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

integration
BlueWall 2012-10-26 16:43:08 -04:00
commit fc507ff59b
60 changed files with 1888 additions and 874 deletions

View File

@ -330,6 +330,9 @@ namespace OpenSim.Framework
SetVisualParams(visualParams);
}
/// <summary>
/// Set avatar height by a calculation based on their visual parameters.
/// </summary>
public virtual void SetHeight()
{
// Start with shortest possible female avatar height

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@ -33,7 +33,8 @@ namespace OpenSim.Framework.Client
{
event ChatMessage OnChatFromClient;
void SendChatMessage(string message, byte type, Vector3 fromPos, string fromName, UUID fromAgentID, byte source,
void SendChatMessage(
string message, byte type, Vector3 fromPos, string fromName, UUID fromAgentID, UUID ownerID, byte source,
byte audible);
}
}

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@ -27,14 +27,36 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using log4net;
using OpenMetaverse;
public class ConsoleUtil
namespace OpenSim.Framework.Console
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public class ConsoleUtil
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public const int LocalIdNotFound = 0;
/// <summary>
/// Used by modules to display stock co-ordinate help, though possibly this should be under some general section
/// rather than in each help summary.
/// </summary>
public const string CoordHelp
= @"Each component of the coord is comma separated. There must be no spaces between the commas.
If you don't care about the z component you can simply omit it.
If you don't care about the x or y components then you can leave them blank (though a comma is still required)
If you want to specify the maxmimum value of a component then you can use ~ instead of a number
If you want to specify the minimum value of a component then you can use -~ instead of a number
e.g.
delete object pos 20,20,20 to 40,40,40
delete object pos 20,20 to 40,40
delete object pos ,20,20 to ,40,40
delete object pos ,,30 to ,,~
delete object pos ,,-~ to ,,30";
public const string MinRawConsoleVectorValue = "-~";
public const string MaxRawConsoleVectorValue = "~";
@ -42,6 +64,97 @@ public class ConsoleUtil
public const string VectorSeparator = ",";
public static char[] VectorSeparatorChars = VectorSeparator.ToCharArray();
/// <summary>
/// Check if the given file path exists.
/// </summary>
/// <remarks>If not, warning is printed to the given console.</remarks>
/// <returns>true if the file does not exist, false otherwise.</returns>
/// <param name='console'></param>
/// <param name='path'></param>
public static bool CheckFileDoesNotExist(ICommandConsole console, string path)
{
if (File.Exists(path))
{
console.OutputFormat("File {0} already exists. Please move or remove it.", path);
return false;
}
return true;
}
/// <summary>
/// Try to parse a console UUID from the console.
/// </summary>
/// <remarks>
/// Will complain to the console if parsing fails.
/// </remarks>
/// <returns></returns>
/// <param name='console'>If null then no complaint is printed.</param>
/// <param name='rawUuid'></param>
/// <param name='uuid'></param>
public static bool TryParseConsoleUuid(ICommandConsole console, string rawUuid, out UUID uuid)
{
if (!UUID.TryParse(rawUuid, out uuid))
{
if (console != null)
console.OutputFormat("{0} is not a valid uuid", rawUuid);
return false;
}
return true;
}
public static bool TryParseConsoleLocalId(ICommandConsole console, string rawLocalId, out uint localId)
{
if (!uint.TryParse(rawLocalId, out localId))
{
if (console != null)
console.OutputFormat("{0} is not a valid local id", localId);
return false;
}
if (localId == 0)
{
if (console != null)
console.OutputFormat("{0} is not a valid local id - it must be greater than 0", localId);
return false;
}
return true;
}
/// <summary>
/// Tries to parse the input as either a UUID or a local ID.
/// </summary>
/// <returns>true if parsing succeeded, false otherwise.</returns>
/// <param name='console'></param>
/// <param name='rawId'></param>
/// <param name='uuid'></param>
/// <param name='localId'>
/// Will be set to ConsoleUtil.LocalIdNotFound if parsing result was a UUID or no parse succeeded.
/// </param>
public static bool TryParseConsoleId(ICommandConsole console, string rawId, out UUID uuid, out uint localId)
{
if (TryParseConsoleUuid(null, rawId, out uuid))
{
localId = LocalIdNotFound;
return true;
}
if (TryParseConsoleLocalId(null, rawId, out localId))
{
return true;
}
if (console != null)
console.OutputFormat("{0} is not a valid UUID or local id", rawId);
return false;
}
/// <summary>
/// Convert a minimum vector input from the console to an OpenMetaverse.Vector3
/// </summary>
@ -107,8 +220,9 @@ public class ConsoleUtil
string semiDigestedConsoleVector = string.Join(VectorSeparator, semiDigestedComponents.ToArray());
// m_log.DebugFormat("[CONSOLE UTIL]: Parsing {0} into OpenMetaverse.Vector3", semiDigestedConsoleVector);
// m_log.DebugFormat("[CONSOLE UTIL]: Parsing {0} into OpenMetaverse.Vector3", semiDigestedConsoleVector);
return Vector3.TryParse(semiDigestedConsoleVector, out vector);
}
}
}

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@ -1099,7 +1099,19 @@ namespace OpenSim.Framework
void SendAnimations(UUID[] animID, int[] seqs, UUID sourceAgentId, UUID[] objectIDs);
void SendRegionHandshake(RegionInfo regionInfo, RegionHandshakeArgs args);
void SendChatMessage(string message, byte type, Vector3 fromPos, string fromName, UUID fromAgentID, byte source,
/// <summary>
/// Send chat to the viewer.
/// </summary>
/// <param name='message'></param>
/// <param name='type'></param>
/// <param name='fromPos'></param>
/// <param name='fromName'></param>
/// <param name='fromAgentID'></param>
/// <param name='ownerID'></param>
/// <param name='source'></param>
/// <param name='audible'></param>
void SendChatMessage(
string message, byte type, Vector3 fromPos, string fromName, UUID fromAgentID, UUID ownerID, byte source,
byte audible);
void SendInstantMessage(GridInstantMessage im);

View File

@ -207,7 +207,7 @@ namespace OpenSim.Framework.Monitoring
return false;
newContainer = new Dictionary<string, Stat>(container);
newContainer.Remove(stat.UniqueName);
newContainer.Remove(stat.ShortName);
newCategory = new Dictionary<string, Dictionary<string, Stat>>(category);
newCategory.Remove(stat.Container);
@ -248,6 +248,19 @@ namespace OpenSim.Framework.Monitoring
}
}
/// <summary>
/// Stat type.
/// </summary>
/// <remarks>
/// A push stat is one which is continually updated and so it's value can simply by read.
/// A pull stat is one where reading the value triggers a collection method - the stat is not continually updated.
/// </remarks>
public enum StatType
{
Push,
Pull
}
/// <summary>
/// Verbosity of stat.
/// </summary>
@ -265,11 +278,6 @@ namespace OpenSim.Framework.Monitoring
/// </summary>
public class Stat
{
/// <summary>
/// Unique stat name used for indexing. Each ShortName in a Category must be unique.
/// </summary>
public string UniqueName { get; private set; }
/// <summary>
/// Category of this stat (e.g. cache, scene, etc).
/// </summary>
@ -285,29 +293,65 @@ namespace OpenSim.Framework.Monitoring
/// </value>
public string Container { get; private set; }
public StatType StatType { get; private set; }
/// <summary>
/// Action used to update this stat when the value is requested if it's a pull type.
/// </summary>
public Action<Stat> PullAction { get; private set; }
public StatVerbosity Verbosity { get; private set; }
public string ShortName { get; private set; }
public string Name { get; private set; }
public string Description { get; private set; }
public virtual string UnitName { get; private set; }
public virtual double Value { get; set; }
public virtual double Value
{
get
{
// Asking for an update here means that the updater cannot access this value without infinite recursion.
// XXX: A slightly messy but simple solution may be to flick a flag so we can tell if this is being
// called by the pull action and just return the value.
if (StatType == StatType.Pull)
PullAction(this);
return m_value;
}
set
{
m_value = value;
}
}
private double m_value;
/// <summary>
/// Constructor
/// </summary>
/// <param name='shortName'>Short name for the stat. Must not contain spaces. e.g. "LongFrames"</param>
/// <param name='name'>Human readable name for the stat. e.g. "Long frames"</param>
/// <param name='description'>Description of stat</param>
/// <param name='unitName'>
/// Unit name for the stat. Should be preceeded by a space if the unit name isn't normally appeneded immediately to the value.
/// e.g. " frames"
/// </param>
/// <param name='category'>Category under which this stat should appear, e.g. "scene". Do not capitalize.</param>
/// <param name='container'>Entity to which this stat relates. e.g. scene name if this is a per scene stat.</param>
/// <param name='type'>Push or pull</param>
/// <param name='pullAction'>Pull stats need an action to update the stat on request. Push stats should set null here.</param>
/// <param name='verbosity'>Verbosity of stat. Controls whether it will appear in short stat display or only full display.</param>
/// <param name='description'>Description of stat</param>
public Stat(
string shortName, string name, string unitName, string category, string container, StatVerbosity verbosity, string description)
string shortName,
string name,
string description,
string unitName,
string category,
string container,
StatType type,
Action<Stat> pullAction,
StatVerbosity verbosity)
{
if (StatsManager.SubCommands.Contains(category))
throw new Exception(
@ -315,18 +359,18 @@ namespace OpenSim.Framework.Monitoring
ShortName = shortName;
Name = name;
Description = description;
UnitName = unitName;
Category = category;
Container = container;
StatType = type;
if (StatType == StatType.Push && pullAction != null)
throw new Exception("A push stat cannot have a pull action");
else
PullAction = pullAction;
Verbosity = verbosity;
Description = description;
UniqueName = GenUniqueName(Container, Category, ShortName);
}
public static string GenUniqueName(string container, string category, string shortName)
{
return string.Format("{0}+{1}+{2}", container, category, shortName);
}
public virtual string ToConsoleString()
@ -361,8 +405,15 @@ namespace OpenSim.Framework.Monitoring
}
public PercentageStat(
string shortName, string name, string category, string container, StatVerbosity verbosity, string description)
: base(shortName, name, "%", category, container, verbosity, description) {}
string shortName,
string name,
string description,
string category,
string container,
StatType type,
Action<Stat> pullAction,
StatVerbosity verbosity)
: base(shortName, name, description, "%", category, container, type, pullAction, verbosity) {}
public override string ToConsoleString()
{

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@ -38,8 +38,23 @@ namespace OpenSim.Framework
/// </remarks>
public class Pool<T>
{
/// <summary>
/// Number of objects in the pool.
/// </summary>
public int Count
{
get
{
lock (m_pool)
return m_pool.Count;
}
}
private Stack<T> m_pool;
/// <summary>
/// Maximum pool size. Beyond this, any returned objects are not pooled.
/// </summary>
private int m_maxPoolSize;
private Func<T> m_createFunction;

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@ -542,11 +542,8 @@ namespace OpenSim.Framework.Servers.HttpServer
{
case null:
case "text/html":
if (DebugLevel >= 3)
m_log.DebugFormat(
"[BASE HTTP SERVER]: HTTP IN {0} :{1} {2} content type handler {3} {4} from {5}",
RequestNumber, Port, request.ContentType, request.HttpMethod, request.Url.PathAndQuery, request.RemoteIPEndPoint);
LogIncomingToContentTypeHandler(request);
buffer = HandleHTTPRequest(request, response);
break;
@ -554,11 +551,8 @@ namespace OpenSim.Framework.Servers.HttpServer
case "application/llsd+xml":
case "application/xml+llsd":
case "application/llsd+json":
if (DebugLevel >= 3)
m_log.DebugFormat(
"[BASE HTTP SERVER]: HTTP IN {0} :{1} {2} content type handler {3} {4} from {5}",
RequestNumber, Port, request.ContentType, request.HttpMethod, request.Url.PathAndQuery, request.RemoteIPEndPoint);
LogIncomingToContentTypeHandler(request);
buffer = HandleLLSDRequests(request, response);
break;
@ -693,7 +687,7 @@ namespace OpenSim.Framework.Servers.HttpServer
"[BASE HTTP SERVER]: HTTP IN {0} :{1} {2} content type handler {3} {4} from {5}",
RequestNumber,
Port,
request.ContentType,
(request.ContentType == null || request.ContentType == "") ? "not set" : request.ContentType,
request.HttpMethod,
request.Url.PathAndQuery,
request.RemoteIPEndPoint);

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@ -543,7 +543,7 @@ namespace OpenSim
if (account == null)
{
m_log.ErrorFormat(
"[OPENSIM]: Unable to store account. If this simulator is connected to a grid, you must create the estate owner account first.");
"[OPENSIM]: Unable to store account. If this simulator is connected to a grid, you must create the estate owner account first at the grid level.");
}
else
{

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@ -817,8 +817,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OutPacket(mov, ThrottleOutPacketType.Unknown);
}
public void SendChatMessage(string message, byte type, Vector3 fromPos, string fromName,
UUID fromAgentID, byte source, byte audible)
public void SendChatMessage(
string message, byte type, Vector3 fromPos, string fromName,
UUID fromAgentID, UUID ownerID, byte source, byte audible)
{
ChatFromSimulatorPacket reply = (ChatFromSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.ChatFromSimulator);
reply.ChatData.Audible = audible;
@ -827,7 +828,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
reply.ChatData.SourceType = source;
reply.ChatData.Position = fromPos;
reply.ChatData.FromName = Util.StringToBytes256(fromName);
reply.ChatData.OwnerID = fromAgentID;
reply.ChatData.OwnerID = ownerID;
reply.ChatData.SourceID = fromAgentID;
OutPacket(reply, ThrottleOutPacketType.Task);

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@ -170,6 +170,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private Pool<IncomingPacket> m_incomingPacketPool;
private Stat m_incomingPacketPoolStat;
private int m_defaultRTO = 0;
private int m_maxRTO = 0;
private int m_ackTimeout = 0;
@ -214,6 +216,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_circuitManager = circuitManager;
int sceneThrottleBps = 0;
bool usePools = false;
IConfig config = configSource.Configs["ClientStack.LindenUDP"];
if (config != null)
@ -246,7 +249,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
UsePools = packetConfig.GetBoolean("RecycleBaseUDPPackets", false);
usePools = packetConfig.GetBoolean("RecycleBaseUDPPackets", usePools);
}
#region BinaryStats
@ -277,8 +280,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_throttle = new TokenBucket(null, sceneThrottleBps);
ThrottleRates = new ThrottleRates(configSource);
if (UsePools)
m_incomingPacketPool = new Pool<IncomingPacket>(() => new IncomingPacket(), 500);
if (usePools)
EnablePools();
}
public void Start()
@ -331,6 +334,50 @@ namespace OpenSim.Region.ClientStack.LindenUDP
base.StopInbound();
}
protected override bool EnablePools()
{
if (!UsePools)
{
base.EnablePools();
m_incomingPacketPool = new Pool<IncomingPacket>(() => new IncomingPacket(), 500);
m_incomingPacketPoolStat
= new Stat(
"IncomingPacketPoolCount",
"Objects within incoming packet pool",
"The number of objects currently stored within the incoming packet pool",
"",
"clientstack",
"packetpool",
StatType.Pull,
stat => stat.Value = m_incomingPacketPool.Count,
StatVerbosity.Debug);
StatsManager.RegisterStat(m_incomingPacketPoolStat);
return true;
}
return false;
}
protected override bool DisablePools()
{
if (UsePools)
{
base.DisablePools();
StatsManager.DeregisterStat(m_incomingPacketPoolStat);
// We won't null out the pool to avoid a race condition with code that may be in the middle of using it.
return true;
}
return false;
}
/// <summary>
/// If the outgoing UDP thread times out, then return client that was being processed to help with debugging.
/// </summary>
@ -394,6 +441,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
+ "all - stop in and outbound processing.\n",
HandleStopCommand);
MainConsole.Instance.Commands.AddCommand(
"Debug",
false,
"debug lludp pool",
"debug lludp pool <on|off>",
"Turn object pooling within the lludp component on or off.",
HandlePoolCommand);
MainConsole.Instance.Commands.AddCommand(
"Debug",
false,
@ -437,6 +492,32 @@ namespace OpenSim.Region.ClientStack.LindenUDP
StopOutbound();
}
private void HandlePoolCommand(string module, string[] args)
{
if (args.Length != 4)
{
MainConsole.Instance.Output("Usage: debug lludp pool <on|off>");
return;
}
string enabled = args[3];
if (enabled == "on")
{
if (EnablePools())
MainConsole.Instance.OutputFormat("Packet pools enabled on {0}", m_scene.Name);
}
else if (enabled == "off")
{
if (DisablePools())
MainConsole.Instance.OutputFormat("Packet pools disabled on {0}", m_scene.Name);
}
else
{
MainConsole.Instance.Output("Usage: debug lludp pool <on|off>");
}
}
private void HandleStatusCommand(string module, string[] args)
{
MainConsole.Instance.OutputFormat(
@ -444,6 +525,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
MainConsole.Instance.OutputFormat(
"OUT LLUDP packet processing for {0} is {1}", m_scene.Name, IsRunningOutbound ? "enabled" : "disabled");
MainConsole.Instance.OutputFormat("LLUDP pools in {0} are {1}", m_scene.Name, UsePools ? "on" : "off");
}
public bool HandlesRegion(Location x)

