Merge branch 'avination' into careminster
commit
fd92560649
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@ -51,7 +51,8 @@ namespace OpenSim.Framework.Servers.HttpServer
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public enum EventType : int
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{
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Normal = 0,
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LslHttp = 1
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LslHttp = 1,
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Inventory = 2
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}
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public PollServiceEventArgs(
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@ -231,7 +231,8 @@ namespace OpenSim.Framework.Servers.HttpServer
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{
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if (m_running)
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{
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if (req.PollServiceArgs.Type == PollServiceEventArgs.EventType.LslHttp)
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if (req.PollServiceArgs.Type == PollServiceEventArgs.EventType.LslHttp ||
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req.PollServiceArgs.Type == PollServiceEventArgs.EventType.Inventory)
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{
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m_requests.Enqueue(req);
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}
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@ -27,12 +27,15 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Threading;
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using log4net;
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using Nini.Config;
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using Mono.Addins;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Servers;
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using OpenSim.Framework.Servers.HttpServer;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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@ -48,67 +51,49 @@ namespace OpenSim.Region.ClientStack.Linden
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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")]
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public class WebFetchInvDescModule : INonSharedRegionModule
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{
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private Scene m_scene;
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private IInventoryService m_InventoryService;
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private ILibraryService m_LibraryService;
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private bool m_Enabled;
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private string m_fetchInventoryDescendents2Url;
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private string m_webFetchInventoryDescendentsUrl;
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private WebFetchInvDescHandler m_webFetchHandler;
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private ManualResetEvent m_ev = new ManualResetEvent(true);
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private object m_lock = new object();
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private Dictionary<UUID, string> m_capsDict = new Dictionary<UUID, string>();
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private Dictionary<UUID, Hashtable> m_requests = new Dictionary<UUID, Hashtable>();
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#region ISharedRegionModule Members
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public void Initialise(IConfigSource source)
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{
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IConfig config = source.Configs["ClientStack.LindenCaps"];
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if (config == null)
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return;
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m_fetchInventoryDescendents2Url = config.GetString("Cap_FetchInventoryDescendents2", string.Empty);
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m_webFetchInventoryDescendentsUrl = config.GetString("Cap_WebFetchInventoryDescendents", string.Empty);
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if (m_fetchInventoryDescendents2Url != string.Empty || m_webFetchInventoryDescendentsUrl != string.Empty)
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{
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m_Enabled = true;
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}
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}
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public void AddRegion(Scene s)
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{
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if (!m_Enabled)
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return;
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m_scene = s;
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}
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public void RemoveRegion(Scene s)
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{
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if (!m_Enabled)
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return;
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m_scene.EventManager.OnRegisterCaps -= RegisterCaps;
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m_scene.EventManager.OnDeregisterCaps -= DeregisterCaps;
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m_scene = null;
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}
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public void RegionLoaded(Scene s)
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{
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if (!m_Enabled)
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return;
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m_InventoryService = m_scene.InventoryService;
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m_LibraryService = m_scene.LibraryService;
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// We'll reuse the same handler for all requests.
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if (m_fetchInventoryDescendents2Url == "localhost" || m_webFetchInventoryDescendentsUrl == "localhost")
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m_webFetchHandler = new WebFetchInvDescHandler(m_InventoryService, m_LibraryService);
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m_webFetchHandler = new WebFetchInvDescHandler(m_InventoryService, m_LibraryService);
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m_scene.EventManager.OnRegisterCaps += RegisterCaps;
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m_scene.EventManager.OnDeregisterCaps += DeregisterCaps;
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}
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public void PostInitialise()
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@ -128,41 +113,110 @@ namespace OpenSim.Region.ClientStack.Linden
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private void RegisterCaps(UUID agentID, Caps caps)
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{
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if (m_webFetchInventoryDescendentsUrl != "")
