrainBaseXYZ); + // Must be off the top of a region. Find an adjacent region to move into. + Vector3 adjacentTerrainBase = FindAdjacentTerrainBase(terrainBaseXYZ); + + ret.X = Math.Min(ret.X, adjacentTerrainBase.X + (ret.X % DefaultRegionSize.X)); + ret.Y = Math.Min(ret.Y, adjacentTerrainBase.Y + (ret.X % DefaultRegionSize.Y)); + DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,findingAdjacentRegion,adjacentRegBase={1},oldPos={2},newPos={3}", + BSScene.DetailLogZero, adjacentTerrainBase, pPos, ret); - ret.X = Math.Min(ret.X, adjacentTerrainBase.X + DefaultRegionSize.X); - ret.Y = Math.Min(ret.Y, adjacentTerrainBase.Y + DefaultRegionSize.Y); - DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,findingAdjacentRegion,adjacentRegBase={1},oldPos={2},newPos={3}", - BSScene.DetailLogZero, adjacentTerrainBase, pPos, ret); - } if (loopPrevention-- < 0f) { // The 'while' is a little dangerous so this prevents looping forever if the @@ -383,6 +391,7 @@ public sealed class BSTerrainManager : IDisposable break; } } + return ret; } @@ -479,11 +488,20 @@ public sealed class BSTerrainManager : IDisposable private Vector3 FindAdjacentTerrainBase(Vector3 pTerrainBase) { Vector3 ret = pTerrainBase; + + // Can't do this function if we don't know about any terrain. + if (m_terrains.Count == 0) + return ret; + + // Just some sanity + ret.X = Util.Clamp(ret.X, 0f, 1000000f); + ret.Y = Util.Clamp(ret.Y, 0f, 1000000f); ret.Z = 0f; + lock (m_terrains) { // Once down to the <0,0> region, we have to be done. - while (ret.X > 0f && ret.Y > 0f) + while (ret.X > 0f || ret.Y > 0f) { if (ret.X > 0f) { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs index a9cd8a1578..2ce1513d54 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs @@ -98,20 +98,20 @@ public sealed class BSTerrainMesh : BSTerrainPhys if (!meshCreationSuccess) { // DISASTER!! - PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap", ID); + PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap,id={1}", BSScene.DetailLogZero, ID); PhysicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase); // Something is very messed up and a crash is in our future. return; } - PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,indices={1},indSz={2},vertices={3},vertSz={4}", - ID, indicesCount, indices.Length, verticesCount, vertices.Length); + PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,id={1},indices={2},indSz={3},vertices={4},vertSz={5}", + BSScene.DetailLogZero, ID, indicesCount, indices.Length, verticesCount, vertices.Length); m_terrainShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World, indicesCount, indices, verticesCount, vertices); if (!m_terrainShape.HasPhysicalShape) { // DISASTER!! - PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape", ID); + PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape,id={1}", BSScene.DetailLogZero, ID); PhysicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase); // Something is very messed up and a crash is in our future. return; @@ -151,7 +151,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys if (BSParam.UseSingleSidedMeshes) { - PhysicsScene.DetailLog("{0},BSTerrainMesh.settingCustomMaterial", id); + PhysicsScene.DetailLog("{0},BSTerrainMesh.settingCustomMaterial,id={1}", BSScene.DetailLogZero, id); PhysicsScene.PE.AddToCollisionFlags(m_terrainBody, CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK); } diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs index 905540d36e..7127c73c18 100644 --- a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs +++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs @@ -415,18 +415,17 @@ namespace OpenSim.Region.RegionCombinerModule */ #endregion - // If we're one region over +x y + // If we're one region over +x y (i.e. root region is to the west) //xxx //xxy //xxx - if (rootConn.PosX + rootConn.XEnd >= newConn.PosX && rootConn.PosY >= newConn.PosY) { connectedYN = DoWorkForOneRegionOverPlusXY(rootConn, newConn, scene); break; } - // If we're one region over x +y + // If we're one region over x +y (i.e. root region is to the south) //xyx //xxx //xxx @@ -436,7 +435,7 @@ namespace OpenSim.Region.RegionCombinerModule break; } - // If we're one region over +x +y + // If we're one region over +x +y (i.e. root region is to the south-west) //xxy //xxx //xxx @@ -646,7 +645,6 @@ namespace OpenSim.Region.RegionCombinerModule { if (rootConn.RegionScene.EastBorders.Count == 1)// && conn.RegionScene.EastBorders.Count == 2) { - rootConn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize; lock (rootConn.RegionScene.NorthBorders) diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index f677cdfb18..bc35272f1b 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -71,6 +71,7 @@ using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString; using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3; using System.Reflection; using Timer = System.Timers.Timer; +using System.Linq; using PermissionMask = OpenSim.Framework.PermissionMask; namespace OpenSim.Region.ScriptEngine.Shared.Api @@ -96,8 +97,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api /// /// Used for script sleeps when we are using co-operative script termination. /// - /// null if co-operative script termination is not active - WaitHandle m_coopSleepHandle; + /// null if co-operative script termination is not active + WaitHandle m_coopSleepHandle; /// /// The item that hosts this script @@ -150,6 +151,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api {"TURNLEFT", "Turning Left"}, {"TURNRIGHT", "Turning Right"} }; + //An array of HTTP/1.1 headers that are not allowed to be used + //as custom headers by llHTTPRequest. + private string[] HttpStandardHeaders = + { + "Accept", "Accept-Charset", "Accept-Encoding", "Accept-Language", + "Accept-Ranges", "Age", "Allow", "Authorization", "Cache-Control", + "Connection", "Content-Encoding", "Content-Language", + "Content-Length", "Content-Location", "Content-MD5", + "Content-Range", "Content-Type", "Date", "ETag", "Expect", + "Expires", "From", "Host", "If-Match", "If-Modified-Since", + "If-None-Match", "If-Range", "If-Unmodified-Since", "Last-Modified", + "Location", "Max-Forwards", "Pragma", "Proxy-Authenticate", + "Proxy-Authorization", "Range", "Referer", "Retry-After", "Server", + "TE", "Trailer", "Transfer-Encoding", "Upgrade", "User-Agent", + "Vary", "Via", "Warning", "WWW-Authenticate" + }; public void Initialize( IScriptEngine scriptEngine, SceneObjectPart host, TaskInventoryItem item, WaitHandle coopSleepHandle) @@ -391,7 +408,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api /// If the linkset has more than one entity and a linknum greater than zero but equal to or less than the number /// of entities, then the entity which corresponds to that linknum is returned. /// Otherwise, if a positive linknum is given which is greater than the number of entities in the linkset, then - /// null is returned. + /// null is returned. /// public ISceneEntity GetLinkEntity(int linknum) { @@ -1750,7 +1767,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api if (tex.FaceTextures[i] != null) { tex.FaceTextures[i].Shiny = sval; - tex.FaceTextures[i].Bump = bump;; + tex.FaceTextures[i].Bump = bump; } tex.DefaultTexture.Shiny = sval; tex.DefaultTexture.Bump = bump; @@ -1873,7 +1890,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f); tex.DefaultTexture.RGBA = texcolor; } - + part.UpdateTextureEntry(tex.GetBytes()); return; } @@ -1996,7 +2013,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api rgb.x = texcolor.R; rgb.y = texcolor.G; rgb.z = texcolor.B; - + return rgb; } else @@ -2038,12 +2055,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api UUID textureID = new UUID(); - textureID = ScriptUtils.GetAssetIdFromItemName(m_host, texture, (int)AssetType.Texture); - if (textureID == UUID.Zero) - { - if (!UUID.TryParse(texture, out textureID)) - return; - } + textureID = ScriptUtils.GetAssetIdFromItemName(m_host, texture, (int)AssetType.Texture); + if (textureID == UUID.Zero) + { + if (!UUID.TryParse(texture, out textureID)) + return; + } Primitive.TextureEntry tex = part.Shape.Textures; @@ -2249,7 +2266,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api // IF YOU GET REGION CROSSINGS WORKING WITH THIS FUNCTION, REPLACE THE WORKAROUND. // // This workaround is to prevent silent failure of this function. - // According to the specification on the SL Wiki, providing a position outside of the + // According to the specification on the SL Wiki, providing a position outside of the if (pos.x < 0 || pos.x > Constants.RegionSize || pos.y < 0 || pos.y > Constants.RegionSize) { return 0; @@ -2484,7 +2501,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { return llGetRootRotation(); } - + m_host.AddScriptLPS(1); Quaternion q = m_host.GetWorldRotation(); @@ -3317,7 +3334,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api if (!UUID.TryParse(id, out objectID)) objectID = UUID.Zero; - + if (objectID == UUID.Zero && name == "") return; @@ -3527,19 +3544,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api msg.RegionID = World.RegionInfo.RegionID.Guid;//RegionID.Guid; Vector3 pos = m_host.AbsolutePosition; - msg.binaryBucket + msg.binaryBucket = Util.StringToBytes256( - "{0}/{1}/{2}/{3}", - World.RegionInfo.RegionName, - (int)Math.Floor(pos.X), - (int)Math.Floor(pos.Y), + "{0}/{1}/{2}/{3}", + World.RegionInfo.RegionName, + (int)Math.Floor(pos.X), + (int)Math.Floor(pos.Y), (int)Math.Floor(pos.Z)); if (m_TransferModule != null) { m_TransferModule.SendInstantMessage(msg, delegate(bool success) {}); } - + ScriptSleep(2000); } @@ -3664,7 +3681,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api public void llRotLookAt(LSL_Rotation target, double strength, double damping) { m_host.AddScriptLPS(1); - + // Per discussion with Melanie, for non-physical objects llLookAt appears to simply // set the rotation of the object, copy that behavior PhysicsActor pa = m_host.PhysActor; @@ -5458,7 +5475,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api // SL spits out an empty string for types other than key & string // At the time of patching, LSL_Key is currently LSL_String, // so the OR check may be a little redundant, but it's being done - // for completion and should LSL_Key ever be implemented + // for completion and should LSL_Key ever be implemented // as it's own struct else if (!(src.Data[index] is LSL_String || src.Data[index] is LSL_Key || @@ -5595,8 +5612,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { m_host.AddScriptLPS(1); - return string.Join(", ", - (new List(src.Data)).ConvertAll(o => + return string.Join(", ", + (new List(src.Data)).ConvertAll(o => { return o.ToString(); }).ToArray()); @@ -6700,7 +6717,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api SetParticleSystem(m_host, rules); } - private void SetParticleSystem(SceneObjectPart part, LSL_List rules) + private void SetParticleSystem(SceneObjectPart part, LSL_List rules) { if (rules.Length == 0) { @@ -6937,7 +6954,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api m_host.OwnerID, m_host.Name, destID, (byte)InstantMessageDialog.TaskInventoryOffered, false, string.Format("'{0}'", category), -// We won't go so far as to add a SLURL, but this is the format used by LL as of 2012-10-06 +// We won't go so far as to add a SLURL, but this is the format used by LL as of 2012-10-06 // false, string.Format("'{0}' ( http://slurl.com/secondlife/{1}/{2}/{3}/{4} )", category, World.Name, (int)pos.X, (int)pos.Y, (int)pos.Z), folderID, false, pos, bucket, false); @@ -7056,12 +7073,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api public LSL_String llAvatarOnLinkSitTarget(int