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@ -31,6 +31,7 @@ using System.Net.Sockets;
using System.Threading;
using log4net;
using OpenSim.Framework;
using OpenSim.Framework.Monitoring;
namespace OpenMetaverse
{
@ -76,6 +77,8 @@ namespace OpenMetaverse
/// <remarks>If IsRunningOut = false, then any request to send a packet is simply dropped.</remarks>
public bool IsRunningOutbound { get; private set; }
private Stat m_poolCountStat;
/// <summary>
/// Default constructor
/// </summary>
@ -106,11 +109,6 @@ namespace OpenMetaverse
/// necessary</remarks>
public void StartInbound(int recvBufferSize, bool asyncPacketHandling)
{
if (UsePools)
m_pool = new Pool<UDPPacketBuffer>(() => new UDPPacketBuffer(), 500);
else
m_pool = null;
m_asyncPacketHandling = asyncPacketHandling;
if (!IsRunningInbound)
@ -180,6 +178,49 @@ namespace OpenMetaverse
IsRunningOutbound = false;
}
protected virtual bool EnablePools()
{
if (!UsePools)
{
m_pool = new Pool<UDPPacketBuffer>(() => new UDPPacketBuffer(), 500);
m_poolCountStat
= new Stat(
"UDPPacketBufferPoolCount",
"Objects within the UDPPacketBuffer pool",
"The number of objects currently stored within the UDPPacketBuffer pool",
"",
"clientstack",
"packetpool",
StatType.Pull,
stat => stat.Value = m_pool.Count,
StatVerbosity.Debug);
StatsManager.RegisterStat(m_poolCountStat);
UsePools = true;
return true;
}
return false;
}
protected virtual bool DisablePools()
{
if (UsePools)
{
UsePools = false;
StatsManager.DeregisterStat(m_poolCountStat);
// We won't null out the pool to avoid a race condition with code that may be in the middle of using it.
return true;
}
return false;
}
private void AsyncBeginReceive()
{
UDPPacketBuffer buf;

View File

@ -47,18 +47,22 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private PercentageStat m_packetsReusedStat = new PercentageStat(
"PacketsReused",
"Packets reused",
"Number of packets reused out of all requests to the packet pool",
"clientstack",
"packetpool",
StatVerbosity.Debug,
"Number of packets reused out of all requests to the packet pool");
StatType.Push,
null,
StatVerbosity.Debug);
private PercentageStat m_blocksReusedStat = new PercentageStat(
"BlocksReused",
"Blocks reused",
"PacketDataBlocksReused",
"Packet data blocks reused",
"Number of data blocks reused out of all requests to the packet pool",
"clientstack",
"packetpool",
StatVerbosity.Debug,
"Number of data blocks reused out of all requests to the packet pool");
StatType.Push,
null,
StatVerbosity.Debug);
/// <summary>
/// Pool of packets available for reuse.
@ -88,6 +92,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
StatsManager.RegisterStat(m_packetsReusedStat);
StatsManager.RegisterStat(m_blocksReusedStat);
StatsManager.RegisterStat(
new Stat(
"PacketsPoolCount",
"Objects within the packet pool",
"The number of objects currently stored within the packet pool",
"",
"clientstack",
"packetpool",
StatType.Pull,
stat => { lock (pool) { stat.Value = pool.Count; } },
StatVerbosity.Debug));
StatsManager.RegisterStat(
new Stat(
"PacketDataBlocksPoolCount",
"Objects within the packet data block pool",
"The number of objects currently stored within the packet data block pool",
"",
"clientstack",
"packetpool",
StatType.Pull,
stat => { lock (DataBlocks) { stat.Value = DataBlocks.Count; } },
StatVerbosity.Debug));
}
/// <summary>

View File

@ -186,6 +186,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
{
string fromName = c.From;
UUID fromID = UUID.Zero;
UUID ownerID = UUID.Zero;
UUID targetID = c.TargetUUID;
string message = c.Message;
IScene scene = c.Scene;
@ -208,12 +209,16 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
fromPos = avatar.AbsolutePosition;
fromName = avatar.Name;
fromID = c.Sender.AgentId;
ownerID = c.Sender.AgentId;
break;
case ChatSourceType.Object:
fromID = c.SenderUUID;
if (c.SenderObject != null && c.SenderObject is SceneObjectPart)
ownerID = ((SceneObjectPart)c.SenderObject).OwnerID;
break;
}
@ -236,7 +241,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
s.ForEachRootScenePresence(
delegate(ScenePresence presence)
{
if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, c.Type, message, sourceType, false))
if (TrySendChatMessage(
presence, fromPos, regionPos, fromID, ownerID, fromName, c.Type, message, sourceType, false))
receiverIDs.Add(presence.UUID);
}
);
@ -248,7 +254,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
ScenePresence presence = s.GetScenePresence(targetID);
if (presence != null && !presence.IsChildAgent)
{
if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, ChatTypeEnum.Say, message, sourceType, true))
if (TrySendChatMessage(
presence, fromPos, regionPos, fromID, ownerID, fromName, ChatTypeEnum.Say, message, sourceType, true))
receiverIDs.Add(presence.UUID);
}
}
@ -306,8 +313,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
(((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId))
return;
client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID,
client.SendChatMessage(
c.Message, (byte)cType, CenterOfRegion, fromName, fromID, fromID,
(byte)sourceType, (byte)ChatAudibleLevel.Fully);
receiverIDs.Add(client.AgentId);
});
@ -322,14 +331,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
/// <param name="fromPos"></param>
/// <param name="regionPos">/param>
/// <param name="fromAgentID"></param>
/// <param name='ownerID'>
/// Owner of the message. For at least some messages from objects, this has to be correctly filled with the owner's UUID.
/// This is the case for script error messages in viewer 3 since LLViewer change EXT-7762
/// </param>
/// <param name="fromName"></param>
/// <param name="type"></param>
/// <param name="message"></param>
/// <param name="src"></param>
/// <returns>true if the message was sent to the receiver, false if it was not sent due to failing a
/// precondition</returns>
protected virtual bool TrySendChatMessage(ScenePresence presence, Vector3 fromPos, Vector3 regionPos,
UUID fromAgentID, string fromName, ChatTypeEnum type,
protected virtual bool TrySendChatMessage(
ScenePresence presence, Vector3 fromPos, Vector3 regionPos,
UUID fromAgentID, UUID ownerID, string fromName, ChatTypeEnum type,
string message, ChatSourceType src, bool ignoreDistance)
{
// don't send stuff to child agents
@ -353,8 +367,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
}
// TODO: should change so the message is sent through the avatar rather than direct to the ClientView
presence.ControllingClient.SendChatMessage(message, (byte) type, fromPos, fromName,
fromAgentID, (byte)src, (byte)ChatAudibleLevel.Fully);
presence.ControllingClient.SendChatMessage(
message, (byte) type, fromPos, fromName,
fromAgentID, ownerID, (byte)src, (byte)ChatAudibleLevel.Fully);
return true;
}

View File

@ -35,6 +35,7 @@ using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Console;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
@ -209,6 +210,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
Guid id, string firstName, string lastName, string invPath, string pass, string savePath,
Dictionary<string, object> options)
{
if (!ConsoleUtil.CheckFileDoesNotExist(MainConsole.Instance, savePath))
return false;
if (m_scenes.Count > 0)
{
UserAccount userInfo = GetUserInfo(firstName, lastName, pass);

View File

@ -38,15 +38,15 @@ using OpenSim.Services.Interfaces;
namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
{
public class InventoryTransferModule : IInventoryTransferModule, ISharedRegionModule
public class InventoryTransferModule : ISharedRegionModule
{
private static readonly ILog m_log
= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
private List<Scene> m_Scenelist = new List<Scene>();
private Dictionary<UUID, Scene> m_AgentRegions =
new Dictionary<UUID, Scene>();
// private Dictionary<UUID, Scene> m_AgentRegions =
// new Dictionary<UUID, Scene>();
private IMessageTransferModule m_TransferModule = null;
private bool m_Enabled = true;
@ -76,12 +76,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
m_Scenelist.Add(scene);
scene.RegisterModuleInterface<IInventoryTransferModule>(this);
// scene.RegisterModuleInterface<IInventoryTransferModule>(this);
scene.EventManager.OnNewClient += OnNewClient;
scene.EventManager.OnClientClosed += ClientLoggedOut;
// scene.EventManager.OnClientClosed += ClientLoggedOut;
scene.EventManager.OnIncomingInstantMessage += OnGridInstantMessage;
scene.EventManager.OnSetRootAgentScene += OnSetRootAgentScene;
// scene.EventManager.OnSetRootAgentScene += OnSetRootAgentScene;
}
public void RegionLoaded(Scene scene)
@ -96,9 +96,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
m_Scenelist.Clear();
scene.EventManager.OnNewClient -= OnNewClient;
scene.EventManager.OnClientClosed -= ClientLoggedOut;
// scene.EventManager.OnClientClosed -= ClientLoggedOut;
scene.EventManager.OnIncomingInstantMessage -= OnGridInstantMessage;
scene.EventManager.OnSetRootAgentScene -= OnSetRootAgentScene;
// scene.EventManager.OnSetRootAgentScene -= OnSetRootAgentScene;
}
}
}
@ -106,9 +106,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
public void RemoveRegion(Scene scene)
{
scene.EventManager.OnNewClient -= OnNewClient;
scene.EventManager.OnClientClosed -= ClientLoggedOut;
// scene.EventManager.OnClientClosed -= ClientLoggedOut;
scene.EventManager.OnIncomingInstantMessage -= OnGridInstantMessage;
scene.EventManager.OnSetRootAgentScene -= OnSetRootAgentScene;
// scene.EventManager.OnSetRootAgentScene -= OnSetRootAgentScene;
m_Scenelist.Remove(scene);
}
@ -138,10 +138,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
client.OnInstantMessage += OnInstantMessage;
}
protected void OnSetRootAgentScene(UUID id, Scene scene)
{
m_AgentRegions[id] = scene;
}
// protected void OnSetRootAgentScene(UUID id, Scene scene)
// {
// m_AgentRegions[id] = scene;
// }
private Scene FindClientScene(UUID agentId)
{
@ -448,69 +448,69 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
}
}
public bool NeedSceneCacheClear(UUID agentID, Scene scene)
{
if (!m_AgentRegions.ContainsKey(agentID))
{
// Since we can get here two ways, we need to scan
// the scenes here. This is somewhat more expensive
// but helps avoid a nasty bug
//
foreach (Scene s in m_Scenelist)
{
ScenePresence presence;
if (s.TryGetScenePresence(agentID, out presence))
{
// If the agent is in this scene, then we
// are being called twice in a single
// teleport. This is wasteful of cycles
// but harmless due to this 2nd level check
//
// If the agent is found in another scene
// then the list wasn't current
//
// If the agent is totally unknown, then what
// are we even doing here??
//
if (s == scene)
{
//m_log.Debug("[INVTRANSFERMOD]: s == scene. Returning true in " + scene.RegionInfo.RegionName);
return true;
}
else
{
//m_log.Debug("[INVTRANSFERMOD]: s != scene. Returning false in " + scene.RegionInfo.RegionName);
return false;
}
}
}
//m_log.Debug("[INVTRANSFERMOD]: agent not in scene. Returning true in " + scene.RegionInfo.RegionName);
return true;
}
// The agent is left in current Scene, so we must be
// going to another instance
//
if (m_AgentRegions[agentID] == scene)
{
//m_log.Debug("[INVTRANSFERMOD]: m_AgentRegions[agentID] == scene. Returning true in " + scene.RegionInfo.RegionName);
m_AgentRegions.Remove(agentID);
return true;
}
// Another region has claimed the agent
//
//m_log.Debug("[INVTRANSFERMOD]: last resort. Returning false in " + scene.RegionInfo.RegionName);
return false;
}
public void ClientLoggedOut(UUID agentID, Scene scene)
{
if (m_AgentRegions.ContainsKey(agentID))
m_AgentRegions.Remove(agentID);
}
// public bool NeedSceneCacheClear(UUID agentID, Scene scene)
// {
// if (!m_AgentRegions.ContainsKey(agentID))
// {
// // Since we can get here two ways, we need to scan
// // the scenes here. This is somewhat more expensive
// // but helps avoid a nasty bug
// //
//
// foreach (Scene s in m_Scenelist)
// {
// ScenePresence presence;
//
// if (s.TryGetScenePresence(agentID, out presence))
// {
// // If the agent is in this scene, then we
// // are being called twice in a single
// // teleport. This is wasteful of cycles
// // but harmless due to this 2nd level check
// //
// // If the agent is found in another scene
// // then the list wasn't current
// //
// // If the agent is totally unknown, then what
// // are we even doing here??
// //
// if (s == scene)
// {
// //m_log.Debug("[INVTRANSFERMOD]: s == scene. Returning true in " + scene.RegionInfo.RegionName);
// return true;
// }
// else
// {
// //m_log.Debug("[INVTRANSFERMOD]: s != scene. Returning false in " + scene.RegionInfo.RegionName);
// return false;
// }
// }
// }
// //m_log.Debug("[INVTRANSFERMOD]: agent not in scene. Returning true in " + scene.RegionInfo.RegionName);
// return true;
// }
//
// // The agent is left in current Scene, so we must be
// // going to another instance
// //
// if (m_AgentRegions[agentID] == scene)
// {
// //m_log.Debug("[INVTRANSFERMOD]: m_AgentRegions[agentID] == scene. Returning true in " + scene.RegionInfo.RegionName);
// m_AgentRegions.Remove(agentID);
// return true;
// }
//
// // Another region has claimed the agent
// //
// //m_log.Debug("[INVTRANSFERMOD]: last resort. Returning false in " + scene.RegionInfo.RegionName);
// return false;
// }
//
// public void ClientLoggedOut(UUID agentID, Scene scene)
// {
// if (m_AgentRegions.ContainsKey(agentID))
// m_AgentRegions.Remove(agentID);
// }
/// <summary>
///

View File

@ -672,13 +672,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
sp.Reset();
}
// 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);
}
// 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);
// }
m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
}
@ -1237,14 +1238,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
AgentHasMovedAway(agent, false);
// the user may change their profile information in other region,
// so the userinfo in UserProfileCache is not reliable any more, delete it
// REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
if (agent.Scene.NeedSceneCacheClear(agent.UUID))
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID);
}
// // the user may change their profile information in other region,
// // so the userinfo in UserProfileCache is not reliable any more, delete it
// // REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
// if (agent.Scene.NeedSceneCacheClear(agent.UUID))
// {
// m_log.DebugFormat(
// "[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID);
// }
//m_log.Debug("AFTER CROSS");
//Scene.DumpChildrenSeeds(UUID);