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RegisterFetchCap(agentID, caps, "WebFetchInventoryDescendents", m_webFetchInventoryDescendentsUrl);
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string capUrl = "/CAPS/" + UUID.Random() + "/";
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if (m_fetchInventoryDescendents2Url != "")
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RegisterFetchCap(agentID, caps, "FetchInventoryDescendents2", m_fetchInventoryDescendents2Url);
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// Register this as a poll service
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PollServiceEventArgs args = new PollServiceEventArgs(HttpRequestHandler, HasEvents, GetEvents, NoEvents, agentID, 300000);
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args.Type = PollServiceEventArgs.EventType.Inventory;
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MainServer.Instance.AddPollServiceHTTPHandler(capUrl, args);
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string hostName = m_scene.RegionInfo.ExternalHostName;
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uint port = (MainServer.Instance == null) ? 0 : MainServer.Instance.Port;
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string protocol = "http";
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if (MainServer.Instance.UseSSL)
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{
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hostName = MainServer.Instance.SSLCommonName;
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port = MainServer.Instance.SSLPort;
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protocol = "https";
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}
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caps.RegisterHandler("FetchInventoryDescendents2", String.Format("{0}://{1}:{2}{3}", protocol, hostName, port, capUrl));
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m_capsDict[agentID] = capUrl;
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}
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private void RegisterFetchCap(UUID agentID, Caps caps, string capName, string url)
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private void DeregisterCaps(UUID agentID, Caps caps)
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{
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string capUrl;
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if (url == "localhost")
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if (m_capsDict.TryGetValue(agentID, out capUrl))
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{
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capUrl = "/CAPS/" + UUID.Random();
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IRequestHandler reqHandler
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= new RestStreamHandler(
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"POST",
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capUrl,
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m_webFetchHandler.FetchInventoryDescendentsRequest,
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"FetchInventoryDescendents2",
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agentID.ToString());
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caps.RegisterHandler(capName, reqHandler);
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MainServer.Instance.RemoveHTTPHandler("", capUrl);
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m_capsDict.Remove(agentID);
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}
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else
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{
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capUrl = url;
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}
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caps.RegisterHandler(capName, capUrl);
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public void HttpRequestHandler(UUID requestID, Hashtable request)
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{
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// m_log.DebugFormat("[FETCH2]: Received request {0}", requestID);
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m_requests[requestID] = request;
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}
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private bool HasEvents(UUID requestID, UUID sessionID)
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{
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lock (m_lock)
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{
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if (m_ev.WaitOne(0))
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{
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m_ev.Reset();
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return true;
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}
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return false;
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}
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}
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private Hashtable NoEvents(UUID requestID, UUID sessionID)
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{
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m_requests.Remove(requestID);
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Hashtable response = new Hashtable();
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response["int_response_code"] = 500;
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response["str_response_string"] = "Script timeout";
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response["content_type"] = "text/plain";
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response["keepalive"] = false;
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response["reusecontext"] = false;
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return response;
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}
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private Hashtable GetEvents(UUID requestID, UUID sessionID, string request)
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{
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Hashtable response = new Hashtable();
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response["int_response_code"] = 500;
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response["str_response_string"] = "Internal error";
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response["content_type"] = "text/plain";
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response["keepalive"] = false;
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response["reusecontext"] = false;
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try
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{
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Hashtable requestHash;
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if (!m_requests.TryGetValue(requestID, out requestHash))
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{
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lock (m_lock)
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m_ev.Set();
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response["str_response_string"] = "Invalid request";
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return response;
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}