linknum) { m_host.AddScriptLPS(1); - if(linknum == ScriptBaseClass.LINK_SET || + if(linknum == ScriptBaseClass.LINK_SET || linknum == ScriptBaseClass.LINK_ALL_CHILDREN || linknum == ScriptBaseClass.LINK_ALL_OTHERS) return UUID.Zero.ToString(); - + List parts = GetLinkParts(linknum); - if (parts.Count == 0) return UUID.Zero.ToString(); + if (parts.Count == 0) return UUID.Zero.ToString(); return parts[0].SitTargetAvatar.ToString(); } @@ -7451,7 +7468,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api hollow = 0.70f; } } - // Otherwise, hollow is limited to 95%. + // Otherwise, hollow is limited to 95%. else { if (hollow > 0.95f) @@ -8906,16 +8923,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api res.Add(new LSL_Vector(Shape.PathTaperX / 100.0, Shape.PathTaperY / 100.0, 0)); // float revolutions - res.Add(new LSL_Float(Math.Round(Shape.PathRevolutions * 0.015d, 2, MidpointRounding.AwayFromZero)) + 1.0d); + res.Add(new LSL_Float(Math.Round(Shape.PathRevolutions * 0.015d, 2, MidpointRounding.AwayFromZero)) + 1.0d); // Slightly inaccurate, because an unsigned byte is being used to represent - // the entire range of floating-point values from 1.0 through 4.0 (which is how + // the entire range of floating-point values from 1.0 through 4.0 (which is how // SL does it). // - // Using these formulas to store and retrieve PathRevolutions, it is not - // possible to use all values between 1.00 and 4.00. For instance, you can't + // Using these formulas to store and retrieve PathRevolutions, it is not + // possible to use all values between 1.00 and 4.00. For instance, you can't // represent 1.10. You can represent 1.09 and 1.11, but not 1.10. So, if you // use llSetPrimitiveParams to set revolutions to 1.10 and then retreive them - // with llGetPrimitiveParams, you'll retrieve 1.09. You can also see a similar + // with llGetPrimitiveParams, you'll retrieve 1.09. You can also see a similar // behavior in the viewer as you cannot set 1.10. The viewer jumps to 1.11. // In SL, llSetPrimitveParams and llGetPrimitiveParams can set and get a value // such as 1.10. So, SL must store and retreive the actual user input rather @@ -9199,7 +9216,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api case (int)ScriptBaseClass.PRIM_DESC: res.Add(new LSL_String(part.Description)); break; - case (int)ScriptBaseClass.PRIM_ROT_LOCAL: + case (int)ScriptBaseClass.PRIM_ROT_LOCAL: res.Add(new LSL_Rotation(part.RotationOffset)); break; @@ -11127,9 +11144,60 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api IHttpRequestModule httpScriptMod = m_ScriptEngine.World.RequestModuleInterface(); List param = new List(); - foreach (object o in parameters.Data) + bool ok; + Int32 flag; + + for (int i = 0; i < parameters.Data.Length; i += 2) { - param.Add(o.ToString()); + ok = Int32.TryParse(parameters.Data[i].ToString(), out flag); + if (!ok || flag < 0 || + flag > (int)HttpRequestConstants.HTTP_PRAGMA_NO_CACHE) + { + throw new ScriptException("Parameter " + i.ToString() + " is an invalid flag"); + } + + param.Add(parameters.Data[i].ToString()); //Add parameter flag + + if (flag != (int)HttpRequestConstants.HTTP_CUSTOM_HEADER) + { + param.Add(parameters.Data[i+1].ToString()); //Add parameter value + } + else + { + //Parameters are in pairs and custom header takes + //arguments in pairs so adjust for header marker. + ++i; + + //Maximum of 8 headers are allowed based on the + //Second Life documentation for llHTTPRequest. + for (int count = 1; count <= 8; ++count) + { + //Enough parameters remaining for (another) header? + if (parameters.Data.Length - i < 2) + { + //There must be at least one name/value pair for custom header + if (count == 1) + throw new ScriptException("Missing name/value for custom header at parameter " + i.ToString()); + break; + } + + if (HttpStandardHeaders.Contains(parameters.Data[i].ToString(), StringComparer.OrdinalIgnoreCase)) + throw new ScriptException("Name is invalid as a custom header at parameter " + i.ToString()); + + param.Add(parameters.Data[i].ToString()); + param.Add(parameters.Data[i+1].ToString()); + + //Have we reached the end of the list of headers? + //End is marked by a string with a single digit. + if (i+2 >= parameters.Data.Length || + Char.IsDigit(parameters.Data[i].ToString()[0])) + { + break; + } + + i += 2; + } + } } Vector3 position = m_host.AbsolutePosition; @@ -11295,12 +11363,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api public LSL_Integer llGetParcelPrimCount(LSL_Vector pos, int category, int sim_wide) { m_host.AddScriptLPS(1); - + ILandObject lo = World.LandChannel.GetLandObject((float)pos.x, (float)pos.y); if (lo == null) return 0; - + IPrimCounts pc = lo.PrimCounts; if (sim_wide != ScriptBaseClass.FALSE) @@ -11330,7 +11398,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api else if (category == ScriptBaseClass.PARCEL_COUNT_TEMP) return 0; // counts not implemented yet } - + return 0; } @@ -11691,7 +11759,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api return ret; } } - + return new LSL_List(); } @@ -12071,7 +12139,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api // Vector3 bc = group.AbsolutePosition - rayEnd; double d = Math.Abs(Vector3.Mag(Vector3.Cross(ab, ac)) / Vector3.Distance(rayStart, rayEnd)); - + // Too far off ray, don't bother if (d > radius) return; @@ -12434,7 +12502,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api else { ScenePresence sp = World.GetScenePresence(result.ConsumerID); - /// It it a boy? a girl? + /// It it a boy? a girl? if (sp != null) itemID = sp.UUID; } diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs index da3b31f9fe..2f8154da56 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs @@ -356,6 +356,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase public const int HTTP_MIMETYPE = 1; public const int HTTP_BODY_MAXLENGTH = 2; public const int HTTP_VERIFY_CERT = 3; + public const int HTTP_VERBOSE_THROTTLE = 4; + public const int HTTP_CUSTOM_HEADER = 5; + public const int HTTP_PRAGMA_NO_CACHE = 6; public const int PRIM_MATERIAL = 2; public const int PRIM_PHYSICS = 3; @@ -636,7 +639,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase public const int TOUCH_INVALID_FACE = -1; public static readonly vector TOUCH_INVALID_TEXCOORD = new vector(-1.0, -1.0, 0.0); public static readonly vector TOUCH_INVALID_VECTOR = ZERO_VECTOR; - + // constants for llGetPrimMediaParams/llSetPrimMediaParams public const int PRIM_MEDIA_ALT_IMAGE_ENABLE = 0; public const int PRIM_MEDIA_CONTROLS = 1; @@ -653,10 +656,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase public const int PRIM_MEDIA_WHITELIST = 12; public const int PRIM_MEDIA_PERMS_INTERACT = 13; public const int PRIM_MEDIA_PERMS_CONTROL = 14; - + public const int PRIM_MEDIA_CONTROLS_STANDARD = 0; public const int PRIM_MEDIA_CONTROLS_MINI = 1; - + public const int PRIM_MEDIA_PERM_NONE = 0; public const int PRIM_MEDIA_PERM_OWNER = 1; public const int PRIM_MEDIA_PERM_GROUP = 2; @@ -689,7 +692,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase public const string TEXTURE_PLYWOOD = "89556747-24cb-43ed-920b-47caed15465f"; public const string TEXTURE_TRANSPARENT = "8dcd4a48-2d37-4909-9f78-f7a9eb4ef903"; public const string TEXTURE_MEDIA = "8b5fec65-8d8d-9dc5-cda8-8fdf2716e361"; - + // Constants for osGetRegionStats public const int STATS_TIME_DILATION = 0; public const int STATS_SIM_FPS = 1; @@ -742,7 +745,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase public static readonly LSLInteger RC_GET_ROOT_KEY = 2; public static readonly LSLInteger RC_GET_LINK_NUM = 4; - public static readonly LSLInteger RCERR_UNKNOWN = -1; + public static readonly LSLInteger RCERR_UNKNOWN = -1; public static readonly LSLInteger RCERR_SIM_PERF_LOW = -2; public static readonly LSLInteger RCERR_CAST_TIME_EXCEEDED = -3;