View File

@ -28,6 +28,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
@ -170,12 +171,42 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
/// <param name="hostID">UUID of the SceneObjectPart</param>
/// <param name="channel">channel to listen on</param>
/// <param name="name">name to filter on</param>
/// <param name="id">key to filter on (user given, could be totally faked)</param>
/// <param name="id">
/// key to filter on (user given, could be totally faked)
/// </param>
/// <param name="msg">msg to filter on</param>
/// <returns>number of the scripts handle</returns>
public int Listen(uint localID, UUID itemID, UUID hostID, int channel, string name, UUID id, string msg)
public int Listen(uint localID, UUID itemID, UUID hostID, int channel,
string name, UUID id, string msg)
{
return m_listenerManager.AddListener(localID, itemID, hostID, channel, name, id, msg);
return m_listenerManager.AddListener(localID, itemID, hostID,
channel, name, id, msg);
}
/// <summary>
/// Create a listen event callback with the specified filters.
/// The parameters localID,itemID are needed to uniquely identify
/// the script during 'peek' time. Parameter hostID is needed to
/// determine the position of the script.
/// </summary>
/// <param name="localID">localID of the script engine</param>
/// <param name="itemID">UUID of the script engine</param>
/// <param name="hostID">UUID of the SceneObjectPart</param>
/// <param name="channel">channel to listen on</param>
/// <param name="name">name to filter on</param>
/// <param name="id">
/// key to filter on (user given, could be totally faked)
/// </param>
/// <param name="msg">msg to filter on</param>
/// <param name="regexBitfield">
/// Bitfield indicating which strings should be processed as regex.
/// </param>
/// <returns>number of the scripts handle</returns>
public int Listen(uint localID, UUID itemID, UUID hostID, int channel,
string name, UUID id, string msg, int regexBitfield)
{
return m_listenerManager.AddListener(localID, itemID, hostID,
channel, name, id, msg, regexBitfield);
}
/// <summary>
@ -465,15 +496,25 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
m_curlisteners = 0;
}
public int AddListener(uint localID, UUID itemID, UUID hostID, int channel, string name, UUID id, string msg)
public int AddListener(uint localID, UUID itemID, UUID hostID,
int channel, string name, UUID id, string msg)
{
return AddListener(localID, itemID, hostID, channel, name, id,
msg, 0);
}
public int AddListener(uint localID, UUID itemID, UUID hostID,
int channel, string name, UUID id, string msg,
int regexBitfield)
{
// do we already have a match on this particular filter event?
List<ListenerInfo> coll = GetListeners(itemID, channel, name, id, msg);
List<ListenerInfo> coll = GetListeners(itemID, channel, name, id,
msg);
if (coll.Count > 0)
{
// special case, called with same filter settings, return same handle
// (2008-05-02, tested on 1.21.1 server, still holds)
// special case, called with same filter settings, return same
// handle (2008-05-02, tested on 1.21.1 server, still holds)
return coll[0].GetHandle();
}
@ -485,7 +526,9 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
if (newHandle > 0)
{
ListenerInfo li = new ListenerInfo(newHandle, localID, itemID, hostID, channel, name, id, msg);
ListenerInfo li = new ListenerInfo(newHandle, localID,
itemID, hostID, channel, name, id, msg,
regexBitfield);
List<ListenerInfo> listeners;
if (!m_listeners.TryGetValue(channel,out listeners))
@ -626,6 +669,22 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
return -1;
}
/// These are duplicated from ScriptBaseClass
/// http://opensimulator.org/mantis/view.php?id=6106#c21945
#region Constants for the bitfield parameter of osListenRegex
/// <summary>
/// process name parameter as regex
/// </summary>
public const int OS_LISTEN_REGEX_NAME = 0x1;
/// <summary>
/// process message parameter as regex
/// </summary>
public const int OS_LISTEN_REGEX_MESSAGE = 0x2;
#endregion
// Theres probably a more clever and efficient way to
// do this, maybe with regex.
// PM2008: Ha, one could even be smart and define a specialized Enumerator.
@ -651,7 +710,10 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
{
continue;
}
if (li.GetName().Length > 0 && !li.GetName().Equals(name))
if (li.GetName().Length > 0 && (
((li.RegexBitfield & OS_LISTEN_REGEX_NAME) != OS_LISTEN_REGEX_NAME && !li.GetName().Equals(name)) ||
((li.RegexBitfield & OS_LISTEN_REGEX_NAME) == OS_LISTEN_REGEX_NAME && !Regex.IsMatch(name, li.GetName()))
))
{
continue;
}
@ -659,7 +721,10 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
{
continue;
}
if (li.GetMessage().Length > 0 && !li.GetMessage().Equals(msg))
if (li.GetMessage().Length > 0 && (
((li.RegexBitfield & OS_LISTEN_REGEX_MESSAGE) != OS_LISTEN_REGEX_MESSAGE && !li.GetMessage().Equals(msg)) ||
((li.RegexBitfield & OS_LISTEN_REGEX_MESSAGE) == OS_LISTEN_REGEX_MESSAGE && !Regex.IsMatch(msg, li.GetMessage()))
))
{
continue;
}
@ -692,10 +757,13 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
{
int idx = 0;
Object[] item = new Object[6];
int dataItemLength = 6;
while (idx < data.Length)
{
Array.Copy(data, idx, item, 0, 6);
dataItemLength = (idx + 7 == data.Length || (idx + 7 < data.Length && data[idx + 7] is bool)) ? 7 : 6;
item = new Object[dataItemLength];
Array.Copy(data, idx, item, 0, dataItemLength);
ListenerInfo info =
ListenerInfo.FromData(localID, itemID, hostID, item);
@ -707,12 +775,12 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
m_listeners[(int)item[2]].Add(info);
}
idx+=6;
idx+=dataItemLength;
}
}
}
public class ListenerInfo: IWorldCommListenerInfo
public class ListenerInfo : IWorldCommListenerInfo
{
private bool m_active; // Listener is active or not
private int m_handle; // Assigned handle of this listener
@ -726,16 +794,29 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
public ListenerInfo(int handle, uint localID, UUID ItemID, UUID hostID, int channel, string name, UUID id, string message)
{
Initialise(handle, localID, ItemID, hostID, channel, name, id, message);
Initialise(handle, localID, ItemID, hostID, channel, name, id,
message, 0);
}
public ListenerInfo(int handle, uint localID, UUID ItemID,
UUID hostID, int channel, string name, UUID id,
string message, int regexBitfield)
{
Initialise(handle, localID, ItemID, hostID, channel, name, id,
message, regexBitfield);
}
public ListenerInfo(ListenerInfo li, string name, UUID id, string message)
{
Initialise(li.m_handle, li.m_localID, li.m_itemID, li.m_hostID, li.m_channel, name, id, message);
Initialise(li.m_handle, li.m_localID, li.m_itemID, li.m_hostID, li.m_channel, name, id, message, 0);
}
private void Initialise(int handle, uint localID, UUID ItemID, UUID hostID, int channel, string name,
UUID id, string message)
public ListenerInfo(ListenerInfo li, string name, UUID id, string message, int regexBitfield)
{
Initialise(li.m_handle, li.m_localID, li.m_itemID, li.m_hostID, li.m_channel, name, id, message, regexBitfield);
}
private void Initialise(int handle, uint localID, UUID ItemID, UUID hostID, int channel, string name, UUID id, string message, int regexBitfield)
{
m_active = true;
m_handle = handle;
@ -746,11 +827,12 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
m_name = name;
m_id = id;
m_message = message;
RegexBitfield = regexBitfield;
}
public Object[] GetSerializationData()
{
Object[] data = new Object[6];
Object[] data = new Object[7];
data[0] = m_active;
data[1] = m_handle;
@ -758,16 +840,19 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
data[3] = m_name;
data[4] = m_id;
data[5] = m_message;
data[6] = RegexBitfield;
return data;
}
public static ListenerInfo FromData(uint localID, UUID ItemID, UUID hostID, Object[] data)
{
ListenerInfo linfo = new ListenerInfo((int)data[1], localID,
ItemID, hostID, (int)data[2], (string)data[3],
(UUID)data[4], (string)data[5]);
linfo.m_active=(bool)data[0];
ListenerInfo linfo = new ListenerInfo((int)data[1], localID, ItemID, hostID, (int)data[2], (string)data[3], (UUID)data[4], (string)data[5]);
linfo.m_active = (bool)data[0];
if (data.Length >= 7)
{
linfo.RegexBitfield = (int)data[6];
}
return linfo;
}
@ -826,5 +911,7 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
{
return m_id;
}
public int RegexBitfield { get; private set; }
}
}

View File

@ -110,7 +110,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
lastX = (lastX == null) ? curLastX : (lastX > curLastX) ? lastX : curLastX;
}
Rect = new Rectangle((int)firstX, (int)firstY, (int)(lastY - firstY + 1), (int)(lastX - firstX + 1));
Rect = new Rectangle((int)firstX, (int)firstY, (int)(lastX - firstX + 1), (int)(lastY - firstY + 1));
// Calculate the subdirectory in which each region will be stored in the archive

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@ -32,6 +32,8 @@ using System.Reflection;
using log4net;
using NDesk.Options;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
@ -150,14 +152,16 @@ namespace OpenSim.Region.CoreModules.World.Archiver
List<string> mainParams = ops.Parse(cmdparams);
string path;
if (mainParams.Count > 2)
{
ArchiveRegion(mainParams[2], options);
}
path = mainParams[2];
else
{
ArchiveRegion(DEFAULT_OAR_BACKUP_FILENAME, options);
}
path = DEFAULT_OAR_BACKUP_FILENAME;
if (!ConsoleUtil.CheckFileDoesNotExist(MainConsole.Instance, path))
return;
ArchiveRegion(path, options);
}
public void ArchiveRegion(string savePath, Dictionary<string, object> options)

View File

@ -27,10 +27,12 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Text;
using System.Text.RegularExpressions;
using System.Xml;
using log4net;
using Mono.Addins;
using NDesk.Options;
@ -41,6 +43,7 @@ using OpenSim.Framework.Console;
using OpenSim.Framework.Monitoring;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Scenes.Serialization;
namespace OpenSim.Region.CoreModules.World.Objects.Commands
{
@ -96,9 +99,9 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
HandleDeleteObject);
m_console.Commands.AddCommand(
"Objects", false, "delete object uuid",
"delete object uuid <UUID>",
"Delete a scene object by uuid",
"Objects", false, "delete object id",
"delete object id <UUID-or-localID>",
"Delete a scene object by uuid or localID",
HandleDeleteObject);
m_console.Commands.AddCommand(
@ -122,28 +125,18 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
"delete object pos",
"delete object pos <start-coord> to <end-coord>",
"Delete scene objects within the given area.",
"Each component of the coord is comma separated. There must be no spaces between the commas.\n"
+ "If you don't care about the z component you can simply omit it.\n"
+ "If you don't care about the x or y components then you can leave them blank (though a comma is still required)\n"
+ "If you want to specify the maxmimum value of a component then you can use ~ instead of a number\n"
+ "If you want to specify the minimum value of a component then you can use -~ instead of a number\n"
+ "e.g.\n"
+ "delete object pos 20,20,20 to 40,40,40\n"
+ "delete object pos 20,20 to 40,40\n"
+ "delete object pos ,20,20 to ,40,40\n"
+ "delete object pos ,,30 to ,,~\n"
+ "delete object pos ,,-~ to ,,30",
ConsoleUtil.CoordHelp,
HandleDeleteObject);
m_console.Commands.AddCommand(
"Objects",
false,
"show object uuid",
"show object uuid [--full] <UUID>",
"Show details of a scene object with the given UUID",
"show object id",
"show object id [--full] <UUID-or-localID>",
"Show details of a scene object with the given UUID or localID",
"The --full option will print out information on all the parts of the object.\n"
+ "For yet more detailed part information, use the \"show part\" commands.",
HandleShowObjectByUuid);
HandleShowObjectById);
m_console.Commands.AddCommand(
"Objects",
@ -164,25 +157,15 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
"Show details of scene objects within the given area.",
"The --full option will print out information on all the parts of the object.\n"
+ "For yet more detailed part information, use the \"show part\" commands.\n"
+ "Each component of the coord is comma separated. There must be no spaces between the commas.\n"
+ "If you don't care about the z component you can simply omit it.\n"
+ "If you don't care about the x or y components then you can leave them blank (though a comma is still required)\n"
+ "If you want to specify the maxmimum value of a component then you can use ~ instead of a number\n"
+ "If you want to specify the minimum value of a component then you can use -~ instead of a number\n"
+ "e.g.\n"
+ "show object pos 20,20,20 to 40,40,40\n"
+ "show object pos 20,20 to 40,40\n"
+ "show object pos ,20,20 to ,40,40\n"
+ "show object pos ,,30 to ,,~\n"
+ "show object pos ,,-~ to ,,30",
+ ConsoleUtil.CoordHelp,
HandleShowObjectByPos);
m_console.Commands.AddCommand(
"Objects",
false,
"show part uuid",
"show part uuid <UUID>",
"Show details of a scene object parts with the given UUID", HandleShowPartByUuid);
"show part id",
"show part id <UUID-or-localID>",
"Show details of a scene object part with the given UUID or localID", HandleShowPartById);
m_console.Commands.AddCommand(
"Objects",
@ -190,7 +173,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
"show part name",
"show part name [--regex] <name>",
"Show details of scene object parts with the given name.",
"If --regex is specified then the name is treatead as a regular expression",
"If --regex is specified then the name is treated as a regular expression",
HandleShowPartByName);
m_console.Commands.AddCommand(
@ -199,18 +182,19 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
"show part pos",
"show part pos <start-coord> to <end-coord>",
"Show details of scene object parts within the given area.",
"Each component of the coord is comma separated. There must be no spaces between the commas.\n"
+ "If you don't care about the z component you can simply omit it.\n"
+ "If you don't care about the x or y components then you can leave them blank (though a comma is still required)\n"
+ "If you want to specify the maxmimum value of a component then you can use ~ instead of a number\n"
+ "If you want to specify the minimum value of a component then you can use -~ instead of a number\n"
+ "e.g.\n"
+ "show object pos 20,20,20 to 40,40,40\n"
+ "show object pos 20,20 to 40,40\n"
+ "show object pos ,20,20 to ,40,40\n"
+ "show object pos ,,30 to ,,~\n"
+ "show object pos ,,-~ to ,,30",
ConsoleUtil.CoordHelp,
HandleShowPartByPos);
m_console.Commands.AddCommand(
"Objects",
false,
"dump object id",
"dump object id <UUID-or-localID>",
"Dump the formatted serialization of the given object to the file <UUID>.xml",
"e.g. dump object uuid c1ed6809-cc24-4061-a4c2-93082a2d1f1d will dump serialization to c1ed6809-cc24-4061-a4c2-93082a2d1f1d.xml\n"
+ "To locate the UUID or localID in the first place, you need to use the other show object commands.\n"
+ "If a local ID is given then the filename used is still that for the UUID",
HandleDumpObjectById);
}
public void RemoveRegion(Scene scene)
@ -265,7 +249,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
m_console.OutputFormat(sb.ToString());
}
private void HandleShowObjectByUuid(string module, string[] cmdparams)
private void HandleShowObjectById(string module, string[] cmdparams)
{
if (!(m_console.ConsoleScene == null || m_console.ConsoleScene == m_scene))
return;
@ -281,14 +265,17 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
return;
}
UUID objectUuid;
if (!UUID.TryParse(mainParams[3], out objectUuid))
{
m_console.OutputFormat("{0} is not a valid uuid", mainParams[3]);
UUID uuid;
uint localId;
if (!ConsoleUtil.TryParseConsoleId(m_console, mainParams[3], out uuid, out localId))
return;
}
SceneObjectGroup so = m_scene.GetSceneObjectGroup(objectUuid);
SceneObjectGroup so;
if (localId != ConsoleUtil.LocalIdNotFound)
so = m_scene.GetSceneObjectGroup(localId);
else
so = m_scene.GetSceneObjectGroup(uuid);
if (so == null)
{
@ -365,7 +352,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
OutputSogsToConsole(searchPredicate, showFull);
}
private void HandleShowPartByUuid(string module, string[] cmdparams)
private void HandleShowPartById(string module, string[] cmdparams)
{
if (!(m_console.ConsoleScene == null || m_console.ConsoleScene == m_scene))
return;
@ -378,18 +365,20 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
if (mainParams.Count < 4)
{
m_console.OutputFormat("Usage: show part uuid [--full] <uuid>");
m_console.OutputFormat("Usage: show part id [--full] <UUID-or-localID>");
return;
}
UUID objectUuid;
if (!UUID.TryParse(mainParams[3], out objectUuid))
{
m_console.OutputFormat("{0} is not a valid uuid", mainParams[3]);
uint localId;
if (!ConsoleUtil.TryParseConsoleId(m_console, mainParams[3], out objectUuid, out localId))
return;
}
SceneObjectPart sop = m_scene.GetSceneObjectPart(objectUuid);
SceneObjectPart sop;
if (localId == ConsoleUtil.LocalIdNotFound)
sop = m_scene.GetSceneObjectPart(objectUuid);
else
sop = m_scene.GetSceneObjectPart(localId);
if (sop == null)
{
@ -477,6 +466,51 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
OutputSopsToConsole(searchPredicate, true);
}
private void HandleDumpObjectById(string module, string[] cmdparams)
{
if (!(m_console.ConsoleScene == null || m_console.ConsoleScene == m_scene))
return;
if (cmdparams.Length < 4)
{
m_console.OutputFormat("Usage: dump object id <UUID-or-localID>");
return;
}
UUID objectUuid;
uint localId;
if (!ConsoleUtil.TryParseConsoleId(m_console, cmdparams[3], out objectUuid, out localId))
return;
SceneObjectGroup so;
if (localId == ConsoleUtil.LocalIdNotFound)
so = m_scene.GetSceneObjectGroup(objectUuid);
else
so = m_scene.GetSceneObjectGroup(localId);
if (so == null)
{
// m_console.OutputFormat("No part found with uuid {0}", objectUuid);
return;
}
// In case we found it via local ID.
objectUuid = so.UUID;
string fileName = string.Format("{0}.xml", objectUuid);
if (!ConsoleUtil.CheckFileDoesNotExist(m_console, fileName))
return;
using (XmlTextWriter xtw = new XmlTextWriter(fileName, Encoding.UTF8))
{
xtw.Formatting = Formatting.Indented;
SceneObjectSerializer.ToOriginalXmlFormat(so, xtw, true);
}
m_console.OutputFormat("Object dumped to file {0}", fileName);
}
/// <summary>
/// Append a scene object report to an input StringBuilder
/// </summary>
@ -641,18 +675,23 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
break;
case "uuid":
if (!UUID.TryParse(o, out match))
case "id":
UUID uuid;
uint localId;
if (!ConsoleUtil.TryParseConsoleId(m_console, o, out uuid, out localId))
return;
requireConfirmation = false;
deletes = new List<SceneObjectGroup>();
m_scene.ForEachSOG(delegate (SceneObjectGroup g)
{
if (g.UUID == match && !g.IsAttachment)
deletes.Add(g);
});
SceneObjectGroup so;
if (localId == ConsoleUtil.LocalIdNotFound)
so = m_scene.GetSceneObjectGroup(uuid);
else
so = m_scene.GetSceneObjectGroup(localId);
if (!so.IsAttachment)
deletes.Add(so);
// if (deletes.Count == 0)
// m_console.OutputFormat("No objects were found with uuid {0}", match);