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// m_log.DebugFormat("[FETCH2]: Processed request {0}", requestID);
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string reply = m_webFetchHandler.FetchInventoryDescendentsRequest(requestHash["body"].ToString(), String.Empty, String.Empty, null, null);
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m_requests.Remove(requestID);
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response["int_response_code"] = 200;
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response["str_response_string"] = reply;
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}
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finally
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{
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lock (m_lock)
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m_ev.Set();
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}
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// m_log.DebugFormat(
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// "[WEB FETCH INV DESC MODULE]: Registered capability {0} at {1} in region {2} for {3}",
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// capName, capUrl, m_scene.RegionInfo.RegionName, agentID);
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return response;
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}
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}
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}
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}
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@ -110,7 +110,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <summary>Handlers for incoming packets</summary>
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//PacketEventDictionary packetEvents = new PacketEventDictionary();
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/// <summary>Incoming packets that are awaiting handling</summary>
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private OpenMetaverse.BlockingQueue<IncomingPacket> packetInbox = new OpenMetaverse.BlockingQueue<IncomingPacket>();
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//private OpenMetaverse.BlockingQueue<IncomingPacket> packetInbox = new OpenMetaverse.BlockingQueue<IncomingPacket>();
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private DoubleQueue<IncomingPacket> packetInbox = new DoubleQueue<IncomingPacket>();
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/// <summary></summary>
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//private UDPClientCollection m_clients = new UDPClientCollection();
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/// <summary>Bandwidth throttle for this UDP server</summary>
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@ -919,7 +922,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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#endregion Ping Check Handling
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// Inbox insertion
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packetInbox.Enqueue(new IncomingPacket((LLClientView)client, packet));
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if (packet.Type == PacketType.AgentUpdate ||
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packet.Type == PacketType.ChatFromViewer)
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packetInbox.EnqueueHigh(new IncomingPacket((LLClientView)client, packet));
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else
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packetInbox.EnqueueLow(new IncomingPacket((LLClientView)client, packet));
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// packetInbox.Enqueue(new IncomingPacket((LLClientView)client, packet));
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}
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#region BinaryStats
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@ -1471,8 +1479,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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Packet packet = incomingPacket.Packet;
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LLClientView client = incomingPacket.Client;
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if (client.IsActive)
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{
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// if (client.IsActive)
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// {
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m_currentIncomingClient = client;
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try
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|
@ -1499,13 +1507,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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m_currentIncomingClient = null;
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}
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}
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else
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{
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m_log.DebugFormat(
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"[LLUDPSERVER]: Dropped incoming {0} for dead client {1} in {2}",
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packet.Type, client.Name, m_scene.RegionInfo.RegionName);
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}
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// }
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// else
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// {
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// m_log.DebugFormat(
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// "[LLUDPSERVER]: Dropped incoming {0} for dead client {1} in {2}",
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// packet.Type, client.Name, m_scene.RegionInfo.RegionName);
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// }
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}
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protected void LogoutHandler(IClientAPI client)
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|
@ -1519,4 +1527,112 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
|
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}
|
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}
|
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|
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internal class DoubleQueue<T> where T:class
|
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{
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private Queue<T> m_lowQueue = new Queue<T>();
|
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private Queue<T> m_highQueue = new Queue<T>();
|
||||
|
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private object m_syncRoot = new object();
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private Semaphore m_s = new Semaphore(0, 1);
|
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|
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public DoubleQueue()
|
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{
|
||||
}
|
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|
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public virtual int Count
|
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{
|
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get { return m_highQueue.Count + m_lowQueue.Count; }
|
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}
|
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|
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public virtual void Enqueue(T data)
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{
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Enqueue(m_lowQueue, data);
|
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}
|
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|
||||
public virtual void EnqueueLow(T data)
|
||||
{
|
||||
Enqueue(m_lowQueue, data);
|
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}
|
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|
||||
public virtual void EnqueueHigh(T data)
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{
|
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Enqueue(m_highQueue, data);
|
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}
|
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|
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private void Enqueue(Queue<T> q, T data)
|
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{
|
||||
lock (m_syncRoot)
|
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{
|
||||
m_lowQueue.Enqueue(data);
|
||||
m_s.WaitOne(0);
|
||||
m_s.Release();
|
||||
}
|
||||
}
|
||||
|
||||
public virtual T Dequeue()
|
||||
{
|
||||
return Dequeue(Timeout.Infinite);
|
||||
}
|
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|
||||
public virtual T Dequeue(int tmo)
|
||||
{
|
||||
return Dequeue(TimeSpan.FromMilliseconds(tmo));
|
||||
}
|
||||
|
||||
public virtual T Dequeue(TimeSpan wait)
|
||||
{
|
||||
T res = null;
|
||||
|
||||
if (!Dequeue(wait, ref res))
|
||||
return null;
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
public bool Dequeue(int timeout, ref T res)
|
||||
{
|
||||
return Dequeue(TimeSpan.FromMilliseconds(timeout), ref res);
|
||||
}
|
||||
|
||||
public bool Dequeue(TimeSpan wait, ref T res)
|
||||
{
|
||||
if (!m_s.WaitOne(wait))
|
||||
return false;
|
||||
|
||||
lock (m_syncRoot)
|
||||
{
|
||||
if (m_highQueue.Count > 0)
|
||||
res = m_highQueue.Dequeue();
|
||||
else
|
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res = m_lowQueue.Dequeue();
|
||||
|
||||
if (m_highQueue.Count == 0 && m_lowQueue.Count == 0)
|
||||
return true;
|
||||
|
||||
try
|
||||
{
|
||||
m_s.Release();
|
||||
}
|
||||
catch
|
||||
{
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void Clear()
|
||||
{
|
||||
|
||||
lock (m_syncRoot)
|
||||
{
|
||||
// Make sure sem count is 0
|
||||
m_s.WaitOne(0);
|
||||
|
||||
m_lowQueue.Clear();
|
||||
m_highQueue.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1855,6 +1855,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
if (grp.RootPart.PhysActor != null)
|
||||
grp.RootPart.PhysActor.CrossingFailure();
|
||||
|
||||
if (grp.RootPart.KeyframeMotion != null)
|
||||
grp.RootPart.KeyframeMotion.CrossingFailure();
|
||||
|
||||
grp.ScheduleGroupForFullUpdate();
|
||||
}
|
||||
|
||||
|
@ -1910,8 +1913,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
grp, e);
|
||||
}
|
||||
}
|
||||
/*
|
||||
* done on caller ( not in attachments crossing for now)
|
||||
else
|
||||
{
|
||||
|
||||
if (!grp.IsDeleted)
|
||||
{
|
||||
PhysicsActor pa = grp.RootPart.PhysActor;
|
||||
|
@ -1920,15 +1926,17 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
pa.CrossingFailure();
|
||||
if (grp.RootPart.KeyframeMotion != null)
|
||||
{
|
||||
grp.RootPart.Velocity = Vector3.Zero;
|
||||
// moved to KeyframeMotion.CrossingFailure
|
||||
// grp.RootPart.Velocity = Vector3.Zero;
|
||||
grp.RootPart.KeyframeMotion.CrossingFailure();
|
||||
grp.SendGroupRootTerseUpdate();
|
||||
// grp.SendGroupRootTerseUpdate();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp);
|
||||
}
|
||||
*/
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -140,6 +140,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Authentication
|
|||
public string Authenticate(UUID principalID, string password, int lifetime, out UUID realID)
|
||||
{
|
||||
// Not implemented at the regions
|
||||
realID = UUID.Zero;
|
||||
return string.Empty;
|
||||
}
|
||||
|
||||
|
|
|
@ -38,8 +38,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
[Flags]
|
||||
public enum DataFormat : int
|
||||
{
|
||||
Translation = 1,
|
||||
Rotation = 2
|
||||
Translation = 2,
|
||||
Rotation = 1
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
|
@ -53,17 +53,42 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
public Vector3 AngularVelocity;
|
||||
};
|
||||
|
||||
private Vector3 m_serializedPosition;
|
||||
private Vector3 m_basePosition;
|
||||
private Quaternion m_baseRotation;
|
||||
private Vector3 m_serializedPosition;
|
||||
|
||||
private Keyframe m_currentFrame;
|
||||
|
||||
private List<Keyframe> m_frames = new List<Keyframe>();
|
||||
|
||||
private Keyframe[] m_keyframes;
|
||||
|
||||
[NonSerialized()]
|
||||
protected Timer m_timer = new Timer();
|
||||
protected Timer m_timer = null;
|
||||
|
||||
// timer lock
|
||||
[NonSerialized()]
|
||||
private object m_onTimerLock;
|
||||
|
||||
// timer overrun detect
|
||||
// prevents overlap or timer events threads frozen on the lock
|
||||
[NonSerialized()]
|
||||
private bool m_inOnTimer;
|
||||
|
||||
// skip timer events.
|
||||
//timer.stop doesn't assure there aren't event threads still being fired
|
||||
[NonSerialized()]
|
||||
private bool m_timerStopped;
|
||||
|
||||
[NonSerialized()]
|
||||
private bool m_isCrossing;
|
||||
|
||||
[NonSerialized()]
|
||||
private bool m_waitingCrossing;
|
||||
|
||||
// retry position for cross fail
|
||||
[NonSerialized()]
|
||||
private Vector3 m_nextPosition;
|
||||
|
||||
[NonSerialized()]
|
||||
private SceneObjectGroup m_group;
|
||||
|
@ -88,54 +113,120 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
set
|
||||
{
|
||||
if (value)
|
||||
if (m_group != null)
|
||||
{
|
||||
// Once we're let go, recompute positions
|
||||
if (m_selected)
|
||||
UpdateSceneObject(m_group);
|
||||
if (!value)
|
||||
{
|
||||
// Once we're let go, recompute positions
|
||||
if (m_selected)
|
||||
UpdateSceneObject(m_group);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Save selection position in case we get moved
|
||||
if (!m_selected)
|
||||
{
|
||||
StopTimer();
|
||||
m_serializedPosition = m_group.AbsolutePosition;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Save selection position in case we get moved
|
||||
if (!m_selected)
|
||||
m_serializedPosition = m_group.AbsolutePosition;
|
||||
}
|
||||
m_selected = value; }
|
||||
m_isCrossing = false;
|
||||
m_waitingCrossing = false;
|
||||
m_selected = value;
|
||||
}
|
||||
}
|
||||
|
||||
private void StartTimer()
|
||||
{
|
||||
if (m_timer == null)
|
||||
return;
|
||||
m_timerStopped = false;
|
||||
m_timer.Start();
|
||||
}
|
||||
|
||||
private void StopTimer()
|
||||
{
|
||||
if (m_timer == null || m_timerStopped)
|
||||
return;
|
||||
m_timerStopped = true;
|
||||
m_timer.Stop();
|
||||
}
|
||||
|
||||
private void RemoveTimer()
|
||||
{
|
||||
if (m_timer == null)
|
||||
return;
|
||||
m_timerStopped = true;
|
||||
m_timer.Stop();
|
||||
m_timer.Elapsed -= OnTimer;
|
||||
m_timer = null;
|
||||
}
|
||||
|
||||
|
||||
public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
|
||||
{
|
||||
MemoryStream ms = new MemoryStream(data);
|
||||
KeyframeMotion newMotion = null;
|
||||
|
||||
BinaryFormatter fmt = new BinaryFormatter();
|
||||
try
|
||||
{
|
||||
MemoryStream ms = new MemoryStream(data);
|
||||
BinaryFormatter fmt = new BinaryFormatter();
|
||||
|
||||
KeyframeMotion newMotion = (KeyframeMotion)fmt.Deserialize(ms);