View File

@ -45,6 +45,13 @@ namespace OpenSim.Region.Framework.Interfaces
void Deactivate();
void Activate();
UUID GetID();
/// <summary>
/// Bitfield indicating which strings should be processed as regex.
/// 1 corresponds to IWorldCommListenerInfo::GetName()
/// 2 corresponds to IWorldCommListenerInfo::GetMessage()
/// </summary>
int RegexBitfield { get; }
}
public interface IWorldComm
@ -60,7 +67,7 @@ namespace OpenSim.Region.Framework.Interfaces
/// the script during 'peek' time. Parameter hostID is needed to
/// determine the position of the script.
/// </summary>
/// <param name="localID">localID of the script engine</param>
/// <param name="LocalID">localID of the script engine</param>
/// <param name="itemID">UUID of the script engine</param>
/// <param name="hostID">UUID of the SceneObjectPart</param>
/// <param name="channel">channel to listen on</param>
@ -70,6 +77,23 @@ namespace OpenSim.Region.Framework.Interfaces
/// <returns>number of the scripts handle</returns>
int Listen(uint LocalID, UUID itemID, UUID hostID, int channel, string name, UUID id, string msg);
/// <summary>
/// Create a listen event callback with the specified filters.
/// The parameters localID,itemID are needed to uniquely identify
/// the script during 'peek' time. Parameter hostID is needed to
/// determine the position of the script.
/// </summary>
/// <param name="LocalID">localID of the script engine</param>
/// <param name="itemID">UUID of the script engine</param>
/// <param name="hostID">UUID of the SceneObjectPart</param>
/// <param name="channel">channel to listen on</param>
/// <param name="name">name to filter on</param>
/// <param name="id">key to filter on (user given, could be totally faked)</param>
/// <param name="msg">msg to filter on</param>
/// <param name="regexBitfield">Bitfield indicating which strings should be processed as regex.</param>
/// <returns>number of the scripts handle</returns>
int Listen(uint LocalID, UUID itemID, UUID hostID, int channel, string name, UUID id, string msg, int regexBitfield);
/// <summary>
/// This method scans over the objects which registered an interest in listen callbacks.
/// For everyone it finds, it checks if it fits the given filter. If it does, then

View File

@ -41,12 +41,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private OpenSim.Framework.Animation m_implicitDefaultAnimation = new OpenSim.Framework.Animation();
private OpenSim.Framework.Animation m_defaultAnimation = new OpenSim.Framework.Animation();
private List<OpenSim.Framework.Animation> m_animations = new List<OpenSim.Framework.Animation>();
public OpenSim.Framework.Animation DefaultAnimation
public OpenSim.Framework.Animation ImplicitDefaultAnimation
{
get { return m_defaultAnimation; }
get { return m_implicitDefaultAnimation; }
}
public AnimationSet()
@ -119,6 +120,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
if (m_defaultAnimation.AnimID != animID)
{
m_defaultAnimation = new OpenSim.Framework.Animation(animID, sequenceNum, objectID);
m_implicitDefaultAnimation = m_defaultAnimation;
return true;
}
return false;

View File

@ -38,7 +38,18 @@ namespace OpenSim.Region.Framework.Scenes
{
public partial class Scene
{
/// <summary>
/// Send chat to listeners.
/// </summary>
/// <param name='message'></param>
/// <param name='type'>/param>
/// <param name='channel'></param>
/// <param name='fromPos'></param>
/// <param name='fromName'></param>
/// <param name='fromID'></param>
/// <param name='targetID'></param>
/// <param name='fromAgent'></param>
/// <param name='broadcast'></param>
protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
UUID fromID, UUID targetID, bool fromAgent, bool broadcast)
{
@ -66,6 +77,10 @@ namespace OpenSim.Region.Framework.Scenes
args.From = fromName;
args.TargetUUID = targetID;
// m_log.DebugFormat(
// "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}",
// args.Message.Replace("\n", "\\n"), args.Channel, args.Type, fromName, broadcast);
if (broadcast)
EventManager.TriggerOnChatBroadcast(this, args);
else

View File

@ -1267,6 +1267,12 @@ namespace OpenSim.Region.Framework.Scenes
// This is the method that shuts down the scene.
public override void Close()
{
if (m_shuttingDown)
{
m_log.WarnFormat("[SCENE]: Ignoring close request because already closing {0}", Name);
return;
}
m_log.InfoFormat("[SCENE]: Closing down the single simulator: {0}", RegionInfo.RegionName);
StatsReporter.Close();
@ -1310,6 +1316,14 @@ namespace OpenSim.Region.Framework.Scenes
m_sceneGraph.Close();
if (!GridService.DeregisterRegion(RegionInfo.RegionID))
m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", Name);
base.Close();
// XEngine currently listens to the EventManager.OnShutdown event to trigger script stop and persistence.
// Therefore. we must dispose of the PhysicsScene after this to prevent a window where script code can
// attempt to reference a null or disposed physics scene.
if (PhysicsScene != null)
{
PhysicsScene phys = PhysicsScene;
@ -1318,12 +1332,6 @@ namespace OpenSim.Region.Framework.Scenes
phys.Dispose();
phys = null;
}
if (!GridService.DeregisterRegion(RegionInfo.RegionID))
m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", Name);
// call the base class Close method.
base.Close();
}
/// <summary>
@ -3427,9 +3435,10 @@ namespace OpenSim.Region.Framework.Scenes
if (closeChildAgents && CapsModule != null)
CapsModule.RemoveCaps(agentID);
// REFACTORING PROBLEM -- well not really a problem, but just to point out that whatever
// this method is doing is HORRIBLE!!!
avatar.Scene.NeedSceneCacheClear(avatar.UUID);
// // REFACTORING PROBLEM -- well not really a problem, but just to point out that whatever
// // this method is doing is HORRIBLE!!!
// Commented pending deletion since this method no longer appears to do anything at all
// avatar.Scene.NeedSceneCacheClear(avatar.UUID);
if (closeChildAgents && !isChildAgent)
{
@ -4688,12 +4697,23 @@ namespace OpenSim.Region.Framework.Scenes
/// Get a group via its UUID
/// </summary>
/// <param name="fullID"></param>
/// <returns>null if no group with that name exists</returns>
/// <returns>null if no group with that id exists</returns>
public SceneObjectGroup GetSceneObjectGroup(UUID fullID)
{
return m_sceneGraph.GetSceneObjectGroup(fullID);
}
/// <summary>
/// Get a group via its local ID
/// </summary>
/// <remarks>This will only return a group if the local ID matches a root part</remarks>
/// <param name="localID"></param>
/// <returns>null if no group with that id exists</returns>
public SceneObjectGroup GetSceneObjectGroup(uint localID)
{
return m_sceneGraph.GetSceneObjectGroup(localID);
}
/// <summary>
/// Get a group by name from the scene (will return the first
/// found, if there are more than one prim with the same name)
@ -4854,14 +4874,15 @@ namespace OpenSim.Region.Framework.Scenes
client.SendRegionHandle(regionID, handle);
}
public bool NeedSceneCacheClear(UUID agentID)
{
IInventoryTransferModule inv = RequestModuleInterface<IInventoryTransferModule>();
if (inv == null)
return true;
return inv.NeedSceneCacheClear(agentID, this);
}
// Commented pending deletion since this method no longer appears to do anything at all
// public bool NeedSceneCacheClear(UUID agentID)
// {
// IInventoryTransferModule inv = RequestModuleInterface<IInventoryTransferModule>();
// if (inv == null)
// return true;
//
// return inv.NeedSceneCacheClear(agentID, this);
// }
public void CleanTempObjects()
{

View File

@ -982,6 +982,30 @@ namespace OpenSim.Region.Framework.Scenes
return null;
}
/// <summary>
/// Get a group in the scene
/// </summary>
/// <remarks>
/// This will only return a group if the local ID matches the root part, not other parts.
/// </remarks>
/// <param name="localID">Local id of the root part of the group</param>
/// <returns>null if no such group was found</returns>
protected internal SceneObjectGroup GetSceneObjectGroup(uint localID)
{
lock (SceneObjectGroupsByLocalPartID)
{
if (SceneObjectGroupsByLocalPartID.ContainsKey(localID))
{
SceneObjectGroup so = SceneObjectGroupsByLocalPartID[localID];
if (so.LocalId == localID)
return so;
}
}
return null;
}
/// <summary>
/// Get a group by name from the scene (will return the first
/// found, if there are more than one prim with the same name)

View File

@ -68,7 +68,7 @@ namespace OpenSim.Region.Framework.Scenes
public ScriptControlled eventControls;
}
public delegate void SendCourseLocationsMethod(UUID scene, ScenePresence presence, List<Vector3> coarseLocations, List<UUID> avatarUUIDs);
public delegate void SendCoarseLocationsMethod(UUID scene, ScenePresence presence, List<Vector3> coarseLocations, List<UUID> avatarUUIDs);
public class ScenePresence : EntityBase, IScenePresence
{
@ -186,7 +186,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
public bool SitGround { get; private set; }
private SendCourseLocationsMethod m_sendCourseLocationsMethod;
private SendCoarseLocationsMethod m_sendCoarseLocationsMethod;
//private Vector3 m_requestedSitOffset = new Vector3();
@ -695,7 +695,7 @@ namespace OpenSim.Region.Framework.Scenes
AttachmentsSyncLock = new Object();
AllowMovement = true;
IsChildAgent = true;
m_sendCourseLocationsMethod = SendCoarseLocationsDefault;
m_sendCoarseLocationsMethod = SendCoarseLocationsDefault;
Animator = new ScenePresenceAnimator(this);
PresenceType = type;
DrawDistance = world.DefaultDrawDistance;
@ -2432,17 +2432,17 @@ namespace OpenSim.Region.Framework.Scenes
public void SendCoarseLocations(List<Vector3> coarseLocations, List<UUID> avatarUUIDs)
{
SendCourseLocationsMethod d = m_sendCourseLocationsMethod;
SendCoarseLocationsMethod d = m_sendCoarseLocationsMethod;
if (d != null)
{
d.Invoke(m_scene.RegionInfo.originRegionID, this, coarseLocations, avatarUUIDs);
}
}
public void SetSendCourseLocationMethod(SendCourseLocationsMethod d)
public void SetSendCoarseLocationMethod(SendCoarseLocationsMethod d)
{
if (d != null)
m_sendCourseLocationsMethod = d;
m_sendCoarseLocationsMethod = d;
}
public void SendCoarseLocationsDefault(UUID sceneId, ScenePresence p, List<Vector3> coarseLocations, List<UUID> avatarUUIDs)
@ -2646,7 +2646,7 @@ namespace OpenSim.Region.Framework.Scenes
#region Significant Movement Method
/// <summary>
/// This checks for a significant movement and sends a courselocationchange update
/// This checks for a significant movement and sends a coarselocationchange update
/// </summary>
protected void CheckForSignificantMovement()
{

View File

@ -245,11 +245,13 @@ namespace OpenSim.Region.Framework.Scenes
= new Stat(
"SlowFrames",
"Slow Frames",
"Number of frames where frame time has been significantly longer than the desired frame time.",
" frames",
"scene",
m_scene.Name,
StatVerbosity.Info,
"Number of frames where frame time has been significantly longer than the desired frame time.");
StatType.Push,
null,
StatVerbosity.Info);
StatsManager.RegisterStat(SlowFramesStat);
}

View File

@ -65,5 +65,22 @@ namespace OpenSim.Region.Framework.Scenes.Tests
Assert.That(scene.Frame, Is.EqualTo(1));
}
[Test]
public void TestShutdownScene()
{
TestHelpers.InMethod();
Scene scene = new SceneHelpers().SetupScene();
scene.Close();
Assert.That(scene.ShuttingDown, Is.True);
Assert.That(scene.Active, Is.False);
// Trying to update a shutdown scene should result in no update
scene.Update(1);
Assert.That(scene.Frame, Is.EqualTo(0));
}
}
}

View File

@ -954,7 +954,8 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
}
public void SendChatMessage(string message, byte type, Vector3 fromPos, string fromName, UUID fromAgentID, byte source, byte audible)
public void SendChatMessage(
string message, byte type, Vector3 fromPos, string fromName, UUID fromAgentID, UUID ownerID, byte source, byte audible)
{
if (audible > 0 && message.Length > 0)
IRC_SendChannelPrivmsg(fromName, message);

View File

@ -128,6 +128,9 @@ namespace OpenSim.Region.OptionalModules.Asset
string fileName = rawAssetId;
if (!ConsoleUtil.CheckFileDoesNotExist(MainConsole.Instance, fileName))
return;
using (FileStream fs = new FileStream(fileName, FileMode.CreateNew))
{
using (BinaryWriter bw = new BinaryWriter(fs))

View File

@ -546,7 +546,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Concierge
c.SenderUUID = UUID.Zero;
c.Scene = agent.Scene;
agent.ControllingClient.SendChatMessage(msg, (byte) ChatTypeEnum.Say, PosOfGod, m_whoami, UUID.Zero,
agent.ControllingClient.SendChatMessage(
msg, (byte) ChatTypeEnum.Say, PosOfGod, m_whoami, UUID.Zero, UUID.Zero,
(byte)ChatSourceType.Object, (byte)ChatAudibleLevel.Fully);
}

View File

@ -603,13 +603,15 @@ namespace OpenSim.Region.OptionalModules.World.NPC
{
}
public virtual void SendChatMessage(string message, byte type, Vector3 fromPos, string fromName,
UUID fromAgentID, byte source, byte audible)
public virtual void SendChatMessage(
string message, byte type, Vector3 fromPos, string fromName,
UUID fromAgentID, UUID ownerID, byte source, byte audible)
{
}
public virtual void SendChatMessage(byte[] message, byte type, Vector3 fromPos, string fromName,
UUID fromAgentID, byte source, byte audible)
public virtual void SendChatMessage(
byte[] message, byte type, Vector3 fromPos, string fromName,
UUID fromAgentID, UUID ownerID, byte source, byte audible)
{
}