|
||||
newMotion = (KeyframeMotion)fmt.Deserialize(ms);
|
||||
|
||||
// This will be started when position is updated
|
||||
newMotion.m_timer = new Timer();
|
||||
newMotion.m_timer.Interval = (int)timerInterval;
|
||||
newMotion.m_timer.AutoReset = true;
|
||||
newMotion.m_timer.Elapsed += newMotion.OnTimer;
|
||||
newMotion.m_group = grp;
|
||||
|
||||
if (grp != null && grp.IsSelected)
|
||||
newMotion.m_selected = true;
|
||||
|
||||
newMotion.m_onTimerLock = new object();
|
||||
newMotion.m_timerStopped = false;
|
||||
newMotion.m_inOnTimer = false;
|
||||
newMotion.m_isCrossing = false;
|
||||
newMotion.m_waitingCrossing = false;
|
||||
}
|
||||
catch
|
||||
{
|
||||
newMotion = null;
|
||||
}
|
||||
|
||||
return newMotion;
|
||||
}
|
||||
|
||||
public void UpdateSceneObject(SceneObjectGroup grp)
|
||||
{
|
||||
m_group = grp;
|
||||
Vector3 offset = grp.AbsolutePosition - m_serializedPosition;
|
||||
|
||||
m_basePosition += offset;
|
||||
m_currentFrame.Position += offset;
|
||||
for (int i = 0 ; i < m_frames.Count ; i++)
|
||||
// lock (m_onTimerLock)
|
||||
{
|
||||
Keyframe k = m_frames[i];
|
||||
k.Position += offset;
|
||||
m_frames[i] = k;
|
||||
}
|
||||
m_isCrossing = false;
|
||||
m_waitingCrossing = false;
|
||||
StopTimer();
|
||||
|
||||
if (m_running)
|
||||
Start();
|
||||
if (grp == null)
|
||||
return;
|
||||
|
||||
m_group = grp;
|
||||
Vector3 grppos = grp.AbsolutePosition;
|
||||
Vector3 offset = grppos - m_serializedPosition;
|
||||
// avoid doing it more than once
|
||||
// current this will happen draging a prim to other region
|
||||
m_serializedPosition = grppos;
|
||||
|
||||
m_basePosition += offset;
|
||||
m_currentFrame.Position += offset;
|
||||
|
||||
m_nextPosition += offset;
|
||||
|
||||
for (int i = 0; i < m_frames.Count; i++)
|
||||
{
|
||||
Keyframe k = m_frames[i];
|
||||
k.Position += offset;
|
||||
m_frames[i]=k;
|
||||
}
|
||||
|
||||
if (m_running)
|
||||
Start();
|
||||
}
|
||||
}
|
||||
|
||||
public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
|
||||
|
@ -144,12 +235,17 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_data = data;
|
||||
|
||||
m_group = grp;
|
||||
m_basePosition = grp.AbsolutePosition;
|
||||
m_baseRotation = grp.GroupRotation;
|
||||
if (grp != null)
|
||||
{
|
||||
m_basePosition = grp.AbsolutePosition;
|
||||
m_baseRotation = grp.GroupRotation;
|
||||
}
|
||||
|
||||
m_timer.Interval = (int)timerInterval;
|
||||
m_timer.AutoReset = true;
|
||||
m_timer.Elapsed += OnTimer;
|
||||
m_onTimerLock = new object();
|
||||
m_timerStopped = true;
|
||||
m_inOnTimer = false;
|
||||
m_isCrossing = false;
|
||||
m_waitingCrossing = false;
|
||||
}
|
||||
|
||||
public void SetKeyframes(Keyframe[] frames)
|
||||
|
@ -157,19 +253,93 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_keyframes = frames;
|
||||
}
|
||||
|
||||
public KeyframeMotion Copy(SceneObjectGroup newgrp)
|
||||
{
|
||||
StopTimer();
|
||||
|
||||
KeyframeMotion newmotion = new KeyframeMotion(null, m_mode, m_data);
|
||||
|
||||
newmotion.m_group = newgrp;
|
||||
|
||||
if (m_keyframes != null)
|
||||
{
|
||||
newmotion.m_keyframes = new Keyframe[m_keyframes.Length];
|
||||
m_keyframes.CopyTo(newmotion.m_keyframes, 0);
|
||||
}
|
||||
|
||||
newmotion.m_frames = new List<Keyframe>(m_frames);
|
||||
|
||||
newmotion.m_basePosition = m_basePosition;
|
||||
newmotion.m_baseRotation = m_baseRotation;
|
||||
|
||||
newmotion.m_currentFrame = m_currentFrame;
|
||||
|
||||
if (m_selected)
|
||||
newmotion.m_serializedPosition = m_serializedPosition;
|
||||
else
|
||||
{
|
||||
if (m_group != null)
|
||||
newmotion.m_serializedPosition = m_group.AbsolutePosition;
|
||||
else
|
||||
newmotion.m_serializedPosition = m_serializedPosition;
|
||||
}
|
||||
|
||||
newmotion.m_iterations = m_iterations;
|
||||
newmotion.m_running = m_running;
|
||||
|
||||
if (m_running && !m_waitingCrossing)
|
||||
StartTimer();
|
||||
|
||||
return newmotion;
|
||||
}
|
||||
|
||||
public void Delete()
|
||||
{
|
||||
m_running = false;
|
||||
RemoveTimer();
|
||||
m_isCrossing = false;
|
||||
m_waitingCrossing = false;
|
||||
m_frames.Clear();
|
||||
m_keyframes = null;
|
||||
}
|
||||
|
||||
public void Start()
|
||||
{
|
||||
if (m_keyframes.Length > 0)
|
||||
m_timer.Start();
|
||||
m_running = true;
|
||||
m_isCrossing = false;
|
||||
m_waitingCrossing = false;
|
||||
if (m_keyframes != null && m_group != null && m_keyframes.Length > 0)
|
||||
{
|
||||
if (m_timer == null)
|
||||
{
|
||||
m_timer = new Timer();
|
||||
m_timer.Interval = timerInterval;
|
||||
m_timer.AutoReset = true;
|
||||
m_timer.Elapsed += OnTimer;
|
||||
}
|
||||
else
|
||||
{
|
||||
StopTimer();
|
||||
m_timer.Interval = timerInterval;
|
||||
}
|
||||
|
||||
m_inOnTimer = false;
|
||||
StartTimer();
|
||||
m_running = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_running = false;
|
||||
RemoveTimer();
|
||||
}
|
||||
}
|
||||
|
||||
public void Stop()
|
||||
{
|
||||
// Failed object creation
|
||||
if (m_timer == null)
|
||||
return;
|
||||
m_timer.Stop();
|
||||
m_running = false;
|
||||
m_isCrossing = false;
|
||||
m_waitingCrossing = false;
|
||||
|
||||
RemoveTimer();
|
||||
|
||||
m_basePosition = m_group.AbsolutePosition;
|
||||
m_baseRotation = m_group.GroupRotation;
|
||||
|
@ -179,17 +349,16 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_group.SendGroupRootTerseUpdate();
|
||||
|
||||
m_frames.Clear();
|
||||
m_running = false;
|
||||
}
|
||||
|
||||
public void Pause()
|
||||
{
|
||||
m_running = false;
|
||||
RemoveTimer();
|
||||
|
||||
m_group.RootPart.Velocity = Vector3.Zero;
|
||||
m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
|
||||
m_group.SendGroupRootTerseUpdate();
|
||||
|
||||
m_timer.Stop();
|
||||
m_running = false;
|
||||
}
|
||||
|
||||
private void GetNextList()
|
||||
|
@ -222,9 +391,16 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
Keyframe k = m_keyframes[i];
|
||||
|
||||
if (k.Position.HasValue)
|
||||
k.Position = (k.Position * direction) + pos;
|
||||
{
|
||||
k.Position = (k.Position * direction);
|
||||
// k.Velocity = (Vector3)k.Position / (k.TimeMS / 1000.0f);
|
||||
k.Position += pos;
|
||||
}
|
||||
else
|
||||
{
|
||||
k.Position = pos;
|
||||
// k.Velocity = Vector3.Zero;
|
||||
}
|
||||
|
||||
k.StartRotation = rot;
|
||||
if (k.Rotation.HasValue)
|
||||
|
@ -238,6 +414,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
k.Rotation = rot;
|
||||
}
|
||||
|
||||
/* ang vel not in use for now
|
||||
|
||||
float angle = 0;
|
||||
|
||||
float aa = k.StartRotation.X * k.StartRotation.X + k.StartRotation.Y * k.StartRotation.Y + k.StartRotation.Z * k.StartRotation.Z + k.StartRotation.W * k.StartRotation.W;
|
||||
|
@ -267,6 +445,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
|
||||
k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
|
||||
*/
|
||||
k.TimeTotal = k.TimeMS;
|
||||
|
||||
m_frames.Add(k);
|
||||
|
@ -284,139 +463,232 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
protected void OnTimer(object sender, ElapsedEventArgs e)
|
||||
{
|
||||
if (m_frames.Count == 0)
|
||||
if (m_timerStopped) // trap events still in air even after a timer.stop
|
||||
return;
|
||||
|
||||
if (m_inOnTimer) // don't let overruns to happen
|
||||
{
|
||||
GetNextList();
|
||||
|
||||
if (m_frames.Count == 0)
|
||||
{
|
||||
Stop();
|
||||
return;
|
||||
}
|
||||
|
||||
m_currentFrame = m_frames[0];
|
||||
}
|
||||
|
||||
if (m_selected)
|
||||
{
|
||||
if (m_group.RootPart.Velocity != Vector3.Zero)
|
||||
{
|
||||
m_group.RootPart.Velocity = Vector3.Zero;