View File

@ -105,7 +105,7 @@ public class BSCharacter : BSPhysObject
shapeData.Position = _position;
shapeData.Rotation = _orientation;
shapeData.Velocity = _velocity;
shapeData.Size = Scale;
shapeData.Size = Scale; // capsule is a native shape but scale is not just <1,1,1>
shapeData.Scale = Scale;
shapeData.Mass = _mass;
shapeData.Buoyancy = _buoyancy;
@ -144,7 +144,9 @@ public class BSCharacter : BSPhysObject
ForcePosition = _position;
// Set the velocity and compute the proper friction
ForceVelocity = _velocity;
BulletSimAPI.SetRestitution2(BSBody.ptr, PhysicsScene.Params.avatarRestitution);
BulletSimAPI.SetMargin2(BSShape.ptr, PhysicsScene.Params.collisionMargin);
BulletSimAPI.SetLocalScaling2(BSShape.ptr, Scale);
BulletSimAPI.SetContactProcessingThreshold2(BSBody.ptr, PhysicsScene.Params.contactProcessingThreshold);
if (PhysicsScene.Params.ccdMotionThreshold > 0f)
@ -156,11 +158,15 @@ public class BSCharacter : BSPhysObject
OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(BSShape.ptr, MassRaw);
BulletSimAPI.SetMassProps2(BSBody.ptr, MassRaw, localInertia);
// Make so capsule does not fall over
BulletSimAPI.SetAngularFactorV2(BSBody.ptr, OMV.Vector3.Zero);
BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.CF_CHARACTER_OBJECT);
BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, BSBody.ptr);
BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG);
// BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG);
BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.DISABLE_DEACTIVATION);
BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, BSBody.ptr);
// Do this after the object has been added to the world
@ -175,11 +181,13 @@ public class BSCharacter : BSPhysObject
}
// No one calls this method so I don't know what it could possibly mean
public override bool Stopped { get { return false; } }
public override OMV.Vector3 Size {
get
{
// Avatar capsule size is kept in the scale parameter.
return _size;
// return _size;
return new OMV.Vector3(Scale.X * 2f, Scale.Y * 2f, Scale.Z);
}
set {
@ -199,7 +207,9 @@ public class BSCharacter : BSPhysObject
}
}
public override OMV.Vector3 Scale { get; set; }
public override PrimitiveBaseShape Shape
{
set { BaseShape = value; }
@ -264,7 +274,7 @@ public class BSCharacter : BSPhysObject
// Check that the current position is sane and, if not, modify the position to make it so.
// Check for being below terrain and being out of bounds.
// Check for being below terrain or on water.
// Returns 'true' of the position was made sane by some action.
private bool PositionSanityCheck()
{
@ -335,7 +345,7 @@ public class BSCharacter : BSPhysObject
}
// Avatars don't do vehicles
public override int VehicleType { get { return 0; } set { return; } }
public override int VehicleType { get { return (int)Vehicle.TYPE_NONE; } set { return; } }
public override void VehicleFloatParam(int param, float value) { }
public override void VehicleVectorParam(int param, OMV.Vector3 value) {}
public override void VehicleRotationParam(int param, OMV.Quaternion rotation) { }
@ -588,9 +598,8 @@ public class BSCharacter : BSPhysObject
newScale.X = PhysicsScene.Params.avatarCapsuleRadius;
newScale.Y = PhysicsScene.Params.avatarCapsuleRadius;
// From the total height, remote the capsule half spheres that are at each end
newScale.Z = (size.Z * 2f) - Math.Min(newScale.X, newScale.Y);
// newScale.Z = (size.Z * 2f);
// From the total height, remove the capsule half spheres that are at each end
newScale.Z = size.Z- (newScale.X + newScale.Y);
Scale = newScale;
}
@ -636,7 +645,7 @@ public class BSCharacter : BSPhysObject
BulletSimAPI.SetLinearVelocity2(BSBody.ptr, avVel);
}
// Tell the linkset about this
// Tell the linkset about value changes
Linkset.UpdateProperties(this);
// Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop.

View File

@ -34,6 +34,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
public abstract class BSConstraint : IDisposable
{
private static string LogHeader = "[BULLETSIM CONSTRAINT]";
protected BulletSim m_world;
protected BulletBody m_body1;
protected BulletBody m_body2;
@ -124,7 +126,7 @@ public abstract class BSConstraint : IDisposable
}
else
{
m_world.physicsScene.Logger.ErrorFormat("[BULLETSIM CONSTRAINT] CalculateTransforms failed. A={0}, B={1}", Body1.ID, Body2.ID);
m_world.physicsScene.Logger.ErrorFormat("{0} CalculateTransforms failed. A={1}, B={2}", LogHeader, Body1.ID, Body2.ID);
}
}
return ret;

View File

@ -23,7 +23,7 @@
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
*
/* RA: June 14, 2011. Copied from ODEDynamics.cs and converted to
* call the BulletSim system.
@ -464,8 +464,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Set the prim's inertia to zero. The vehicle code handles that and this
// removes the motion and torque actions introduced by Bullet.
Vector3 inertia = Vector3.Zero;
BulletSimAPI.SetMassProps2(Prim.BSBody.ptr, Prim.MassRaw, inertia);
BulletSimAPI.UpdateInertiaTensor2(Prim.BSBody.ptr);
// comment out for DEBUG test
// BulletSimAPI.SetMassProps2(Prim.BSBody.ptr, Prim.MassRaw, inertia);
// BulletSimAPI.UpdateInertiaTensor2(Prim.BSBody.ptr);
}
// One step of the vehicle properties for the next 'pTimestep' seconds.

View File

@ -32,10 +32,27 @@ using OMV = OpenMetaverse;
namespace OpenSim.Region.Physics.BulletSPlugin
{
public class BSLinkset
public abstract class BSLinkset
{
// private static string LogHeader = "[BULLETSIM LINKSET]";
// Create the correct type of linkset for this child
public static BSLinkset Factory(BSScene physScene, BSPhysObject parent)
{
BSLinkset ret = null;
/*
if (parent.IsPhysical)
ret = new BSLinksetConstraints(physScene, parent);
else
ret = new BSLinksetManual(physScene, parent);
*/
// at the moment, there is only one
ret = new BSLinksetConstraints(physScene, parent);
return ret;
}
public BSPhysObject LinksetRoot { get; protected set; }
public BSScene PhysicsScene { get; private set; }
@ -52,16 +69,16 @@ public class BSLinkset
// the physical 'taint' children separately.
// After taint processing and before the simulation step, these
// two lists must be the same.
private HashSet<BSPhysObject> m_children;
private HashSet<BSPhysObject> m_taintChildren;
protected HashSet<BSPhysObject> m_children;
protected HashSet<BSPhysObject> m_taintChildren;
// We lock the diddling of linkset classes to prevent any badness.
// This locks the modification of the instances of this class. Changes
// to the physical representation is done via the tainting mechenism.
private object m_linksetActivityLock = new Object();
protected object m_linksetActivityLock = new Object();
// We keep the prim's mass in the linkset structure since it could be dependent on other prims
private float m_mass;
protected float m_mass;
public float LinksetMass
{
get
@ -81,7 +98,7 @@ public class BSLinkset
get { return ComputeLinksetGeometricCenter(); }
}
public BSLinkset(BSScene scene, BSPhysObject parent)
protected void Initialize(BSScene scene, BSPhysObject parent)
{
// A simple linkset of one (no children)
LinksetID = m_nextLinksetID++;
@ -128,7 +145,7 @@ public class BSLinkset
}
// The child is down to a linkset of just itself
return new BSLinkset(PhysicsScene, child);
return BSLinkset.Factory(PhysicsScene, child);
}
// Return 'true' if the passed object is the root object of this linkset
@ -148,6 +165,9 @@ public class BSLinkset
bool ret = false;
lock (m_linksetActivityLock)
{
if (m_children.Contains(child))
ret = true;
/*
foreach (BSPhysObject bp in m_children)
{
if (child.LocalID == bp.LocalID)
@ -156,6 +176,7 @@ public class BSLinkset
break;
}
}
*/
}
return ret;
}
@ -163,24 +184,7 @@ public class BSLinkset
// When physical properties are changed the linkset needs to recalculate
// its internal properties.
// May be called at runtime or taint-time (just pass the appropriate flag).
public void Refresh(BSPhysObject requestor, bool inTaintTime)
{
// If there are no children, not physical or not root, I am not the one that recomputes the constraints
// (For the moment, static linksets do create constraints so remove the test for physical.)
if (!HasAnyChildren || /*!requestor.IsPhysical ||*/ !IsRoot(requestor))
return;
BSScene.TaintCallback refreshOperation = delegate()
{
RecomputeLinksetConstraintVariables();
DetailLog("{0},BSLinkset.Refresh,complete,rBody={1}",
LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"));
};
if (inTaintTime)
refreshOperation();
else
PhysicsScene.TaintedObject("BSLinkSet.Refresh", refreshOperation);
}
public abstract void Refresh(BSPhysObject requestor, bool inTaintTime);
// The object is going dynamic (physical). Do any setup necessary
// for a dynamic linkset.
@ -188,102 +192,35 @@ public class BSLinkset
// has not yet been fully constructed.
// Return 'true' if any properties updated on the passed object.
// Called at taint-time!
public bool MakeDynamic(BSPhysObject child)
{
// What is done for each object in BSPrim is what we want.
return false;
}
public abstract bool MakeDynamic(BSPhysObject child);
// The object is going static (non-physical). Do any setup necessary
// for a static linkset.
// Return 'true' if any properties updated on the passed object.
// Called at taint-time!
public bool MakeStatic(BSPhysObject child)
{
// What is done for each object in BSPrim is what we want.
return false;
}
public abstract bool MakeStatic(BSPhysObject child);
// If the software is handling the movement of all the objects in a linkset
// (like if one doesn't use constraints for static linksets), this is called
// when an update for the root of the linkset is received.
// Called when a parameter update comes from the physics engine for any object
// of the linkset is received.
// Called at taint-time!!
public void UpdateProperties(BSPhysObject physObject)
{
// The root local properties have been updated. Apply to the children if appropriate.
if (IsRoot(physObject) && HasAnyChildren)
{
if (!physObject.IsPhysical)
{
// TODO: implement software linkset update for static object linksets
}
}
}
public abstract void UpdateProperties(BSPhysObject physObject);
// Routine used when rebuilding the body of the root of the linkset
// Destroy all the constraints have have been made to root.
// This is called when the root body is changing.
// Returns 'true' of something eas actually removed and would need restoring
// Returns 'true' of something was actually removed and would need restoring
// Called at taint-time!!
public bool RemoveBodyDependencies(BSPrim child)
{
bool ret = false;
lock (m_linksetActivityLock)
{
if (IsRoot(child))
{
// If the one with the dependency is root, must undo all children
DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}",
child.LocalID, LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"));
ret = PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot);
}
else
{
DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeSingleChild,rID={1},rBody={2},cID={3},cBody={4}",
child.LocalID,
LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"),
child.LocalID, child.BSBody.ptr.ToString("X"));
// ret = PhysicallyUnlinkAChildFromRoot(LinksetRoot, child);
// Despite the function name, this removes any link to the specified object.
ret = PhysicallyUnlinkAllChildrenFromRoot(child);
}
}
return ret;
}
public abstract bool RemoveBodyDependencies(BSPrim child);
// Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true',
// this routine will restore the removed constraints.
// Called at taint-time!!
public void RestoreBodyDependencies(BSPrim child)
{
lock (m_linksetActivityLock)
{
if (IsRoot(child))
{
DetailLog("{0},BSLinkset.RestoreBodyDependencies,restoreChildrenForRoot,rID={1},numChild={2}",
child.LocalID, LinksetRoot.LocalID, m_taintChildren.Count);
foreach (BSPhysObject bpo in m_taintChildren)
{
PhysicallyLinkAChildToRoot(LinksetRoot, bpo);
}
}
else
{
DetailLog("{0},BSLinkset.RestoreBodyDependencies,restoreSingleChild,rID={1},rBody={2},cID={3},cBody={4}",
LinksetRoot.LocalID,
LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"),
child.LocalID, child.BSBody.ptr.ToString("X"));
PhysicallyLinkAChildToRoot(LinksetRoot, child);
}
}
}
public abstract void RestoreBodyDependencies(BSPrim child);
// ================================================================
// Below this point is internal magic
private float ComputeLinksetMass()
protected virtual float ComputeLinksetMass()
{
float mass;
lock (m_linksetActivityLock)
@ -297,7 +234,7 @@ public class BSLinkset
return mass;
}
private OMV.Vector3 ComputeLinksetCenterOfMass()
protected virtual OMV.Vector3 ComputeLinksetCenterOfMass()
{
OMV.Vector3 com;
lock (m_linksetActivityLock)
@ -317,7 +254,7 @@ public class BSLinkset
return com;
}
private OMV.Vector3 ComputeLinksetGeometricCenter()
protected virtual OMV.Vector3 ComputeLinksetGeometricCenter()
{
OMV.Vector3 com;
lock (m_linksetActivityLock)
@ -336,236 +273,21 @@ public class BSLinkset
// I am the root of a linkset and a new child is being added
// Called while LinkActivity is locked.
private void AddChildToLinkset(BSPhysObject child)
{
if (!HasChild(child))
{
m_children.Add(child);
BSPhysObject rootx = LinksetRoot; // capture the root as of now
BSPhysObject childx = child;
DetailLog("{0},AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);
PhysicsScene.TaintedObject("AddChildToLinkset", delegate()
{
DetailLog("{0},AddChildToLinkset,taint,rID={1},rBody={2},cID={3},cBody={4}",
rootx.LocalID,
rootx.LocalID, rootx.BSBody.ptr.ToString("X"),
childx.LocalID, childx.BSBody.ptr.ToString("X"));
// Since this is taint-time, the body and shape could have changed for the child
rootx.ForcePosition = rootx.Position; // DEBUG
childx.ForcePosition = childx.Position; // DEBUG
PhysicallyLinkAChildToRoot(rootx, childx);
m_taintChildren.Add(child);
});
}
return;
}
protected abstract void AddChildToLinkset(BSPhysObject child);
// Forcefully removing a child from a linkset.
// This is not being called by the child so we have to make sure the child doesn't think
// it's still connected to the linkset.
// Normal OpenSimulator operation will never do this because other SceneObjectPart information
// also has to be updated (like pointer to prim's parent).
private void RemoveChildFromOtherLinkset(BSPhysObject pchild)
{
pchild.Linkset = new BSLinkset(PhysicsScene, pchild);
RemoveChildFromLinkset(pchild);
}
protected abstract void RemoveChildFromOtherLinkset(BSPhysObject pchild);
// I am the root of a linkset and one of my children is being removed.
// Safe to call even if the child is not really in my linkset.
private void RemoveChildFromLinkset(BSPhysObject child)
{
if (m_children.Remove(child))
{
BSPhysObject rootx = LinksetRoot; // capture the root and body as of now
BSPhysObject childx = child;
DetailLog("{0},RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
childx.LocalID,
rootx.LocalID, rootx.BSBody.ptr.ToString("X"),
childx.LocalID, childx.BSBody.ptr.ToString("X"));
PhysicsScene.TaintedObject("RemoveChildFromLinkset", delegate()
{
m_taintChildren.Remove(child);
PhysicallyUnlinkAChildFromRoot(rootx, childx);
RecomputeLinksetConstraintVariables();
});
}
else
{
// This will happen if we remove the root of the linkset first. Non-fatal occurance.
// PhysicsScene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader);
}
return;
}
// Create a constraint between me (root of linkset) and the passed prim (the child).
// Called at taint time!
private void PhysicallyLinkAChildToRoot(BSPhysObject rootPrim, BSPhysObject childPrim)
{
// Zero motion for children so they don't interpolate
childPrim.ZeroMotion();
// Relative position normalized to the root prim
// Essentually a vector pointing from center of rootPrim to center of childPrim
OMV.Vector3 childRelativePosition = childPrim.Position - rootPrim.Position;
// real world coordinate of midpoint between the two objects
OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2);
DetailLog("{0},BSLinkset.PhysicallyLinkAChildToRoot,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}",
rootPrim.LocalID,
rootPrim.LocalID, rootPrim.BSBody.ptr.ToString("X"),
childPrim.LocalID, childPrim.BSBody.ptr.ToString("X"),
rootPrim.Position, childPrim.Position, midPoint);
// create a constraint that allows no freedom of movement between the two objects
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
BS6DofConstraint constrain = new BS6DofConstraint(
PhysicsScene.World, rootPrim.BSBody, childPrim.BSBody, midPoint, true, true );
/* NOTE: below is an attempt to build constraint with full frame computation, etc.
* Using the midpoint is easier since it lets the Bullet code manipulate the transforms
* of the objects.
* Code left as a warning to future programmers.
// ==================================================================================
// relative position normalized to the root prim
OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation);
OMV.Vector3 childRelativePosition = (childPrim.Position - rootPrim.Position) * invThisOrientation;
// relative rotation of the child to the parent
OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation;
OMV.Quaternion inverseChildRelativeRotation = OMV.Quaternion.Inverse(childRelativeRotation);
// create a constraint that allows no freedom of movement between the two objects
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
DetailLog("{0},BSLinkset.PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
BS6DofConstraint constrain = new BS6DofConstraint(
PhysicsScene.World, rootPrim.Body, childPrim.Body,
OMV.Vector3.Zero,
OMV.Quaternion.Inverse(rootPrim.Orientation),
OMV.Vector3.Zero,
OMV.Quaternion.Inverse(childPrim.Orientation),
// A point half way between the parent and child
// childRelativePosition/2,
// childRelativeRotation,
// childRelativePosition/2,
// inverseChildRelativeRotation,
true,
true
);
// ==================================================================================
*/
PhysicsScene.Constraints.AddConstraint(constrain);
// zero linear and angular limits makes the objects unable to move in relation to each other
constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
// tweek the constraint to increase stability
constrain.UseFrameOffset(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintUseFrameOffset));
constrain.TranslationalLimitMotor(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintEnableTransMotor),
PhysicsScene.Params.linkConstraintTransMotorMaxVel,
PhysicsScene.Params.linkConstraintTransMotorMaxForce);
constrain.SetCFMAndERP(PhysicsScene.Params.linkConstraintCFM, PhysicsScene.Params.linkConstraintERP);
if (PhysicsScene.Params.linkConstraintSolverIterations != 0f)
{
constrain.SetSolverIterations(PhysicsScene.Params.linkConstraintSolverIterations);
}
}
// Remove linkage between myself and a particular child
// The root and child bodies are passed in because we need to remove the constraint between
// the bodies that were at unlink time.
// Called at taint time!
private bool PhysicallyUnlinkAChildFromRoot(BSPhysObject rootPrim, BSPhysObject childPrim)
{
bool ret = false;
DetailLog("{0},BSLinkset.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}",
rootPrim.LocalID,
rootPrim.LocalID, rootPrim.BSBody.ptr.ToString("X"),
childPrim.LocalID, childPrim.BSBody.ptr.ToString("X"));
// Find the constraint for this link and get rid of it from the overall collection and from my list
if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody, childPrim.BSBody))
{
// Make the child refresh its location
BulletSimAPI.PushUpdate2(childPrim.BSBody.ptr);
ret = true;
}
return ret;
}
// Remove linkage between myself and any possible children I might have.
// Called at taint time!
private bool PhysicallyUnlinkAllChildrenFromRoot(BSPhysObject rootPrim)
{
DetailLog("{0},BSLinkset.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);
bool ret = false;
if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody))
{
ret = true;
}
return ret;
}
// Call each of the constraints that make up this linkset and recompute the
// various transforms and variables. Used when objects are added or removed
// from a linkset to make sure the constraints know about the new mass and
// geometry.
// Must only be called at taint time!!
private void RecomputeLinksetConstraintVariables()
{
float linksetMass = LinksetMass;
foreach (BSPhysObject child in m_taintChildren)
{
BSConstraint constrain;
if (PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.BSBody, child.BSBody, out constrain))
{
// DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}",
// LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID);
constrain.RecomputeConstraintVariables(linksetMass);
}
else
{
// Non-fatal error that happens when children are being added to the linkset but
// their constraints have not been created yet.
break;
}
}
// If the whole linkset is not here, doesn't make sense to recompute linkset wide values
if (m_children.Count == m_taintChildren.Count)
{
// If this is a multiple object linkset, set everybody's center of mass to the set's center of mass
OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass();
BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.ptr,
centerOfMass, OMV.Quaternion.Identity);
DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,setCenterOfMass,COM={1},rBody={2}",
LinksetRoot.LocalID, centerOfMass, LinksetRoot.BSBody.ptr.ToString("X"));
foreach (BSPhysObject child in m_taintChildren)
{
BulletSimAPI.SetCenterOfMassByPosRot2(child.BSBody.ptr,
centerOfMass, OMV.Quaternion.Identity);
}
// BulletSimAPI.DumpAllInfo2(PhysicsScene.World.ptr); // DEBUG DEBUG DEBUG
}
return;
}
protected abstract void RemoveChildFromLinkset(BSPhysObject child);
// Invoke the detailed logger and output something if it's enabled.
private void DetailLog(string msg, params Object[] args)
protected void DetailLog(string msg, params Object[] args)
{
if (PhysicsScene.PhysicsLogging.Enabled)
PhysicsScene.DetailLog(msg, args);