|
||||
m_group.SendGroupRootTerseUpdate();
|
||||
}
|
||||
m_log.Warn("[KeyFrame]: timer overrun");
|
||||
return;
|
||||
}
|
||||
|
||||
// Do the frame processing
|
||||
double steps = (double)m_currentFrame.TimeMS / timerInterval;
|
||||
float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
|
||||
if (m_group == null)
|
||||
return;
|
||||
|
||||
if (steps <= 1.0)
|
||||
lock (m_onTimerLock)
|
||||
{
|
||||
m_currentFrame.TimeMS = 0;
|
||||
|
||||
m_group.AbsolutePosition = (Vector3)m_currentFrame.Position;
|
||||
m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
|
||||
Vector3 motionThisFrame = v / (float)steps;
|
||||
v = v * 1000 / m_currentFrame.TimeMS;
|
||||
m_inOnTimer = true;
|
||||
|
||||
bool update = false;
|
||||
|
||||
if (Vector3.Mag(motionThisFrame) >= 0.05f)
|
||||
try
|
||||
{
|
||||
m_group.AbsolutePosition += motionThisFrame;
|
||||
m_group.RootPart.Velocity = v;
|
||||
update = true;
|
||||
}
|
||||
|
||||
if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
|
||||
{
|
||||
Quaternion current = m_group.GroupRotation;
|
||||
|
||||
Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
|
||||
|
||||
float angle = 0;
|
||||
|
||||
float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
|
||||
float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
|
||||
float aa_bb = aa * bb;
|
||||
|
||||
if (aa_bb == 0)
|
||||
if (m_selected)
|
||||
{
|
||||
angle = 0;
|
||||
if (m_group.RootPart.Velocity != Vector3.Zero)
|
||||
{
|
||||
m_group.RootPart.Velocity = Vector3.Zero;
|
||||
m_group.SendGroupRootTerseUpdate();
|
||||
}
|
||||
m_inOnTimer = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_isCrossing)
|
||||
{
|
||||
// if crossing and timer running then cross failed
|
||||
// wait some time then
|
||||
// retry to set the position that evtually caused the outbound
|
||||
// if still outside region this will call startCrossing below
|
||||
m_isCrossing = false;
|
||||
m_group.AbsolutePosition = m_nextPosition;
|
||||
if (!m_isCrossing)
|
||||
{
|
||||
StopTimer();
|
||||
m_timer.Interval = timerInterval;
|
||||
StartTimer();
|
||||
}
|
||||
m_inOnTimer = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_frames.Count == 0)
|
||||
{
|
||||
GetNextList();
|
||||
|
||||
if (m_frames.Count == 0)
|
||||
{
|
||||
Stop();
|
||||
m_inOnTimer = false;
|
||||
return;
|
||||
}
|
||||
|
||||
m_currentFrame = m_frames[0];
|
||||
m_currentFrame.TimeMS += (int)timerInterval;
|
||||
|
||||
//force a update on a keyframe transition
|
||||
update = true;
|
||||
}
|
||||
|
||||
m_currentFrame.TimeMS -= (int)timerInterval;
|
||||
|
||||
// Do the frame processing
|
||||
double steps = (double)m_currentFrame.TimeMS / timerInterval;
|
||||
|
||||
if (steps <= 0.0)
|
||||
{
|
||||
m_group.RootPart.Velocity = Vector3.Zero;
|
||||
m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
|
||||
|
||||
m_nextPosition = (Vector3)m_currentFrame.Position;
|
||||
m_group.AbsolutePosition = m_nextPosition;
|
||||
|
||||
m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
|
||||
|
||||
m_frames.RemoveAt(0);
|
||||
if (m_frames.Count > 0)
|
||||
m_currentFrame = m_frames[0];
|
||||
|
||||
update = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
float ab = current.X * step.X +
|
||||
current.Y * step.Y +
|
||||
current.Z * step.Z +
|
||||
current.W * step.W;
|
||||
float q = (ab * ab) / aa_bb;
|
||||
float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
|
||||
|
||||
if (q > 1.0f)
|
||||
Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
|
||||
Vector3 motionThisFrame = v / (float)steps;
|
||||
v = v * 1000 / m_currentFrame.TimeMS;
|
||||
|
||||
if (Vector3.Mag(motionThisFrame) >= 0.05f)
|
||||
{
|
||||
angle = 0;
|
||||
// m_group.AbsolutePosition += motionThisFrame;
|
||||
m_nextPosition = m_group.AbsolutePosition + motionThisFrame;
|
||||
m_group.AbsolutePosition = m_nextPosition;
|
||||
|
||||
m_group.RootPart.Velocity = v;
|
||||
update = true;
|
||||
}
|
||||
else
|
||||
|
||||
if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
|
||||
{
|
||||
angle = (float)Math.Acos(2 * q - 1);
|
||||
Quaternion current = m_group.GroupRotation;
|
||||
|
||||
Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
|
||||
/* use simpler change detection
|
||||
* float angle = 0;
|
||||
|
||||
float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
|
||||
float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
|
||||
float aa_bb = aa * bb;
|
||||
|
||||
if (aa_bb == 0)
|
||||
{
|
||||
angle = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
float ab = current.X * step.X +
|
||||
current.Y * step.Y +
|
||||
current.Z * step.Z +
|
||||
current.W * step.W;
|
||||
float q = (ab * ab) / aa_bb;
|
||||
|
||||
if (q > 1.0f)
|
||||
{
|
||||
angle = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
angle = (float)Math.Acos(2 * q - 1);
|
||||
}
|
||||
}
|
||||
|
||||
if (angle > 0.01f)
|
||||
*/
|
||||
if(Math.Abs(step.X - current.X) > 0.001f
|
||||
|| Math.Abs(step.Y - current.Y) > 0.001f
|
||||
|| Math.Abs(step.Z - current.Z) > 0.001f)
|
||||
// assuming w is a dependente var
|
||||
|
||||
{
|
||||
m_group.UpdateGroupRotationR(step);
|
||||
//m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
|
||||
update = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (angle > 0.01f)
|
||||
{
|
||||
m_group.UpdateGroupRotationR(step);
|
||||
//m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
|
||||
update = true;
|
||||
}
|
||||
if (update)
|
||||
m_group.SendGroupRootTerseUpdate();
|
||||
|
||||
}
|
||||
catch ( Exception ex)
|
||||
{
|
||||
// still happening sometimes
|
||||
// lets try to see where
|
||||
m_log.Warn("[KeyFrame]: timer overrun" + ex.Message);
|
||||
}
|
||||
|
||||
if (update)
|
||||
m_group.SendGroupRootTerseUpdate();
|
||||
}
|
||||
|
||||
m_currentFrame.TimeMS -= (int)timerInterval;
|
||||
|
||||
if (m_currentFrame.TimeMS <= 0)
|
||||
{
|
||||
m_group.RootPart.Velocity = Vector3.Zero;
|
||||
m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
|
||||
m_group.SendGroupRootTerseUpdate();
|
||||
|
||||
m_frames.RemoveAt(0);
|
||||
if (m_frames.Count > 0)
|
||||
m_currentFrame = m_frames[0];
|
||||
finally
|
||||
{
|
||||
// make sure we do not let this frozen
|
||||
m_inOnTimer = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public Byte[] Serialize()
|
||||
{
|
||||
StopTimer();
|
||||
MemoryStream ms = new MemoryStream();
|
||||
m_timer.Stop();
|
||||
|
||||
BinaryFormatter fmt = new BinaryFormatter();
|
||||
SceneObjectGroup tmp = m_group;
|
||||
m_group = null;
|
||||
m_serializedPosition = tmp.AbsolutePosition;
|
||||
if (!m_selected && tmp != null)
|
||||
m_serializedPosition = tmp.AbsolutePosition;
|
||||
fmt.Serialize(ms, this);
|
||||
m_group = tmp;
|
||||
if (m_running && !m_waitingCrossing)
|
||||
StartTimer();
|
||||
|
||||
return ms.ToArray();
|
||||
}
|
||||
|
||||
public void StartCrossingCheck()
|
||||
{
|
||||
// timer will be restart by crossingFailure
|
||||
// or never since crossing worked and this
|
||||
// should be deleted
|
||||
StopTimer();
|
||||
|
||||
m_isCrossing = true;
|
||||
m_waitingCrossing = true;
|
||||
|
||||
// to remove / retune to smoth crossings
|
||||
if (m_group.RootPart.Velocity != Vector3.Zero)
|
||||
{
|
||||
m_group.RootPart.Velocity = Vector3.Zero;
|
||||
m_group.SendGroupRootTerseUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
public void CrossingFailure()
|
||||
{
|
||||
// The serialization has stopped the timer, so let's wait a moment
|
||||
// then retry the crossing. We'll get back here if it fails.