View File

@ -0,0 +1,385 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyrightD
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Text;
using OMV = OpenMetaverse;
namespace OpenSim.Region.Physics.BulletSPlugin
{
public class BSLinksetConstraints : BSLinkset
{
// private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]";
public BSLinksetConstraints(BSScene scene, BSPhysObject parent)
{
base.Initialize(scene, parent);
}
// When physical properties are changed the linkset needs to recalculate
// its internal properties.
// May be called at runtime or taint-time (just pass the appropriate flag).
public override void Refresh(BSPhysObject requestor, bool inTaintTime)
{
// If there are no children or not root, I am not the one that recomputes the constraints
if (!HasAnyChildren || !IsRoot(requestor))
return;
BSScene.TaintCallback refreshOperation = delegate()
{
RecomputeLinksetConstraintVariables();
DetailLog("{0},BSLinkset.Refresh,complete,rBody={1}",
LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"));
};
if (inTaintTime)
refreshOperation();
else
PhysicsScene.TaintedObject("BSLinkSet.Refresh", refreshOperation);
}
// The object is going dynamic (physical). Do any setup necessary
// for a dynamic linkset.
// Only the state of the passed object can be modified. The rest of the linkset
// has not yet been fully constructed.
// Return 'true' if any properties updated on the passed object.
// Called at taint-time!
public override bool MakeDynamic(BSPhysObject child)
{
// What is done for each object in BSPrim is what we want.
return false;
}
// The object is going static (non-physical). Do any setup necessary
// for a static linkset.
// Return 'true' if any properties updated on the passed object.
// Called at taint-time!
public override bool MakeStatic(BSPhysObject child)
{
// What is done for each object in BSPrim is what we want.
return false;
}
// Called at taint-time!!
public override void UpdateProperties(BSPhysObject updated)
{
// Nothing to do for constraints on property updates
}
// Routine used when rebuilding the body of the root of the linkset
// Destroy all the constraints have have been made to root.
// This is called when the root body is changing.
// Returns 'true' of something eas actually removed and would need restoring
// Called at taint-time!!
public override bool RemoveBodyDependencies(BSPrim child)
{
bool ret = false;
lock (m_linksetActivityLock)
{
if (IsRoot(child))
{
// If the one with the dependency is root, must undo all children
DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}",
child.LocalID, LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"));
ret = PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot);
}
else
{
DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeSingleChild,rID={1},rBody={2},cID={3},cBody={4}",
child.LocalID,
LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"),
child.LocalID, child.BSBody.ptr.ToString("X"));
// ret = PhysicallyUnlinkAChildFromRoot(LinksetRoot, child);
// Despite the function name, this removes any link to the specified object.
ret = PhysicallyUnlinkAllChildrenFromRoot(child);
}
}
return ret;
}
// Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true',
// this routine will restore the removed constraints.
// Called at taint-time!!
public override void RestoreBodyDependencies(BSPrim child)
{
lock (m_linksetActivityLock)
{
if (IsRoot(child))
{
DetailLog("{0},BSLinkset.RestoreBodyDependencies,restoreChildrenForRoot,rID={1},numChild={2}",
child.LocalID, LinksetRoot.LocalID, m_taintChildren.Count);
foreach (BSPhysObject bpo in m_taintChildren)
{
PhysicallyLinkAChildToRoot(LinksetRoot, bpo);
}
}
else
{
DetailLog("{0},BSLinkset.RestoreBodyDependencies,restoreSingleChild,rID={1},rBody={2},cID={3},cBody={4}",
LinksetRoot.LocalID,
LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"),
child.LocalID, child.BSBody.ptr.ToString("X"));
PhysicallyLinkAChildToRoot(LinksetRoot, child);
}
}
}
// ================================================================
// Below this point is internal magic
// I am the root of a linkset and a new child is being added
// Called while LinkActivity is locked.
protected override void AddChildToLinkset(BSPhysObject child)
{
if (!HasChild(child))
{
m_children.Add(child);
BSPhysObject rootx = LinksetRoot; // capture the root as of now
BSPhysObject childx = child;
DetailLog("{0},AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);
PhysicsScene.TaintedObject("AddChildToLinkset", delegate()
{
DetailLog("{0},AddChildToLinkset,taint,rID={1},rBody={2},cID={3},cBody={4}",
rootx.LocalID,
rootx.LocalID, rootx.BSBody.ptr.ToString("X"),
childx.LocalID, childx.BSBody.ptr.ToString("X"));
// Since this is taint-time, the body and shape could have changed for the child
rootx.ForcePosition = rootx.Position; // DEBUG
childx.ForcePosition = childx.Position; // DEBUG
PhysicallyLinkAChildToRoot(rootx, childx);
m_taintChildren.Add(child);
});
}
return;
}
// Forcefully removing a child from a linkset.
// This is not being called by the child so we have to make sure the child doesn't think
// it's still connected to the linkset.
// Normal OpenSimulator operation will never do this because other SceneObjectPart information
// also has to be updated (like pointer to prim's parent).
protected override void RemoveChildFromOtherLinkset(BSPhysObject pchild)
{
pchild.Linkset = BSLinkset.Factory(PhysicsScene, pchild);
RemoveChildFromLinkset(pchild);
}
// I am the root of a linkset and one of my children is being removed.
// Safe to call even if the child is not really in my linkset.
protected override void RemoveChildFromLinkset(BSPhysObject child)
{
if (m_children.Remove(child))
{
BSPhysObject rootx = LinksetRoot; // capture the root and body as of now
BSPhysObject childx = child;
DetailLog("{0},RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
childx.LocalID,
rootx.LocalID, rootx.BSBody.ptr.ToString("X"),
childx.LocalID, childx.BSBody.ptr.ToString("X"));
PhysicsScene.TaintedObject("RemoveChildFromLinkset", delegate()
{
m_taintChildren.Remove(child);
PhysicallyUnlinkAChildFromRoot(rootx, childx);
RecomputeLinksetConstraintVariables();
});
}
else
{
// This will happen if we remove the root of the linkset first. Non-fatal occurance.
// PhysicsScene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader);
}
return;
}
// Create a constraint between me (root of linkset) and the passed prim (the child).
// Called at taint time!
private void PhysicallyLinkAChildToRoot(BSPhysObject rootPrim, BSPhysObject childPrim)
{
// Zero motion for children so they don't interpolate
childPrim.ZeroMotion();
// Relative position normalized to the root prim
// Essentually a vector pointing from center of rootPrim to center of childPrim
OMV.Vector3 childRelativePosition = childPrim.Position - rootPrim.Position;
// real world coordinate of midpoint between the two objects
OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2);
DetailLog("{0},BSLinkset.PhysicallyLinkAChildToRoot,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}",
rootPrim.LocalID,
rootPrim.LocalID, rootPrim.BSBody.ptr.ToString("X"),
childPrim.LocalID, childPrim.BSBody.ptr.ToString("X"),
rootPrim.Position, childPrim.Position, midPoint);
// create a constraint that allows no freedom of movement between the two objects
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
BS6DofConstraint constrain = new BS6DofConstraint(
PhysicsScene.World, rootPrim.BSBody, childPrim.BSBody, midPoint, true, true );
/* NOTE: below is an attempt to build constraint with full frame computation, etc.
* Using the midpoint is easier since it lets the Bullet code manipulate the transforms
* of the objects.
* Code left as a warning to future programmers.
// ==================================================================================
// relative position normalized to the root prim
OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation);
OMV.Vector3 childRelativePosition = (childPrim.Position - rootPrim.Position) * invThisOrientation;
// relative rotation of the child to the parent
OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation;
OMV.Quaternion inverseChildRelativeRotation = OMV.Quaternion.Inverse(childRelativeRotation);
// create a constraint that allows no freedom of movement between the two objects
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
DetailLog("{0},BSLinkset.PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
BS6DofConstraint constrain = new BS6DofConstraint(
PhysicsScene.World, rootPrim.Body, childPrim.Body,
OMV.Vector3.Zero,
OMV.Quaternion.Inverse(rootPrim.Orientation),
OMV.Vector3.Zero,
OMV.Quaternion.Inverse(childPrim.Orientation),
// A point half way between the parent and child
// childRelativePosition/2,
// childRelativeRotation,
// childRelativePosition/2,
// inverseChildRelativeRotation,
true,
true
);
// ==================================================================================
*/
PhysicsScene.Constraints.AddConstraint(constrain);
// zero linear and angular limits makes the objects unable to move in relation to each other
constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
// tweek the constraint to increase stability
constrain.UseFrameOffset(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintUseFrameOffset));
constrain.TranslationalLimitMotor(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintEnableTransMotor),
PhysicsScene.Params.linkConstraintTransMotorMaxVel,
PhysicsScene.Params.linkConstraintTransMotorMaxForce);
constrain.SetCFMAndERP(PhysicsScene.Params.linkConstraintCFM, PhysicsScene.Params.linkConstraintERP);
if (PhysicsScene.Params.linkConstraintSolverIterations != 0f)
{
constrain.SetSolverIterations(PhysicsScene.Params.linkConstraintSolverIterations);
}
}
// Remove linkage between myself and a particular child
// The root and child bodies are passed in because we need to remove the constraint between
// the bodies that were at unlink time.
// Called at taint time!
private bool PhysicallyUnlinkAChildFromRoot(BSPhysObject rootPrim, BSPhysObject childPrim)
{
bool ret = false;
DetailLog("{0},BSLinkset.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}",
rootPrim.LocalID,
rootPrim.LocalID, rootPrim.BSBody.ptr.ToString("X"),
childPrim.LocalID, childPrim.BSBody.ptr.ToString("X"));
// Find the constraint for this link and get rid of it from the overall collection and from my list
if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody, childPrim.BSBody))
{
// Make the child refresh its location
BulletSimAPI.PushUpdate2(childPrim.BSBody.ptr);
ret = true;
}
return ret;
}
// Remove linkage between myself and any possible children I might have.
// Called at taint time!
private bool PhysicallyUnlinkAllChildrenFromRoot(BSPhysObject rootPrim)
{
DetailLog("{0},BSLinkset.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);
bool ret = false;
if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody))
{
ret = true;
}
return ret;
}
// Call each of the constraints that make up this linkset and recompute the
// various transforms and variables. Used when objects are added or removed
// from a linkset to make sure the constraints know about the new mass and
// geometry.
// Must only be called at taint time!!
private void RecomputeLinksetConstraintVariables()
{
float linksetMass = LinksetMass;
foreach (BSPhysObject child in m_taintChildren)
{
BSConstraint constrain;
if (PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.BSBody, child.BSBody, out constrain))
{
// DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}",
// LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID);
constrain.RecomputeConstraintVariables(linksetMass);
}
else
{
// Non-fatal error that happens when children are being added to the linkset but
// their constraints have not been created yet.
break;
}
}
// If the whole linkset is not here, doesn't make sense to recompute linkset wide values
if (m_children.Count == m_taintChildren.Count)
{
// If this is a multiple object linkset, set everybody's center of mass to the set's center of mass
OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass();
BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.ptr,
centerOfMass, OMV.Quaternion.Identity);
DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,setCenterOfMass,COM={1},rBody={2}",
LinksetRoot.LocalID, centerOfMass, LinksetRoot.BSBody.ptr.ToString("X"));
foreach (BSPhysObject child in m_taintChildren)
{
BulletSimAPI.SetCenterOfMassByPosRot2(child.BSBody.ptr,
centerOfMass, OMV.Quaternion.Identity);
}
// BulletSimAPI.DumpAllInfo2(PhysicsScene.World.ptr); // DEBUG DEBUG DEBUG
}
return;
}
}
}

View File

@ -46,7 +46,7 @@ public abstract class BSPhysObject : PhysicsActor
PhysObjectName = name;
TypeName = typeName;
Linkset = new BSLinkset(PhysicsScene, this);
Linkset = BSLinkset.Factory(PhysicsScene, this);
LastAssetBuildFailed = false;
CollisionCollection = new CollisionEventUpdate();

View File

@ -173,6 +173,7 @@ public sealed class BSPrim : BSPhysObject
}
public override bool ForceBodyShapeRebuild(bool inTaintTime)
{
LastAssetBuildFailed = false;
BSScene.TaintCallback rebuildOperation = delegate()
{
_mass = CalculateMass(); // changing the shape changes the mass
@ -398,7 +399,7 @@ public sealed class BSPrim : BSPhysObject
{
// Done at taint time so we're sure the physics engine is not using the variables
// Vehicle code changes the parameters for this vehicle type.
this._vehicle.ProcessTypeChange(type);
_vehicle.ProcessTypeChange(type);
});
}
}
@ -1245,12 +1246,13 @@ public sealed class BSPrim : BSPhysObject
FillShapeInfo(out shapeData);
// If this prim is part of a linkset, we must remove and restore the physical
// links of the body is rebuilt.
// links if the body is rebuilt.
bool needToRestoreLinkset = false;
// Create the correct physical representation for this type of object.
// Updates BSBody and BSShape with the new information.
// Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary.
// Returns 'true' if either the body or the shape was changed.
PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, shapeData, BaseShape,
null, delegate(BulletBody dBody)
{
@ -1354,7 +1356,7 @@ public sealed class BSPrim : BSPhysObject
DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
// BulletSimAPI.DumpRigidBody2(Scene.World.Ptr, BSBody.Ptr);
// BulletSimAPI.DumpRigidBody2(PhysicsScene.World.ptr, BSBody.ptr); // DEBUG DEBUG DEBUG
base.RequestPhysicsterseUpdate();
}
@ -1367,8 +1369,8 @@ public sealed class BSPrim : BSPhysObject
entprop.Acceleration, entprop.RotationalVelocity);
}
*/
// The linkset implimentation might want to know about this.
// The linkset implimentation might want to know about this.
Linkset.UpdateProperties(this);
}
}

View File

@ -692,7 +692,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters
{
if (_taintedObjects.Count > 0) // save allocating new list if there is nothing to process
{
// swizzle a new list into the list location so we can process what's there
int taintCount = m_taintsToProcessPerStep;
TaintCallbackEntry oneCallback = new TaintCallbackEntry();
while (_taintedObjects.Count > 0 && taintCount-- > 0)
@ -711,11 +710,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
{
try
{
DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", DetailLogZero, oneCallback.ident); // DEBUG DEBUG DEBUG
DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", DetailLogZero, oneCallback.ident);
oneCallback.callback();
}
catch (Exception e)
{
DetailLog("{0},BSScene.ProcessTaints,doTaintException,id={1}", DetailLogZero, oneCallback.ident); // DEBUG DEBUG DEBUG
m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, oneCallback.ident, e);
}
}
@ -1333,7 +1333,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
// Add the Flush() if debugging crashes to get all the messages written out.
// PhysicsLogging.Flush();
}
// used to fill in the LocalID when there isn't one
// Used to fill in the LocalID when there isn't one. It's the correct number of characters.
public const string DetailLogZero = "0000000000";
}

View File

@ -36,7 +36,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
public class BSShapeCollection : IDisposable
{
// private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]";
private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]";
protected BSScene PhysicsScene { get; set; }
@ -338,6 +338,7 @@ public class BSShapeCollection : IDisposable
ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_AVATAR,
ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback);
DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.BSShape);
ret = true;
haveShape = true;
}
// If the prim attributes are simple, this could be a simple Bullet native shape
@ -411,15 +412,14 @@ public class BSShapeCollection : IDisposable
ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey,
ShapeDestructionCallback shapeCallback)
{
// release any previous shape
DereferenceShape(prim.BSShape, true, shapeCallback);
shapeData.Type = shapeType;
// Bullet native objects are scaled by the Bullet engine so pass the size in
prim.Scale = shapeData.Size;
shapeData.Scale = shapeData.Size;
// release any previous shape
DereferenceShape(prim.BSShape, true, shapeCallback);
BulletShape newShape = BuildPhysicalNativeShape(shapeType, shapeData, shapeKey);
// Don't need to do a 'ReferenceShape()' here because native shapes are not shared.
@ -434,16 +434,27 @@ public class BSShapeCollection : IDisposable
ShapeData shapeData, ShapeData.FixedShapeKey shapeKey)
{
BulletShape newShape;
// Need to make sure the passed shape information is for the native type.
ShapeData nativeShapeData = shapeData;
nativeShapeData.Type = shapeType;
nativeShapeData.MeshKey = (ulong)shapeKey;
nativeShapeData.HullKey = (ulong)shapeKey;
if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
{
newShape = new BulletShape(
BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1.0f, 1.0f, shapeData.Scale),
shapeType);
BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, nativeShapeData.Scale)
, shapeType);
DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", nativeShapeData.ID, nativeShapeData.Scale);
}
else
{
newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, shapeData), shapeType);
newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, nativeShapeData), shapeType);
}
if (newShape.ptr == IntPtr.Zero)
{
PhysicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}",
LogHeader, nativeShapeData.ID, nativeShapeData.Type);
}
newShape.shapeKey = (System.UInt64)shapeKey;
newShape.isNativeShape = true;
@ -698,19 +709,26 @@ public class BSShapeCollection : IDisposable
return ComputeShapeKey(shapeData, pbs, out lod);
}
// The creation of a mesh or hull can fail if an underlying asset is not available.
// There are two cases: 1) the asset is not in the cache and it needs to be fetched;
// and 2) the asset cannot be converted (like decompressing JPEG2000s).
// The first case causes the asset to be fetched. The second case just requires
// us to not loop forever.
// Called after creating a physical mesh or hull. If the physical shape was created,
// just return.
private BulletShape VerifyMeshCreated(BulletShape newShape, BSPhysObject prim, ShapeData shapeData, PrimitiveBaseShape pbs)
{
// If the shape was successfully created, nothing more to do
if (newShape.ptr != IntPtr.Zero)
return newShape;
// The most common reason for failure is that an underlying asset is not available
// If this mesh has an underlying asset and we have not failed getting it before, fetch the asset
if (pbs.SculptEntry && !prim.LastAssetBuildFailed && pbs.SculptTexture != OMV.UUID.Zero)
{
prim.LastAssetBuildFailed = true;
BSPhysObject xprim = prim;
DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset,lID={1},lastFailed={2}",
LogHeader, shapeData.ID.ToString("X"), prim.LastAssetBuildFailed);
Util.FireAndForget(delegate
{
RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod;
@ -724,20 +742,28 @@ public class BSShapeCollection : IDisposable
if (yprim.BaseShape.SculptTexture.ToString() != asset.ID)
return;
yprim.BaseShape.SculptData = new byte[asset.Data.Length];
asset.Data.CopyTo(yprim.BaseShape.SculptData, 0);
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 native sphere setting since the rebuild is at taint time.
yprim.ForceBodyShapeRebuild(false);
});
}
});
}
else
{
if (prim.LastAssetBuildFailed)
{
PhysicsScene.Logger.ErrorFormat("{0} Mesh failed to fetch asset. lID={1}, texture={2}",
LogHeader, shapeData.ID, pbs.SculptTexture);
}
}
// While we figure out the real problem, stick a simple native shape on the object.
BulletShape fillinShape =
BuildPhysicalNativeShape(ShapeData.PhysicsShapeType.SHAPE_SPHERE, shapeData, ShapeData.FixedShapeKey.KEY_SPHERE);
BuildPhysicalNativeShape(ShapeData.PhysicsShapeType.SHAPE_BOX, shapeData, ShapeData.FixedShapeKey.KEY_BOX);
return fillinShape;
}
@ -765,7 +791,6 @@ public class BSShapeCollection : IDisposable
// If the collisionObject is not the correct type for solidness, rebuild what's there
mustRebuild = true;
}
}
if (mustRebuild || forceRebuild)

View File

@ -201,9 +201,7 @@ public class BSTerrainManager
// If called with a mapInfo in m_heightMaps and 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 'doNow' boolean says whether to do all the unmanaged activities right now (like when
// calling this routine from initialization or taint-time routines) or whether to delay
// all the unmanaged activities to taint-time.
// (The above does suggest that some simplification/refactoring is in order.)
private void UpdateOrCreateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords, bool inTaintTime)
{
DetailLog("{0},BSTerrainManager.UpdateOrCreateTerrain,call,minC={1},maxC={2},inTaintTime={3}",
@ -335,8 +333,8 @@ public class BSTerrainManager
// Make sure the new shape is processed.
// BulletSimAPI.Activate2(mapInfo.terrainBody.ptr, true);
BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.ISLAND_SLEEPING);
// BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION);
// BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.ISLAND_SLEEPING);
BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION);
m_terrainModified = true;
};

View File

@ -719,21 +719,21 @@ namespace OpenSim.Region.RegionCombinerModule
rootConn.ClientEventForwarder = new RegionCombinerClientEventForwarder(rootConn);
// Sets up the CoarseLocationUpdate forwarder for this root region
scene.EventManager.OnNewPresence += SetCourseLocationDelegate;
scene.EventManager.OnNewPresence += SetCoarseLocationDelegate;
// Adds this root region to a dictionary of regions that are connectable
m_regions.Add(scene.RegionInfo.originRegionID, rootConn);
}
}
private void SetCourseLocationDelegate(ScenePresence presence)
private void SetCoarseLocationDelegate(ScenePresence presence)
{
presence.SetSendCourseLocationMethod(SendCourseLocationUpdates);
presence.SetSendCoarseLocationMethod(SendCoarseLocationUpdates);
}
// This delegate was refactored for non-combined regions.
// This combined region version will not use the pre-compiled lists of locations and ids
private void SendCourseLocationUpdates(UUID sceneId, ScenePresence presence, List<Vector3> coarseLocations, List<UUID> avatarUUIDs)
private void SendCoarseLocationUpdates(UUID sceneId, ScenePresence presence, List<Vector3> coarseLocations, List<UUID> avatarUUIDs)
{
RegionConnections connectiondata = null;
lock (m_regions)
@ -756,18 +756,18 @@ namespace OpenSim.Region.RegionCombinerModule
}
});
DistributeCourseLocationUpdates(CoarseLocations, AvatarUUIDs, connectiondata, presence);
DistributeCoarseLocationUpdates(CoarseLocations, AvatarUUIDs, connectiondata, presence);
}
private void DistributeCourseLocationUpdates(List<Vector3> locations, List<UUID> uuids,
private void DistributeCoarseLocationUpdates(List<Vector3> locations, List<UUID> uuids,
RegionConnections connectiondata, ScenePresence rootPresence)
{
RegionData[] rdata = connectiondata.ConnectedRegions.ToArray();
//List<IClientAPI> clients = new List<IClientAPI>();
Dictionary<Vector2, RegionCourseLocationStruct> updates = new Dictionary<Vector2, RegionCourseLocationStruct>();
Dictionary<Vector2, RegionCoarseLocationStruct> updates = new Dictionary<Vector2, RegionCoarseLocationStruct>();
// Root Region entry
RegionCourseLocationStruct rootupdatedata = new RegionCourseLocationStruct();
RegionCoarseLocationStruct rootupdatedata = new RegionCoarseLocationStruct();
rootupdatedata.Locations = new List<Vector3>();
rootupdatedata.Uuids = new List<UUID>();
rootupdatedata.Offset = Vector2.Zero;
@ -781,7 +781,7 @@ namespace OpenSim.Region.RegionCombinerModule
foreach (RegionData regiondata in rdata)
{
Vector2 offset = new Vector2(regiondata.Offset.X, regiondata.Offset.Y);
RegionCourseLocationStruct updatedata = new RegionCourseLocationStruct();
RegionCoarseLocationStruct updatedata = new RegionCoarseLocationStruct();
updatedata.Locations = new List<Vector3>();
updatedata.Uuids = new List<UUID>();
updatedata.Offset = offset;
@ -807,7 +807,7 @@ namespace OpenSim.Region.RegionCombinerModule
if (!updates.ContainsKey(offset))
{
// This shouldn't happen
RegionCourseLocationStruct updatedata = new RegionCourseLocationStruct();
RegionCoarseLocationStruct updatedata = new RegionCoarseLocationStruct();
updatedata.Locations = new List<Vector3>();
updatedata.Uuids = new List<UUID>();
updatedata.Offset = offset;

View File

@ -33,7 +33,7 @@ using OpenSim.Framework;
namespace OpenSim.Region.RegionCombinerModule
{
struct RegionCourseLocationStruct
struct RegionCoarseLocationStruct
{
public List<Vector3> Locations;
public List<UUID> Uuids;

View File

@ -4388,7 +4388,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
AnimationSet currentAnims = presence.Animator.Animations;
string currentAnimationState = String.Empty;
if (animationstateNames.TryGetValue(currentAnims.DefaultAnimation.AnimID, out currentAnimationState))
if (animationstateNames.TryGetValue(currentAnims.ImplicitDefaultAnimation.AnimID, out currentAnimationState))
return currentAnimationState;
}
}
@ -5705,7 +5705,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
flags |= ScriptBaseClass.AGENT_SITTING;
}
if (agent.Animator.Animations.DefaultAnimation.AnimID
if (agent.Animator.Animations.ImplicitDefaultAnimation.AnimID
== DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
{
flags |= ScriptBaseClass.AGENT_SITTING;
@ -7892,7 +7892,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
LSL_Vector lower;
LSL_Vector upper;
if (presence.Animator.Animations.DefaultAnimation.AnimID
if (presence.Animator.Animations.ImplicitDefaultAnimation.AnimID
== DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
{
// This is for ground sitting avatars
@ -10685,12 +10685,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
internal void Deprecated(string command)
{
throw new Exception("Command deprecated: " + command);
throw new ScriptException("Command deprecated: " + command);
}
internal void LSLError(string msg)
{
throw new Exception("LSL Runtime Error: " + msg);
throw new ScriptException("LSL Runtime Error: " + msg);
}
public delegate void AssetRequestCallback(UUID assetID, AssetBase asset);

View File

@ -95,13 +95,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
internal void MODError(string msg)
{
throw new Exception("MOD Runtime Error: " + msg);
throw new ScriptException("MOD Runtime Error: " + msg);
}
//
//Dumps an error message on the debug console.
//
/// <summary>
/// Dumps an error message on the debug console.
/// </summary>
/// <param name='message'></param>
internal void MODShoutError(string message)
{
if (message.Length > 1023)
@ -359,20 +359,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
result[i] = (string)(LSL_String)plist[i];
else if (plist[i] is LSL_Integer)
result[i] = (int)(LSL_Integer)plist[i];
// The int check exists because of the many plain old int script constants in ScriptBase which
// are not LSL_Integers.
else if (plist[i] is int)
result[i] = plist[i];
else if (plist[i] is LSL_Float)
result[i] = (float)(LSL_Float)plist[i];
else if (plist[i] is LSL_Key)
result[i] = new UUID((LSL_Key)plist[i]);
else if (plist[i] is LSL_Rotation)
{
result[i] = (OpenMetaverse.Quaternion)(
(LSL_Rotation)plist[i]);
}
result[i] = (Quaternion)((LSL_Rotation)plist[i]);
else if (plist[i] is LSL_Vector)
{
result[i] = (OpenMetaverse.Vector3)(
(LSL_Vector)plist[i]);
}
result[i] = (Vector3)((LSL_Vector)plist[i]);
else
MODError(String.Format("{0}: unknown LSL list element type", fname));
}

View File

@ -210,7 +210,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
internal void OSSLError(string msg)
{
throw new Exception("OSSL Runtime Error: " + msg);
throw new ScriptException("OSSL Runtime Error: " + msg);
}
/// <summary>
@ -1780,13 +1780,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
protected string LoadNotecard(string notecardNameOrUuid)
{
UUID assetID = CacheNotecard(notecardNameOrUuid);
if (assetID != UUID.Zero)
{
StringBuilder notecardData = new StringBuilder();
for (int count = 0; count < NotecardCache.GetLines(assetID); count++)
{
string line = NotecardCache.GetLine(assetID, count) + "\n";
// m_log.DebugFormat("[OSSL]: From notecard {0} loading line {1}", notecardNameOrUuid, line);
// m_log.DebugFormat("[OSSL]: From notecard {0} loading line {1}", notecardNameOrUuid, line);
notecardData.Append(line);
}
@ -1794,6 +1797,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return notecardData.ToString();
}
return null;
}
/// <summary>
/// Cache a notecard's contents.
/// </summary>
@ -2340,10 +2346,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
appearance = new AvatarAppearance();
appearance.Unpack(appearanceOsd);
}
else
{
OSSLError(string.Format("osNpcCreate: Notecard reference '{0}' not found.", notecard));
}
}
if (appearance == null)
return new LSL_Key(UUID.Zero.ToString());
UUID ownerID = UUID.Zero;
if (owned)
@ -2407,6 +2414,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return;
string appearanceSerialized = LoadNotecard(notecard);
if (appearanceSerialized == null)
OSSLError(string.Format("osNpcCreate: Notecard reference '{0}' not found.", notecard));
OSDMap appearanceOsd = (OSDMap)OSDParser.DeserializeLLSDXml(appearanceSerialized);
// OSD a = OSDParser.DeserializeLLSDXml(appearanceSerialized);
// Console.WriteLine("appearanceSerialized {0}", appearanceSerialized);
@ -3636,5 +3647,68 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
DropAttachmentAt(false, pos, rot);
}
public LSL_Integer osListenRegex(int channelID, string name, string ID, string msg, int regexBitfield)
{
CheckThreatLevel(ThreatLevel.Low, "osListenRegex");
m_host.AddScriptLPS(1);
UUID keyID;
UUID.TryParse(ID, out keyID);
// if we want the name to be used as a regular expression, ensure it is valid first.
if ((regexBitfield & ScriptBaseClass.OS_LISTEN_REGEX_NAME) == ScriptBaseClass.OS_LISTEN_REGEX_NAME)
{
try
{
Regex.IsMatch("", name);
}
catch (Exception)
{
OSSLShoutError("Name regex is invalid.");
return -1;
}
}
// if we want the msg to be used as a regular expression, ensure it is valid first.
if ((regexBitfield & ScriptBaseClass.OS_LISTEN_REGEX_MESSAGE) == ScriptBaseClass.OS_LISTEN_REGEX_MESSAGE)
{
try
{
Regex.IsMatch("", msg);
}
catch (Exception)
{
OSSLShoutError("Message regex is invalid.");
return -1;
}
}
IWorldComm wComm = m_ScriptEngine.World.RequestModuleInterface<IWorldComm>();
return (wComm == null) ? -1 : wComm.Listen(
m_host.LocalId,
m_item.ItemID,
m_host.UUID,
channelID,
name,
keyID,
msg,
regexBitfield
);
}
public LSL_Integer osRegexIsMatch(string input, string pattern)
{
CheckThreatLevel(ThreatLevel.Low, "osRegexIsMatch");
m_host.AddScriptLPS(1);
try
{
return Regex.IsMatch(input, pattern) ? 1 : 0;
}
catch (Exception)
{
OSSLShoutError("Possible invalid regular expression detected.");
return 0;
}
}
}
}