|
||||
Util.FireAndForget(delegate (object x)
|
||||
m_waitingCrossing = false;
|
||||
|
||||
if (m_group != null)
|
||||
{
|
||||
Thread.Sleep(60000);
|
||||
if (m_running)
|
||||
m_timer.Start();
|
||||
});
|
||||
m_group.RootPart.Velocity = Vector3.Zero;
|
||||
m_group.SendGroupRootTerseUpdate();
|
||||
|
||||
if (m_running && m_timer != null)
|
||||
{
|
||||
m_timer.Interval = 60000;
|
||||
StartTimer();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -422,6 +422,20 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
);
|
||||
}
|
||||
|
||||
private class DescendentsRequestData
|
||||
{
|
||||
public IClientAPI RemoteClient;
|
||||
public UUID FolderID;
|
||||
public UUID OwnerID;
|
||||
public bool FetchFolders;
|
||||
public bool FetchItems;
|
||||
public int SortOrder;
|
||||
}
|
||||
|
||||
private Queue<DescendentsRequestData> m_descendentsRequestQueue = new Queue<DescendentsRequestData>();
|
||||
private Object m_descendentsRequestLock = new Object();
|
||||
private bool m_descendentsRequestProcessing = false;
|
||||
|
||||
/// <summary>
|
||||
/// Tell the client about the various child items and folders contained in the requested folder.
|
||||
/// </summary>
|
||||
|
@ -458,17 +472,38 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
// We're going to send the reply async, because there may be
|
||||
// an enormous quantity of packets -- basically the entire inventory!
|
||||
// We don't want to block the client thread while all that is happening.
|
||||
SendInventoryDelegate d = SendInventoryAsync;
|
||||
d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d);
|
||||
lock (m_descendentsRequestLock)
|
||||
{
|
||||
if (!m_descendentsRequestProcessing)
|
||||
{
|
||||
m_descendentsRequestProcessing = true;
|
||||
|
||||
// We're going to send the reply async, because there may be
|
||||
// an enormous quantity of packets -- basically the entire inventory!
|
||||
// We don't want to block the client thread while all that is happening.
|
||||
SendInventoryDelegate d = SendInventoryAsync;
|
||||
d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
DescendentsRequestData req = new DescendentsRequestData();
|
||||
req.RemoteClient = remoteClient;
|
||||
req.FolderID = folderID;
|
||||
req.OwnerID = ownerID;
|
||||
req.FetchFolders = fetchFolders;
|
||||
req.FetchItems = fetchItems;
|
||||
req.SortOrder = sortOrder;
|
||||
|
||||
m_descendentsRequestQueue.Enqueue(req);
|
||||
}
|
||||
}
|
||||
|
||||
delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder);
|
||||
|
||||
void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder)
|
||||
{
|
||||
Thread.Sleep(20);
|
||||
SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems);
|
||||
}
|
||||
|
||||
|
@ -476,6 +511,21 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState;
|
||||
d.EndInvoke(iar);
|
||||
|
||||
lock (m_descendentsRequestLock)
|
||||
{
|
||||
if (m_descendentsRequestQueue.Count > 0)
|
||||
{
|
||||
DescendentsRequestData req = m_descendentsRequestQueue.Dequeue();
|
||||
|
||||
d = SendInventoryAsync;
|
||||
d.BeginInvoke(req.RemoteClient, req.FolderID, req.OwnerID, req.FetchFolders, req.FetchItems, req.SortOrder, SendInventoryComplete, d);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
m_descendentsRequestProcessing = false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -2376,6 +2376,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
foreach (SceneObjectPart part in partList)
|
||||
{
|
||||
if (part.KeyframeMotion != null)
|
||||
{
|
||||
part.KeyframeMotion.Delete();
|
||||
part.KeyframeMotion = null;
|
||||
}
|
||||
|
||||
if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0))
|
||||
{
|
||||
PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?