View File

@ -418,5 +418,29 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
/// <param name="pos"></param>
/// <param name="rot"></param>
void osForceDropAttachmentAt(vector pos, rotation rot);
/// <summary>
/// Identical to llListen except for a bitfield which indicates which
/// string parameters should be parsed as regex patterns.
/// </summary>
/// <param name="channelID"></param>
/// <param name="name"></param>
/// <param name="ID"></param>
/// <param name="msg"></param>
/// <param name="regexBitfield">
/// OS_LISTEN_REGEX_NAME
/// OS_LISTEN_REGEX_MESSAGE
/// </param>
/// <returns></returns>
LSL_Integer osListenRegex(int channelID, string name, string ID,
string msg, int regexBitfield);
/// <summary>
/// Wraps to bool Regex.IsMatch(string input, string pattern)
/// </summary>
/// <param name="input">string to test for match</param>
/// <param name="regex">string to use as pattern</param>
/// <returns>boolean</returns>
LSL_Integer osRegexIsMatch(string input, string pattern);
}
}

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@ -716,5 +716,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
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;
/// <summary>
/// process name parameter as regex
/// </summary>
public const int OS_LISTEN_REGEX_NAME = 0x1;
/// <summary>
/// process message parameter as regex
/// </summary>
public const int OS_LISTEN_REGEX_MESSAGE = 0x2;
}
}

View File

@ -992,5 +992,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
{
m_OSSL_Functions.osForceDropAttachmentAt(pos, rot);
}
public LSL_Integer osListenRegex(int channelID, string name, string ID, string msg, int regexBitfield)
{
return m_OSSL_Functions.osListenRegex(channelID, name, ID, msg, regexBitfield);
}
public LSL_Integer osRegexIsMatch(string input, string pattern)
{
return m_OSSL_Functions.osRegexIsMatch(input, pattern);
}
}
}

View File

@ -0,0 +1,40 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
namespace OpenSim.Region.ScriptEngine.Shared
{
public class ScriptException : Exception
{
public ScriptException() : base() {}
public ScriptException(string message) : base(message) {}
public ScriptException(string message, Exception innerException) : base(message, innerException) {}
}
}

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@ -75,76 +75,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
m_engine.AddRegion(m_scene);
}
/// <summary>
/// Test creation of an NPC where the appearance data comes from a notecard
/// </summary>
[Test]
public void TestOsNpcCreateUsingAppearanceFromNotecard()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
// Store an avatar with a different height from default in a notecard.
UUID userId = TestHelpers.ParseTail(0x1);
float newHeight = 1.9f;
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
sp.Appearance.AvatarHeight = newHeight;
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId, 0x10);
SceneObjectPart part = so.RootPart;
m_scene.AddSceneObject(so);
OSSL_Api osslApi = new OSSL_Api();
osslApi.Initialize(m_engine, part, null);
string notecardName = "appearanceNc";
osslApi.osOwnerSaveAppearance(notecardName);
// Try creating a bot using the appearance in the notecard.
string npcRaw = osslApi.osNpcCreate("Jane", "Doe", new LSL_Types.Vector3(128, 128, 128), notecardName);
Assert.That(npcRaw, Is.Not.Null);
UUID npcId = new UUID(npcRaw);
ScenePresence npc = m_scene.GetScenePresence(npcId);
Assert.That(npc, Is.Not.Null);
Assert.That(npc.Appearance.AvatarHeight, Is.EqualTo(newHeight));
}
/// <summary>
/// Test creation of an NPC where the appearance data comes from an avatar already in the region.
/// </summary>
[Test]
public void TestOsNpcCreateUsingAppearanceFromAvatar()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
// Store an avatar with a different height from default in a notecard.
UUID userId = TestHelpers.ParseTail(0x1);
float newHeight = 1.9f;
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
sp.Appearance.AvatarHeight = newHeight;
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId, 0x10);
SceneObjectPart part = so.RootPart;
m_scene.AddSceneObject(so);
OSSL_Api osslApi = new OSSL_Api();
osslApi.Initialize(m_engine, part, null);
string notecardName = "appearanceNc";
osslApi.osOwnerSaveAppearance(notecardName);
// Try creating a bot using the existing avatar's appearance
string npcRaw = osslApi.osNpcCreate("Jane", "Doe", new LSL_Types.Vector3(128, 128, 128), sp.UUID.ToString());
Assert.That(npcRaw, Is.Not.Null);
UUID npcId = new UUID(npcRaw);
ScenePresence npc = m_scene.GetScenePresence(npcId);
Assert.That(npc, Is.Not.Null);
Assert.That(npc.Appearance.AvatarHeight, Is.EqualTo(newHeight));
}
[Test]
public void TestOsOwnerSaveAppearance()
{

View File

@ -36,6 +36,7 @@ using OpenMetaverse;
using OpenMetaverse.Assets;
using OpenMetaverse.StructuredData;
using OpenSim.Framework;
using OpenSim.Region.CoreModules.Avatar.Attachments;
using OpenSim.Region.CoreModules.Avatar.AvatarFactory;
using OpenSim.Region.OptionalModules.World.NPC;
using OpenSim.Region.Framework.Scenes;
@ -71,13 +72,193 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
config.Set("Enabled", "true");
m_scene = new SceneHelpers().SetupScene();
SceneHelpers.SetupSceneModules(m_scene, initConfigSource, new AvatarFactoryModule(), new NPCModule());
SceneHelpers.SetupSceneModules(
m_scene, initConfigSource, new AvatarFactoryModule(), new AttachmentsModule(), new NPCModule());
m_engine = new XEngine.XEngine();
m_engine.Initialise(initConfigSource);
m_engine.AddRegion(m_scene);
}
/// <summary>
/// Test creation of an NPC where the appearance data comes from a notecard
/// </summary>
[Test]
public void TestOsNpcCreateUsingAppearanceFromNotecard()
{
TestHelpers.InMethod();
// Store an avatar with a different height from default in a notecard.
UUID userId = TestHelpers.ParseTail(0x1);
float newHeight = 1.9f;
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
sp.Appearance.AvatarHeight = newHeight;
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId, 0x10);
SceneObjectPart part = so.RootPart;
m_scene.AddSceneObject(so);
OSSL_Api osslApi = new OSSL_Api();
osslApi.Initialize(m_engine, part, null);
string notecardName = "appearanceNc";
osslApi.osOwnerSaveAppearance(notecardName);
// Try creating a bot using the appearance in the notecard.
string npcRaw = osslApi.osNpcCreate("Jane", "Doe", new LSL_Types.Vector3(128, 128, 128), notecardName);
Assert.That(npcRaw, Is.Not.Null);
UUID npcId = new UUID(npcRaw);
ScenePresence npc = m_scene.GetScenePresence(npcId);
Assert.That(npc, Is.Not.Null);
Assert.That(npc.Appearance.AvatarHeight, Is.EqualTo(newHeight));
}
[Test]
public void TestOsNpcCreateNotExistingNotecard()
{
TestHelpers.InMethod();
UUID userId = TestHelpers.ParseTail(0x1);
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId, 0x10);
m_scene.AddSceneObject(so);
OSSL_Api osslApi = new OSSL_Api();
osslApi.Initialize(m_engine, so.RootPart, null);
string npcRaw;
bool gotExpectedException = false;
try
{
npcRaw
= osslApi.osNpcCreate("Jane", "Doe", new LSL_Types.Vector3(128, 128, 128), "not existing notecard name");
}
catch (ScriptException)
{
gotExpectedException = true;
}
Assert.That(gotExpectedException, Is.True);
}
/// <summary>
/// Test creation of an NPC where the appearance data comes from an avatar already in the region.
/// </summary>
[Test]
public void TestOsNpcCreateUsingAppearanceFromAvatar()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
// Store an avatar with a different height from default in a notecard.
UUID userId = TestHelpers.ParseTail(0x1);
float newHeight = 1.9f;
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
sp.Appearance.AvatarHeight = newHeight;
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId, 0x10);
SceneObjectPart part = so.RootPart;
m_scene.AddSceneObject(so);
OSSL_Api osslApi = new OSSL_Api();
osslApi.Initialize(m_engine, part, null);
string notecardName = "appearanceNc";
osslApi.osOwnerSaveAppearance(notecardName);
// Try creating a bot using the existing avatar's appearance
string npcRaw = osslApi.osNpcCreate("Jane", "Doe", new LSL_Types.Vector3(128, 128, 128), sp.UUID.ToString());
Assert.That(npcRaw, Is.Not.Null);
UUID npcId = new UUID(npcRaw);
ScenePresence npc = m_scene.GetScenePresence(npcId);
Assert.That(npc, Is.Not.Null);
Assert.That(npc.Appearance.AvatarHeight, Is.EqualTo(newHeight));
}
[Test]
public void TestOsNpcLoadAppearance()
{
TestHelpers.InMethod();
// Store an avatar with a different height from default in a notecard.
UUID userId = TestHelpers.ParseTail(0x1);
float firstHeight = 1.9f;
float secondHeight = 2.1f;
string firstAppearanceNcName = "appearanceNc1";
string secondAppearanceNcName = "appearanceNc2";
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
sp.Appearance.AvatarHeight = firstHeight;
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId, 0x10);
SceneObjectPart part = so.RootPart;
m_scene.AddSceneObject(so);
OSSL_Api osslApi = new OSSL_Api();
osslApi.Initialize(m_engine, part, null);
osslApi.osOwnerSaveAppearance(firstAppearanceNcName);
string npcRaw
= osslApi.osNpcCreate("Jane", "Doe", new LSL_Types.Vector3(128, 128, 128), firstAppearanceNcName);
// Create a second appearance notecard with a different height
sp.Appearance.AvatarHeight = secondHeight;
osslApi.osOwnerSaveAppearance(secondAppearanceNcName);
osslApi.osNpcLoadAppearance(npcRaw, secondAppearanceNcName);
UUID npcId = new UUID(npcRaw);
ScenePresence npc = m_scene.GetScenePresence(npcId);
Assert.That(npc, Is.Not.Null);
Assert.That(npc.Appearance.AvatarHeight, Is.EqualTo(secondHeight));
}
[Test]
public void TestOsNpcLoadAppearanceNotExistingNotecard()
{
TestHelpers.InMethod();
// Store an avatar with a different height from default in a notecard.
UUID userId = TestHelpers.ParseTail(0x1);
float firstHeight = 1.9f;
float secondHeight = 2.1f;
string firstAppearanceNcName = "appearanceNc1";
string secondAppearanceNcName = "appearanceNc2";
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, userId);
sp.Appearance.AvatarHeight = firstHeight;
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId, 0x10);
SceneObjectPart part = so.RootPart;
m_scene.AddSceneObject(so);
OSSL_Api osslApi = new OSSL_Api();
osslApi.Initialize(m_engine, part, null);
osslApi.osOwnerSaveAppearance(firstAppearanceNcName);
string npcRaw
= osslApi.osNpcCreate("Jane", "Doe", new LSL_Types.Vector3(128, 128, 128), firstAppearanceNcName);
bool gotExpectedException = false;
try
{
osslApi.osNpcLoadAppearance(npcRaw, secondAppearanceNcName);
}
catch (ScriptException)
{
gotExpectedException = true;
}
Assert.That(gotExpectedException, Is.True);
UUID npcId = new UUID(npcRaw);
ScenePresence npc = m_scene.GetScenePresence(npcId);
Assert.That(npc, Is.Not.Null);
Assert.That(npc.Appearance.AvatarHeight, Is.EqualTo(firstHeight));
}
/// <summary>
/// Test removal of an owned NPC.
/// </summary>
@ -85,7 +266,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
public void TestOsNpcRemoveOwned()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
// Store an avatar with a different height from default in a notecard.
UUID userId = TestHelpers.ParseTail(0x1);

View File

@ -142,6 +142,9 @@ namespace OpenSim.Server.Handlers.Asset
string fileName = rawAssetId;
if (!ConsoleUtil.CheckFileDoesNotExist(MainConsole.Instance, fileName))
return;
using (FileStream fs = new FileStream(fileName, FileMode.CreateNew))
{
using (BinaryWriter bw = new BinaryWriter(fs))

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@ -528,13 +528,9 @@ namespace OpenSim.Tests.Common.Mock
{
}
public virtual void SendChatMessage(string message, byte type, Vector3 fromPos, string fromName,
UUID fromAgentID, byte source, byte audible)
{
}
public virtual void SendChatMessage(byte[] message, byte type, Vector3 fromPos, string fromName,
UUID fromAgentID, byte source, byte audible)
public virtual void SendChatMessage(
string message, byte type, Vector3 fromPos, string fromName,
UUID fromAgentID, UUID ownerID, byte source, byte audible)
{
}

View File

@ -303,37 +303,37 @@
<Key Name="fileName" Value="snd_TerrainStone.ogg" />
</Section>
<Section Name="snd_TerrainMetal">
<Key Name="assetID" Value="be7295c0-a158-11e1-b3dd-0807200c9a66" />
<Key Name="assetID" Value="be7295c0-a158-11e1-b3dd-0807201c9a66" />
<Key Name="name" Value="snd_TerrainMetal" />
<Key Name="assetType" Value="1" />
<Key Name="fileName" Value="snd_TerrainMetal.ogg" />
</Section>
<Section Name="snd_TerrainGlass">
<Key Name="assetID" Value="be7295c0-a158-11e1-b3dd-0807200c9a66" />
<Key Name="assetID" Value="be7295c0-a158-11e1-b3dd-0807202c9a66" />
<Key Name="name" Value="snd_TerrainGlass" />
<Key Name="assetType" Value="1" />
<Key Name="fileName" Value="snd_TerrainGlass.ogg" />
</Section>
<Section Name="snd_TerrainWood">
<Key Name="assetID" Value="be7295c0-a158-11e1-b3dd-0807200c9a66" />
<Key Name="assetID" Value="be7295c0-a158-11e1-b3dd-0807203c9a66" />
<Key Name="name" Value="snd_TerrainWood" />
<Key Name="assetType" Value="1" />
<Key Name="fileName" Value="snd_TerrainWood.ogg" />
</Section>
<Section Name="snd_TerrainFlesh">
<Key Name="assetID" Value="be7295c0-a158-11e1-b3dd-0807200c9a66" />
<Key Name="assetID" Value="be7295c0-a158-11e1-b3dd-0807204c9a66" />
<Key Name="name" Value="snd_TerrainFlesh" />
<Key Name="assetType" Value="1" />
<Key Name="fileName" Value="snd_TerrainFlesh.ogg" />
</Section>
<Section Name="snd_TerrainPlastic">
<Key Name="assetID" Value="be7295c0-a158-11e1-b3dd-0807200c9a66" />
<Key Name="assetID" Value="be7295c0-a158-11e1-b3dd-0807205c9a66" />
<Key Name="name" Value="snd_TerrainPlastic" />
<Key Name="assetType" Value="1" />
<Key Name="fileName" Value="snd_TerrainPlastic.ogg" />
</Section>
<Section Name="snd_TerrainRubber">
<Key Name="assetID" Value="be7295c0-a158-11e1-b3dd-0807200c9a66" />
<Key Name="assetID" Value="be7295c0-a158-11e1-b3dd-0807206c9a66" />
<Key Name="name" Value="snd_TerrainRubber" />
<Key Name="assetType" Value="1" />
<Key Name="fileName" Value="snd_TerrainRubber.ogg" />

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