|
||||
|
|
|
@ -509,6 +509,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
Vector3 newpos = Vector3.Zero;
|
||||
OpenSim.Services.Interfaces.GridRegion destination = null;
|
||||
|
||||
if (m_rootPart.KeyframeMotion != null)
|
||||
m_rootPart.KeyframeMotion.StartCrossingCheck();
|
||||
|
||||
bool canCross = true;
|
||||
foreach (ScenePresence av in m_linkedAvatars)
|
||||
{
|
||||
|
@ -551,7 +554,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
av.ParentID = 0;
|
||||
}
|
||||
|
||||
// m_linkedAvatars.Clear();
|
||||
// m_linkedAvatars.Clear();
|
||||
m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
|
||||
|
||||
// Normalize
|
||||
|
@ -599,11 +602,16 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
avsToCross.Clear();
|
||||
|
||||
}
|
||||
else if (RootPart.PhysActor != null)
|
||||
else
|
||||
{
|
||||
RootPart.PhysActor.CrossingFailure();
|
||||
}
|
||||
if (m_rootPart.KeyframeMotion != null)
|
||||
m_rootPart.KeyframeMotion.CrossingFailure();
|
||||
|
||||
if (RootPart.PhysActor != null)
|
||||
{
|
||||
RootPart.PhysActor.CrossingFailure();
|
||||
}
|
||||
}
|
||||
Vector3 oldp = AbsolutePosition;
|
||||
val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
|
||||
val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
|
||||
|
@ -2054,15 +2062,16 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
HasGroupChangedDueToDelink = false;
|
||||
|
||||
m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this);
|
||||
/*
|
||||
backup_group.ForEachPart(delegate(SceneObjectPart part)
|
||||
{
|
||||
if (part.KeyframeMotion != null)
|
||||
{
|
||||
part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
|
||||
part.KeyframeMotion.UpdateSceneObject(this);
|
||||
// part.KeyframeMotion.UpdateSceneObject(this);
|
||||
}
|
||||
});
|
||||
|
||||
*/
|
||||
datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
|
||||
|
||||
backup_group.ForEachPart(delegate(SceneObjectPart part)
|
||||
|
@ -3025,7 +3034,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <param name="objectGroup"></param>
|
||||
public virtual void DetachFromBackup()
|
||||
{
|
||||
m_scene.SceneGraph.FireDetachFromBackup(this);
|
||||
if (m_scene != null)
|
||||
m_scene.SceneGraph.FireDetachFromBackup(this);
|
||||
if (m_isBackedUp && Scene != null)
|
||||
m_scene.EventManager.OnBackup -= ProcessBackup;
|
||||
|
||||
|
|
|
@ -769,7 +769,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
m_groupPosition = value;
|
||||
PhysicsActor actor = PhysActor;
|
||||
if (actor != null)
|
||||
if (actor != null && ParentGroup.Scene.PhysicsScene != null)
|
||||
{
|
||||
try
|
||||
{
|
||||
|
@ -2110,6 +2110,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
Array.Copy(Shape.ExtraParams, extraP, extraP.Length);
|
||||
dupe.Shape.ExtraParams = extraP;
|
||||
|
||||
if (KeyframeMotion != null)
|
||||
dupe.KeyframeMotion = KeyframeMotion.Copy(null);
|
||||
|
||||
if (userExposed)
|
||||
{
|
||||
if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != UUID.Zero)
|
||||
|
@ -3407,6 +3410,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </summary>
|
||||
public void SendTerseUpdateToAllClients()
|
||||
{
|
||||
if (ParentGroup == null || ParentGroup.Scene == null)
|
||||
return;
|
||||
|
||||
ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
|
||||
{
|
||||
SendTerseUpdateToClient(client);
|
||||
|
|
|
@ -1241,7 +1241,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
|
||||
if (sog.RootPart.KeyframeMotion != null)
|
||||
{
|
||||
Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
|
||||
Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
|
||||
|
||||
writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
|
||||
writer.WriteBase64(data, 0, data.Length);
|
||||
|
|
|
@ -5442,7 +5442,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
// for completion and should LSL_Key ever be implemented
|
||||
// as it's own struct
|
||||
else if (!(src.Data[index] is LSL_String ||
|
||||
src.Data[index] is LSL_Key))
|
||||
src.Data[index] is LSL_Key ||
|
||||
src.Data[index] is String))
|
||||
{
|
||||
return "";
|
||||
}
|
||||
|
@ -7750,6 +7751,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
foreach (ScenePresence p in avatars)
|
||||
parts.Add(p);
|
||||
|
||||
remaining = null;
|
||||
foreach (object part in parts)
|
||||
{
|
||||
if (part is SceneObjectPart)
|
||||
|
@ -12379,7 +12381,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
public void llCollisionSprite(string impact_sprite)
|
||||
{
|
||||
m_host.AddScriptLPS(1);
|
||||
NotImplemented("llCollisionSprite");
|
||||
// Viewer 2.0 broke this and it's likely LL has no intention
|
||||
// of fixing it. Therefore, letting this be a NOP seems appropriate.
|
||||
}
|
||||
|
||||
public void llGodLikeRezObject(string inventory, LSL_Vector pos)
|
||||
|
@ -12524,7 +12527,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
if (frames.Data.Length > 0) // We are getting a new motion
|
||||
{
|
||||
if (group.RootPart.KeyframeMotion != null)
|
||||
group.RootPart.KeyframeMotion.Stop();
|
||||
group.RootPart.KeyframeMotion.Delete();
|
||||
group.RootPart.KeyframeMotion = null;
|
||||
|
||||
int idx = 0;
|
||||
|
|
|
@ -65,7 +65,6 @@ namespace OpenSim.Services.AuthenticationService
|
|||
public string Authenticate(UUID principalID, string password, int lifetime)
|
||||
{
|
||||
UUID realID;
|
||||
|
||||
return Authenticate(principalID, password, lifetime, out realID);
|
||||
}
|
||||
|
||||
|
|
|
@ -63,7 +63,6 @@ namespace OpenSim.Services.AuthenticationService
|
|||
public string Authenticate(UUID principalID, string password, int lifetime, out UUID realID)
|
||||
{
|
||||
realID = UUID.Zero;
|
||||
|
||||
return Authenticate(principalID, password, lifetime);
|
||||
}
|
||||
|
||||
|
|
|
@ -64,6 +64,7 @@ namespace OpenSim.Services.AuthenticationService
|
|||
{
|
||||
AuthenticationData data = m_Database.Get(principalID);
|
||||
string result = String.Empty;
|
||||
realID = UUID.Zero;
|
||||
if (data != null && data.Data != null)
|
||||
{
|
||||
if (data.Data.ContainsKey("webLoginKey"))
|
||||
|
@ -85,7 +86,7 @@ namespace OpenSim.Services.AuthenticationService
|
|||
}
|
||||
}
|
||||
|
||||
realID = UUID.Zero;
|
||||
|
||||
|
||||
if (result == string.Empty)
|
||||
{
|
||||
|
@ -96,6 +97,8 @@ namespace OpenSim.Services.AuthenticationService
|
|||
{
|
||||
m_log.DebugFormat("[AUTH SERVICE]: PrincipalID {0} or its data not found", principalID);
|
||||
}
|
||||
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -104,6 +104,7 @@ namespace OpenSim.Services.Connectors.SimianGrid
|
|||
|
||||
public string Authenticate(UUID principalID, string password, int lifetime, out UUID realID)
|
||||
{
|
||||
realID = UUID.Zero;
|
||||
return Authenticate(principalID, password, lifetime);
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue