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0.7.6-exte
Author | SHA1 | Date |
---|---|---|
Justin Clark-Casey (justincc) | b7e3e9e2f5 | |
Justin Clark-Casey (justincc) | d81a1666da | |
Justin Clark-Casey (justincc) | 2a482c22bc | |
Justin Clark-Casey (justincc) | bb0f2f98e8 | |
Justin Clark-Casey (justincc) | 8000d0ec32 | |
Justin Clark-Casey (justincc) | 40144fb0f6 | |
Justin Clark-Casey (justincc) | 88bd146f04 | |
Justin Clark-Casey (justincc) | 75777ddd57 | |
Justin Clark-Casey (justincc) | 6dd99837fd | |
Justin Clark-Casey (justincc) | 798c61c112 | |
Justin Clark-Casey (justincc) | ed1a10d92f | |
Justin Clark-Casey (justincc) | d1f1642e1a | |
Justin Clark-Casey (justincc) | 87e725cd24 | |
Justin Clark-Casey (justincc) | 3ee9a6c2ee | |
Justin Clark-Casey (justincc) | 972f5175a8 | |
Justin Clark-Casey (justincc) | 04e6c68242 | |
Justin Clark-Casey (justincc) | 099975dec2 | |
Justin Clark-Casey (justincc) | 27abe040bd | |
Justin Clark-Casey (justincc) | d88c9756a7 | |
Justin Clark-Casey (justincc) | bf86addf3d | |
Justin Clark-Casey (justincc) | 91d86301ef | |
Justin Clark-Casey (justincc) | b73b5a24c3 | |
Melanie | 3ab559efa9 | |
BlueWall | bece6fb8a3 | |
BlueWall | 017ae9132e | |
BlueWall | b699af87dc | |
Justin Clark-Casey (justincc) | c1ff245bf3 | |
BlueWall | 5745aa0f86 | |
Kevin Cozens | b8a6fd3e64 | |
Justin Clark-Casey (justincc) | 3bd922f61b | |
Justin Clark-Casey (justincc) | 9dae06b296 | |
Justin Clark-Casey (justincc) | ef10e10fd7 | |
Justin Clark-Casey (justincc) | 329235d3b7 | |
Justin Clark-Casey (justincc) | 1e48bf43a3 | |
Justin Clark-Casey (justincc) | 5a6ad028e3 | |
Justin Clark-Casey (justincc) | e6c0267def | |
dahlia | 753cc93af5 | |
Justin Clark-Casey (justincc) | d950cd7670 | |
Justin Clark-Casey (justincc) | ae3407c73e | |
Justin Clark-Casey (justincc) | 19e2f44c25 | |
Justin Clark-Casey (justincc) | f0845c18d4 | |
Justin Clark-Casey (justincc) | b21c06de23 | |
Justin Clark-Casey (justincc) | 643bc47451 | |
Justin Clark-Casey (justincc) | 7d6072b825 | |
Justin Clark-Casey (justincc) | 6013c15b6e | |
Justin Clark-Casey (justincc) | 0114c8bd15 | |
Justin Clark-Casey (justincc) | 7eb5680c38 | |
Justin Clark-Casey (justincc) | 516ab5d8c6 | |
Justin Clark-Casey (justincc) | 2b392a09b1 | |
Oren Hurvitz | 5be6954e5d | |
Justin Clark-Casey (justincc) | 7cb673e5dc | |
Justin Clark-Casey (justincc) | e4dd069a95 | |
Justin Clark-Casey (justincc) | afa9847288 | |
Justin Clark-Casey (justincc) | 111d1ba826 | |
Justin Clark-Casey (justincc) | 914a92335a | |
Robert Adams | 2c856f2a60 | |
Robert Adams | 3ba1d5259a | |
Justin Clark-Casey (justincc) | 0bb8415a69 | |
Oren Hurvitz | 24ab021ea1 | |
Justin Clark-Casey (justincc) | 882ba74140 | |
Justin Clark-Casey (justincc) | b675e41d01 | |
Justin Clark-Casey (justincc) | c01dea0f6a | |
Justin Clark-Casey (justincc) | ff08f56937 | |
Justin Clark-Casey (justincc) | 5dabecf95d | |
Justin Clark-Casey (justincc) | 689f79fead | |
Justin Clark-Casey (justincc) | ac2b1497c0 | |
Justin Clark-Casey (justincc) | de4d568923 | |
Justin Clark-Casey (justincc) | 12a191409e | |
Justin Clark-Casey (justincc) | d1d4dd547a | |
Justin Clark-Casey (justincc) | 1a55309ea7 | |
Justin Clark-Casey (justincc) | ee58e3a5a1 | |
Justin Clark-Casey (justincc) | 6c2462e410 | |
Justin Clark-Casey (justincc) | b1d43d46bf | |
Justin Clark-Casey (justincc) | ccf52d3d9d | |
Justin Clark-Casey (justincc) | 7a14221754 | |
Justin Clark-Casey (justincc) | d5a3139b05 | |
Justin Clark-Casey (justincc) | 6f5fd067a5 | |
Justin Clark-Casey (justincc) | 9fcf1de0fa | |
Justin Clark-Casey (justincc) | 86c39d618e | |
Justin Clark-Casey (justincc) | 068f22a52c | |
Talun | 726b7dce61 | |
Robert Adams | d260e398f5 | |
BlueWall | 560ea54c98 | |
Robert Adams | 10152815ac | |
Mic Bowman | 1217785155 | |
Robert Adams | 712bee7206 | |
Robert Adams | 568ff6fddc | |
Robert Adams | b6568c7e22 | |
Robert Adams | 4179d8f651 | |
Robert Adams | bde8ac6a5c | |
Robert Adams | 9d04c6a828 | |
Robert Adams | 7a9eb26b00 | |
Robert Adams | 2e32b2aacb | |
Robert Adams | 6ade1c6c76 | |
Robert Adams | 0e4a06edf9 | |
Robert Adams | d3efb6a7f7 | |
Robert Adams | 70438ff6ab | |
Robert Adams | 1b021e0eaa | |
Robert Adams | 21a046e622 | |
Robert Adams | 1f740926a2 | |
Robert Adams | fd3e267ec6 | |
Robert Adams | 73a62788a5 | |
Robert Adams | 1076f56373 | |
Robert Adams | 0dd47d88de | |
Robert Adams | 34ae7afe1a | |
Robert Adams | 826f8ce791 | |
Robert Adams | 05ff4379f0 | |
Robert Adams | 3ffad76b0d | |
Robert Adams | 1a8a6b95e5 | |
Robert Adams | 785171109e | |
Robert Adams | 87aedc44a0 | |
Robert Adams | ee86b460cb | |
Robert Adams | 0acde92af9 | |
Robert Adams | 719380380a | |
Robert Adams | a9dcdae6a2 | |
Diva Canto | e2b7d941b6 | |
Justin Clark-Casey (justincc) | aa4479c4bc | |
Justin Clark-Casey (justincc) | 8568503921 | |
Justin Clark-Casey (justincc) | 6f1ff47fee | |
Justin Clark-Casey (justincc) | 514c58bc96 | |
Justin Clark-Casey (justincc) | cfdb2700bc | |
Justin Clark-Casey (justincc) | cfef2b19bb | |
Justin Clark-Casey (justincc) | 2a7b4c9db9 | |
Justin Clark-Casey (justincc) | 7284cb76b6 | |
Justin Clark-Casey (justincc) | a4f7eb5b4d | |
Justin Clark-Casey (justincc) | 1e64549acf | |
Justin Clark-Casey (justincc) | 6570f5dcfe | |
Justin Clark-Casey (justincc) | 90907bf4fd | |
Justin Clark-Casey (justincc) | dbbc260d1a | |
Justin Clark-Casey (justincc) | 49228f9855 | |
Justin Clark-Casey (justincc) | 8b7bcc8346 | |
Justin Clark-Casey (justincc) | 3f8a99937e | |
Diva Canto | b92128b715 | |
Robert Adams | 6eb1436c55 | |
Justin Clark-Casey (justincc) | 41b33b6f0f | |
Justin Clark-Casey (justincc) | e05d11faa5 | |
Justin Clark-Casey (justincc) | 803fa36b68 | |
Justin Clark-Casey (justincc) | 902c1f0009 | |
Justin Clark-Casey (justincc) | b21f261008 | |
Justin Clark-Casey (justincc) | ab1c63b20c | |
Justin Clark-Casey (justincc) | 5c35aa560e | |
Justin Clark-Casey (justincc) | 63be8e3596 | |
Justin Clark-Casey (justincc) | 62b12783df | |
Justin Clark-Casey (justincc) | 935888d6da | |
Justin Clark-Casey (justincc) | 2e7f7c41a7 | |
Diva Canto | ed0ffae151 | |
Justin Clark-Casey (justincc) | ea5bab5107 |
|
@ -623,10 +623,13 @@ namespace OpenSim.Groups
|
|||
if (agent != null)
|
||||
break;
|
||||
}
|
||||
if (agent == null) // oops
|
||||
return AgentID.ToString();
|
||||
if (agent != null)
|
||||
return Util.ProduceUserUniversalIdentifier(agent);
|
||||
|
||||
// we don't know anything about this foreign user
|
||||
// try asking the user management module, which may know more
|
||||
return m_UserManagement.GetUserUUI(AgentID);
|
||||
|
||||
return Util.ProduceUserUniversalIdentifier(agent);
|
||||
}
|
||||
|
||||
private string AgentUUIForOutside(string AgentIDStr)
|
||||
|
|
|
@ -48,6 +48,8 @@ namespace OpenSim.Data
|
|||
bool UpdateAvatarProperties(ref UserProfileProperties props, ref string result);
|
||||
bool UpdateAvatarInterests(UserProfileProperties up, ref string result);
|
||||
bool GetClassifiedInfo(ref UserClassifiedAdd ad, ref string result);
|
||||
bool UpdateUserPreferences(ref UserPreferences pref, ref string result);
|
||||
bool GetUserPreferences(ref UserPreferences pref, ref string result);
|
||||
bool GetUserAppData(ref UserAppData props, ref string result);
|
||||
bool SetUserAppData(UserAppData props, ref string result);
|
||||
OSDArray GetUserImageAssets(UUID avatarId);
|
||||
|
|
|
@ -81,6 +81,7 @@ namespace OpenSim.Data
|
|||
bool Delete(UUID regionID);
|
||||
|
||||
List<RegionData> GetDefaultRegions(UUID scopeID);
|
||||
List<RegionData> GetDefaultHypergridRegions(UUID scopeID);
|
||||
List<RegionData> GetFallbackRegions(UUID scopeID, int x, int y);
|
||||
List<RegionData> GetHyperlinks(UUID scopeID);
|
||||
}
|
||||
|
|
|
@ -315,6 +315,11 @@ namespace OpenSim.Data.MSSQL
|
|||
return Get((int)RegionFlags.DefaultRegion, scopeID);
|
||||
}
|
||||
|
||||
public List<RegionData> GetDefaultHypergridRegions(UUID scopeID)
|
||||
{
|
||||
return Get((int)RegionFlags.DefaultHGRegion, scopeID);
|
||||
}
|
||||
|
||||
public List<RegionData> GetFallbackRegions(UUID scopeID, int x, int y)
|
||||
{
|
||||
List<RegionData> regions = Get((int)RegionFlags.FallbackRegion, scopeID);
|
||||
|
|
|
@ -310,6 +310,11 @@ namespace OpenSim.Data.MySQL
|
|||
return Get((int)RegionFlags.DefaultRegion, scopeID);
|
||||
}
|
||||
|
||||
public List<RegionData> GetDefaultHypergridRegions(UUID scopeID)
|
||||
{
|
||||
return Get((int)RegionFlags.DefaultHGRegion, scopeID);
|
||||
}
|
||||
|
||||
public List<RegionData> GetFallbackRegions(UUID scopeID, int x, int y)
|
||||
{
|
||||
List<RegionData> regions = Get((int)RegionFlags.FallbackRegion, scopeID);
|
||||
|
|
|
@ -546,6 +546,10 @@ namespace OpenSim.Data.MySQL
|
|||
reader.Read();
|
||||
notes.Notes = OSD.FromString((string)reader["notes"]);
|
||||
}
|
||||
else
|
||||
{
|
||||
notes.Notes = OSD.FromString("");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -897,7 +901,7 @@ namespace OpenSim.Data.MySQL
|
|||
}
|
||||
|
||||
#region User Preferences
|
||||
public OSDArray GetUserPreferences(UUID avatarId)
|
||||
public bool GetUserPreferences(ref UserPreferences pref, ref string result)
|
||||
{
|
||||
string query = string.Empty;
|
||||
|
||||
|
@ -914,31 +918,32 @@ namespace OpenSim.Data.MySQL
|
|||
dbcon.Open();
|
||||
using (MySqlCommand cmd = new MySqlCommand(query, dbcon))
|
||||
{
|
||||
cmd.Parameters.AddWithValue("?Id", avatarId.ToString());
|
||||
cmd.Parameters.AddWithValue("?Id", pref.UserId.ToString());
|
||||
|
||||
using (MySqlDataReader reader = cmd.ExecuteReader())
|
||||
{
|
||||
if(reader.HasRows)
|
||||
{
|
||||
reader.Read();
|
||||
OSDMap record = new OSDMap();
|
||||
|
||||
record.Add("imviaemail",OSD.FromString((string)reader["imviaemail"]));
|
||||
record.Add("visible",OSD.FromString((string)reader["visible"]));
|
||||
record.Add("email",OSD.FromString((string)reader["email"]));
|
||||
data.Add(record);
|
||||
bool.TryParse((string)reader["imviaemail"], out pref.IMViaEmail);
|
||||
bool.TryParse((string)reader["visible"], out pref.Visible);
|
||||
pref.EMail = (string)reader["email"];
|
||||
}
|
||||
else
|
||||
{
|
||||
dbcon.Close();
|
||||
dbcon.Open();
|
||||
|
||||
query = "INSERT INTO usersettings VALUES ";
|
||||
query += "(?uuid,'false','false', ?Email)";
|
||||
|
||||
using (MySqlCommand put = new MySqlCommand(query, dbcon))
|
||||
{
|
||||
query = "INSERT INTO usersettings VALUES ";
|
||||
query += "(?Id,'false','false', '')";
|
||||
|
||||
lock(Lock)
|
||||
{
|
||||
put.ExecuteNonQuery();
|
||||
}
|
||||
put.Parameters.AddWithValue("?Email", pref.EMail);
|
||||
put.Parameters.AddWithValue("?uuid", pref.UserId.ToString());
|
||||
|
||||
put.ExecuteNonQuery();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -949,17 +954,19 @@ namespace OpenSim.Data.MySQL
|
|||
{
|
||||
m_log.DebugFormat("[PROFILES_DATA]" +
|
||||
": Get preferences exception {0}", e.Message);
|
||||
result = e.Message;
|
||||
return false;
|
||||
}
|
||||
return data;
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool UpdateUserPreferences(bool emailIm, bool visible, UUID avatarId )
|
||||
public bool UpdateUserPreferences(ref UserPreferences pref, ref string result)
|
||||
{
|
||||
string query = string.Empty;
|
||||
|
||||
query += "UPDATE userpsettings SET ";
|
||||
query += "UPDATE usersettings SET ";
|
||||
query += "imviaemail=?ImViaEmail, ";
|
||||
query += "visible=?Visible,";
|
||||
query += "visible=?Visible ";
|
||||
query += "WHERE useruuid=?uuid";
|
||||
|
||||
try
|
||||
|
@ -969,14 +976,11 @@ namespace OpenSim.Data.MySQL
|
|||
dbcon.Open();
|
||||
using (MySqlCommand cmd = new MySqlCommand(query, dbcon))
|
||||
{
|
||||
cmd.Parameters.AddWithValue("?ImViaEmail", emailIm.ToString().ToLower ());
|
||||
cmd.Parameters.AddWithValue("?WantText", visible.ToString().ToLower ());
|
||||
cmd.Parameters.AddWithValue("?uuid", avatarId.ToString());
|
||||
cmd.Parameters.AddWithValue("?ImViaEmail", pref.IMViaEmail);
|
||||
cmd.Parameters.AddWithValue("?Visible", pref.Visible);
|
||||
cmd.Parameters.AddWithValue("?uuid", pref.UserId.ToString());
|
||||
|
||||
lock(Lock)
|
||||
{
|
||||
cmd.ExecuteNonQuery();
|
||||
}
|
||||
cmd.ExecuteNonQuery();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -984,6 +988,7 @@ namespace OpenSim.Data.MySQL
|
|||
{
|
||||
m_log.DebugFormat("[PROFILES_DATA]" +
|
||||
": AgentInterestsUpdate exception {0}", e.Message);
|
||||
result = e.Message;
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
|
|
|
@ -81,3 +81,13 @@ CREATE TABLE IF NOT EXISTS `userdata` (
|
|||
|
||||
commit;
|
||||
|
||||
:VERSION 3 # -------------------------------
|
||||
begin;
|
||||
CREATE TABLE IF NOT EXISTS `usersettings` (
|
||||
`useruuid` varchar(36) NOT NULL,
|
||||
`imviaemail` enum('true','false') NOT NULL,
|
||||
`visible` enum('true','false') NOT NULL,
|
||||
`email` varchar(254) NOT NULL,
|
||||
PRIMARY KEY (`useruuid`)
|
||||
) ENGINE=MyISAM DEFAULT CHARSET=latin1;
|
||||
commit;
|
|
@ -239,6 +239,11 @@ namespace OpenSim.Data.Null
|
|||
return Get((int)RegionFlags.DefaultRegion, scopeID);
|
||||
}
|
||||
|
||||
public List<RegionData> GetDefaultHypergridRegions(UUID scopeID)
|
||||
{
|
||||
return Get((int)RegionFlags.DefaultHGRegion, scopeID);
|
||||
}
|
||||
|
||||
public List<RegionData> GetFallbackRegions(UUID scopeID, int x, int y)
|
||||
{
|
||||
List<RegionData> regions = Get((int)RegionFlags.FallbackRegion, scopeID);
|
||||
|
|
|
@ -88,3 +88,15 @@ CREATE TABLE IF NOT EXISTS userdata (
|
|||
|
||||
commit;
|
||||
|
||||
|
||||
:VERSION 3 # -------------------------------
|
||||
|
||||
begin;
|
||||
CREATE TABLE IF NOT EXISTS usersettings (
|
||||
useruuid char(36) NOT NULL,
|
||||
imviaemail binary(1) NOT NULL,
|
||||
visible binary(1) NOT NULL,
|
||||
email varchar(254) NOT NULL,
|
||||
PRIMARY KEY (useruuid)
|
||||
)
|
||||
commit;
|
|
@ -749,6 +749,90 @@ namespace OpenSim.Data.SQLite
|
|||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool UpdateUserPreferences(ref UserPreferences pref, ref string result)
|
||||
{
|
||||
string query = string.Empty;
|
||||
|
||||
query += "UPDATE usersettings SET ";
|
||||
query += "imviaemail=:ImViaEmail, ";
|
||||
query += "visible=:Visible ";
|
||||
query += "WHERE useruuid=:uuid";
|
||||
|
||||
try
|
||||
{
|
||||
using (SqliteCommand cmd = (SqliteCommand)m_connection.CreateCommand())
|
||||
{
|
||||
cmd.CommandText = query;
|
||||
cmd.Parameters.AddWithValue(":ImViaEmail", pref.IMViaEmail);
|
||||
cmd.Parameters.AddWithValue(":Visible", pref.Visible);
|
||||
cmd.Parameters.AddWithValue(":uuid", pref.UserId.ToString());
|
||||
|
||||
cmd.ExecuteNonQuery();
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.DebugFormat("[PROFILES_DATA]" +
|
||||
": AgentInterestsUpdate exception {0}", e.Message);
|
||||
result = e.Message;
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool GetUserPreferences(ref UserPreferences pref, ref string result)
|
||||
{
|
||||
IDataReader reader = null;
|
||||
string query = string.Empty;
|
||||
|
||||
query += "SELECT imviaemail,visible,email FROM ";
|
||||
query += "usersettings WHERE ";
|
||||
query += "useruuid = :Id";
|
||||
|
||||
OSDArray data = new OSDArray();
|
||||
|
||||
try
|
||||
{
|
||||
using (SqliteCommand cmd = (SqliteCommand)m_connection.CreateCommand())
|
||||
{
|
||||
cmd.CommandText = query;
|
||||
cmd.Parameters.AddWithValue("?Id", pref.UserId.ToString());
|
||||
|
||||
using (reader = cmd.ExecuteReader(CommandBehavior.SingleRow))
|
||||
{
|
||||
if(reader.Read())
|
||||
{
|
||||
bool.TryParse((string)reader["imviaemail"], out pref.IMViaEmail);
|
||||
bool.TryParse((string)reader["visible"], out pref.Visible);
|
||||
pref.EMail = (string)reader["email"];
|
||||
}
|
||||
else
|
||||
{
|
||||
query = "INSERT INTO usersettings VALUES ";
|
||||
query += "(:Id,'false','false', :Email)";
|
||||
|
||||
using (SqliteCommand put = (SqliteCommand)m_connection.CreateCommand())
|
||||
{
|
||||
put.Parameters.AddWithValue(":Id", pref.UserId.ToString());
|
||||
put.Parameters.AddWithValue(":Email", pref.EMail);
|
||||
put.ExecuteNonQuery();
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.DebugFormat("[PROFILES_DATA]" +
|
||||
": Get preferences exception {0}", e.Message);
|
||||
result = e.Message;
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool GetUserAppData(ref UserAppData props, ref string result)
|
||||
{
|
||||
IDataReader reader = null;
|
||||
|
|
|
@ -86,24 +86,26 @@ namespace OpenSim.Framework
|
|||
event restart OnRestart;
|
||||
|
||||
/// <summary>
|
||||
/// Add a new client and create a presence for it. All clients except initial login clients will starts off as a child agent
|
||||
/// Add a new agent with an attached client. All agents except initial login clients will starts off as a child agent
|
||||
/// - the later agent crossing will promote it to a root agent.
|
||||
/// </summary>
|
||||
/// <param name="client"></param>
|
||||
/// <param name="type">The type of agent to add.</param>
|
||||
/// <returns>
|
||||
/// The scene agent if the new client was added or if an agent that already existed.</returns>
|
||||
ISceneAgent AddNewClient(IClientAPI client, PresenceType type);
|
||||
ISceneAgent AddNewAgent(IClientAPI client, PresenceType type);
|
||||
|
||||
/// <summary>
|
||||
/// Remove the given client from the scene.
|
||||
/// Tell a single agent to disconnect from the region.
|
||||
/// </summary>
|
||||
/// <param name="agentID"></param>
|
||||
/// <param name="closeChildAgents">Close the neighbour child agents associated with this client.</param>
|
||||
void RemoveClient(UUID agentID, bool closeChildAgents);
|
||||
/// <param name="force">
|
||||
/// Force the agent to close even if it might be in the middle of some other operation. You do not want to
|
||||
/// force unless you are absolutely sure that the agent is dead and a normal close is not working.
|
||||
/// </param>
|
||||
bool CloseAgent(UUID agentID, bool force);
|
||||
|
||||
void Restart();
|
||||
//RegionInfo OtherRegionUp(RegionInfo thisRegion);
|
||||
|
||||
string GetSimulatorVersion();
|
||||
|
||||
|
|
|
@ -67,7 +67,7 @@ namespace OpenSim.Framework.Monitoring
|
|||
if (cmd[3] == "start")
|
||||
{
|
||||
Start();
|
||||
con.OutputFormat("Now recording all stats very {0}ms to file", m_statsLogIntervalMs);
|
||||
con.OutputFormat("Now recording all stats to file every {0}ms", m_statsLogIntervalMs);
|
||||
}
|
||||
else if (cmd[3] == "stop")
|
||||
{
|
||||
|
|
|
@ -48,6 +48,7 @@ namespace OpenSim.Framework
|
|||
NoMove = 64, // Don't allow moving this region
|
||||
Reservation = 128, // This is an inactive reservation
|
||||
Authenticate = 256, // Require authentication
|
||||
Hyperlink = 512 // Record represents a HG link
|
||||
Hyperlink = 512, // Record represents a HG link
|
||||
DefaultHGRegion = 1024 // Record represents a default region for hypergrid teleports only.
|
||||
}
|
||||
}
|
|
@ -200,7 +200,7 @@ namespace OpenSim.Framework
|
|||
set { m_ObjectBonus = value; }
|
||||
}
|
||||
|
||||
private int m_Maturity = 1;
|
||||
private int m_Maturity = 0;
|
||||
|
||||
public int Maturity
|
||||
{
|
||||
|
@ -482,21 +482,14 @@ namespace OpenSim.Framework
|
|||
set { m_LoadedCreationID = value; }
|
||||
}
|
||||
|
||||
// Connected Telehub object
|
||||
private UUID m_TelehubObject = UUID.Zero;
|
||||
public UUID TelehubObject
|
||||
{
|
||||
get
|
||||
{
|
||||
return m_TelehubObject;
|
||||
}
|
||||
set
|
||||
{
|
||||
m_TelehubObject = value;
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// Connected Telehub object
|
||||
/// </summary>
|
||||
public UUID TelehubObject { get; set; }
|
||||
|
||||
// Our Connected Telehub's SpawnPoints
|
||||
/// <summary>
|
||||
/// Our connected Telehub's SpawnPoints
|
||||
/// </summary>
|
||||
public List<SpawnPoint> l_SpawnPoints = new List<SpawnPoint>();
|
||||
|
||||
// Add a SpawnPoint
|
||||
|
|
|
@ -29,8 +29,8 @@ namespace OpenSim
|
|||
{
|
||||
public class VersionInfo
|
||||
{
|
||||
private const string VERSION_NUMBER = "0.7.6";
|
||||
private const Flavour VERSION_FLAVOUR = Flavour.Dev;
|
||||
private const string VERSION_NUMBER = "0.7.6.1";
|
||||
private const Flavour VERSION_FLAVOUR = Flavour.Extended;
|
||||
|
||||
public enum Flavour
|
||||
{
|
||||
|
|
|
@ -91,6 +91,14 @@ namespace OpenSim.Framework
|
|||
public string Notes;
|
||||
}
|
||||
|
||||
public class UserPreferences
|
||||
{
|
||||
public UUID UserId;
|
||||
public bool IMViaEmail = false;
|
||||
public bool Visible = false;
|
||||
public string EMail = string.Empty;
|
||||
}
|
||||
|
||||
public class UserAccountProperties
|
||||
{
|
||||
public string EmailAddress = string.Empty;
|
||||
|
|
|
@ -130,7 +130,7 @@ namespace OpenSim.Framework
|
|||
private static SmartThreadPool m_ThreadPool;
|
||||
|
||||
// Unix-epoch starts at January 1st 1970, 00:00:00 UTC. And all our times in the server are (or at least should be) in UTC.
|
||||
private static readonly DateTime unixEpoch =
|
||||
public static readonly DateTime UnixEpoch =
|
||||
DateTime.ParseExact("1970-01-01 00:00:00 +0", "yyyy-MM-dd hh:mm:ss z", DateTimeFormatInfo.InvariantInfo).ToUniversalTime();
|
||||
|
||||
private static readonly string rawUUIDPattern
|
||||
|
@ -521,20 +521,18 @@ namespace OpenSim.Framework
|
|||
|
||||
public static int ToUnixTime(DateTime stamp)
|
||||
{
|
||||
TimeSpan t = stamp.ToUniversalTime() - unixEpoch;
|
||||
return (int) t.TotalSeconds;
|
||||
TimeSpan t = stamp.ToUniversalTime() - UnixEpoch;
|
||||
return (int)t.TotalSeconds;
|
||||
}
|
||||
|
||||
public static DateTime ToDateTime(ulong seconds)
|
||||
{
|
||||
DateTime epoch = unixEpoch;
|
||||
return epoch.AddSeconds(seconds);
|
||||
return UnixEpoch.AddSeconds(seconds);
|
||||
}
|
||||
|
||||
public static DateTime ToDateTime(int seconds)
|
||||
{
|
||||
DateTime epoch = unixEpoch;
|
||||
return epoch.AddSeconds(seconds);
|
||||
return UnixEpoch.AddSeconds(seconds);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -237,27 +237,33 @@ namespace OpenSim
|
|||
|
||||
m_console.Commands.AddCommand("General", false, "change region",
|
||||
"change region <region name>",
|
||||
"Change current console region", ChangeSelectedRegion);
|
||||
"Change current console region",
|
||||
ChangeSelectedRegion);
|
||||
|
||||
m_console.Commands.AddCommand("Archiving", false, "save xml",
|
||||
"save xml",
|
||||
"Save a region's data in XML format", SaveXml);
|
||||
"Save a region's data in XML format",
|
||||
SaveXml);
|
||||
|
||||
m_console.Commands.AddCommand("Archiving", false, "save xml2",
|
||||
"save xml2",
|
||||
"Save a region's data in XML2 format", SaveXml2);
|
||||
"Save a region's data in XML2 format",
|
||||
SaveXml2);
|
||||
|
||||
m_console.Commands.AddCommand("Archiving", false, "load xml",
|
||||
"load xml [-newIDs [<x> <y> <z>]]",
|
||||
"Load a region's data from XML format", LoadXml);
|
||||
"Load a region's data from XML format",
|
||||
LoadXml);
|
||||
|
||||
m_console.Commands.AddCommand("Archiving", false, "load xml2",
|
||||
"load xml2",
|
||||
"Load a region's data from XML2 format", LoadXml2);
|
||||
"Load a region's data from XML2 format",
|
||||
LoadXml2);
|
||||
|
||||
m_console.Commands.AddCommand("Archiving", false, "save prims xml2",
|
||||
"save prims xml2 [<prim name> <file name>]",
|
||||
"Save named prim to XML2", SavePrimsXml2);
|
||||
"Save named prim to XML2",
|
||||
SavePrimsXml2);
|
||||
|
||||
m_console.Commands.AddCommand("Archiving", false, "load oar",
|
||||
"load oar [--merge] [--skip-assets] [<OAR path>]",
|
||||
|
@ -287,7 +293,8 @@ namespace OpenSim
|
|||
|
||||
m_console.Commands.AddCommand("Objects", false, "edit scale",
|
||||
"edit scale <name> <x> <y> <z>",
|
||||
"Change the scale of a named prim", HandleEditScale);
|
||||
"Change the scale of a named prim",
|
||||
HandleEditScale);
|
||||
|
||||
m_console.Commands.AddCommand("Users", false, "kick user",
|
||||
"kick user <first> <last> [--force] [message]",
|
||||
|
@ -305,31 +312,38 @@ namespace OpenSim
|
|||
|
||||
m_console.Commands.AddCommand("Comms", false, "show connections",
|
||||
"show connections",
|
||||
"Show connection data", HandleShow);
|
||||
"Show connection data",
|
||||
HandleShow);
|
||||
|
||||
m_console.Commands.AddCommand("Comms", false, "show circuits",
|
||||
"show circuits",
|
||||
"Show agent circuit data", HandleShow);
|
||||
"Show agent circuit data",
|
||||
HandleShow);
|
||||
|
||||
m_console.Commands.AddCommand("Comms", false, "show pending-objects",
|
||||
"show pending-objects",
|
||||
"Show # of objects on the pending queues of all scene viewers", HandleShow);
|
||||
"Show # of objects on the pending queues of all scene viewers",
|
||||
HandleShow);
|
||||
|
||||
m_console.Commands.AddCommand("General", false, "show modules",
|
||||
"show modules",
|
||||
"Show module data", HandleShow);
|
||||
"Show module data",
|
||||
HandleShow);
|
||||
|
||||
m_console.Commands.AddCommand("Regions", false, "show regions",
|
||||
"show regions",
|
||||
"Show region data", HandleShow);
|
||||
"Show region data",
|
||||
HandleShow);
|
||||
|
||||
m_console.Commands.AddCommand("Regions", false, "show ratings",
|
||||
"show ratings",
|
||||
"Show rating data", HandleShow);
|
||||
"Show rating data",
|
||||
HandleShow);
|
||||
|
||||
m_console.Commands.AddCommand("Objects", false, "backup",
|
||||
"backup",
|
||||
"Persist currently unsaved object changes immediately instead of waiting for the normal persistence call.", RunCommand);
|
||||
"Persist currently unsaved object changes immediately instead of waiting for the normal persistence call.",
|
||||
RunCommand);
|
||||
|
||||
m_console.Commands.AddCommand("Regions", false, "create region",
|
||||
"create region [\"region name\"] <region_file.ini>",
|
||||
|
@ -342,19 +356,23 @@ namespace OpenSim
|
|||
|
||||
m_console.Commands.AddCommand("Regions", false, "restart",
|
||||
"restart",
|
||||
"Restart all sims in this instance", RunCommand);
|
||||
"Restart all sims in this instance",
|
||||
RunCommand);
|
||||
|
||||
m_console.Commands.AddCommand("General", false, "command-script",
|
||||
"command-script <script>",
|
||||
"Run a command script from file", RunCommand);
|
||||
"Run a command script from file",
|
||||
RunCommand);
|
||||
|
||||
m_console.Commands.AddCommand("Regions", false, "remove-region",
|
||||
"remove-region <name>",
|
||||
"Remove a region from this simulator", RunCommand);
|
||||
"Remove a region from this simulator",
|
||||
RunCommand);
|
||||
|
||||
m_console.Commands.AddCommand("Regions", false, "delete-region",
|
||||
"delete-region <name>",
|
||||
"Delete a region from disk", RunCommand);
|
||||
"Delete a region from disk",
|
||||
RunCommand);
|
||||
}
|
||||
|
||||
protected override void ShutdownSpecific()
|
||||
|
@ -434,7 +452,7 @@ namespace OpenSim
|
|||
else
|
||||
presence.ControllingClient.Kick("\nThe OpenSim manager kicked you out.\n");
|
||||
|
||||
presence.Scene.IncomingCloseAgent(presence.UUID, force);
|
||||
presence.Scene.CloseAgent(presence.UUID, force);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -228,12 +228,18 @@ namespace OpenSim.Region.ClientStack.Linden
|
|||
lock (queue)
|
||||
queue.Enqueue(ev);
|
||||
}
|
||||
else
|
||||
else if (DebugLevel > 0)
|
||||
{
|
||||
OSDMap evMap = (OSDMap)ev;
|
||||
m_log.WarnFormat(
|
||||
"[EVENTQUEUE]: (Enqueue) No queue found for agent {0} when placing message {1} in region {2}",
|
||||
avatarID, evMap["message"], m_scene.Name);
|
||||
ScenePresence sp = m_scene.GetScenePresence(avatarID);
|
||||
|
||||
// This assumes that an NPC should never have a queue.
|
||||
if (sp != null && sp.PresenceType != PresenceType.Npc)
|
||||
{
|
||||
OSDMap evMap = (OSDMap)ev;
|
||||
m_log.WarnFormat(
|
||||
"[EVENTQUEUE]: (Enqueue) No queue found for agent {0} {1} when placing message {2} in region {3}",
|
||||
sp.Name, sp.UUID, evMap["message"], m_scene.Name);
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (NullReferenceException e)
|
||||
|
|
|
@ -26,6 +26,7 @@
|
|||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Net;
|
||||
using log4net.Config;
|
||||
|
@ -33,11 +34,14 @@ using Nini.Config;
|
|||
using NUnit.Framework;
|
||||
using OpenMetaverse;
|
||||
using OpenMetaverse.Packets;
|
||||
using OpenMetaverse.StructuredData;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Servers;
|
||||
using OpenSim.Framework.Servers.HttpServer;
|
||||
using OpenSim.Region.ClientStack.Linden;
|
||||
using OpenSim.Region.CoreModules.Framework;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Region.OptionalModules.World.NPC;
|
||||
using OpenSim.Tests.Common;
|
||||
using OpenSim.Tests.Common.Mock;
|
||||
|
||||
|
@ -47,6 +51,8 @@ namespace OpenSim.Region.ClientStack.Linden.Tests
|
|||
public class EventQueueTests : OpenSimTestCase
|
||||
{
|
||||
private TestScene m_scene;
|
||||
private EventQueueGetModule m_eqgMod;
|
||||
private NPCModule m_npcMod;
|
||||
|
||||
[SetUp]
|
||||
public override void SetUp()
|
||||
|
@ -69,14 +75,19 @@ namespace OpenSim.Region.ClientStack.Linden.Tests
|
|||
config.Configs["Startup"].Set("EventQueue", "true");
|
||||
|
||||
CapabilitiesModule capsModule = new CapabilitiesModule();
|
||||
EventQueueGetModule eqgModule = new EventQueueGetModule();
|
||||
m_eqgMod = new EventQueueGetModule();
|
||||
|
||||
// For NPC test support
|
||||
config.AddConfig("NPC");
|
||||
config.Configs["NPC"].Set("Enabled", "true");
|
||||
m_npcMod = new NPCModule();
|
||||
|
||||
m_scene = new SceneHelpers().SetupScene();
|
||||
SceneHelpers.SetupSceneModules(m_scene, config, capsModule, eqgModule);
|
||||
SceneHelpers.SetupSceneModules(m_scene, config, capsModule, m_eqgMod, m_npcMod);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void AddForClient()
|
||||
public void TestAddForClient()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// log4net.Config.XmlConfigurator.Configure();
|
||||
|
@ -88,7 +99,7 @@ namespace OpenSim.Region.ClientStack.Linden.Tests
|
|||
}
|
||||
|
||||
[Test]
|
||||
public void RemoveForClient()
|
||||
public void TestRemoveForClient()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// TestHelpers.EnableLogging();
|
||||
|
@ -96,10 +107,85 @@ namespace OpenSim.Region.ClientStack.Linden.Tests
|
|||
UUID spId = TestHelpers.ParseTail(0x1);
|
||||
|
||||
SceneHelpers.AddScenePresence(m_scene, spId);
|
||||
m_scene.IncomingCloseAgent(spId, false);
|
||||
m_scene.CloseAgent(spId, false);
|
||||
|
||||
// TODO: Add more assertions for the other aspects of event queues
|
||||
Assert.That(MainServer.Instance.GetPollServiceHandlerKeys().Count, Is.EqualTo(0));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestEnqueueMessage()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// log4net.Config.XmlConfigurator.Configure();
|
||||
|
||||
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
|
||||
|
||||
string messageName = "TestMessage";
|
||||
|
||||
m_eqgMod.Enqueue(m_eqgMod.BuildEvent(messageName, new OSDMap()), sp.UUID);
|
||||
|
||||
Hashtable eventsResponse = m_eqgMod.GetEvents(UUID.Zero, sp.UUID);
|
||||
|
||||
Assert.That((int)eventsResponse["int_response_code"], Is.EqualTo((int)HttpStatusCode.OK));
|
||||
|
||||
// Console.WriteLine("Response [{0}]", (string)eventsResponse["str_response_string"]);
|
||||
|
||||
OSDMap rawOsd = (OSDMap)OSDParser.DeserializeLLSDXml((string)eventsResponse["str_response_string"]);
|
||||
OSDArray eventsOsd = (OSDArray)rawOsd["events"];
|
||||
|
||||
bool foundUpdate = false;
|
||||
foreach (OSD osd in eventsOsd)
|
||||
{
|
||||
OSDMap eventOsd = (OSDMap)osd;
|
||||
|
||||
if (eventOsd["message"] == messageName)
|
||||
foundUpdate = true;
|
||||
}
|
||||
|
||||
Assert.That(foundUpdate, Is.True, string.Format("Did not find {0} in response", messageName));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test an attempt to put a message on the queue of a user that is not in the region.
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestEnqueueMessageNoUser()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
TestHelpers.EnableLogging();
|
||||
|
||||
string messageName = "TestMessage";
|
||||
|
||||
m_eqgMod.Enqueue(m_eqgMod.BuildEvent(messageName, new OSDMap()), TestHelpers.ParseTail(0x1));
|
||||
|
||||
Hashtable eventsResponse = m_eqgMod.GetEvents(UUID.Zero, TestHelpers.ParseTail(0x1));
|
||||
|
||||
Assert.That((int)eventsResponse["int_response_code"], Is.EqualTo((int)HttpStatusCode.BadGateway));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// NPCs do not currently have an event queue but a caller may try to send a message anyway, so check behaviour.
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestEnqueueMessageToNpc()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// TestHelpers.EnableLogging();
|
||||
|
||||
UUID npcId
|
||||
= m_npcMod.CreateNPC(
|
||||
"John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, m_scene, new AvatarAppearance());
|
||||
|
||||
ScenePresence npc = m_scene.GetScenePresence(npcId);
|
||||
|
||||
string messageName = "TestMessage";
|
||||
|
||||
m_eqgMod.Enqueue(m_eqgMod.BuildEvent(messageName, new OSDMap()), npc.UUID);
|
||||
|
||||
Hashtable eventsResponse = m_eqgMod.GetEvents(UUID.Zero, npc.UUID);
|
||||
|
||||
Assert.That((int)eventsResponse["int_response_code"], Is.EqualTo((int)HttpStatusCode.BadGateway));
|
||||
}
|
||||
}
|
||||
}
|
|
@ -63,7 +63,7 @@ namespace OpenSim.Region.ClientStack.Linden
|
|||
public List<UUID> folders;
|
||||
}
|
||||
|
||||
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
private Scene m_scene;
|
||||
|
||||
|
@ -302,30 +302,43 @@ namespace OpenSim.Region.ClientStack.Linden
|
|||
|
||||
private void RegisterCaps(UUID agentID, Caps caps)
|
||||
{
|
||||
if (m_fetchInventoryDescendents2Url == "")
|
||||
RegisterFetchDescendentsCap(agentID, caps, "FetchInventoryDescendents2", m_fetchInventoryDescendents2Url);
|
||||
}
|
||||
|
||||
private void RegisterFetchDescendentsCap(UUID agentID, Caps caps, string capName, string url)
|
||||
{
|
||||
string capUrl;
|
||||
|
||||
// disable the cap clause
|
||||
if (url == "")
|
||||
{
|
||||
return;
|
||||
}
|
||||
// handled by the simulator
|
||||
else if (url == "localhost")
|
||||
{
|
||||
capUrl = "/CAPS/" + UUID.Random() + "/";
|
||||
|
||||
// Register this as a poll service
|
||||
PollServiceInventoryEventArgs args
|
||||
= new PollServiceInventoryEventArgs(m_scene, "/CAPS/" + UUID.Random() + "/", agentID);
|
||||
args.Type = PollServiceEventArgs.EventType.Inventory;
|
||||
// Register this as a poll service
|
||||
PollServiceInventoryEventArgs args = new PollServiceInventoryEventArgs(m_scene, capUrl, agentID);
|
||||
args.Type = PollServiceEventArgs.EventType.Inventory;
|
||||
|
||||
caps.RegisterPollHandler("FetchInventoryDescendents2", args);
|
||||
caps.RegisterPollHandler(capName, args);
|
||||
}
|
||||
// external handler
|
||||
else
|
||||
{
|
||||
capUrl = url;
|
||||
IExternalCapsModule handler = m_scene.RequestModuleInterface<IExternalCapsModule>();
|
||||
if (handler != null)
|
||||
handler.RegisterExternalUserCapsHandler(agentID,caps,capName,capUrl);
|
||||
else
|
||||
caps.RegisterHandler(capName, capUrl);
|
||||
}
|
||||
|
||||
// MainServer.Instance.AddPollServiceHTTPHandler(capUrl, args);
|
||||
//
|
||||
// string hostName = m_scene.RegionInfo.ExternalHostName;
|
||||
// uint port = (MainServer.Instance == null) ? 0 : MainServer.Instance.Port;
|
||||
// string protocol = "http";
|
||||
//
|
||||
// if (MainServer.Instance.UseSSL)
|
||||
// {
|
||||
// hostName = MainServer.Instance.SSLCommonName;
|
||||
// port = MainServer.Instance.SSLPort;
|
||||
// protocol = "https";
|
||||
// }
|
||||
//
|
||||
// caps.RegisterHandler("FetchInventoryDescendents2", String.Format("{0}://{1}:{2}{3}", protocol, hostName, port, capUrl));
|
||||
// m_log.DebugFormat(
|
||||
// "[FETCH INVENTORY DESCENDENTS2 MODULE]: Registered capability {0} at {1} in region {2} for {3}",
|
||||
// capName, capUrl, m_scene.RegionInfo.RegionName, agentID);
|
||||
}
|
||||
|
||||
// private void DeregisterCaps(UUID agentID, Caps caps)
|
||||
|
|
|
@ -750,7 +750,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
|
||||
public virtual void Start()
|
||||
{
|
||||
m_scene.AddNewClient(this, PresenceType.User);
|
||||
m_scene.AddNewAgent(this, PresenceType.User);
|
||||
|
||||
RefreshGroupMembership();
|
||||
}
|
||||
|
@ -3631,7 +3631,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
|
||||
AvatarAppearancePacket avp = (AvatarAppearancePacket)PacketPool.Instance.GetPacket(PacketType.AvatarAppearance);
|
||||
// TODO: don't create new blocks if recycling an old packet
|
||||
avp.VisualParam = new AvatarAppearancePacket.VisualParamBlock[218];
|
||||
avp.VisualParam = new AvatarAppearancePacket.VisualParamBlock[visualParams.Length];
|
||||
avp.ObjectData.TextureEntry = textureEntry;
|
||||
|
||||
AvatarAppearancePacket.VisualParamBlock avblock = null;
|
||||
|
|
|
@ -1692,32 +1692,76 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
endPoint = (IPEndPoint)array[0];
|
||||
CompleteAgentMovementPacket packet = (CompleteAgentMovementPacket)array[1];
|
||||
|
||||
m_log.DebugFormat(
|
||||
"[LLUDPSERVER]: Handling CompleteAgentMovement request from {0} in {1}", endPoint, m_scene.Name);
|
||||
|
||||
// Determine which agent this packet came from
|
||||
int count = 20;
|
||||
bool ready = false;
|
||||
while (!ready && count-- > 0)
|
||||
// We need to wait here because in when using the OpenSimulator V2 teleport protocol to travel to a destination
|
||||
// simulator with no existing child presence, the viewer (at least LL 3.3.4) will send UseCircuitCode
|
||||
// and then CompleteAgentMovement immediately without waiting for an ack. As we are now handling these
|
||||
// packets asynchronously, we need to account for this thread proceeding more quickly than the
|
||||
// UseCircuitCode thread.
|
||||
int count = 40;
|
||||
while (count-- > 0)
|
||||
{
|
||||
if (m_scene.TryGetClient(endPoint, out client) && client.IsActive && client.SceneAgent != null)
|
||||
if (m_scene.TryGetClient(endPoint, out client))
|
||||
{
|
||||
LLClientView llClientView = (LLClientView)client;
|
||||
LLUDPClient udpClient = llClientView.UDPClient;
|
||||
if (udpClient != null && udpClient.IsConnected)
|
||||
ready = true;
|
||||
if (!client.IsActive)
|
||||
{
|
||||
// This check exists to catch a condition where the client has been closed by another thread
|
||||
// but has not yet been removed from the client manager (and possibly a new connection has
|
||||
// not yet been established).
|
||||
m_log.DebugFormat(
|
||||
"[LLUDPSERVER]: Received a CompleteAgentMovement from {0} for {1} in {2} but client is not active yet. Waiting.",
|
||||
endPoint, client.Name, m_scene.Name);
|
||||
}
|
||||
else if (client.SceneAgent == null)
|
||||
{
|
||||
// This check exists to catch a condition where the new client has been added to the client
|
||||
// manager but the SceneAgent has not yet been set in Scene.AddNewAgent(). If we are too
|
||||
// eager, then the new ScenePresence may not have registered a listener for this messsage
|
||||
// before we try to process it.
|
||||
// XXX: A better long term fix may be to add the SceneAgent before the client is added to
|
||||
// the client manager
|
||||
m_log.DebugFormat(
|
||||
"[LLUDPSERVER]: Received a CompleteAgentMovement from {0} for {1} in {2} but client SceneAgent not set yet. Waiting.",
|
||||
endPoint, client.Name, m_scene.Name);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.Debug("[LLUDPSERVER]: Received a CompleteMovementIntoRegion in " + m_scene.RegionInfo.RegionName + " (not ready yet)");
|
||||
Thread.Sleep(200);
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.Debug("[LLUDPSERVER]: Received a CompleteMovementIntoRegion in " + m_scene.RegionInfo.RegionName + " (not ready yet)");
|
||||
Thread.Sleep(200);
|
||||
m_log.DebugFormat(
|
||||
"[LLUDPSERVER]: Received a CompleteAgentMovement from {0} in {1} but no client exists yet. Waiting.",
|
||||
endPoint, m_scene.Name);
|
||||
}
|
||||
|
||||
Thread.Sleep(200);
|
||||
}
|
||||
|
||||
if (client == null)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[LLUDPSERVER]: No client found for CompleteAgentMovement from {0} in {1} after wait. Dropping.",
|
||||
endPoint, m_scene.Name);
|
||||
|
||||
return;
|
||||
}
|
||||
else if (!client.IsActive || client.SceneAgent == null)
|
||||
{
|
||||
// This check exists to catch a condition where the client has been closed by another thread
|
||||
// but has not yet been removed from the client manager.
|
||||
// The packet could be simply ignored but it is useful to know if this condition occurred for other debugging
|
||||
// purposes.
|
||||
m_log.DebugFormat(
|
||||
"[LLUDPSERVER]: Received a CompleteAgentMovement from {0} for {1} in {2} but client is not active after wait. Dropping.",
|
||||
endPoint, client.Name, m_scene.Name);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
IncomingPacket incomingPacket1;
|
||||
|
||||
|
@ -1738,7 +1782,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
catch (Exception e)
|
||||
{
|
||||
m_log.ErrorFormat(
|
||||
"[LLUDPSERVER]: CompleteMovementIntoRegion handling from endpoint {0}, client {1} {2} failed. Exception {3}{4}",
|
||||
"[LLUDPSERVER]: CompleteAgentMovement handling from endpoint {0}, client {1} {2} failed. Exception {3}{4}",
|
||||
endPoint != null ? endPoint.ToString() : "n/a",
|
||||
client != null ? client.Name : "unknown",
|
||||
client != null ? client.AgentId.ToString() : "unknown",
|
||||
|
@ -1849,7 +1893,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
client.Kick("Simulator logged you out due to connection timeout.");
|
||||
}
|
||||
|
||||
m_scene.IncomingCloseAgent(client.AgentId, true);
|
||||
m_scene.CloseAgent(client.AgentId, true);
|
||||
}
|
||||
|
||||
private void IncomingPacketHandler()
|
||||
|
@ -2190,7 +2234,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
if (!client.IsLoggingOut)
|
||||
{
|
||||
client.IsLoggingOut = true;
|
||||
m_scene.IncomingCloseAgent(client.AgentId, false);
|
||||
m_scene.CloseAgent(client.AgentId, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -295,7 +295,16 @@ namespace OpenMetaverse
|
|||
m_log.Warn("[UDPBASE]: Salvaged the UDP listener on port " + m_udpPort);
|
||||
}
|
||||
}
|
||||
catch (ObjectDisposedException) { }
|
||||
catch (ObjectDisposedException e)
|
||||
{
|
||||
m_log.Error(
|
||||
string.Format("[UDPBASE]: Error processing UDP begin receive {0}. Exception ", UdpReceives), e);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.Error(
|
||||
string.Format("[UDPBASE]: Error processing UDP begin receive {0}. Exception ", UdpReceives), e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -312,12 +321,12 @@ namespace OpenMetaverse
|
|||
if (m_asyncPacketHandling)
|
||||
AsyncBeginReceive();
|
||||
|
||||
// get the buffer that was created in AsyncBeginReceive
|
||||
// this is the received data
|
||||
UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
|
||||
|
||||
try
|
||||
{
|
||||
// get the buffer that was created in AsyncBeginReceive
|
||||
// this is the received data
|
||||
UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
|
||||
|
||||
int startTick = Util.EnvironmentTickCount();
|
||||
|
||||
// get the length of data actually read from the socket, store it with the
|
||||
|
@ -345,8 +354,24 @@ namespace OpenMetaverse
|
|||
m_currentReceiveTimeSamples++;
|
||||
}
|
||||
}
|
||||
catch (SocketException) { }
|
||||
catch (ObjectDisposedException) { }
|
||||
catch (SocketException se)
|
||||
{
|
||||
m_log.Error(
|
||||
string.Format(
|
||||
"[UDPBASE]: Error processing UDP end receive {0}, socket error code {1}. Exception ",
|
||||
UdpReceives, se.ErrorCode),
|
||||
se);
|
||||
}
|
||||
catch (ObjectDisposedException e)
|
||||
{
|
||||
m_log.Error(
|
||||
string.Format("[UDPBASE]: Error processing UDP end receive {0}. Exception ", UdpReceives), e);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.Error(
|
||||
string.Format("[UDPBASE]: Error processing UDP end receive {0}. Exception ", UdpReceives), e);
|
||||
}
|
||||
finally
|
||||
{
|
||||
// if (UsePools)
|
||||
|
|
|
@ -52,7 +52,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
|
|||
public override void Update(int frames) {}
|
||||
public override void LoadWorldMap() {}
|
||||
|
||||
public override ISceneAgent AddNewClient(IClientAPI client, PresenceType type)
|
||||
public override ISceneAgent AddNewAgent(IClientAPI client, PresenceType type)
|
||||
{
|
||||
client.OnObjectName += RecordObjectNameCall;
|
||||
|
||||
|
@ -60,9 +60,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
|
|||
return null;
|
||||
}
|
||||
|
||||
public override void RemoveClient(UUID agentID, bool someReason) {}
|
||||
// public override void CloseAllAgents(uint circuitcode) {}
|
||||
public override bool CloseAgent(UUID agentID, bool force) { return true; }
|
||||
|
||||
public override bool CheckClient(UUID clientId, IPEndPoint endPoint) { return true; }
|
||||
|
||||
public override void OtherRegionUp(GridRegion otherRegion) { }
|
||||
|
||||
public override bool TryGetScenePresence(UUID uuid, out ScenePresence sp) { sp = null; return false; }
|
||||
|
|
|
@ -719,7 +719,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
SceneObjectGroup rezzedAtt = presence.GetAttachments()[0];
|
||||
|
||||
m_numberOfAttachEventsFired = 0;
|
||||
scene.IncomingCloseAgent(presence.UUID, false);
|
||||
scene.CloseAgent(presence.UUID, false);
|
||||
|
||||
// Check that we can't retrieve this attachment from the scene.
|
||||
Assert.That(scene.GetSceneObjectGroup(rezzedAtt.UUID), Is.Null);
|
||||
|
|
|
@ -326,15 +326,18 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
|
|||
UUID fromAgentID, UUID ownerID, string fromName, ChatTypeEnum type,
|
||||
string message, ChatSourceType src, bool ignoreDistance)
|
||||
{
|
||||
Vector3 fromRegionPos = fromPos + regionPos;
|
||||
Vector3 toRegionPos = presence.AbsolutePosition +
|
||||
new Vector3(presence.Scene.RegionInfo.RegionLocX * Constants.RegionSize,
|
||||
presence.Scene.RegionInfo.RegionLocY * Constants.RegionSize, 0);
|
||||
|
||||
int dis = (int)Util.GetDistanceTo(toRegionPos, fromRegionPos);
|
||||
if (presence.LifecycleState != ScenePresenceState.Running)
|
||||
return false;
|
||||
|
||||
if (!ignoreDistance)
|
||||
{
|
||||
Vector3 fromRegionPos = fromPos + regionPos;
|
||||
Vector3 toRegionPos = presence.AbsolutePosition +
|
||||
new Vector3(presence.Scene.RegionInfo.RegionLocX * Constants.RegionSize,
|
||||
presence.Scene.RegionInfo.RegionLocY * Constants.RegionSize, 0);
|
||||
|
||||
int dis = (int)Util.GetDistanceTo(toRegionPos, fromRegionPos);
|
||||
|
||||
if (type == ChatTypeEnum.Whisper && dis > m_whisperdistance ||
|
||||
type == ChatTypeEnum.Say && dis > m_saydistance ||
|
||||
type == ChatTypeEnum.Shout && dis > m_shoutdistance)
|
||||
|
|
|
@ -272,7 +272,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
|
|||
if (sp.IsChildAgent)
|
||||
return;
|
||||
sp.ControllingClient.Kick(reason);
|
||||
sp.Scene.IncomingCloseAgent(sp.UUID, true);
|
||||
sp.Scene.CloseAgent(sp.UUID, true);
|
||||
}
|
||||
|
||||
private void OnIncomingInstantMessage(GridInstantMessage msg)
|
||||
|
|
|
@ -536,7 +536,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.ErrorFormat("[INVENTORY ARCHIVER]: Could not authenticate password, {0}", e.Message);
|
||||
m_log.ErrorFormat("[INVENTORY ARCHIVER]: Could not authenticate password, {0}", e);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -149,8 +149,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
|
|||
private void OnInstantMessage(IClientAPI client, GridInstantMessage im)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[INVENTORY TRANSFER]: {0} IM type received from {1}",
|
||||
// (InstantMessageDialog)im.dialog, client.Name);
|
||||
// "[INVENTORY TRANSFER]: {0} IM type received from client {1}. From={2} ({3}), To={4}",
|
||||
// (InstantMessageDialog)im.dialog, client.Name,
|
||||
// im.fromAgentID, im.fromAgentName, im.toAgentID);
|
||||
|
||||
Scene scene = FindClientScene(client.AgentId);
|
||||
|
||||
|
@ -450,23 +451,57 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
|
|||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="msg"></param>
|
||||
private void OnGridInstantMessage(GridInstantMessage msg)
|
||||
/// <param name="im"></param>
|
||||
private void OnGridInstantMessage(GridInstantMessage im)
|
||||
{
|
||||
// Check if it's a type of message that we should handle
|
||||
if (!((im.dialog == (byte) InstantMessageDialog.InventoryOffered)
|
||||
|| (im.dialog == (byte) InstantMessageDialog.InventoryAccepted)
|
||||
|| (im.dialog == (byte) InstantMessageDialog.InventoryDeclined)
|
||||
|| (im.dialog == (byte) InstantMessageDialog.TaskInventoryDeclined)))
|
||||
return;
|
||||
|
||||
m_log.DebugFormat(
|
||||
"[INVENTORY TRANSFER]: {0} IM type received from grid. From={1} ({2}), To={3}",
|
||||
(InstantMessageDialog)im.dialog, im.fromAgentID, im.fromAgentName, im.toAgentID);
|
||||
|
||||
// Check if this is ours to handle
|
||||
//
|
||||
Scene scene = FindClientScene(new UUID(msg.toAgentID));
|
||||
Scene scene = FindClientScene(new UUID(im.toAgentID));
|
||||
|
||||
if (scene == null)
|
||||
return;
|
||||
|
||||
// Find agent to deliver to
|
||||
//
|
||||
ScenePresence user = scene.GetScenePresence(new UUID(msg.toAgentID));
|
||||
ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
|
||||
|
||||
// Just forward to local handling
|
||||
OnInstantMessage(user.ControllingClient, msg);
|
||||
if (user != null)
|
||||
{
|
||||
user.ControllingClient.SendInstantMessage(im);
|
||||
|
||||
if (im.dialog == (byte)InstantMessageDialog.InventoryOffered)
|
||||
{
|
||||
AssetType assetType = (AssetType)im.binaryBucket[0];
|
||||
UUID inventoryID = new UUID(im.binaryBucket, 1);
|
||||
|
||||
IInventoryService invService = scene.InventoryService;
|
||||
InventoryNodeBase node = null;
|
||||
if (AssetType.Folder == assetType)
|
||||
{
|
||||
InventoryFolderBase folder = new InventoryFolderBase(inventoryID, new UUID(im.toAgentID));
|
||||
node = invService.GetFolder(folder);
|
||||
}
|
||||
else
|
||||
{
|
||||
InventoryItemBase item = new InventoryItemBase(inventoryID, new UUID(im.toAgentID));
|
||||
node = invService.GetItem(item);
|
||||
}
|
||||
|
||||
if (node != null)
|
||||
user.ControllingClient.SendBulkUpdateInventory(node);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -165,7 +165,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
|
|||
(uint)presence.AbsolutePosition.Y,
|
||||
(uint)Math.Ceiling(presence.AbsolutePosition.Z));
|
||||
|
||||
m_log.DebugFormat("TP invite with message {0}, type {1}", message, lureType);
|
||||
m_log.DebugFormat("[LURE MODULE]: TP invite with message {0}, type {1}", message, lureType);
|
||||
|
||||
GridInstantMessage m = new GridInstantMessage(scene, client.AgentId,
|
||||
client.FirstName+" "+client.LastName, targetid,
|
||||
|
|
|
@ -270,6 +270,10 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles
|
|||
// Notes
|
||||
client.AddGenericPacketHandler("avatarnotesrequest", NotesRequest);
|
||||
client.OnAvatarNotesUpdate += NotesUpdate;
|
||||
|
||||
// Preferences
|
||||
client.OnUserInfoRequest += UserPreferencesRequest;
|
||||
client.OnUpdateUserInfo += UpdateUserPreferences;
|
||||
}
|
||||
#endregion Region Event Handlers
|
||||
|
||||
|
@ -756,8 +760,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles
|
|||
IClientAPI remoteClient = (IClientAPI)sender;
|
||||
string serverURI = string.Empty;
|
||||
GetUserProfileServerURI(remoteClient.AgentId, out serverURI);
|
||||
note.TargetId = remoteClient.AgentId;
|
||||
UUID.TryParse(args[0], out note.UserId);
|
||||
note.UserId = remoteClient.AgentId;
|
||||
UUID.TryParse(args[0], out note.TargetId);
|
||||
|
||||
object Note = (object)note;
|
||||
if(!JsonRpcRequest(ref Note, "avatarnotesrequest", serverURI, UUID.Random().ToString()))
|
||||
|
@ -802,6 +806,69 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles
|
|||
}
|
||||
#endregion Notes
|
||||
|
||||
#region User Preferences
|
||||
/// <summary>
|
||||
/// Updates the user preferences.
|
||||
/// </summary>
|
||||
/// <param name='imViaEmail'>
|
||||
/// Im via email.
|
||||
/// </param>
|
||||
/// <param name='visible'>
|
||||
/// Visible.
|
||||
/// </param>
|
||||
/// <param name='remoteClient'>
|
||||
/// Remote client.
|
||||
/// </param>
|
||||
public void UpdateUserPreferences(bool imViaEmail, bool visible, IClientAPI remoteClient)
|
||||
{
|
||||
UserPreferences pref = new UserPreferences();
|
||||
|
||||
pref.UserId = remoteClient.AgentId;
|
||||
pref.IMViaEmail = imViaEmail;
|
||||
pref.Visible = visible;
|
||||
|
||||
string serverURI = string.Empty;
|
||||
bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI);
|
||||
|
||||
object Pref = pref;
|
||||
if(!JsonRpcRequest(ref Pref, "user_preferences_update", serverURI, UUID.Random().ToString()))
|
||||
{
|
||||
m_log.InfoFormat("[PROFILES]: UserPreferences update error");
|
||||
remoteClient.SendAgentAlertMessage("Error updating preferences", false);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Users the preferences request.
|
||||
/// </summary>
|
||||
/// <param name='remoteClient'>
|
||||
/// Remote client.
|
||||
/// </param>
|
||||
public void UserPreferencesRequest(IClientAPI remoteClient)
|
||||
{
|
||||
UserPreferences pref = new UserPreferences();
|
||||
|
||||
pref.UserId = remoteClient.AgentId;
|
||||
|
||||
string serverURI = string.Empty;
|
||||
bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI);
|
||||
|
||||
|
||||
object Pref = (object)pref;
|
||||
if(!JsonRpcRequest(ref Pref, "user_preferences_request", serverURI, UUID.Random().ToString()))
|
||||
{
|
||||
m_log.InfoFormat("[PROFILES]: UserPreferences request error");
|
||||
remoteClient.SendAgentAlertMessage("Error requesting preferences", false);
|
||||
return;
|
||||
}
|
||||
pref = (UserPreferences) Pref;
|
||||
|
||||
remoteClient.SendUserInfoReply(pref.IMViaEmail, pref.Visible, pref.EMail);
|
||||
|
||||
}
|
||||
#endregion User Preferences
|
||||
|
||||
#region Avatar Properties
|
||||
/// <summary>
|
||||
/// Update the avatars interests .
|
||||
|
|
|
@ -56,6 +56,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
public const int DefaultMaxTransferDistance = 4095;
|
||||
public const bool WaitForAgentArrivedAtDestinationDefault = true;
|
||||
|
||||
public string OutgoingTransferVersionName { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Determine the maximum entity transfer version we will use for teleports.
|
||||
/// </summary>
|
||||
public float MaxOutgoingTransferVersion { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The maximum distance, in standard region units (256m) that an agent is allowed to transfer.
|
||||
/// </summary>
|
||||
|
@ -151,9 +158,39 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
/// <param name="source"></param>
|
||||
protected virtual void InitialiseCommon(IConfigSource source)
|
||||
{
|
||||
string transferVersionName = "SIMULATION";
|
||||
float maxTransferVersion = 0.2f;
|
||||
|
||||
IConfig transferConfig = source.Configs["EntityTransfer"];
|
||||
if (transferConfig != null)
|
||||
{
|
||||
string rawVersion
|
||||
= transferConfig.GetString(
|
||||
"MaxOutgoingTransferVersion",
|
||||
string.Format("{0}/{1}", transferVersionName, maxTransferVersion));
|
||||
|
||||
string[] rawVersionComponents = rawVersion.Split(new char[] { '/' });
|
||||
|
||||
bool versionValid = false;
|
||||
|
||||
if (rawVersionComponents.Length >= 2)
|
||||
versionValid = float.TryParse(rawVersionComponents[1], out maxTransferVersion);
|
||||
|
||||
if (!versionValid)
|
||||
{
|
||||
m_log.ErrorFormat(
|
||||
"[ENTITY TRANSFER MODULE]: MaxOutgoingTransferVersion {0} is invalid, using {1}",
|
||||
rawVersion, string.Format("{0}/{1}", transferVersionName, maxTransferVersion));
|
||||
}
|
||||
else
|
||||
{
|
||||
transferVersionName = rawVersionComponents[0];
|
||||
|
||||
m_log.InfoFormat(
|
||||
"[ENTITY TRANSFER MODULE]: MaxOutgoingTransferVersion set to {0}",
|
||||
string.Format("{0}/{1}", transferVersionName, maxTransferVersion));
|
||||
}
|
||||
|
||||
DisableInterRegionTeleportCancellation
|
||||
= transferConfig.GetBoolean("DisableInterRegionTeleportCancellation", false);
|
||||
|
||||
|
@ -167,6 +204,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
MaxTransferDistance = DefaultMaxTransferDistance;
|
||||
}
|
||||
|
||||
OutgoingTransferVersionName = transferVersionName;
|
||||
MaxOutgoingTransferVersion = maxTransferVersion;
|
||||
|
||||
m_entityTransferStateMachine = new EntityTransferStateMachine(this);
|
||||
|
||||
m_Enabled = true;
|
||||
|
@ -518,6 +558,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
/// </returns>
|
||||
private bool IsWithinMaxTeleportDistance(RegionInfo sourceRegion, GridRegion destRegion)
|
||||
{
|
||||
if(MaxTransferDistance == 0)
|
||||
return true;
|
||||
|
||||
// m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Source co-ords are x={0} y={1}", curRegionX, curRegionY);
|
||||
//
|
||||
// m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Final dest is x={0} y={1} {2}@{3}",
|
||||
|
@ -620,7 +663,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
if (!sp.ValidateAttachments())
|
||||
m_log.DebugFormat(
|
||||
"[ENTITY TRANSFER MODULE]: Failed validation of all attachments for teleport of {0} from {1} to {2}. Continuing.",
|
||||
sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName);
|
||||
sp.Name, sp.Scene.Name, finalDestination.RegionName);
|
||||
|
||||
string reason;
|
||||
string version;
|
||||
|
@ -631,7 +674,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
|
||||
m_log.DebugFormat(
|
||||
"[ENTITY TRANSFER MODULE]: {0} was stopped from teleporting from {1} to {2} because {3}",
|
||||
sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName, reason);
|
||||
sp.Name, sp.Scene.Name, finalDestination.RegionName, reason);
|
||||
|
||||
return;
|
||||
}
|
||||
|
@ -641,7 +684,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
// as server attempts.
|
||||
m_interRegionTeleportAttempts.Value++;
|
||||
|
||||
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Destination is running version {0}", version);
|
||||
m_log.DebugFormat(
|
||||
"[ENTITY TRANSFER MODULE]: {0} max transfer version is {1}/{2}, {3} max version is {4}",
|
||||
sp.Scene.Name, OutgoingTransferVersionName, MaxOutgoingTransferVersion, finalDestination.RegionName, version);
|
||||
|
||||
// Fixing a bug where teleporting while sitting results in the avatar ending up removed from
|
||||
// both regions
|
||||
|
@ -686,7 +731,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath();
|
||||
}
|
||||
|
||||
if (version.Equals("SIMULATION/0.2"))
|
||||
// We're going to fallback to V1 if the destination gives us anything smaller than 0.2 or we're forcing
|
||||
// use of the earlier protocol
|
||||
float versionNumber = 0.1f;
|
||||
string[] versionComponents = version.Split(new char[] { '/' });
|
||||
if (versionComponents.Length >= 2)
|
||||
float.TryParse(versionComponents[1], out versionNumber);
|
||||
|
||||
if (versionNumber == 0.2f && MaxOutgoingTransferVersion >= versionNumber)
|
||||
TransferAgent_V2(sp, agentCircuit, reg, finalDestination, endPoint, teleportFlags, oldRegionX, newRegionX, oldRegionY, newRegionY, version, out reason);
|
||||
else
|
||||
TransferAgent_V1(sp, agentCircuit, reg, finalDestination, endPoint, teleportFlags, oldRegionX, newRegionX, oldRegionY, newRegionY, version, out reason);
|
||||
|
@ -832,8 +884,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
}
|
||||
|
||||
m_log.WarnFormat(
|
||||
"[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1} from {2}. Keeping avatar in source region.",
|
||||
sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName);
|
||||
"[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1}. Keeping avatar in {2}",
|
||||
sp.Name, finalDestination.RegionName, sp.Scene.Name);
|
||||
|
||||
Fail(sp, finalDestination, logout, currentAgentCircuit.SessionID.ToString(), "Connection between viewer and destination region could not be established.");
|
||||
return;
|
||||
|
@ -920,6 +972,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
|
||||
if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
|
||||
{
|
||||
if (!sp.Scene.IncomingPreCloseClient(sp))
|
||||
return;
|
||||
|
||||
// We need to delay here because Imprudence viewers, unlike v1 or v3, have a short (<200ms, <500ms) delay before
|
||||
// they regard the new region as the current region after receiving the AgentMovementComplete
|
||||
// response. If close is sent before then, it will cause the viewer to quit instead.
|
||||
|
@ -928,7 +983,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
// an agent cannot teleport back to this region if it has teleported away.
|
||||
Thread.Sleep(2000);
|
||||
|
||||
sp.Scene.IncomingCloseAgent(sp.UUID, false);
|
||||
sp.Scene.CloseAgent(sp.UUID, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1053,8 +1108,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
}
|
||||
|
||||
m_log.WarnFormat(
|
||||
"[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1} from {2}. Keeping avatar in source region.",
|
||||
sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName);
|
||||
"[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1}. Keeping avatar in {2}",
|
||||
sp.Name, finalDestination.RegionName, sp.Scene.Name);
|
||||
|
||||
Fail(sp, finalDestination, logout, currentAgentCircuit.SessionID.ToString(), "Connection between viewer and destination region could not be established.");
|
||||
return;
|
||||
|
@ -1082,6 +1137,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
|
||||
if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
|
||||
{
|
||||
if (!sp.Scene.IncomingPreCloseClient(sp))
|
||||
return;
|
||||
|
||||
// RED ALERT!!!!
|
||||
// PLEASE DO NOT DECREASE THIS WAIT TIME UNDER ANY CIRCUMSTANCES.
|
||||
// THE VIEWERS SEEM TO NEED SOME TIME AFTER RECEIVING MoveAgentIntoRegion
|
||||
|
@ -1095,7 +1153,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
// then this will be handled in IncomingCloseAgent under lock conditions
|
||||
m_log.DebugFormat(
|
||||
"[ENTITY TRANSFER MODULE]: Closing agent {0} in {1} after teleport", sp.Name, Scene.Name);
|
||||
sp.Scene.IncomingCloseAgent(sp.UUID, false);
|
||||
|
||||
sp.Scene.CloseAgent(sp.UUID, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -181,7 +181,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
if (aCircuit.ServiceURLs != null && aCircuit.ServiceURLs.ContainsKey("AssetServerURI"))
|
||||
{
|
||||
string url = aCircuit.ServiceURLs["AssetServerURI"].ToString();
|
||||
m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Incoming attachement {0} for HG user {1} with asset server {2}", so.Name, so.AttachedAvatar, url);
|
||||
m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Incoming attachment {0} for HG user {1} with asset server {2}", so.Name, so.AttachedAvatar, url);
|
||||
Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>();
|
||||
HGUuidGatherer uuidGatherer = new HGUuidGatherer(Scene.AssetService, url);
|
||||
uuidGatherer.GatherAssetUuids(so, ids);
|
||||
|
|
|
@ -178,17 +178,20 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
|
|||
m_ServiceThrottle.Enqueue("name", uuid.ToString(), delegate
|
||||
{
|
||||
//m_log.DebugFormat("[YYY]: Name request {0}", uuid);
|
||||
bool foundRealName = TryGetUserNames(uuid, names);
|
||||
|
||||
if (names.Length == 2)
|
||||
{
|
||||
if (!foundRealName)
|
||||
m_log.DebugFormat("[USER MANAGEMENT MODULE]: Sending {0} {1} for {2} to {3} since no bound name found", names[0], names[1], uuid, client.Name);
|
||||
|
||||
// As least upto September 2013, clients permanently cache UUID -> Name bindings. Some clients
|
||||
// appear to clear this when the user asks it to clear the cache, but others may not.
|
||||
//
|
||||
// So to avoid clients
|
||||
// (particularly Hypergrid clients) permanently binding "Unknown User" to a given UUID, we will
|
||||
// instead drop the request entirely.
|
||||
if (TryGetUserNames(uuid, names))
|
||||
client.SendNameReply(uuid, names[0], names[1]);
|
||||
}
|
||||
// else
|
||||
// m_log.DebugFormat(
|
||||
// "[USER MANAGEMENT MODULE]: No bound name for {0} found, ignoring request from {1}",
|
||||
// uuid, client.Name);
|
||||
});
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -391,7 +394,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
|
|||
}
|
||||
|
||||
names[0] = "Unknown";
|
||||
names[1] = "UserUMMTGUN8";
|
||||
names[1] = "UserUMMTGUN9";
|
||||
|
||||
return false;
|
||||
}
|
||||
|
@ -481,14 +484,20 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
|
|||
|
||||
public string GetUserUUI(UUID userID)
|
||||
{
|
||||
UserAccount account = m_Scenes[0].UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, userID);
|
||||
if (account != null)
|
||||
return userID.ToString();
|
||||
|
||||
UserData ud;
|
||||
lock (m_UserCache)
|
||||
m_UserCache.TryGetValue(userID, out ud);
|
||||
|
||||
if (ud == null) // It's not in the cache
|
||||
{
|
||||
string[] names = new string[2];
|
||||
// This will pull the data from either UserAccounts or GridUser
|
||||
// and stick it into the cache
|
||||
TryGetUserNamesFromServices(userID, names);
|
||||
lock (m_UserCache)
|
||||
m_UserCache.TryGetValue(userID, out ud);
|
||||
}
|
||||
|
||||
if (ud != null)
|
||||
{
|
||||
string homeURL = ud.HomeURL;
|
||||
|
@ -533,7 +542,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
|
|||
AddUser(uuid, homeURL + ";" + first + " " + last);
|
||||
}
|
||||
|
||||
public void AddUser (UUID id, string creatorData)
|
||||
public void AddUser(UUID id, string creatorData)
|
||||
{
|
||||
//m_log.DebugFormat("[USER MANAGEMENT MODULE]: Adding user with id {0}, creatorData {1}", id, creatorData);
|
||||
|
||||
|
@ -593,6 +602,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
|
|||
user.LastName = "@unknown";
|
||||
}
|
||||
}
|
||||
|
||||
if (parts.Length >= 2)
|
||||
user.FirstName = parts[1].Replace(' ', '.');
|
||||
}
|
||||
|
@ -633,6 +643,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
|
|||
|
||||
protected void Init()
|
||||
{
|
||||
AddUser(UUID.Zero, "Unknown", "User");
|
||||
RegisterConsoleCmds();
|
||||
}
|
||||
|
||||
|
|
|
@ -129,7 +129,7 @@ namespace OpenSim.Region.CoreModules.Hypergrid
|
|||
b.Access = 254; // means 'simulator is offline'. We need this because the viewer ignores 255's
|
||||
}
|
||||
|
||||
m_log.DebugFormat("[HG MAP]: Reseting {0} blocks", mapBlocks.Count);
|
||||
m_log.DebugFormat("[HG MAP]: Resetting {0} blocks", mapBlocks.Count);
|
||||
sp.ControllingClient.SendMapBlock(mapBlocks, 0);
|
||||
m_SeenMapBlocks.Remove(clientID);
|
||||
}
|
||||
|
|
|
@ -152,7 +152,7 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender.Tests
|
|||
TestHelpers.InMethod();
|
||||
|
||||
string dtText
|
||||
= "PenColour BLACK; MoveTo 40,220; FontSize 32; Text Hello World; Image http://localhost/shouldnotexist.png";
|
||||
= "PenColour BLACK; MoveTo 40,220; FontSize 32; Text Hello World; Image http://0.0.0.0/shouldnotexist.png";
|
||||
|
||||
SetupScene(false);
|
||||
SceneObjectGroup so = SceneHelpers.AddSceneObject(m_scene);
|
||||
|
@ -307,7 +307,7 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender.Tests
|
|||
TestHelpers.InMethod();
|
||||
|
||||
string dtText
|
||||
= "PenColour BLACK; MoveTo 40,220; FontSize 32; Text Hello World; Image http://localhost/shouldnotexist.png";
|
||||
= "PenColour BLACK; MoveTo 40,220; FontSize 32; Text Hello World; Image http://0.0.0.0/shouldnotexist.png";
|
||||
|
||||
SetupScene(true);
|
||||
SceneObjectGroup so = SceneHelpers.AddSceneObject(m_scene);
|
||||
|
|
|
@ -153,6 +153,8 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Profile
|
|||
Server.AddJsonRPCHandler("avatar_properties_request", handler.AvatarPropertiesRequest);
|
||||
Server.AddJsonRPCHandler("avatar_properties_update", handler.AvatarPropertiesUpdate);
|
||||
Server.AddJsonRPCHandler("avatar_interests_update", handler.AvatarInterestsUpdate);
|
||||
Server.AddJsonRPCHandler("user_preferences_update", handler.UserPreferenecesUpdate);
|
||||
Server.AddJsonRPCHandler("user_preferences_request", handler.UserPreferencesRequest);
|
||||
Server.AddJsonRPCHandler("image_assets_request", handler.AvatarImageAssetsRequest);
|
||||
Server.AddJsonRPCHandler("user_data_request", handler.RequestUserAppData);
|
||||
Server.AddJsonRPCHandler("user_data_update", handler.UpdateUserAppData);
|
||||
|
|
|
@ -235,6 +235,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid
|
|||
return m_GridService.GetDefaultRegions(scopeID);
|
||||
}
|
||||
|
||||
public List<GridRegion> GetDefaultHypergridRegions(UUID scopeID)
|
||||
{
|
||||
return m_GridService.GetDefaultHypergridRegions(scopeID);
|
||||
}
|
||||
|
||||
public List<GridRegion> GetFallbackRegions(UUID scopeID, int x, int y)
|
||||
{
|
||||
return m_GridService.GetFallbackRegions(scopeID, x, y);
|
||||
|
|
|
@ -277,6 +277,26 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid
|
|||
return rinfo;
|
||||
}
|
||||
|
||||
public List<GridRegion> GetDefaultHypergridRegions(UUID scopeID)
|
||||
{
|
||||
List<GridRegion> rinfo = m_LocalGridService.GetDefaultHypergridRegions(scopeID);
|
||||
//m_log.DebugFormat("[REMOTE GRID CONNECTOR]: Local GetDefaultHypergridRegions {0} found {1} regions", name, rinfo.Count);
|
||||
List<GridRegion> grinfo = m_RemoteGridService.GetDefaultHypergridRegions(scopeID);
|
||||
|
||||
if (grinfo != null)
|
||||
{
|
||||
//m_log.DebugFormat("[REMOTE GRID CONNECTOR]: Remote GetDefaultHypergridRegions {0} found {1} regions", name, grinfo.Count);
|
||||
foreach (GridRegion r in grinfo)
|
||||
{
|
||||
m_RegionInfoCache.Cache(r);
|
||||
if (rinfo.Find(delegate(GridRegion gr) { return gr.RegionID == r.RegionID; }) == null)
|
||||
rinfo.Add(r);
|
||||
}
|
||||
}
|
||||
|
||||
return rinfo;
|
||||
}
|
||||
|
||||
public List<GridRegion> GetFallbackRegions(UUID scopeID, int x, int y)
|
||||
{
|
||||
List<GridRegion> rinfo = m_LocalGridService.GetFallbackRegions(scopeID, x, y);
|
||||
|
|
|
@ -94,7 +94,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
|
|||
throw new Exception(string.Format("Invalid ConnectorProtocolVersion {0}", ServiceVersion));
|
||||
|
||||
m_log.InfoFormat(
|
||||
"[LOCAL SIMULATION CONNECTOR]: Initialzied with connector protocol version {0}", ServiceVersion);
|
||||
"[LOCAL SIMULATION CONNECTOR]: Initialized with connector protocol version {0}", ServiceVersion);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -235,7 +235,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
|
|||
// "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate",
|
||||
// destination.RegionName, destination.RegionID);
|
||||
|
||||
return m_scenes[destination.RegionID].IncomingChildAgentDataUpdate(cAgentData);
|
||||
return m_scenes[destination.RegionID].IncomingUpdateChildAgent(cAgentData);
|
||||
}
|
||||
|
||||
// m_log.DebugFormat(
|
||||
|
@ -245,7 +245,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
|
|||
return false;
|
||||
}
|
||||
|
||||
public bool UpdateAgent(GridRegion destination, AgentPosition cAgentData)
|
||||
public bool UpdateAgent(GridRegion destination, AgentPosition agentPosition)
|
||||
{
|
||||
if (destination == null)
|
||||
return false;
|
||||
|
@ -257,7 +257,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
|
|||
foreach (Scene s in m_scenes.Values)
|
||||
{
|
||||
// m_log.Debug("[LOCAL COMMS]: Found region to send ChildAgentUpdate");
|
||||
s.IncomingChildAgentDataUpdate(cAgentData);
|
||||
s.IncomingUpdateChildAgent(agentPosition);
|
||||
}
|
||||
|
||||
//m_log.Debug("[LOCAL COMMS]: region not found for ChildAgentUpdate");
|
||||
|
@ -311,7 +311,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
|
|||
// "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate",
|
||||
// s.RegionInfo.RegionName, destination.RegionHandle);
|
||||
|
||||
m_scenes[destination.RegionID].IncomingCloseAgent(id, false, auth_token);
|
||||
m_scenes[destination.RegionID].CloseAgent(id, false, auth_token);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
@ -60,7 +60,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
|
|||
|
||||
public void Initialise()
|
||||
{
|
||||
m_log.DebugFormat("[ESTATE MODULE]: Setting up estate commands for region {0}", m_module.Scene.RegionInfo.RegionName);
|
||||
// m_log.DebugFormat("[ESTATE MODULE]: Setting up estate commands for region {0}", m_module.Scene.RegionInfo.RegionName);
|
||||
|
||||
m_module.Scene.AddCommand("Regions", m_module, "set terrain texture",
|
||||
"set terrain texture <number> <uuid> [<x>] [<y>]",
|
||||
|
|
|
@ -562,7 +562,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
|
|||
if (!Scene.TeleportClientHome(user, s.ControllingClient))
|
||||
{
|
||||
s.ControllingClient.Kick("Your access to the region was revoked and TP home failed - you have been logged out.");
|
||||
Scene.IncomingCloseAgent(s.UUID, false);
|
||||
Scene.CloseAgent(s.UUID, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -702,7 +702,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
|
|||
}
|
||||
}
|
||||
|
||||
public void handleOnEstateManageTelehub(IClientAPI client, UUID invoice, UUID senderID, string cmd, uint param1)
|
||||
public void HandleOnEstateManageTelehub(IClientAPI client, UUID invoice, UUID senderID, string cmd, uint param1)
|
||||
{
|
||||
SceneObjectPart part;
|
||||
|
||||
|
@ -742,7 +742,9 @@ namespace OpenSim.Region.CoreModules.World.Estate
|
|||
default:
|
||||
break;
|
||||
}
|
||||
SendTelehubInfo(client);
|
||||
|
||||
if (client != null)
|
||||
SendTelehubInfo(client);
|
||||
}
|
||||
|
||||
private void SendSimulatorBlueBoxMessage(
|
||||
|
@ -797,7 +799,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
|
|||
if (!Scene.TeleportClientHome(prey, s.ControllingClient))
|
||||
{
|
||||
s.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
|
||||
Scene.IncomingCloseAgent(s.UUID, false);
|
||||
Scene.CloseAgent(s.UUID, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -820,7 +822,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
|
|||
if (!Scene.TeleportClientHome(p.UUID, p.ControllingClient))
|
||||
{
|
||||
p.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
|
||||
Scene.IncomingCloseAgent(p.UUID, false);
|
||||
Scene.CloseAgent(p.UUID, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1207,7 +1209,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
|
|||
client.OnEstateRestartSimRequest += handleEstateRestartSimRequest;
|
||||
client.OnEstateChangeCovenantRequest += handleChangeEstateCovenantRequest;
|
||||
client.OnEstateChangeInfo += handleEstateChangeInfo;
|
||||
client.OnEstateManageTelehub += handleOnEstateManageTelehub;
|
||||
client.OnEstateManageTelehub += HandleOnEstateManageTelehub;
|
||||
client.OnUpdateEstateAccessDeltaRequest += handleEstateAccessDeltaRequest;
|
||||
client.OnSimulatorBlueBoxMessageRequest += SendSimulatorBlueBoxMessage;
|
||||
client.OnEstateBlueBoxMessageRequest += SendEstateBlueBoxMessage;
|
||||
|
|
|
@ -55,7 +55,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
|||
public struct DrawStruct
|
||||
{
|
||||
public DrawRoutine dr;
|
||||
public Rectangle rect;
|
||||
// public Rectangle rect;
|
||||
public SolidBrush brush;
|
||||
public face[] trns;
|
||||
}
|
||||
|
@ -119,6 +119,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
|||
{
|
||||
mapbmp = FetchTexture(m_scene.RegionInfo.RegionSettings.TerrainImageID);
|
||||
}
|
||||
|
||||
return mapbmp;
|
||||
}
|
||||
|
||||
|
@ -127,7 +128,10 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
|||
try
|
||||
{
|
||||
using (Bitmap mapbmp = CreateMapTile())
|
||||
return OpenJPEG.EncodeFromImage(mapbmp, true);
|
||||
{
|
||||
if (mapbmp != null)
|
||||
return OpenJPEG.EncodeFromImage(mapbmp, true);
|
||||
}
|
||||
}
|
||||
catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke
|
||||
{
|
||||
|
@ -277,321 +281,331 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
|||
tc = Environment.TickCount;
|
||||
m_log.Debug("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile");
|
||||
EntityBase[] objs = whichScene.GetEntities();
|
||||
Dictionary<uint, DrawStruct> z_sort = new Dictionary<uint, DrawStruct>();
|
||||
//SortedList<float, RectangleDrawStruct> z_sort = new SortedList<float, RectangleDrawStruct>();
|
||||
List<float> z_sortheights = new List<float>();
|
||||
List<uint> z_localIDs = new List<uint>();
|
||||
Dictionary<uint, DrawStruct> z_sort = new Dictionary<uint, DrawStruct>();
|
||||
|
||||
lock (objs)
|
||||
try
|
||||
{
|
||||
foreach (EntityBase obj in objs)
|
||||
//SortedList<float, RectangleDrawStruct> z_sort = new SortedList<float, RectangleDrawStruct>();
|
||||
|
||||
lock (objs)
|
||||
{
|
||||
// Only draw the contents of SceneObjectGroup
|
||||
if (obj is SceneObjectGroup)
|
||||
foreach (EntityBase obj in objs)
|
||||
{
|
||||
SceneObjectGroup mapdot = (SceneObjectGroup)obj;
|
||||
Color mapdotspot = Color.Gray; // Default color when prim color is white
|
||||
|
||||
// Loop over prim in group
|
||||
foreach (SceneObjectPart part in mapdot.Parts)
|
||||
// Only draw the contents of SceneObjectGroup
|
||||
if (obj is SceneObjectGroup)
|
||||
{
|
||||
if (part == null)
|
||||
continue;
|
||||
SceneObjectGroup mapdot = (SceneObjectGroup)obj;
|
||||
Color mapdotspot = Color.Gray; // Default color when prim color is white
|
||||
|
||||
// Draw if the object is at least 1 meter wide in any direction
|
||||
if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
|
||||
// Loop over prim in group
|
||||
foreach (SceneObjectPart part in mapdot.Parts)
|
||||
{
|
||||
// Try to get the RGBA of the default texture entry..
|
||||
//
|
||||
try
|
||||
{
|
||||
// get the null checks out of the way
|
||||
// skip the ones that break
|
||||
if (part == null)
|
||||
continue;
|
||||
|
||||
if (part.Shape == null)
|
||||
continue;
|
||||
|
||||
if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree || part.Shape.PCode == (byte)PCode.Grass)
|
||||
continue; // eliminates trees from this since we don't really have a good tree representation
|
||||
// if you want tree blocks on the map comment the above line and uncomment the below line
|
||||
//mapdotspot = Color.PaleGreen;
|
||||
|
||||
Primitive.TextureEntry textureEntry = part.Shape.Textures;
|
||||
|
||||
if (textureEntry == null || textureEntry.DefaultTexture == null)
|
||||
continue;
|
||||
|
||||
Color4 texcolor = textureEntry.DefaultTexture.RGBA;
|
||||
|
||||
// Not sure why some of these are null, oh well.
|
||||
|
||||
int colorr = 255 - (int)(texcolor.R * 255f);
|
||||
int colorg = 255 - (int)(texcolor.G * 255f);
|
||||
int colorb = 255 - (int)(texcolor.B * 255f);
|
||||
|
||||
if (!(colorr == 255 && colorg == 255 && colorb == 255))
|
||||
{
|
||||
//Try to set the map spot color
|
||||
try
|
||||
{
|
||||
// If the color gets goofy somehow, skip it *shakes fist at Color4
|
||||
mapdotspot = Color.FromArgb(colorr, colorg, colorb);
|
||||
}
|
||||
catch (ArgumentException)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (IndexOutOfRangeException)
|
||||
{
|
||||
// Windows Array
|
||||
}
|
||||
catch (ArgumentOutOfRangeException)
|
||||
{
|
||||
// Mono Array
|
||||
}
|
||||
|
||||
Vector3 pos = part.GetWorldPosition();
|
||||
|
||||
// skip prim outside of retion
|
||||
if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f)
|
||||
if (part == null)
|
||||
continue;
|
||||
|
||||
// skip prim in non-finite position
|
||||
if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) ||
|
||||
Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y))
|
||||
continue;
|
||||
|
||||
// Figure out if object is under 256m above the height of the terrain
|
||||
bool isBelow256AboveTerrain = false;
|
||||
|
||||
try
|
||||
// Draw if the object is at least 1 meter wide in any direction
|
||||
if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
|
||||
{
|
||||
isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f));
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
}
|
||||
|
||||
if (isBelow256AboveTerrain)
|
||||
{
|
||||
// Translate scale by rotation so scale is represented properly when object is rotated
|
||||
Vector3 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z);
|
||||
Vector3 scale = new Vector3();
|
||||
Vector3 tScale = new Vector3();
|
||||
Vector3 axPos = new Vector3(pos.X,pos.Y,pos.Z);
|
||||
|
||||
Quaternion llrot = part.GetWorldRotation();
|
||||
Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z);
|
||||
scale = lscale * rot;
|
||||
|
||||
// negative scales don't work in this situation
|
||||
scale.X = Math.Abs(scale.X);
|
||||
scale.Y = Math.Abs(scale.Y);
|
||||
scale.Z = Math.Abs(scale.Z);
|
||||
|
||||
// This scaling isn't very accurate and doesn't take into account the face rotation :P
|
||||
int mapdrawstartX = (int)(pos.X - scale.X);
|
||||
int mapdrawstartY = (int)(pos.Y - scale.Y);
|
||||
int mapdrawendX = (int)(pos.X + scale.X);
|
||||
int mapdrawendY = (int)(pos.Y + scale.Y);
|
||||
|
||||
// If object is beyond the edge of the map, don't draw it to avoid errors
|
||||
if (mapdrawstartX < 0 || mapdrawstartX > ((int)Constants.RegionSize - 1) || mapdrawendX < 0 || mapdrawendX > ((int)Constants.RegionSize - 1)
|
||||
|| mapdrawstartY < 0 || mapdrawstartY > ((int)Constants.RegionSize - 1) || mapdrawendY < 0
|
||||
|| mapdrawendY > ((int)Constants.RegionSize - 1))
|
||||
continue;
|
||||
|
||||
#region obb face reconstruction part duex
|
||||
Vector3[] vertexes = new Vector3[8];
|
||||
|
||||
// float[] distance = new float[6];
|
||||
Vector3[] FaceA = new Vector3[6]; // vertex A for Facei
|
||||
Vector3[] FaceB = new Vector3[6]; // vertex B for Facei
|
||||
Vector3[] FaceC = new Vector3[6]; // vertex C for Facei
|
||||
Vector3[] FaceD = new Vector3[6]; // vertex D for Facei
|
||||
|
||||
tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z);
|
||||
scale = ((tScale * rot));
|
||||
vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
||||
// vertexes[0].x = pos.X + vertexes[0].x;
|
||||
//vertexes[0].y = pos.Y + vertexes[0].y;
|
||||
//vertexes[0].z = pos.Z + vertexes[0].z;
|
||||
|
||||
FaceA[0] = vertexes[0];
|
||||
FaceB[3] = vertexes[0];
|
||||
FaceA[4] = vertexes[0];
|
||||
|
||||
tScale = lscale;
|
||||
scale = ((tScale * rot));
|
||||
vertexes[1] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
||||
|
||||
// vertexes[1].x = pos.X + vertexes[1].x;
|
||||
// vertexes[1].y = pos.Y + vertexes[1].y;
|
||||
//vertexes[1].z = pos.Z + vertexes[1].z;
|
||||
|
||||
FaceB[0] = vertexes[1];
|
||||
FaceA[1] = vertexes[1];
|
||||
FaceC[4] = vertexes[1];
|
||||
|
||||
tScale = new Vector3(lscale.X, -lscale.Y, -lscale.Z);
|
||||
scale = ((tScale * rot));
|
||||
|
||||
vertexes[2] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
||||
|
||||
//vertexes[2].x = pos.X + vertexes[2].x;
|
||||
//vertexes[2].y = pos.Y + vertexes[2].y;
|
||||
//vertexes[2].z = pos.Z + vertexes[2].z;
|
||||
|
||||
FaceC[0] = vertexes[2];
|
||||
FaceD[3] = vertexes[2];
|
||||
FaceC[5] = vertexes[2];
|
||||
|
||||
tScale = new Vector3(lscale.X, lscale.Y, -lscale.Z);
|
||||
scale = ((tScale * rot));
|
||||
vertexes[3] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
||||
|
||||
//vertexes[3].x = pos.X + vertexes[3].x;
|
||||
// vertexes[3].y = pos.Y + vertexes[3].y;
|
||||
// vertexes[3].z = pos.Z + vertexes[3].z;
|
||||
|
||||
FaceD[0] = vertexes[3];
|
||||
FaceC[1] = vertexes[3];
|
||||
FaceA[5] = vertexes[3];
|
||||
|
||||
tScale = new Vector3(-lscale.X, lscale.Y, lscale.Z);
|
||||
scale = ((tScale * rot));
|
||||
vertexes[4] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
||||
|
||||
// vertexes[4].x = pos.X + vertexes[4].x;
|
||||
// vertexes[4].y = pos.Y + vertexes[4].y;
|
||||
// vertexes[4].z = pos.Z + vertexes[4].z;
|
||||
|
||||
FaceB[1] = vertexes[4];
|
||||
FaceA[2] = vertexes[4];
|
||||
FaceD[4] = vertexes[4];
|
||||
|
||||
tScale = new Vector3(-lscale.X, lscale.Y, -lscale.Z);
|
||||
scale = ((tScale * rot));
|
||||
vertexes[5] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
||||
|
||||
// vertexes[5].x = pos.X + vertexes[5].x;
|
||||
// vertexes[5].y = pos.Y + vertexes[5].y;
|
||||
// vertexes[5].z = pos.Z + vertexes[5].z;
|
||||
|
||||
FaceD[1] = vertexes[5];
|
||||
FaceC[2] = vertexes[5];
|
||||
FaceB[5] = vertexes[5];
|
||||
|
||||
tScale = new Vector3(-lscale.X, -lscale.Y, lscale.Z);
|
||||
scale = ((tScale * rot));
|
||||
vertexes[6] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
||||
|
||||
// vertexes[6].x = pos.X + vertexes[6].x;
|
||||
// vertexes[6].y = pos.Y + vertexes[6].y;
|
||||
// vertexes[6].z = pos.Z + vertexes[6].z;
|
||||
|
||||
FaceB[2] = vertexes[6];
|
||||
FaceA[3] = vertexes[6];
|
||||
FaceB[4] = vertexes[6];
|
||||
|
||||
tScale = new Vector3(-lscale.X, -lscale.Y, -lscale.Z);
|
||||
scale = ((tScale * rot));
|
||||
vertexes[7] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
||||
|
||||
// vertexes[7].x = pos.X + vertexes[7].x;
|
||||
// vertexes[7].y = pos.Y + vertexes[7].y;
|
||||
// vertexes[7].z = pos.Z + vertexes[7].z;
|
||||
|
||||
FaceD[2] = vertexes[7];
|
||||
FaceC[3] = vertexes[7];
|
||||
FaceD[5] = vertexes[7];
|
||||
#endregion
|
||||
|
||||
//int wy = 0;
|
||||
|
||||
//bool breakYN = false; // If we run into an error drawing, break out of the
|
||||
// loop so we don't lag to death on error handling
|
||||
DrawStruct ds = new DrawStruct();
|
||||
ds.brush = new SolidBrush(mapdotspot);
|
||||
//ds.rect = new Rectangle(mapdrawstartX, (255 - mapdrawstartY), mapdrawendX - mapdrawstartX, mapdrawendY - mapdrawstartY);
|
||||
|
||||
ds.trns = new face[FaceA.Length];
|
||||
|
||||
for (int i = 0; i < FaceA.Length; i++)
|
||||
// Try to get the RGBA of the default texture entry..
|
||||
//
|
||||
try
|
||||
{
|
||||
Point[] working = new Point[5];
|
||||
working[0] = project(FaceA[i], axPos);
|
||||
working[1] = project(FaceB[i], axPos);
|
||||
working[2] = project(FaceD[i], axPos);
|
||||
working[3] = project(FaceC[i], axPos);
|
||||
working[4] = project(FaceA[i], axPos);
|
||||
// get the null checks out of the way
|
||||
// skip the ones that break
|
||||
if (part == null)
|
||||
continue;
|
||||
|
||||
face workingface = new face();
|
||||
workingface.pts = working;
|
||||
if (part.Shape == null)
|
||||
continue;
|
||||
|
||||
ds.trns[i] = workingface;
|
||||
if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree || part.Shape.PCode == (byte)PCode.Grass)
|
||||
continue; // eliminates trees from this since we don't really have a good tree representation
|
||||
// if you want tree blocks on the map comment the above line and uncomment the below line
|
||||
//mapdotspot = Color.PaleGreen;
|
||||
|
||||
Primitive.TextureEntry textureEntry = part.Shape.Textures;
|
||||
|
||||
if (textureEntry == null || textureEntry.DefaultTexture == null)
|
||||
continue;
|
||||
|
||||
Color4 texcolor = textureEntry.DefaultTexture.RGBA;
|
||||
|
||||
// Not sure why some of these are null, oh well.
|
||||
|
||||
int colorr = 255 - (int)(texcolor.R * 255f);
|
||||
int colorg = 255 - (int)(texcolor.G * 255f);
|
||||
int colorb = 255 - (int)(texcolor.B * 255f);
|
||||
|
||||
if (!(colorr == 255 && colorg == 255 && colorb == 255))
|
||||
{
|
||||
//Try to set the map spot color
|
||||
try
|
||||
{
|
||||
// If the color gets goofy somehow, skip it *shakes fist at Color4
|
||||
mapdotspot = Color.FromArgb(colorr, colorg, colorb);
|
||||
}
|
||||
catch (ArgumentException)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (IndexOutOfRangeException)
|
||||
{
|
||||
// Windows Array
|
||||
}
|
||||
catch (ArgumentOutOfRangeException)
|
||||
{
|
||||
// Mono Array
|
||||
}
|
||||
|
||||
z_sort.Add(part.LocalId, ds);
|
||||
z_localIDs.Add(part.LocalId);
|
||||
z_sortheights.Add(pos.Z);
|
||||
Vector3 pos = part.GetWorldPosition();
|
||||
|
||||
//for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
|
||||
//{
|
||||
//for (wy = mapdrawstartY; wy < mapdrawendY; wy++)
|
||||
// skip prim outside of retion
|
||||
if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f)
|
||||
continue;
|
||||
|
||||
// skip prim in non-finite position
|
||||
if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) ||
|
||||
Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y))
|
||||
continue;
|
||||
|
||||
// Figure out if object is under 256m above the height of the terrain
|
||||
bool isBelow256AboveTerrain = false;
|
||||
|
||||
try
|
||||
{
|
||||
isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f));
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
}
|
||||
|
||||
if (isBelow256AboveTerrain)
|
||||
{
|
||||
// Translate scale by rotation so scale is represented properly when object is rotated
|
||||
Vector3 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z);
|
||||
Vector3 scale = new Vector3();
|
||||
Vector3 tScale = new Vector3();
|
||||
Vector3 axPos = new Vector3(pos.X,pos.Y,pos.Z);
|
||||
|
||||
Quaternion llrot = part.GetWorldRotation();
|
||||
Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z);
|
||||
scale = lscale * rot;
|
||||
|
||||
// negative scales don't work in this situation
|
||||
scale.X = Math.Abs(scale.X);
|
||||
scale.Y = Math.Abs(scale.Y);
|
||||
scale.Z = Math.Abs(scale.Z);
|
||||
|
||||
// This scaling isn't very accurate and doesn't take into account the face rotation :P
|
||||
int mapdrawstartX = (int)(pos.X - scale.X);
|
||||
int mapdrawstartY = (int)(pos.Y - scale.Y);
|
||||
int mapdrawendX = (int)(pos.X + scale.X);
|
||||
int mapdrawendY = (int)(pos.Y + scale.Y);
|
||||
|
||||
// If object is beyond the edge of the map, don't draw it to avoid errors
|
||||
if (mapdrawstartX < 0 || mapdrawstartX > ((int)Constants.RegionSize - 1) || mapdrawendX < 0 || mapdrawendX > ((int)Constants.RegionSize - 1)
|
||||
|| mapdrawstartY < 0 || mapdrawstartY > ((int)Constants.RegionSize - 1) || mapdrawendY < 0
|
||||
|| mapdrawendY > ((int)Constants.RegionSize - 1))
|
||||
continue;
|
||||
|
||||
#region obb face reconstruction part duex
|
||||
Vector3[] vertexes = new Vector3[8];
|
||||
|
||||
// float[] distance = new float[6];
|
||||
Vector3[] FaceA = new Vector3[6]; // vertex A for Facei
|
||||
Vector3[] FaceB = new Vector3[6]; // vertex B for Facei
|
||||
Vector3[] FaceC = new Vector3[6]; // vertex C for Facei
|
||||
Vector3[] FaceD = new Vector3[6]; // vertex D for Facei
|
||||
|
||||
tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z);
|
||||
scale = ((tScale * rot));
|
||||
vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
||||
// vertexes[0].x = pos.X + vertexes[0].x;
|
||||
//vertexes[0].y = pos.Y + vertexes[0].y;
|
||||
//vertexes[0].z = pos.Z + vertexes[0].z;
|
||||
|
||||
FaceA[0] = vertexes[0];
|
||||
FaceB[3] = vertexes[0];
|
||||
FaceA[4] = vertexes[0];
|
||||
|
||||
tScale = lscale;
|
||||
scale = ((tScale * rot));
|
||||
vertexes[1] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
||||
|
||||
// vertexes[1].x = pos.X + vertexes[1].x;
|
||||
// vertexes[1].y = pos.Y + vertexes[1].y;
|
||||
//vertexes[1].z = pos.Z + vertexes[1].z;
|
||||
|
||||
FaceB[0] = vertexes[1];
|
||||
FaceA[1] = vertexes[1];
|
||||
FaceC[4] = vertexes[1];
|
||||
|
||||
tScale = new Vector3(lscale.X, -lscale.Y, -lscale.Z);
|
||||
scale = ((tScale * rot));
|
||||
|
||||
vertexes[2] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
||||
|
||||
//vertexes[2].x = pos.X + vertexes[2].x;
|
||||
//vertexes[2].y = pos.Y + vertexes[2].y;
|
||||
//vertexes[2].z = pos.Z + vertexes[2].z;
|
||||
|
||||
FaceC[0] = vertexes[2];
|
||||
FaceD[3] = vertexes[2];
|
||||
FaceC[5] = vertexes[2];
|
||||
|
||||
tScale = new Vector3(lscale.X, lscale.Y, -lscale.Z);
|
||||
scale = ((tScale * rot));
|
||||
vertexes[3] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
||||
|
||||
//vertexes[3].x = pos.X + vertexes[3].x;
|
||||
// vertexes[3].y = pos.Y + vertexes[3].y;
|
||||
// vertexes[3].z = pos.Z + vertexes[3].z;
|
||||
|
||||
FaceD[0] = vertexes[3];
|
||||
FaceC[1] = vertexes[3];
|
||||
FaceA[5] = vertexes[3];
|
||||
|
||||
tScale = new Vector3(-lscale.X, lscale.Y, lscale.Z);
|
||||
scale = ((tScale * rot));
|
||||
vertexes[4] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
||||
|
||||
// vertexes[4].x = pos.X + vertexes[4].x;
|
||||
// vertexes[4].y = pos.Y + vertexes[4].y;
|
||||
// vertexes[4].z = pos.Z + vertexes[4].z;
|
||||
|
||||
FaceB[1] = vertexes[4];
|
||||
FaceA[2] = vertexes[4];
|
||||
FaceD[4] = vertexes[4];
|
||||
|
||||
tScale = new Vector3(-lscale.X, lscale.Y, -lscale.Z);
|
||||
scale = ((tScale * rot));
|
||||
vertexes[5] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
||||
|
||||
// vertexes[5].x = pos.X + vertexes[5].x;
|
||||
// vertexes[5].y = pos.Y + vertexes[5].y;
|
||||
// vertexes[5].z = pos.Z + vertexes[5].z;
|
||||
|
||||
FaceD[1] = vertexes[5];
|
||||
FaceC[2] = vertexes[5];
|
||||
FaceB[5] = vertexes[5];
|
||||
|
||||
tScale = new Vector3(-lscale.X, -lscale.Y, lscale.Z);
|
||||
scale = ((tScale * rot));
|
||||
vertexes[6] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
||||
|
||||
// vertexes[6].x = pos.X + vertexes[6].x;
|
||||
// vertexes[6].y = pos.Y + vertexes[6].y;
|
||||
// vertexes[6].z = pos.Z + vertexes[6].z;
|
||||
|
||||
FaceB[2] = vertexes[6];
|
||||
FaceA[3] = vertexes[6];
|
||||
FaceB[4] = vertexes[6];
|
||||
|
||||
tScale = new Vector3(-lscale.X, -lscale.Y, -lscale.Z);
|
||||
scale = ((tScale * rot));
|
||||
vertexes[7] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
||||
|
||||
// vertexes[7].x = pos.X + vertexes[7].x;
|
||||
// vertexes[7].y = pos.Y + vertexes[7].y;
|
||||
// vertexes[7].z = pos.Z + vertexes[7].z;
|
||||
|
||||
FaceD[2] = vertexes[7];
|
||||
FaceC[3] = vertexes[7];
|
||||
FaceD[5] = vertexes[7];
|
||||
#endregion
|
||||
|
||||
//int wy = 0;
|
||||
|
||||
//bool breakYN = false; // If we run into an error drawing, break out of the
|
||||
// loop so we don't lag to death on error handling
|
||||
DrawStruct ds = new DrawStruct();
|
||||
ds.brush = new SolidBrush(mapdotspot);
|
||||
//ds.rect = new Rectangle(mapdrawstartX, (255 - mapdrawstartY), mapdrawendX - mapdrawstartX, mapdrawendY - mapdrawstartY);
|
||||
|
||||
ds.trns = new face[FaceA.Length];
|
||||
|
||||
for (int i = 0; i < FaceA.Length; i++)
|
||||
{
|
||||
Point[] working = new Point[5];
|
||||
working[0] = project(FaceA[i], axPos);
|
||||
working[1] = project(FaceB[i], axPos);
|
||||
working[2] = project(FaceD[i], axPos);
|
||||
working[3] = project(FaceC[i], axPos);
|
||||
working[4] = project(FaceA[i], axPos);
|
||||
|
||||
face workingface = new face();
|
||||
workingface.pts = working;
|
||||
|
||||
ds.trns[i] = workingface;
|
||||
}
|
||||
|
||||
z_sort.Add(part.LocalId, ds);
|
||||
z_localIDs.Add(part.LocalId);
|
||||
z_sortheights.Add(pos.Z);
|
||||
|
||||
//for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
|
||||
//{
|
||||
//m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy);
|
||||
//try
|
||||
//for (wy = mapdrawstartY; wy < mapdrawendY; wy++)
|
||||
//{
|
||||
// Remember, flip the y!
|
||||
// mapbmp.SetPixel(wx, (255 - wy), mapdotspot);
|
||||
//}
|
||||
//catch (ArgumentException)
|
||||
//{
|
||||
// breakYN = true;
|
||||
//m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy);
|
||||
//try
|
||||
//{
|
||||
// Remember, flip the y!
|
||||
// mapbmp.SetPixel(wx, (255 - wy), mapdotspot);
|
||||
//}
|
||||
//catch (ArgumentException)
|
||||
//{
|
||||
// breakYN = true;
|
||||
//}
|
||||
|
||||
//if (breakYN)
|
||||
// break;
|
||||
//}
|
||||
|
||||
//if (breakYN)
|
||||
// break;
|
||||
//}
|
||||
} // Object is within 256m Z of terrain
|
||||
} // object is at least a meter wide
|
||||
} // loop over group children
|
||||
} // entitybase is sceneobject group
|
||||
} // foreach loop over entities
|
||||
|
||||
//if (breakYN)
|
||||
// break;
|
||||
//}
|
||||
} // Object is within 256m Z of terrain
|
||||
} // object is at least a meter wide
|
||||
} // loop over group children
|
||||
} // entitybase is sceneobject group
|
||||
} // foreach loop over entities
|
||||
float[] sortedZHeights = z_sortheights.ToArray();
|
||||
uint[] sortedlocalIds = z_localIDs.ToArray();
|
||||
|
||||
float[] sortedZHeights = z_sortheights.ToArray();
|
||||
uint[] sortedlocalIds = z_localIDs.ToArray();
|
||||
// Sort prim by Z position
|
||||
Array.Sort(sortedZHeights, sortedlocalIds);
|
||||
|
||||
// Sort prim by Z position
|
||||
Array.Sort(sortedZHeights, sortedlocalIds);
|
||||
|
||||
Graphics g = Graphics.FromImage(mapbmp);
|
||||
|
||||
for (int s = 0; s < sortedZHeights.Length; s++)
|
||||
{
|
||||
if (z_sort.ContainsKey(sortedlocalIds[s]))
|
||||
using (Graphics g = Graphics.FromImage(mapbmp))
|
||||
{
|
||||
DrawStruct rectDrawStruct = z_sort[sortedlocalIds[s]];
|
||||
for (int r = 0; r < rectDrawStruct.trns.Length; r++)
|
||||
for (int s = 0; s < sortedZHeights.Length; s++)
|
||||
{
|
||||
g.FillPolygon(rectDrawStruct.brush,rectDrawStruct.trns[r].pts);
|
||||
if (z_sort.ContainsKey(sortedlocalIds[s]))
|
||||
{
|
||||
DrawStruct rectDrawStruct = z_sort[sortedlocalIds[s]];
|
||||
for (int r = 0; r < rectDrawStruct.trns.Length; r++)
|
||||
{
|
||||
g.FillPolygon(rectDrawStruct.brush,rectDrawStruct.trns[r].pts);
|
||||
}
|
||||
//g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect);
|
||||
}
|
||||
}
|
||||
//g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect);
|
||||
}
|
||||
}
|
||||
} // lock entities objs
|
||||
|
||||
g.Dispose();
|
||||
} // lock entities objs
|
||||
}
|
||||
finally
|
||||
{
|
||||
foreach (DrawStruct ds in z_sort.Values)
|
||||
ds.brush.Dispose();
|
||||
}
|
||||
|
||||
m_log.Debug("[MAPTILE]: Generating Maptile Step 2: Done in " + (Environment.TickCount - tc) + " ms");
|
||||
|
||||
return mapbmp;
|
||||
}
|
||||
|
||||
|
|
|
@ -54,7 +54,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
|||
public void TerrainToBitmap(Bitmap mapbmp)
|
||||
{
|
||||
int tc = Environment.TickCount;
|
||||
m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Terrain");
|
||||
m_log.Debug("[SHADED MAP TILE RENDERER]: Generating Maptile Step 1: Terrain");
|
||||
|
||||
double[,] hm = m_scene.Heightmap.GetDoubles();
|
||||
bool ShadowDebugContinue = true;
|
||||
|
@ -199,7 +199,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
|||
{
|
||||
if (!terraincorruptedwarningsaid)
|
||||
{
|
||||
m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName);
|
||||
m_log.WarnFormat("[SHADED MAP TILE RENDERER]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName);
|
||||
terraincorruptedwarningsaid = true;
|
||||
}
|
||||
color = Color.Black;
|
||||
|
@ -229,7 +229,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
|||
{
|
||||
if (!terraincorruptedwarningsaid)
|
||||
{
|
||||
m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName);
|
||||
m_log.WarnFormat("[SHADED MAP TILE RENDERER]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName);
|
||||
terraincorruptedwarningsaid = true;
|
||||
}
|
||||
Color black = Color.Black;
|
||||
|
@ -238,7 +238,8 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
|||
}
|
||||
}
|
||||
}
|
||||
m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
|
||||
|
||||
m_log.Debug("[SHADED MAP TILE RENDERER]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
|
||||
}
|
||||
}
|
||||
}
|
|
@ -173,7 +173,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
|||
private Bitmap fetchTexture(UUID id)
|
||||
{
|
||||
AssetBase asset = m_scene.AssetService.Get(id.ToString());
|
||||
m_log.DebugFormat("[TexturedMapTileRenderer]: Fetched texture {0}, found: {1}", id, asset != null);
|
||||
m_log.DebugFormat("[TEXTURED MAP TILE RENDERER]: Fetched texture {0}, found: {1}", id, asset != null);
|
||||
if (asset == null) return null;
|
||||
|
||||
ManagedImage managedImage;
|
||||
|
@ -188,17 +188,17 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
|||
}
|
||||
catch (DllNotFoundException)
|
||||
{
|
||||
m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg is not installed correctly on this system. Asset Data is empty for {0}", id);
|
||||
m_log.ErrorFormat("[TEXTURED MAP TILE RENDERER]: OpenJpeg is not installed correctly on this system. Asset Data is empty for {0}", id);
|
||||
|
||||
}
|
||||
catch (IndexOutOfRangeException)
|
||||
{
|
||||
m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg was unable to encode this. Asset Data is empty for {0}", id);
|
||||
m_log.ErrorFormat("[TEXTURED MAP TILE RENDERER]: OpenJpeg was unable to encode this. Asset Data is empty for {0}", id);
|
||||
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg was unable to encode this. Asset Data is empty for {0}", id);
|
||||
m_log.ErrorFormat("[TEXTURED MAP TILE RENDERER]: OpenJpeg was unable to encode this. Asset Data is empty for {0}", id);
|
||||
|
||||
}
|
||||
return null;
|
||||
|
@ -233,10 +233,14 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
|||
if (textureID == UUID.Zero) return defaultColor; // not set
|
||||
if (m_mapping.ContainsKey(textureID)) return m_mapping[textureID]; // one of the predefined textures
|
||||
|
||||
Bitmap bmp = fetchTexture(textureID);
|
||||
Color color = bmp == null ? defaultColor : computeAverageColor(bmp);
|
||||
// store it for future reference
|
||||
m_mapping[textureID] = color;
|
||||
Color color;
|
||||
|
||||
using (Bitmap bmp = fetchTexture(textureID))
|
||||
{
|
||||
color = bmp == null ? defaultColor : computeAverageColor(bmp);
|
||||
// store it for future reference
|
||||
m_mapping[textureID] = color;
|
||||
}
|
||||
|
||||
return color;
|
||||
}
|
||||
|
@ -278,7 +282,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
|||
public void TerrainToBitmap(Bitmap mapbmp)
|
||||
{
|
||||
int tc = Environment.TickCount;
|
||||
m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Terrain");
|
||||
m_log.Debug("[TEXTURED MAP TILE RENDERER]: Generating Maptile Step 1: Terrain");
|
||||
|
||||
// These textures should be in the AssetCache anyway, as every client conneting to this
|
||||
// region needs them. Except on start, when the map is recreated (before anyone connected),
|
||||
|
@ -412,7 +416,8 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
|||
}
|
||||
}
|
||||
}
|
||||
m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
|
||||
|
||||
m_log.Debug("[TEXTURED MAP TILE RENDERER]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
|
||||
}
|
||||
}
|
||||
}
|
|
@ -207,7 +207,8 @@ namespace OpenSim.Region.CoreModules.World.LightShare
|
|||
|
||||
private void EventManager_OnMakeRootAgent(ScenePresence presence)
|
||||
{
|
||||
m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client");
|
||||
// m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client {0}", presence.Name);
|
||||
|
||||
SendProfileToClient(presence.ControllingClient);
|
||||
}
|
||||
|
||||
|
|
|
@ -46,8 +46,8 @@ namespace OpenSim.Region.CoreModules.World.Region
|
|||
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "RestartModule")]
|
||||
public class RestartModule : INonSharedRegionModule, IRestartModule
|
||||
{
|
||||
// private static readonly ILog m_log =
|
||||
// LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
private static readonly ILog m_log =
|
||||
LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
protected Scene m_Scene;
|
||||
protected Timer m_CountdownTimer = null;
|
||||
|
@ -203,18 +203,30 @@ namespace OpenSim.Region.CoreModules.World.Region
|
|||
|
||||
public void SetTimer(int intervalSeconds)
|
||||
{
|
||||
m_CountdownTimer = new Timer();
|
||||
m_CountdownTimer.AutoReset = false;
|
||||
m_CountdownTimer.Interval = intervalSeconds * 1000;
|
||||
m_CountdownTimer.Elapsed += OnTimer;
|
||||
m_CountdownTimer.Start();
|
||||
if (intervalSeconds > 0)
|
||||
{
|
||||
m_CountdownTimer = new Timer();
|
||||
m_CountdownTimer.AutoReset = false;
|
||||
m_CountdownTimer.Interval = intervalSeconds * 1000;
|
||||
m_CountdownTimer.Elapsed += OnTimer;
|
||||
m_CountdownTimer.Start();
|
||||
}
|
||||
else if (m_CountdownTimer != null)
|
||||
{
|
||||
m_CountdownTimer.Stop();
|
||||
m_CountdownTimer = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat(
|
||||
"[RESTART MODULE]: Tried to set restart timer to {0} in {1}, which is not a valid interval",
|
||||
intervalSeconds, m_Scene.Name);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTimer(object source, ElapsedEventArgs e)
|
||||
{
|
||||
int nextInterval = DoOneNotice();
|
||||
|
||||
SetTimer(nextInterval);
|
||||
SetTimer(DoOneNotice());
|
||||
}
|
||||
|
||||
public void AbortRestart(string message)
|
||||
|
|
|
@ -114,6 +114,11 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
|
|||
"export-map [<path>]",
|
||||
"Save an image of the world map", HandleExportWorldMapConsoleCommand);
|
||||
|
||||
m_scene.AddCommand(
|
||||
"Regions", this, "generate map",
|
||||
"generate map",
|
||||
"Generates and stores a new maptile.", HandleGenerateMapConsoleCommand);
|
||||
|
||||
AddHandlers();
|
||||
}
|
||||
}
|
||||
|
@ -1255,6 +1260,16 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
|
|||
m_scene.RegionInfo.RegionName, exportPath);
|
||||
}
|
||||
|
||||
public void HandleGenerateMapConsoleCommand(string module, string[] cmdparams)
|
||||
{
|
||||
Scene consoleScene = m_scene.ConsoleScene();
|
||||
|
||||
if (consoleScene != null && consoleScene != m_scene)
|
||||
return;
|
||||
|
||||
GenerateMaptile();
|
||||
}
|
||||
|
||||
public OSD HandleRemoteMapItemRequest(string path, OSD request, string endpoint)
|
||||
{
|
||||
uint xstart = 0;
|
||||
|
@ -1486,62 +1501,69 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
|
|||
|
||||
private Byte[] GenerateOverlay()
|
||||
{
|
||||
Bitmap overlay = new Bitmap(256, 256);
|
||||
|
||||
bool[,] saleBitmap = new bool[64, 64];
|
||||
for (int x = 0 ; x < 64 ; x++)
|
||||
using (Bitmap overlay = new Bitmap(256, 256))
|
||||
{
|
||||
for (int y = 0 ; y < 64 ; y++)
|
||||
saleBitmap[x, y] = false;
|
||||
}
|
||||
|
||||
bool landForSale = false;
|
||||
|
||||
List<ILandObject> parcels = m_scene.LandChannel.AllParcels();
|
||||
|
||||
Color background = Color.FromArgb(0, 0, 0, 0);
|
||||
SolidBrush transparent = new SolidBrush(background);
|
||||
Graphics g = Graphics.FromImage(overlay);
|
||||
g.FillRectangle(transparent, 0, 0, 256, 256);
|
||||
|
||||
SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9));
|
||||
|
||||
foreach (ILandObject land in parcels)
|
||||
{
|
||||
// m_log.DebugFormat("[WORLD MAP]: Parcel {0} flags {1}", land.LandData.Name, land.LandData.Flags);
|
||||
if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0)
|
||||
bool[,] saleBitmap = new bool[64, 64];
|
||||
for (int x = 0 ; x < 64 ; x++)
|
||||
{
|
||||
landForSale = true;
|
||||
for (int y = 0 ; y < 64 ; y++)
|
||||
saleBitmap[x, y] = false;
|
||||
}
|
||||
|
||||
saleBitmap = land.MergeLandBitmaps(saleBitmap, land.GetLandBitmap());
|
||||
bool landForSale = false;
|
||||
|
||||
List<ILandObject> parcels = m_scene.LandChannel.AllParcels();
|
||||
|
||||
Color background = Color.FromArgb(0, 0, 0, 0);
|
||||
|
||||
using (Graphics g = Graphics.FromImage(overlay))
|
||||
{
|
||||
using (SolidBrush transparent = new SolidBrush(background))
|
||||
g.FillRectangle(transparent, 0, 0, 256, 256);
|
||||
|
||||
|
||||
foreach (ILandObject land in parcels)
|
||||
{
|
||||
// m_log.DebugFormat("[WORLD MAP]: Parcel {0} flags {1}", land.LandData.Name, land.LandData.Flags);
|
||||
if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0)
|
||||
{
|
||||
landForSale = true;
|
||||
|
||||
saleBitmap = land.MergeLandBitmaps(saleBitmap, land.GetLandBitmap());
|
||||
}
|
||||
}
|
||||
|
||||
if (!landForSale)
|
||||
{
|
||||
m_log.DebugFormat("[WORLD MAP]: Region {0} has no parcels for sale, not generating overlay", m_scene.RegionInfo.RegionName);
|
||||
return null;
|
||||
}
|
||||
|
||||
m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName);
|
||||
|
||||
using (SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9)))
|
||||
{
|
||||
for (int x = 0 ; x < 64 ; x++)
|
||||
{
|
||||
for (int y = 0 ; y < 64 ; y++)
|
||||
{
|
||||
if (saleBitmap[x, y])
|
||||
g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
return OpenJPEG.EncodeFromImage(overlay, true);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.DebugFormat("[WORLD MAP]: Error creating parcel overlay: " + e.ToString());
|
||||
}
|
||||
}
|
||||
|
||||
if (!landForSale)
|
||||
{
|
||||
m_log.DebugFormat("[WORLD MAP]: Region {0} has no parcels for sale, not generating overlay", m_scene.RegionInfo.RegionName);
|
||||
return null;
|
||||
}
|
||||
|
||||
m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName);
|
||||
|
||||
for (int x = 0 ; x < 64 ; x++)
|
||||
{
|
||||
for (int y = 0 ; y < 64 ; y++)
|
||||
{
|
||||
if (saleBitmap[x, y])
|
||||
g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
|
||||
}
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
return OpenJPEG.EncodeFromImage(overlay, true);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.DebugFormat("[WORLD MAP]: Error creating parcel overlay: " + e.ToString());
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -144,7 +144,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// Triggered when a new presence is added to the scene
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.AddNewClient"/> which is used by both
|
||||
/// Triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.AddNewAgent"/> which is used by both
|
||||
/// <see cref="OpenSim.Framework.PresenceType.User">users</see> and <see cref="OpenSim.Framework.PresenceType.Npc">NPCs</see>
|
||||
/// </remarks>
|
||||
public event OnNewPresenceDelegate OnNewPresence;
|
||||
|
@ -155,7 +155,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// Triggered when a presence is removed from the scene
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.AddNewClient"/> which is used by both
|
||||
/// Triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.AddNewAgent"/> which is used by both
|
||||
/// <see cref="OpenSim.Framework.PresenceType.User">users</see> and <see cref="OpenSim.Framework.PresenceType.Npc">NPCs</see>
|
||||
///
|
||||
/// Triggered under per-agent lock. So if you want to perform any long-running operations, please
|
||||
|
@ -1102,7 +1102,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// Triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.ProcessMoneyTransferRequest"/>
|
||||
/// via <see cref="OpenSim.Region.Framework.Scenes.Scene.SubscribeToClientGridEvents"/>
|
||||
/// via <see cref="OpenSim.Region.Framework.Scenes.Scene.SubscribeToClientEvents"/>
|
||||
/// via <see cref="OpenSim.Region.Framework.Scenes.Scene.AddNewClient"/>
|
||||
/// via <see cref="OpenSim.Region.Framework.Scenes.Scene.AddNewAgent"/>
|
||||
/// </remarks>
|
||||
public event MoneyTransferEvent OnMoneyTransfer;
|
||||
|
||||
|
|
|
@ -512,6 +512,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// This MAY be problematic, if it is, another solution
|
||||
// needs to be found. If inventory item flags are updated
|
||||
// the viewer's notion of the item needs to be refreshed.
|
||||
//
|
||||
// In other situations we cannot send out a bulk update here, since this will cause editing of clothing to start
|
||||
// failing frequently. Possibly this is a race with a separate transaction that uploads the asset.
|
||||
if (sendUpdate)
|
||||
remoteClient.SendBulkUpdateInventory(item);
|
||||
}
|
||||
|
|
|
@ -731,6 +731,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_config = config;
|
||||
MinFrameTime = 0.089f;
|
||||
MinMaintenanceTime = 1;
|
||||
SeeIntoRegion = true;
|
||||
|
||||
Random random = new Random();
|
||||
|
||||
|
@ -841,7 +842,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
//Animation states
|
||||
m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
|
||||
|
||||
SeeIntoRegion = startupConfig.GetBoolean("see_into_region", true);
|
||||
SeeIntoRegion = startupConfig.GetBoolean("see_into_region", SeeIntoRegion);
|
||||
|
||||
MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20);
|
||||
|
||||
|
@ -1312,7 +1313,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
Thread.Sleep(500);
|
||||
|
||||
// Stop all client threads.
|
||||
ForEachScenePresence(delegate(ScenePresence avatar) { IncomingCloseAgent(avatar.UUID, false); });
|
||||
ForEachScenePresence(delegate(ScenePresence avatar) { CloseAgent(avatar.UUID, false); });
|
||||
|
||||
m_log.Debug("[SCENE]: Persisting changed objects");
|
||||
EventManager.TriggerSceneShuttingDown(this);
|
||||
|
@ -2801,7 +2802,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
#region Add/Remove Avatar Methods
|
||||
|
||||
public override ISceneAgent AddNewClient(IClientAPI client, PresenceType type)
|
||||
public override ISceneAgent AddNewAgent(IClientAPI client, PresenceType type)
|
||||
{
|
||||
ScenePresence sp;
|
||||
bool vialogin;
|
||||
|
@ -2809,7 +2810,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
// Validation occurs in LLUDPServer
|
||||
//
|
||||
// XXX: A race condition exists here where two simultaneous calls to AddNewClient can interfere with
|
||||
// XXX: A race condition exists here where two simultaneous calls to AddNewAgent can interfere with
|
||||
// each other. In practice, this does not currently occur in the code.
|
||||
AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode);
|
||||
|
||||
|
@ -2817,9 +2818,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// and a simultaneous one that removes it (as can happen if the client is closed at a particular point
|
||||
// whilst connecting).
|
||||
//
|
||||
// It would be easier to lock across all NewUserConnection(), AddNewClient() and
|
||||
// It would be easier to lock across all NewUserConnection(), AddNewAgent() and
|
||||
// RemoveClient() calls for all agents, but this would allow a slow call (e.g. because of slow service
|
||||
// response in some module listening to AddNewClient()) from holding up unrelated agent calls.
|
||||
// response in some module listening to AddNewAgent()) from holding up unrelated agent calls.
|
||||
//
|
||||
// In practice, the lock (this) in LLUDPServer.AddNewClient() currently lock across all
|
||||
// AddNewClient() operations (though not other ops).
|
||||
|
@ -2836,7 +2837,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
// XXX: Not sure how good it is to add a new client if a scene presence already exists. Possibly this
|
||||
// could occur if a viewer crashes and relogs before the old client is kicked out. But this could cause
|
||||
// other problems, and possible the code calling AddNewClient() should ensure that no client is already
|
||||
// other problems, and possibly the code calling AddNewAgent() should ensure that no client is already
|
||||
// connected.
|
||||
if (sp == null)
|
||||
{
|
||||
|
@ -2862,6 +2863,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
// We must set this here so that TriggerOnNewClient and TriggerOnClientLogin can determine whether the
|
||||
// client is for a root or child agent.
|
||||
// XXX: This may be better set for a new client before that client is added to the client manager.
|
||||
// But need to know what happens in the case where a ScenePresence is already present (and if this
|
||||
// actually occurs).
|
||||
client.SceneAgent = sp;
|
||||
|
||||
// This is currently also being done earlier in NewUserConnection for real users to see if this
|
||||
|
@ -2972,7 +2976,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
|
||||
|
||||
IncomingCloseAgent(sp.UUID, false);
|
||||
CloseAgent(sp.UUID, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -3394,7 +3398,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <param name='closeChildAgents'>
|
||||
/// Close the neighbour child agents associated with this client.
|
||||
/// </param>
|
||||
public override void RemoveClient(UUID agentID, bool closeChildAgents)
|
||||
public void RemoveClient(UUID agentID, bool closeChildAgents)
|
||||
{
|
||||
AgentCircuitData acd = m_authenticateHandler.GetAgentCircuitData(agentID);
|
||||
|
||||
|
@ -3695,10 +3699,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
// We need to ensure that we are not already removing the scene presence before we ask it not to be
|
||||
// closed.
|
||||
if (sp != null && sp.IsChildAgent && sp.LifecycleState == ScenePresenceState.Running)
|
||||
if (sp != null && sp.IsChildAgent
|
||||
&& (sp.LifecycleState == ScenePresenceState.Running
|
||||
|| sp.LifecycleState == ScenePresenceState.PreRemove))
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[SCENE]: Reusing existing child scene presence for {0} in {1}", sp.Name, Name);
|
||||
"[SCENE]: Reusing existing child scene presence for {0}, state {1} in {2}",
|
||||
sp.Name, sp.LifecycleState, Name);
|
||||
|
||||
// In the case where, for example, an A B C D region layout, an avatar may
|
||||
// teleport from A -> D, but then -> C before A has asked B to close its old child agent. When C
|
||||
|
@ -3720,6 +3727,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// }
|
||||
// else if (EntityTransferModule.IsInTransit(sp.UUID))
|
||||
|
||||
sp.LifecycleState = ScenePresenceState.Running;
|
||||
|
||||
if (EntityTransferModule.IsInTransit(sp.UUID))
|
||||
{
|
||||
sp.DoNotCloseAfterTeleport = true;
|
||||
|
@ -3774,7 +3783,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
sp.Name, sp.UUID, RegionInfo.RegionName);
|
||||
|
||||
if (sp.ControllingClient != null)
|
||||
IncomingCloseAgent(sp.UUID, true);
|
||||
CloseAgent(sp.UUID, true);
|
||||
|
||||
sp = null;
|
||||
}
|
||||
|
@ -3824,7 +3833,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
try
|
||||
{
|
||||
if (!AuthorizeUser(acd, SeeIntoRegion, out reason))
|
||||
if (!AuthorizeUser(acd, (vialogin ? false : SeeIntoRegion), out reason))
|
||||
{
|
||||
m_authenticateHandler.RemoveCircuit(acd.circuitcode);
|
||||
return false;
|
||||
|
@ -3937,32 +3946,52 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE]: Found telehub object {0} for new user connection {1} to {2}",
|
||||
// RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
|
||||
|
||||
// Honor Estate teleport routing via Telehubs excluding ViaHome and GodLike TeleportFlags
|
||||
if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero &&
|
||||
RegionInfo.EstateSettings.AllowDirectTeleport == false &&
|
||||
!viahome && !godlike)
|
||||
{
|
||||
SceneObjectGroup telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject);
|
||||
// Can have multiple SpawnPoints
|
||||
List<SpawnPoint> spawnpoints = RegionInfo.RegionSettings.SpawnPoints();
|
||||
if (spawnpoints.Count > 1)
|
||||
|
||||
if (telehub != null)
|
||||
{
|
||||
// We have multiple SpawnPoints, Route the agent to a random or sequential one
|
||||
if (SpawnPointRouting == "random")
|
||||
acd.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation(
|
||||
telehub.AbsolutePosition,
|
||||
telehub.GroupRotation
|
||||
);
|
||||
// Can have multiple SpawnPoints
|
||||
List<SpawnPoint> spawnpoints = RegionInfo.RegionSettings.SpawnPoints();
|
||||
if (spawnpoints.Count > 1)
|
||||
{
|
||||
// We have multiple SpawnPoints, Route the agent to a random or sequential one
|
||||
if (SpawnPointRouting == "random")
|
||||
acd.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation(
|
||||
telehub.AbsolutePosition,
|
||||
telehub.GroupRotation
|
||||
);
|
||||
else
|
||||
acd.startpos = spawnpoints[SpawnPoint()].GetLocation(
|
||||
telehub.AbsolutePosition,
|
||||
telehub.GroupRotation
|
||||
);
|
||||
}
|
||||
else if (spawnpoints.Count == 1)
|
||||
{
|
||||
// We have a single SpawnPoint and will route the agent to it
|
||||
acd.startpos = spawnpoints[0].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
|
||||
}
|
||||
else
|
||||
acd.startpos = spawnpoints[SpawnPoint()].GetLocation(
|
||||
telehub.AbsolutePosition,
|
||||
telehub.GroupRotation
|
||||
);
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[SCENE]: No spawnpoints defined for telehub {0} for {1} in {2}. Continuing.",
|
||||
RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// We have a single SpawnPoint and will route the agent to it
|
||||
acd.startpos = spawnpoints[0].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
|
||||
m_log.DebugFormat(
|
||||
"[SCENE]: No telehub {0} found to direct {1} in {2}. Continuing.",
|
||||
RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
|
||||
}
|
||||
|
||||
return true;
|
||||
|
@ -4278,7 +4307,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <param name="cAgentData">Agent that contains all of the relevant things about an agent.
|
||||
/// Appearance, animations, position, etc.</param>
|
||||
/// <returns>true if we handled it.</returns>
|
||||
public virtual bool IncomingChildAgentDataUpdate(AgentData cAgentData)
|
||||
public virtual bool IncomingUpdateChildAgent(AgentData cAgentData)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName);
|
||||
|
@ -4287,7 +4316,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
|
||||
if (nearestParcel == null)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
m_log.InfoFormat(
|
||||
"[SCENE]: Denying root agent entry to {0} in {1}: no allowed parcel",
|
||||
cAgentData.AgentID, RegionInfo.RegionName);
|
||||
|
||||
|
@ -4297,7 +4326,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// We have to wait until the viewer contacts this region
|
||||
// after receiving the EnableSimulator HTTP Event Queue message (for the v1 teleport protocol)
|
||||
// or TeleportFinish (for the v2 teleport protocol). This triggers the viewer to send
|
||||
// a UseCircuitCode packet which in turn calls AddNewClient which finally creates the ScenePresence.
|
||||
// a UseCircuitCode packet which in turn calls AddNewAgent which finally creates the ScenePresence.
|
||||
ScenePresence sp = WaitGetScenePresence(cAgentData.AgentID);
|
||||
|
||||
if (sp != null)
|
||||
|
@ -4312,7 +4341,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
sp.UUID, sp.ControllingClient.SessionId, cAgentData.SessionID));
|
||||
}
|
||||
|
||||
sp.ChildAgentDataUpdate(cAgentData);
|
||||
sp.UpdateChildAgent(cAgentData);
|
||||
|
||||
int ntimes = 20;
|
||||
if (cAgentData.SenderWantsToWaitForRoot)
|
||||
|
@ -4320,9 +4349,14 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
while (sp.IsChildAgent && ntimes-- > 0)
|
||||
Thread.Sleep(1000);
|
||||
|
||||
m_log.DebugFormat(
|
||||
"[SCENE]: Found presence {0} {1} {2} in {3} after {4} waits",
|
||||
sp.Name, sp.UUID, sp.IsChildAgent ? "child" : "root", Name, 20 - ntimes);
|
||||
if (sp.IsChildAgent)
|
||||
m_log.WarnFormat(
|
||||
"[SCENE]: Found presence {0} {1} unexpectedly still child in {2}",
|
||||
sp.Name, sp.UUID, Name);
|
||||
else
|
||||
m_log.InfoFormat(
|
||||
"[SCENE]: Found presence {0} {1} as root in {2} after {3} waits",
|
||||
sp.Name, sp.UUID, Name, 20 - ntimes);
|
||||
|
||||
if (sp.IsChildAgent)
|
||||
return false;
|
||||
|
@ -4340,16 +4374,16 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </summary>
|
||||
/// <param name="cAgentData">AgentPosition that contains agent positional data so we can know what to send</param>
|
||||
/// <returns>true if we handled it.</returns>
|
||||
public virtual bool IncomingChildAgentDataUpdate(AgentPosition cAgentData)
|
||||
public virtual bool IncomingUpdateChildAgent(AgentPosition cAgentData)
|
||||
{
|
||||
//m_log.Debug(" XXX Scene IncomingChildAgentDataUpdate POSITION in " + RegionInfo.RegionName);
|
||||
ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID);
|
||||
if (childAgentUpdate != null)
|
||||
{
|
||||
if (childAgentUpdate.ControllingClient.SessionId != cAgentData.SessionID)
|
||||
// Only warn for now
|
||||
m_log.WarnFormat("[SCENE]: Attempt at updating position of agent {0} with invalid session id {1}. Neighbor running older version?",
|
||||
childAgentUpdate.UUID, cAgentData.SessionID);
|
||||
// if (childAgentUpdate.ControllingClient.SessionId != cAgentData.SessionID)
|
||||
// // Only warn for now
|
||||
// m_log.WarnFormat("[SCENE]: Attempt at updating position of agent {0} with invalid session id {1}. Neighbor running older version?",
|
||||
// childAgentUpdate.UUID, cAgentData.SessionID);
|
||||
|
||||
// I can't imagine *yet* why we would get an update if the agent is a root agent..
|
||||
// however to avoid a race condition crossing borders..
|
||||
|
@ -4360,7 +4394,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
uint tRegionX = RegionInfo.RegionLocX;
|
||||
uint tRegionY = RegionInfo.RegionLocY;
|
||||
//Send Data to ScenePresence
|
||||
childAgentUpdate.ChildAgentDataUpdate(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY);
|
||||
childAgentUpdate.UpdateChildAgent(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY);
|
||||
// Not Implemented:
|
||||
//TODO: Do we need to pass the message on to one of our neighbors?
|
||||
}
|
||||
|
@ -4410,7 +4444,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <param name="force"></param>
|
||||
/// <param name="auth_token"></param>
|
||||
/// <returns></returns>
|
||||
public bool IncomingCloseAgent(UUID agentID, bool force, string auth_token)
|
||||
public bool CloseAgent(UUID agentID, bool force, string auth_token)
|
||||
{
|
||||
//m_log.DebugFormat("[SCENE]: Processing incoming close agent {0} in region {1} with auth_token {2}", agentID, RegionInfo.RegionName, auth_token);
|
||||
|
||||
|
@ -4428,7 +4462,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
if (acd.SessionID.ToString() == auth_token)
|
||||
{
|
||||
return IncomingCloseAgent(agentID, force);
|
||||
return CloseAgent(agentID, force);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -4440,6 +4474,50 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tell a single client to prepare to close.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This should only be called if we may close the client but there will be some delay in so doing. Meant for
|
||||
/// internal use - other callers should almost certainly called CloseClient().
|
||||
/// </remarks>
|
||||
/// <param name="sp"></param>
|
||||
/// <returns>true if pre-close state notification was successful. false if the agent
|
||||
/// was not in a state where it could transition to pre-close.</returns>
|
||||
public bool IncomingPreCloseClient(ScenePresence sp)
|
||||
{
|
||||
lock (m_removeClientLock)
|
||||
{
|
||||
// We need to avoid a race condition where in, for example, an A B C D region layout, an avatar may
|
||||
// teleport from A -> D, but then -> C before A has asked B to close its old child agent. We do not
|
||||
// want to obey this close since C may have renewed the child agent lease on B.
|
||||
if (sp.DoNotCloseAfterTeleport)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[SCENE]: Not pre-closing {0} agent {1} in {2} since another simulator has re-established the child connection",
|
||||
sp.IsChildAgent ? "child" : "root", sp.Name, Name);
|
||||
|
||||
// Need to reset the flag so that a subsequent close after another teleport can succeed.
|
||||
sp.DoNotCloseAfterTeleport = false;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
if (sp.LifecycleState != ScenePresenceState.Running)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[SCENE]: Called IncomingPreCloseAgent() for {0} in {1} but presence is already in state {2}",
|
||||
sp.Name, Name, sp.LifecycleState);
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
sp.LifecycleState = ScenePresenceState.PreRemove;
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tell a single agent to disconnect from the region.
|
||||
/// </summary>
|
||||
|
@ -4448,7 +4526,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// Force the agent to close even if it might be in the middle of some other operation. You do not want to
|
||||
/// force unless you are absolutely sure that the agent is dead and a normal close is not working.
|
||||
/// </param>
|
||||
public bool IncomingCloseAgent(UUID agentID, bool force)
|
||||
public override bool CloseAgent(UUID agentID, bool force)
|
||||
{
|
||||
ScenePresence sp;
|
||||
|
||||
|
@ -4459,16 +4537,16 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (sp == null)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[SCENE]: Called RemoveClient() with agent ID {0} but no such presence is in {1}",
|
||||
"[SCENE]: Called CloseClient() with agent ID {0} but no such presence is in {1}",
|
||||
agentID, Name);
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
if (sp.LifecycleState != ScenePresenceState.Running)
|
||||
if (sp.LifecycleState != ScenePresenceState.Running && sp.LifecycleState != ScenePresenceState.PreRemove)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[SCENE]: Called RemoveClient() for {0} in {1} but presence is already in state {2}",
|
||||
"[SCENE]: Called CloseClient() for {0} in {1} but presence is already in state {2}",
|
||||
sp.Name, Name, sp.LifecycleState);
|
||||
|
||||
return false;
|
||||
|
@ -5741,7 +5819,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
if (!AuthorizeUser(aCircuit, false, out reason))
|
||||
{
|
||||
// m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
|
||||
//m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -216,21 +216,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
#region Add/Remove Agent/Avatar
|
||||
|
||||
public abstract ISceneAgent AddNewClient(IClientAPI client, PresenceType type);
|
||||
public abstract ISceneAgent AddNewAgent(IClientAPI client, PresenceType type);
|
||||
|
||||
/// <summary>
|
||||
/// Remove the given client from the scene.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Only clientstack code should call this directly. All other code should call IncomingCloseAgent() instead
|
||||
/// to properly operate the state machine and avoid race conditions with other close requests (such as directly
|
||||
/// from viewers).
|
||||
/// </remarks>
|
||||
/// <param name='agentID'>ID of agent to close</param>
|
||||
/// <param name='closeChildAgents'>
|
||||
/// Close the neighbour child agents associated with this client.
|
||||
/// </param>
|
||||
public abstract void RemoveClient(UUID agentID, bool closeChildAgents);
|
||||
public abstract bool CloseAgent(UUID agentID, bool force);
|
||||
|
||||
public bool TryGetScenePresence(UUID agentID, out object scenePresence)
|
||||
{
|
||||
|
|
|
@ -561,39 +561,15 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
protected internal ScenePresence CreateAndAddChildScenePresence(
|
||||
IClientAPI client, AvatarAppearance appearance, PresenceType type)
|
||||
{
|
||||
ScenePresence newAvatar = null;
|
||||
|
||||
// ScenePresence always defaults to child agent
|
||||
newAvatar = new ScenePresence(client, m_parentScene, appearance, type);
|
||||
|
||||
AddScenePresence(newAvatar);
|
||||
|
||||
return newAvatar;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add a presence to the scene
|
||||
/// </summary>
|
||||
/// <param name="presence"></param>
|
||||
protected internal void AddScenePresence(ScenePresence presence)
|
||||
{
|
||||
// Always a child when added to the scene
|
||||
bool child = presence.IsChildAgent;
|
||||
|
||||
if (child)
|
||||
{
|
||||
m_numChildAgents++;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_numRootAgents++;
|
||||
presence.AddToPhysicalScene(false);
|
||||
}
|
||||
ScenePresence presence = new ScenePresence(client, m_parentScene, appearance, type);
|
||||
|
||||
Entities[presence.UUID] = presence;
|
||||
|
||||
lock (m_presenceLock)
|
||||
{
|
||||
m_numChildAgents++;
|
||||
|
||||
Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
|
||||
List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
|
||||
|
||||
|
@ -604,7 +580,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
else
|
||||
{
|
||||
// Remember the old presene reference from the dictionary
|
||||
// Remember the old presence reference from the dictionary
|
||||
ScenePresence oldref = newmap[presence.UUID];
|
||||
// Replace the presence reference in the dictionary with the new value
|
||||
newmap[presence.UUID] = presence;
|
||||
|
@ -616,6 +592,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_scenePresenceMap = newmap;
|
||||
m_scenePresenceArray = newlist;
|
||||
}
|
||||
|
||||
return presence;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -2464,12 +2464,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd);
|
||||
|
||||
if (startedColliders.Contains(0))
|
||||
{
|
||||
if (m_lastColliders.Contains(0))
|
||||
SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding);
|
||||
else
|
||||
SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
|
||||
}
|
||||
SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
|
||||
if (m_lastColliders.Contains(0))
|
||||
SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding);
|
||||
if (endedColliders.Contains(0))
|
||||
SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd);
|
||||
}
|
||||
|
@ -2505,6 +2502,26 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
//ParentGroup.RootPart.m_groupPosition = newpos;
|
||||
}
|
||||
|
||||
if (pa != null && ParentID != 0 && ParentGroup != null)
|
||||
{
|
||||
// Special case where a child object is requesting property updates.
|
||||
// This happens when linksets are modified to use flexible links rather than
|
||||
// the default links.
|
||||
// The simulator code presumes that child parts are only modified by scripts
|
||||
// so the logic for changing position/rotation/etc does not take into
|
||||
// account the physical object actually moving.
|
||||
// This code updates the offset position and rotation of the child and then
|
||||
// lets the update code push the update to the viewer.
|
||||
// Since physics engines do not normally generate this event for linkset children,
|
||||
// this code will not be active unless you have a specially configured
|
||||
// physics engine.
|
||||
Quaternion invRootRotation = Quaternion.Normalize(Quaternion.Inverse(ParentGroup.RootPart.RotationOffset));
|
||||
m_offsetPosition = pa.Position - m_groupPosition;
|
||||
RotationOffset = pa.Orientation * invRootRotation;
|
||||
// m_log.DebugFormat("{0} PhysicsRequestingTerseUpdate child: pos={1}, rot={2}, offPos={3}, offRot={4}",
|
||||
// "[SCENE OBJECT PART]", pa.Position, pa.Orientation, m_offsetPosition, RotationOffset);
|
||||
}
|
||||
|
||||
ScheduleTerseUpdate();
|
||||
}
|
||||
|
||||
|
|
|
@ -108,6 +108,16 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This exists to prevent race conditions between two CompleteMovement threads if the simulator is slow and
|
||||
/// the viewer fires these in quick succession.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// TODO: The child -> agent transition should be folded into LifecycleState and the CompleteMovement
|
||||
/// regulation done there.
|
||||
/// </remarks>
|
||||
private object m_completeMovementLock = new object();
|
||||
|
||||
// private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes();
|
||||
private static readonly Array DIR_CONTROL_FLAGS = Enum.GetValues(typeof(Dir_ControlFlags));
|
||||
private static readonly Vector3 HEAD_ADJUSTMENT = new Vector3(0f, 0f, 0.3f);
|
||||
|
@ -311,7 +321,21 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </summary>
|
||||
private string m_callbackURI;
|
||||
|
||||
public UUID m_originRegionID;
|
||||
/// <summary>
|
||||
/// Records the region from which this presence originated, if not from login.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Also acts as a signal in the teleport V2 process to release UpdateAgent after a viewer has triggered
|
||||
/// CompleteMovement and made the previous child agent a root agent.
|
||||
/// </remarks>
|
||||
private UUID m_originRegionID;
|
||||
|
||||
/// <summary>
|
||||
/// This object is used as a lock before accessing m_originRegionID to make sure that every thread is seeing
|
||||
/// the very latest value and not using some cached version. Cannot make m_originRegionID itself volatite as
|
||||
/// it is a value type.
|
||||
/// </summary>
|
||||
private object m_originRegionIDAccessLock = new object();
|
||||
|
||||
/// <summary>
|
||||
/// Used by the entity transfer module to signal when the presence should not be closed because a subsequent
|
||||
|
@ -890,6 +914,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <summary>
|
||||
/// Turns a child agent into a root agent.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Child agents are logged into neighbouring sims largely to observe changes. Root agents exist when the
|
||||
/// avatar is actual in the sim. They can perform all actions.
|
||||
/// This change is made whenever an avatar enters a region, whether by crossing over from a neighbouring sim,
|
||||
|
@ -897,16 +922,22 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
///
|
||||
/// This method is on the critical path for transferring an avatar from one region to another. Delay here
|
||||
/// delays that crossing.
|
||||
/// </summary>
|
||||
public void MakeRootAgent(Vector3 pos, bool isFlying)
|
||||
/// </remarks>
|
||||
private bool MakeRootAgent(Vector3 pos, bool isFlying)
|
||||
{
|
||||
m_log.InfoFormat(
|
||||
"[SCENE]: Upgrading child to root agent for {0} in {1}",
|
||||
Name, m_scene.RegionInfo.RegionName);
|
||||
// m_log.InfoFormat(
|
||||
// "[SCENE]: Upgrading child to root agent for {0} in {1}",
|
||||
// Name, m_scene.RegionInfo.RegionName);
|
||||
|
||||
//m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
|
||||
|
||||
IsChildAgent = false;
|
||||
lock (m_completeMovementLock)
|
||||
{
|
||||
if (!IsChildAgent)
|
||||
return false;
|
||||
|
||||
IsChildAgent = false;
|
||||
}
|
||||
|
||||
// Must reset this here so that a teleport to a region next to an existing region does not keep the flag
|
||||
// set and prevent the close of the connection on a subsequent re-teleport.
|
||||
|
@ -1055,6 +1086,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
m_scene.EventManager.TriggerOnMakeRootAgent(this);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public int GetStateSource()
|
||||
|
@ -1354,15 +1386,26 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
private bool WaitForUpdateAgent(IClientAPI client)
|
||||
{
|
||||
// Before UpdateAgent, m_originRegionID is UUID.Zero; after, it's non-Zero
|
||||
// Before the source region executes UpdateAgent
|
||||
// (which triggers Scene.IncomingUpdateChildAgent(AgentData cAgentData) here in the destination,
|
||||
// m_originRegionID is UUID.Zero; after, it's non-Zero. The CompleteMovement sequence initiated from the
|
||||
// viewer (in turn triggered by the source region sending it a TeleportFinish event) waits until it's non-zero
|
||||
int count = 50;
|
||||
while (m_originRegionID.Equals(UUID.Zero) && count-- > 0)
|
||||
UUID originID;
|
||||
|
||||
lock (m_originRegionIDAccessLock)
|
||||
originID = m_originRegionID;
|
||||
|
||||
while (originID.Equals(UUID.Zero) && count-- > 0)
|
||||
{
|
||||
lock (m_originRegionIDAccessLock)
|
||||
originID = m_originRegionID;
|
||||
|
||||
m_log.DebugFormat("[SCENE PRESENCE]: Agent {0} waiting for update in {1}", client.Name, Scene.Name);
|
||||
Thread.Sleep(200);
|
||||
}
|
||||
|
||||
if (m_originRegionID.Equals(UUID.Zero))
|
||||
if (originID.Equals(UUID.Zero))
|
||||
{
|
||||
// Movement into region will fail
|
||||
m_log.WarnFormat("[SCENE PRESENCE]: Update agent {0} never arrived in {1}", client.Name, Scene.Name);
|
||||
|
@ -1385,9 +1428,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
// DateTime startTime = DateTime.Now;
|
||||
|
||||
m_log.DebugFormat(
|
||||
m_log.InfoFormat(
|
||||
"[SCENE PRESENCE]: Completing movement of {0} into region {1} in position {2}",
|
||||
client.Name, Scene.RegionInfo.RegionName, AbsolutePosition);
|
||||
client.Name, Scene.Name, AbsolutePosition);
|
||||
|
||||
// Make sure it's not a login agent. We don't want to wait for updates during login
|
||||
if (PresenceType != PresenceType.Npc && (m_teleportFlags & TeleportFlags.ViaLogin) == 0)
|
||||
|
@ -1417,7 +1460,14 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
|
||||
bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
|
||||
MakeRootAgent(AbsolutePosition, flying);
|
||||
if (!MakeRootAgent(AbsolutePosition, flying))
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[SCENE PRESENCE]: Aborting CompleteMovement call for {0} in {1} as they are already root",
|
||||
Name, Scene.Name);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// Tell the client that we're totally ready
|
||||
ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look);
|
||||
|
@ -1441,7 +1491,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
"[SCENE PRESENCE]: Releasing {0} {1} with callback to {2}",
|
||||
client.Name, client.AgentId, m_callbackURI);
|
||||
|
||||
Scene.SimulationService.ReleaseAgent(m_originRegionID, UUID, m_callbackURI);
|
||||
UUID originID;
|
||||
|
||||
lock (m_originRegionIDAccessLock)
|
||||
originID = m_originRegionID;
|
||||
|
||||
Scene.SimulationService.ReleaseAgent(originID, UUID, m_callbackURI);
|
||||
m_callbackURI = null;
|
||||
}
|
||||
// else
|
||||
|
@ -2879,7 +2934,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// If we are using the the cached appearance then send it out to everyone
|
||||
if (cachedappearance)
|
||||
{
|
||||
m_log.DebugFormat("[SCENE PRESENCE]: baked textures are in the cache for {0}", Name);
|
||||
m_log.DebugFormat("[SCENE PRESENCE]: Baked textures are in the cache for {0} in {1}", Name, m_scene.Name);
|
||||
|
||||
// If the avatars baked textures are all in the cache, then we have a
|
||||
// complete appearance... send it out, if not, then we'll send it when
|
||||
|
@ -3243,11 +3298,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
public void RestoreInCurrentScene()
|
||||
{
|
||||
AddToPhysicalScene(false); // not exactly false
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
// m_log.DebugFormat("[SCENE PRESENCE]: Resetting {0} in {1}", Name, Scene.RegionInfo.RegionName);
|
||||
|
@ -3343,7 +3393,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
#region Child Agent Updates
|
||||
|
||||
public void ChildAgentDataUpdate(AgentData cAgentData)
|
||||
public void UpdateChildAgent(AgentData cAgentData)
|
||||
{
|
||||
// m_log.Debug(" >>> ChildAgentDataUpdate <<< " + Scene.RegionInfo.RegionName);
|
||||
if (!IsChildAgent)
|
||||
|
@ -3353,11 +3403,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
|
||||
private static Vector3 marker = new Vector3(-1f, -1f, -1f);
|
||||
|
||||
/// <summary>
|
||||
/// This updates important decision making data about a child agent
|
||||
/// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
|
||||
/// </summary>
|
||||
public void ChildAgentDataUpdate(AgentPosition cAgentData, uint tRegionX, uint tRegionY, uint rRegionX, uint rRegionY)
|
||||
public void UpdateChildAgent(AgentPosition cAgentData, uint tRegionX, uint tRegionY, uint rRegionX, uint rRegionY)
|
||||
{
|
||||
if (!IsChildAgent)
|
||||
return;
|
||||
|
@ -3462,7 +3513,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
private void CopyFrom(AgentData cAgent)
|
||||
{
|
||||
m_originRegionID = cAgent.RegionID;
|
||||
lock (m_originRegionIDAccessLock)
|
||||
m_originRegionID = cAgent.RegionID;
|
||||
|
||||
m_callbackURI = cAgent.CallbackURI;
|
||||
// m_log.DebugFormat(
|
||||
|
|
|
@ -37,7 +37,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// This is a state machine.
|
||||
///
|
||||
/// [Entry] => Running
|
||||
/// Running => Removing
|
||||
/// Running => PreRemove, Removing
|
||||
/// PreRemove => Running, Removing
|
||||
/// Removing => Removed
|
||||
///
|
||||
/// All other methods should only see the scene presence in running state - this is the normal operational state
|
||||
|
@ -46,6 +47,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
public enum ScenePresenceState
|
||||
{
|
||||
Running, // Normal operation state. The scene presence is available.
|
||||
PreRemove, // The presence is due to be removed but can still be returning to running.
|
||||
Removing, // The presence is in the process of being removed from the scene via Scene.RemoveClient.
|
||||
Removed, // The presence has been removed from the scene and is effectively dead.
|
||||
// There is no exit from this state.
|
||||
|
@ -80,8 +82,17 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
lock (this)
|
||||
{
|
||||
if (newState == ScenePresenceState.Removing && m_state == ScenePresenceState.Running)
|
||||
if (newState == m_state)
|
||||
return;
|
||||
else if (newState == ScenePresenceState.Running && m_state == ScenePresenceState.PreRemove)
|
||||
transitionOkay = true;
|
||||
else if (newState == ScenePresenceState.PreRemove && m_state == ScenePresenceState.Running)
|
||||
transitionOkay = true;
|
||||
else if (newState == ScenePresenceState.Removing)
|
||||
{
|
||||
if (m_state == ScenePresenceState.Running || m_state == ScenePresenceState.PreRemove)
|
||||
transitionOkay = true;
|
||||
}
|
||||
else if (newState == ScenePresenceState.Removed && m_state == ScenePresenceState.Removing)
|
||||
transitionOkay = true;
|
||||
}
|
||||
|
|
|
@ -111,6 +111,45 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
Assert.That(scene.GetScenePresences().Count, Is.EqualTo(1));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test that duplicate complete movement calls are ignored.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// If duplicate calls are not ignored then there is a risk of race conditions or other unexpected effects.
|
||||
/// </remarks>
|
||||
[Test]
|
||||
public void TestDupeCompleteMovementCalls()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// TestHelpers.EnableLogging();
|
||||
|
||||
UUID spUuid = TestHelpers.ParseTail(0x1);
|
||||
|
||||
TestScene scene = new SceneHelpers().SetupScene();
|
||||
|
||||
int makeRootAgentEvents = 0;
|
||||
scene.EventManager.OnMakeRootAgent += spi => makeRootAgentEvents++;
|
||||
|
||||
ScenePresence sp = SceneHelpers.AddScenePresence(scene, spUuid);
|
||||
|
||||
Assert.That(makeRootAgentEvents, Is.EqualTo(1));
|
||||
|
||||
// Normally these would be invoked by a CompleteMovement message coming in to the UDP stack. But for
|
||||
// convenience, here we will invoke it manually.
|
||||
sp.CompleteMovement(sp.ControllingClient, true);
|
||||
|
||||
Assert.That(makeRootAgentEvents, Is.EqualTo(1));
|
||||
|
||||
// Check rest of exepcted parameters.
|
||||
Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(spUuid), Is.Not.Null);
|
||||
Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
|
||||
|
||||
Assert.That(sp.IsChildAgent, Is.False);
|
||||
Assert.That(sp.UUID, Is.EqualTo(spUuid));
|
||||
|
||||
Assert.That(scene.GetScenePresences().Count, Is.EqualTo(1));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestCreateDuplicateRootScenePresence()
|
||||
{
|
||||
|
@ -146,7 +185,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
}
|
||||
|
||||
[Test]
|
||||
public void TestCloseAgent()
|
||||
public void TestCloseClient()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// TestHelpers.EnableLogging();
|
||||
|
@ -154,7 +193,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
TestScene scene = new SceneHelpers().SetupScene();
|
||||
ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
|
||||
|
||||
scene.IncomingCloseAgent(sp.UUID, false);
|
||||
scene.CloseAgent(sp.UUID, false);
|
||||
|
||||
Assert.That(scene.GetScenePresence(sp.UUID), Is.Null);
|
||||
Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(sp.UUID), Is.Null);
|
||||
|
@ -200,7 +239,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
// *** This is the second stage, where the client established a child agent/scene presence using the
|
||||
// circuit code given to the scene in stage 1 ***
|
||||
TestClient client = new TestClient(acd, scene);
|
||||
scene.AddNewClient(client, PresenceType.User);
|
||||
scene.AddNewAgent(client, PresenceType.User);
|
||||
|
||||
Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(agentId), Is.Not.Null);
|
||||
Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
|
||||
|
@ -249,58 +288,5 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
// Assert.That(childPresence, Is.Not.Null);
|
||||
// Assert.That(childPresence.IsChildAgent, Is.True);
|
||||
}
|
||||
|
||||
// /// <summary>
|
||||
// /// Test adding a root agent to a scene. Doesn't yet actually complete crossing the agent into the scene.
|
||||
// /// </summary>
|
||||
// [Test]
|
||||
// public void T010_TestAddRootAgent()
|
||||
// {
|
||||
// TestHelpers.InMethod();
|
||||
//
|
||||
// string firstName = "testfirstname";
|
||||
//
|
||||
// AgentCircuitData agent = new AgentCircuitData();
|
||||
// agent.AgentID = agent1;
|
||||
// agent.firstname = firstName;
|
||||
// agent.lastname = "testlastname";
|
||||
// agent.SessionID = UUID.Random();
|
||||
// agent.SecureSessionID = UUID.Random();
|
||||
// agent.circuitcode = 123;
|
||||
// agent.BaseFolder = UUID.Zero;
|
||||
// agent.InventoryFolder = UUID.Zero;
|
||||
// agent.startpos = Vector3.Zero;
|
||||
// agent.CapsPath = GetRandomCapsObjectPath();
|
||||
// agent.ChildrenCapSeeds = new Dictionary<ulong, string>();
|
||||
// agent.child = true;
|
||||
//
|
||||
// scene.PresenceService.LoginAgent(agent.AgentID.ToString(), agent.SessionID, agent.SecureSessionID);
|
||||
//
|
||||
// string reason;
|
||||
// scene.NewUserConnection(agent, (uint)TeleportFlags.ViaLogin, out reason);
|
||||
// testclient = new TestClient(agent, scene);
|
||||
// scene.AddNewClient(testclient);
|
||||
//
|
||||
// ScenePresence presence = scene.GetScenePresence(agent1);
|
||||
//
|
||||
// Assert.That(presence, Is.Not.Null, "presence is null");
|
||||
// Assert.That(presence.Firstname, Is.EqualTo(firstName), "First name not same");
|
||||
// acd1 = agent;
|
||||
// }
|
||||
//
|
||||
// /// <summary>
|
||||
// /// Test removing an uncrossed root agent from a scene.
|
||||
// /// </summary>
|
||||
// [Test]
|
||||
// public void T011_TestRemoveRootAgent()
|
||||
// {
|
||||
// TestHelpers.InMethod();
|
||||
//
|
||||
// scene.RemoveClient(agent1);
|
||||
//
|
||||
// ScenePresence presence = scene.GetScenePresence(agent1);
|
||||
//
|
||||
// Assert.That(presence, Is.Null, "presence is not null");
|
||||
// }
|
||||
}
|
||||
}
|
|
@ -79,7 +79,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
|
||||
// TODO: Need to add tests for other ICapabiltiesModule methods.
|
||||
|
||||
scene.IncomingCloseAgent(sp.UUID, false);
|
||||
scene.CloseAgent(sp.UUID, false);
|
||||
Assert.That(capsMod.GetCapsForUser(spUuid), Is.Null);
|
||||
|
||||
// TODO: Need to add tests for other ICapabiltiesModule methods.
|
||||
|
|
|
@ -38,6 +38,7 @@ using OpenSim.Region.Framework.Interfaces;
|
|||
using OpenSim.Region.CoreModules.Framework;
|
||||
using OpenSim.Region.CoreModules.Framework.EntityTransfer;
|
||||
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
|
||||
using OpenSim.Region.CoreModules.World.Permissions;
|
||||
using OpenSim.Tests.Common;
|
||||
using OpenSim.Tests.Common.Mock;
|
||||
|
||||
|
@ -159,5 +160,90 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
Assert.That(agentMovementCompleteReceived, Is.EqualTo(1));
|
||||
Assert.That(spAfterCrossSceneB.IsChildAgent, Is.False);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test a cross attempt where the user can see into the neighbour but does not have permission to become
|
||||
/// root there.
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestCrossOnSameSimulatorNoRootDestPerm()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// TestHelpers.EnableLogging();
|
||||
|
||||
UUID userId = TestHelpers.ParseTail(0x1);
|
||||
|
||||
EntityTransferModule etmA = new EntityTransferModule();
|
||||
EntityTransferModule etmB = new EntityTransferModule();
|
||||
LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
|
||||
|
||||
IConfigSource config = new IniConfigSource();
|
||||
IConfig modulesConfig = config.AddConfig("Modules");
|
||||
modulesConfig.Set("EntityTransferModule", etmA.Name);
|
||||
modulesConfig.Set("SimulationServices", lscm.Name);
|
||||
|
||||
SceneHelpers sh = new SceneHelpers();
|
||||
TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
|
||||
TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999);
|
||||
|
||||
SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
|
||||
SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA);
|
||||
|
||||
// We need to set up the permisions module on scene B so that our later use of agent limit to deny
|
||||
// QueryAccess won't succeed anyway because administrators are always allowed in and the default
|
||||
// IsAdministrator if no permissions module is present is true.
|
||||
SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), new PermissionsModule(), etmB);
|
||||
|
||||
AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId);
|
||||
TestClient tc = new TestClient(acd, sceneA);
|
||||
List<TestClient> destinationTestClients = new List<TestClient>();
|
||||
EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients);
|
||||
|
||||
// Make sure sceneB will not accept this avatar.
|
||||
sceneB.RegionInfo.EstateSettings.PublicAccess = false;
|
||||
|
||||
ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, tc, acd);
|
||||
originalSp.AbsolutePosition = new Vector3(128, 32, 10);
|
||||
|
||||
AgentUpdateArgs moveArgs = new AgentUpdateArgs();
|
||||
//moveArgs.BodyRotation = Quaternion.CreateFromEulers(Vector3.Zero);
|
||||
moveArgs.BodyRotation = Quaternion.CreateFromEulers(new Vector3(0, 0, (float)-(Math.PI / 2)));
|
||||
moveArgs.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS;
|
||||
moveArgs.SessionID = acd.SessionID;
|
||||
|
||||
originalSp.HandleAgentUpdate(originalSp.ControllingClient, moveArgs);
|
||||
|
||||
sceneA.Update(1);
|
||||
|
||||
// Console.WriteLine("Second pos {0}", originalSp.AbsolutePosition);
|
||||
|
||||
// FIXME: This is a sufficient number of updates to for the presence to reach the northern border.
|
||||
// But really we want to do this in a more robust way.
|
||||
for (int i = 0; i < 100; i++)
|
||||
{
|
||||
sceneA.Update(1);
|
||||
// Console.WriteLine("Pos {0}", originalSp.AbsolutePosition);
|
||||
}
|
||||
|
||||
// sceneA agent should still be root
|
||||
ScenePresence spAfterCrossSceneA = sceneA.GetScenePresence(originalSp.UUID);
|
||||
Assert.That(spAfterCrossSceneA.IsChildAgent, Is.False);
|
||||
|
||||
ScenePresence spAfterCrossSceneB = sceneB.GetScenePresence(originalSp.UUID);
|
||||
|
||||
// sceneB agent should also still be root
|
||||
Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True);
|
||||
|
||||
// sceneB should ignore unauthorized attempt to upgrade agent to root
|
||||
TestClient sceneBTc = ((TestClient)spAfterCrossSceneB.ControllingClient);
|
||||
|
||||
int agentMovementCompleteReceived = 0;
|
||||
sceneBTc.OnReceivedMoveAgentIntoRegion += (ri, pos, look) => agentMovementCompleteReceived++;
|
||||
|
||||
sceneBTc.CompleteMovement();
|
||||
|
||||
Assert.That(agentMovementCompleteReceived, Is.EqualTo(0));
|
||||
Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,119 @@
|
|||
/*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using Nini.Config;
|
||||
using NUnit.Framework;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.CoreModules.World.Estate;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Services.Interfaces;
|
||||
using OpenSim.Tests.Common;
|
||||
using OpenSim.Tests.Common.Mock;
|
||||
|
||||
namespace OpenSim.Region.Framework.Scenes.Tests
|
||||
{
|
||||
/// <summary>
|
||||
/// Scene telehub tests
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// TODO: Tests which run through normal functionality. Currently, the only test is one that checks behaviour
|
||||
/// in the case of an error condition
|
||||
/// </remarks>
|
||||
[TestFixture]
|
||||
public class SceneTelehubTests : OpenSimTestCase
|
||||
{
|
||||
/// <summary>
|
||||
/// Test for desired behaviour when a telehub has no spawn points
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestNoTelehubSpawnPoints()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// TestHelpers.EnableLogging();
|
||||
|
||||
EstateManagementModule emm = new EstateManagementModule();
|
||||
|
||||
SceneHelpers sh = new SceneHelpers();
|
||||
Scene scene = sh.SetupScene();
|
||||
SceneHelpers.SetupSceneModules(scene, emm);
|
||||
|
||||
UUID telehubSceneObjectOwner = TestHelpers.ParseTail(0x1);
|
||||
|
||||
SceneObjectGroup telehubSo = SceneHelpers.AddSceneObject(scene, "telehubObject", telehubSceneObjectOwner);
|
||||
|
||||
emm.HandleOnEstateManageTelehub(null, UUID.Zero, UUID.Zero, "connect", telehubSo.LocalId);
|
||||
scene.RegionInfo.EstateSettings.AllowDirectTeleport = false;
|
||||
|
||||
// Must still be possible to successfully log in
|
||||
UUID loggingInUserId = TestHelpers.ParseTail(0x2);
|
||||
|
||||
UserAccount ua
|
||||
= UserAccountHelpers.CreateUserWithInventory(scene, "Test", "User", loggingInUserId, "password");
|
||||
|
||||
SceneHelpers.AddScenePresence(scene, ua);
|
||||
|
||||
Assert.That(scene.GetScenePresence(loggingInUserId), Is.Not.Null);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test for desired behaviour when the scene object nominated as a telehub object does not exist.
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestNoTelehubSceneObject()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// TestHelpers.EnableLogging();
|
||||
|
||||
EstateManagementModule emm = new EstateManagementModule();
|
||||
|
||||
SceneHelpers sh = new SceneHelpers();
|
||||
Scene scene = sh.SetupScene();
|
||||
SceneHelpers.SetupSceneModules(scene, emm);
|
||||
|
||||
UUID telehubSceneObjectOwner = TestHelpers.ParseTail(0x1);
|
||||
|
||||
SceneObjectGroup telehubSo = SceneHelpers.AddSceneObject(scene, "telehubObject", telehubSceneObjectOwner);
|
||||
SceneObjectGroup spawnPointSo = SceneHelpers.AddSceneObject(scene, "spawnpointObject", telehubSceneObjectOwner);
|
||||
|
||||
emm.HandleOnEstateManageTelehub(null, UUID.Zero, UUID.Zero, "connect", telehubSo.LocalId);
|
||||
emm.HandleOnEstateManageTelehub(null, UUID.Zero, UUID.Zero, "spawnpoint add", spawnPointSo.LocalId);
|
||||
scene.RegionInfo.EstateSettings.AllowDirectTeleport = false;
|
||||
|
||||
scene.DeleteSceneObject(telehubSo, false);
|
||||
|
||||
// Must still be possible to successfully log in
|
||||
UUID loggingInUserId = TestHelpers.ParseTail(0x2);
|
||||
|
||||
UserAccount ua
|
||||
= UserAccountHelpers.CreateUserWithInventory(scene, "Test", "User", loggingInUserId, "password");
|
||||
|
||||
SceneHelpers.AddScenePresence(scene, ua);
|
||||
|
||||
Assert.That(scene.GetScenePresence(loggingInUserId), Is.Not.Null);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -173,6 +173,28 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (part.Shape.SculptTexture != UUID.Zero)
|
||||
assetUuids[part.Shape.SculptTexture] = AssetType.Texture;
|
||||
|
||||
if (part.Shape.ProjectionTextureUUID != UUID.Zero)
|
||||
assetUuids[part.Shape.ProjectionTextureUUID] = AssetType.Texture;
|
||||
|
||||
if (part.CollisionSound != UUID.Zero)
|
||||
assetUuids[part.CollisionSound] = AssetType.Sound;
|
||||
|
||||
if (part.ParticleSystem.Length > 0)
|
||||
{
|
||||
try
|
||||
{
|
||||
Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0);
|
||||
if (ps.Texture != UUID.Zero)
|
||||
assetUuids[ps.Texture] = AssetType.Texture;
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.WarnFormat(
|
||||
"[UUID GATHERER]: Could not check particle system for part {0} {1} in object {2} {3} since it is corrupt. Continuing.",
|
||||
part.Name, part.UUID, sceneObject.Name, sceneObject.UUID);
|
||||
}
|
||||
}
|
||||
|
||||
TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
|
||||
|
||||
// Now analyze this prim's inventory items to preserve all the uuids that they reference
|
||||
|
|
|
@ -903,7 +903,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
|
|||
|
||||
public void Start()
|
||||
{
|
||||
m_scene.AddNewClient(this, PresenceType.User);
|
||||
m_scene.AddNewAgent(this, PresenceType.User);
|
||||
|
||||
// Mimicking LLClientView which gets always set appearance from client.
|
||||
AvatarAppearance appearance;
|
||||
|
|
|
@ -304,7 +304,7 @@ namespace OpenSim.Region.OptionalModules.UDP.Linden
|
|||
private string GetImageQueuesReport(string[] showParams)
|
||||
{
|
||||
if (showParams.Length < 5 || showParams.Length > 6)
|
||||
return "Usage: image queues show <first-name> <last-name> [full]";
|
||||
return "Usage: show image queues <first-name> <last-name> [full]";
|
||||
|
||||
string firstName = showParams[3];
|
||||
string lastName = showParams[4];
|
||||
|
@ -395,7 +395,7 @@ namespace OpenSim.Region.OptionalModules.UDP.Linden
|
|||
report.Append(GetColumnEntry("Type", maxTypeLength, columnPadding));
|
||||
|
||||
report.AppendFormat(
|
||||
"{0,7} {1,7} {2,7} {3,7} {4,9} {5,7} {6,7} {7,7} {8,7} {9,7} {10,8} {11,7} {12,7}\n",
|
||||
"{0,7} {1,7} {2,7} {3,7} {4,9} {5,7} {6,7} {7,7} {8,7} {9,7} {10,8} {11,7}\n",
|
||||
"Since",
|
||||
"Pkts",
|
||||
"Pkts",
|
||||
|
@ -407,12 +407,11 @@ namespace OpenSim.Region.OptionalModules.UDP.Linden
|
|||
"Q Pkts",
|
||||
"Q Pkts",
|
||||
"Q Pkts",
|
||||
"Q Pkts",
|
||||
"Q Pkts");
|
||||
|
||||
report.AppendFormat("{0,-" + totalInfoFieldsLength + "}", "");
|
||||
report.AppendFormat(
|
||||
"{0,7} {1,7} {2,7} {3,7} {4,9} {5,7} {6,7} {7,7} {8,7} {9,7} {10,8} {11,7} {12,7}\n",
|
||||
"{0,7} {1,7} {2,7} {3,7} {4,9} {5,7} {6,7} {7,7} {8,7} {9,7} {10,8} {11,7}\n",
|
||||
"Last In",
|
||||
"In",
|
||||
"Out",
|
||||
|
@ -424,8 +423,7 @@ namespace OpenSim.Region.OptionalModules.UDP.Linden
|
|||
"Cloud",
|
||||
"Task",
|
||||
"Texture",
|
||||
"Asset",
|
||||
"State");
|
||||
"Asset");
|
||||
|
||||
lock (m_scenes)
|
||||
{
|
||||
|
@ -434,24 +432,24 @@ namespace OpenSim.Region.OptionalModules.UDP.Linden
|
|||
scene.ForEachClient(
|
||||
delegate(IClientAPI client)
|
||||
{
|
||||
bool isChild = client.SceneAgent.IsChildAgent;
|
||||
if (isChild && !showChildren)
|
||||
return;
|
||||
|
||||
string name = client.Name;
|
||||
if (pname != "" && name != pname)
|
||||
return;
|
||||
|
||||
string regionName = scene.RegionInfo.RegionName;
|
||||
|
||||
report.Append(GetColumnEntry(name, maxNameLength, columnPadding));
|
||||
report.Append(GetColumnEntry(regionName, maxRegionNameLength, columnPadding));
|
||||
report.Append(GetColumnEntry(isChild ? "Cd" : "Rt", maxTypeLength, columnPadding));
|
||||
|
||||
if (client is IStatsCollector)
|
||||
{
|
||||
IStatsCollector stats = (IStatsCollector)client;
|
||||
|
||||
bool isChild = client.SceneAgent.IsChildAgent;
|
||||
if (isChild && !showChildren)
|
||||
return;
|
||||
|
||||
string name = client.Name;
|
||||
if (pname != "" && name != pname)
|
||||
return;
|
||||
|
||||
string regionName = scene.RegionInfo.RegionName;
|
||||
|
||||
report.Append(GetColumnEntry(name, maxNameLength, columnPadding));
|
||||
report.Append(GetColumnEntry(regionName, maxRegionNameLength, columnPadding));
|
||||
report.Append(GetColumnEntry(isChild ? "Cd" : "Rt", maxTypeLength, columnPadding));
|
||||
|
||||
IStatsCollector stats = (IStatsCollector)client;
|
||||
report.AppendLine(stats.Report());
|
||||
}
|
||||
});
|
||||
|
@ -624,9 +622,16 @@ namespace OpenSim.Region.OptionalModules.UDP.Linden
|
|||
int avg_reqs = cinfo.AsyncRequests.Values.Sum() + cinfo.GenericRequests.Values.Sum() + cinfo.SyncRequests.Values.Sum();
|
||||
avg_reqs = avg_reqs / ((DateTime.Now - cinfo.StartedTime).Minutes + 1);
|
||||
|
||||
string childAgentStatus;
|
||||
|
||||
if (llClient.SceneAgent != null)
|
||||
childAgentStatus = llClient.SceneAgent.IsChildAgent ? "N" : "Y";
|
||||
else
|
||||
childAgentStatus = "Off!";
|
||||
|
||||
m_log.InfoFormat("[INFO]: {0,-12} {1,-20} {2,-6} {3,-11} {4,-11} {5,-16}",
|
||||
scene.RegionInfo.RegionName, llClient.Name,
|
||||
llClient.SceneAgent.IsChildAgent ? "N" : "Y",
|
||||
childAgentStatus,
|
||||
(DateTime.Now - cinfo.StartedTime).Minutes,
|
||||
avg_reqs,
|
||||
string.Format(
|
||||
|
|
|
@ -39,6 +39,7 @@ using OpenSim.Framework.Communications;
|
|||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Services.Interfaces;
|
||||
using System.Text;
|
||||
using DirFindFlags = OpenMetaverse.DirectoryManager.DirFindFlags;
|
||||
|
||||
namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
|
||||
|
@ -421,43 +422,74 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
|
|||
string Subject = im.message.Substring(0, im.message.IndexOf('|'));
|
||||
string Message = im.message.Substring(Subject.Length + 1);
|
||||
|
||||
InventoryItemBase item = null;
|
||||
bool hasAttachment = false;
|
||||
UUID itemID = UUID.Zero; //Assignment to quiet compiler
|
||||
UUID ownerID = UUID.Zero; //Assignment to quiet compiler
|
||||
byte[] bucket;
|
||||
|
||||
if ((im.binaryBucket.Length == 1) && (im.binaryBucket[0] == 0))
|
||||
{
|
||||
bucket = new byte[19];
|
||||
bucket[0] = 0; //dunno
|
||||
bucket[1] = 0; //dunno
|
||||
GroupID.ToBytes(bucket, 2);
|
||||
bucket[18] = 0; //dunno
|
||||
}
|
||||
else
|
||||
if (im.binaryBucket.Length >= 1 && im.binaryBucket[0] > 0)
|
||||
{
|
||||
string binBucket = OpenMetaverse.Utils.BytesToString(im.binaryBucket);
|
||||
binBucket = binBucket.Remove(0, 14).Trim();
|
||||
if (m_debugEnabled)
|
||||
|
||||
OSDMap binBucketOSD = (OSDMap)OSDParser.DeserializeLLSDXml(binBucket);
|
||||
if (binBucketOSD is OSD)
|
||||
{
|
||||
m_log.WarnFormat("I don't understand a group notice binary bucket of: {0}", binBucket);
|
||||
OSDMap binBucketMap = (OSDMap)binBucketOSD;
|
||||
|
||||
OSDMap binBucketOSD = (OSDMap)OSDParser.DeserializeLLSDXml(binBucket);
|
||||
itemID = binBucketMap["item_id"].AsUUID();
|
||||
ownerID = binBucketMap["owner_id"].AsUUID();
|
||||
|
||||
foreach (string key in binBucketOSD.Keys)
|
||||
//Attempt to get the details of the attached item.
|
||||
//If sender doesn't own the attachment, the item
|
||||
//variable will be set to null and attachment will
|
||||
//not be included with the group notice.
|
||||
Scene scene = (Scene)remoteClient.Scene;
|
||||
item = new InventoryItemBase(itemID, ownerID);
|
||||
item = scene.InventoryService.GetItem(item);
|
||||
|
||||
if (item != null)
|
||||
{
|
||||
if (binBucketOSD.ContainsKey(key))
|
||||
{
|
||||
m_log.WarnFormat("{0}: {1}", key, binBucketOSD[key].ToString());
|
||||
}
|
||||
//Got item details so include the attachment.
|
||||
hasAttachment = true;
|
||||
}
|
||||
}
|
||||
|
||||
// treat as if no attachment
|
||||
bucket = new byte[19];
|
||||
bucket[0] = 0; //dunno
|
||||
bucket[1] = 0; //dunno
|
||||
GroupID.ToBytes(bucket, 2);
|
||||
bucket[18] = 0; //dunno
|
||||
else
|
||||
{
|
||||
m_log.DebugFormat("[Groups]: Received OSD with unexpected type: {0}", binBucketOSD.GetType());
|
||||
}
|
||||
}
|
||||
|
||||
if (hasAttachment)
|
||||
{
|
||||
//Bucket contains information about attachment.
|
||||
//
|
||||
//Byte offset and description of bucket data:
|
||||
//0: 1 byte indicating if attachment is present
|
||||
//1: 1 byte indicating the type of attachment
|
||||
//2: 16 bytes - Group UUID
|
||||
//18: 16 bytes - UUID of the attachment owner
|
||||
//34: 16 bytes - UUID of the attachment
|
||||
//50: variable - Name of the attachment
|
||||
//??: NUL byte to terminate the attachment name
|
||||
byte[] name = Encoding.UTF8.GetBytes(item.Name);
|
||||
bucket = new byte[51 + name.Length];//3 bytes, 3 UUIDs, and name
|
||||
bucket[0] = 1; //Has attachment flag
|
||||
bucket[1] = (byte)item.InvType; //Type of Attachment
|
||||
GroupID.ToBytes(bucket, 2);
|
||||
ownerID.ToBytes(bucket, 18);
|
||||
itemID.ToBytes(bucket, 34);
|
||||
name.CopyTo(bucket, 50);
|
||||
}
|
||||
else
|
||||
{
|
||||
bucket = new byte[19];
|
||||
bucket[0] = 0; //Has attachment flag
|
||||
bucket[1] = 0; //Type of attachment
|
||||
GroupID.ToBytes(bucket, 2);
|
||||
bucket[18] = 0; //NUL terminate name of attachment
|
||||
}
|
||||
|
||||
m_groupData.AddGroupNotice(GetRequestingAgentID(remoteClient), GroupID, NoticeID, im.fromAgentName, Subject, Message, bucket);
|
||||
if (OnNewGroupNotice != null)
|
||||
|
@ -483,7 +515,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
|
|||
|
||||
if (member.AcceptNotices)
|
||||
{
|
||||
// Build notice IIM
|
||||
// Build notice IM
|
||||
GridInstantMessage msg = CreateGroupNoticeIM(UUID.Zero, NoticeID, (byte)OpenMetaverse.InstantMessageDialog.GroupNotice);
|
||||
|
||||
msg.toAgentID = member.AgentID.Guid;
|
||||
|
@ -493,9 +525,39 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
|
|||
}
|
||||
}
|
||||
|
||||
if (im.dialog == (byte)InstantMessageDialog.GroupNoticeInventoryAccepted)
|
||||
{
|
||||
//Is bucket large enough to hold UUID of the attachment?
|
||||
if (im.binaryBucket.Length < 16)
|
||||
return;
|
||||
|
||||
UUID noticeID = new UUID(im.imSessionID);
|
||||
|
||||
GroupNoticeInfo notice = m_groupData.GetGroupNotice(GetRequestingAgentID(remoteClient), noticeID);
|
||||
if (notice != null)
|
||||
{
|
||||
UUID giver = new UUID(notice.BinaryBucket, 18);
|
||||
UUID attachmentUUID = new UUID(notice.BinaryBucket, 34);
|
||||
|
||||
if (m_debugEnabled)
|
||||
m_log.DebugFormat("[Groups]: Giving inventory from {0} to {1}", giver, remoteClient.AgentId);
|
||||
|
||||
InventoryItemBase itemCopy = ((Scene)(remoteClient.Scene)).GiveInventoryItem(remoteClient.AgentId,
|
||||
giver, attachmentUUID);
|
||||
|
||||
if (itemCopy == null)
|
||||
{
|
||||
remoteClient.SendAgentAlertMessage("Can't find item to give. Nothing given.", false);
|
||||
return;
|
||||
}
|
||||
|
||||
remoteClient.SendInventoryItemCreateUpdate(itemCopy, 0);
|
||||
}
|
||||
}
|
||||
|
||||
// Interop, received special 210 code for ejecting a group member
|
||||
// this only works within the comms servers domain, and won't work hypergrid
|
||||
// TODO:FIXME: Use a presense server of some kind to find out where the
|
||||
// TODO:FIXME: Use a presence server of some kind to find out where the
|
||||
// client actually is, and try contacting that region directly to notify them,
|
||||
// or provide the notification via xmlrpc update queue
|
||||
if ((im.dialog == 210))
|
||||
|
@ -873,26 +935,10 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
|
|||
|
||||
if (data != null)
|
||||
{
|
||||
GroupRecord groupInfo = m_groupData.GetGroupRecord(GetRequestingAgentID(remoteClient), data.GroupID, null);
|
||||
|
||||
GridInstantMessage msg = new GridInstantMessage();
|
||||
msg.imSessionID = UUID.Zero.Guid;
|
||||
msg.fromAgentID = data.GroupID.Guid;
|
||||
msg.toAgentID = GetRequestingAgentID(remoteClient).Guid;
|
||||
msg.timestamp = (uint)Util.UnixTimeSinceEpoch();
|
||||
msg.fromAgentName = "Group Notice : " + groupInfo == null ? "Unknown" : groupInfo.GroupName;
|
||||
msg.message = data.noticeData.Subject + "|" + data.Message;
|
||||
msg.dialog = (byte)OpenMetaverse.InstantMessageDialog.GroupNoticeRequested;
|
||||
msg.fromGroup = true;
|
||||
msg.offline = (byte)0;
|
||||
msg.ParentEstateID = 0;
|
||||
msg.Position = Vector3.Zero;
|
||||
msg.RegionID = UUID.Zero.Guid;
|
||||
msg.binaryBucket = data.BinaryBucket;
|
||||
GridInstantMessage msg = CreateGroupNoticeIM(remoteClient.AgentId, groupNoticeID, (byte)InstantMessageDialog.GroupNoticeRequested);
|
||||
|
||||
OutgoingInstantMessage(msg, GetRequestingAgentID(remoteClient));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public GridInstantMessage CreateGroupNoticeIM(UUID agentID, UUID groupNoticeID, byte dialog)
|
||||
|
@ -900,10 +946,11 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
|
|||
if (m_debugEnabled) m_log.DebugFormat("[GROUPS]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name);
|
||||
|
||||
GridInstantMessage msg = new GridInstantMessage();
|
||||
msg.imSessionID = UUID.Zero.Guid;
|
||||
byte[] bucket;
|
||||
|
||||
msg.imSessionID = groupNoticeID.Guid;
|
||||
msg.toAgentID = agentID.Guid;
|
||||
msg.dialog = dialog;
|
||||
// msg.dialog = (byte)OpenMetaverse.InstantMessageDialog.GroupNotice;
|
||||
msg.fromGroup = true;
|
||||
msg.offline = (byte)0;
|
||||
msg.ParentEstateID = 0;
|
||||
|
@ -917,13 +964,38 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
|
|||
msg.timestamp = info.noticeData.Timestamp;
|
||||
msg.fromAgentName = info.noticeData.FromName;
|
||||
msg.message = info.noticeData.Subject + "|" + info.Message;
|
||||
msg.binaryBucket = info.BinaryBucket;
|
||||
|
||||
if (info.BinaryBucket[0] > 0)
|
||||
{
|
||||
//32 is due to not needing space for two of the UUIDs.
|
||||
//(Don't need UUID of attachment or its owner in IM)
|
||||
//50 offset gets us to start of attachment name.
|
||||
//We are skipping the attachment flag, type, and
|
||||
//the three UUID fields at the start of the bucket.
|
||||
bucket = new byte[info.BinaryBucket.Length-32];
|
||||
bucket[0] = 1; //Has attachment
|
||||
bucket[1] = info.BinaryBucket[1];
|
||||
Array.Copy(info.BinaryBucket, 50,
|
||||
bucket, 18, info.BinaryBucket.Length-50);
|
||||
}
|
||||
else
|
||||
{
|
||||
bucket = new byte[19];
|
||||
bucket[0] = 0; //No attachment
|
||||
bucket[1] = 0; //Attachment type
|
||||
bucket[18] = 0; //NUL terminate name
|
||||
}
|
||||
|
||||
info.GroupID.ToBytes(bucket, 2);
|
||||
msg.binaryBucket = bucket;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_debugEnabled) m_log.DebugFormat("[GROUPS]: Group Notice {0} not found, composing empty message.", groupNoticeID);
|
||||
if (m_debugEnabled)
|
||||
m_log.DebugFormat("[GROUPS]: Group Notice {0} not found, composing empty message.", groupNoticeID);
|
||||
|
||||
msg.fromAgentID = UUID.Zero.Guid;
|
||||
msg.timestamp = (uint)Util.UnixTimeSinceEpoch(); ;
|
||||
msg.timestamp = (uint)Util.UnixTimeSinceEpoch();
|
||||
msg.fromAgentName = string.Empty;
|
||||
msg.message = string.Empty;
|
||||
msg.binaryBucket = new byte[0];
|
||||
|
@ -1047,7 +1119,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
|
|||
// Message to ejector
|
||||
// Interop, received special 210 code for ejecting a group member
|
||||
// this only works within the comms servers domain, and won't work hypergrid
|
||||
// TODO:FIXME: Use a presense server of some kind to find out where the
|
||||
// TODO:FIXME: Use a presence server of some kind to find out where the
|
||||
// client actually is, and try contacting that region directly to notify them,
|
||||
// or provide the notification via xmlrpc update queue
|
||||
|
||||
|
|
|
@ -29,12 +29,14 @@ using System.Collections.Generic;
|
|||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using System.Text;
|
||||
using System.Threading;
|
||||
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.CoreModules;
|
||||
using OpenSim.Region.Framework;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
|
||||
using Mono.Addins;
|
||||
using Nini.Config;
|
||||
|
@ -60,6 +62,10 @@ public class ExtendedPhysics : INonSharedRegionModule
|
|||
// Per prim functions. See BSPrim.
|
||||
public const string PhysFunctGetLinksetType = "BulletSim.GetLinksetType";
|
||||
public const string PhysFunctSetLinksetType = "BulletSim.SetLinksetType";
|
||||
public const string PhysFunctChangeLinkFixed = "BulletSim.ChangeLinkFixed";
|
||||
public const string PhysFunctChangeLinkType = "BulletSim.ChangeLinkType";
|
||||
public const string PhysFunctGetLinkType = "BulletSim.GetLinkType";
|
||||
public const string PhysFunctChangeLinkParams = "BulletSim.ChangeLinkParams";
|
||||
|
||||
// =============================================================
|
||||
|
||||
|
@ -155,7 +161,7 @@ public class ExtendedPhysics : INonSharedRegionModule
|
|||
}
|
||||
|
||||
[ScriptConstant]
|
||||
public static int PHYS_CENTER_OF_MASS = 1 << 0;
|
||||
public const int PHYS_CENTER_OF_MASS = 1 << 0;
|
||||
|
||||
[ScriptInvocation]
|
||||
public string physGetEngineType(UUID hostID, UUID scriptID)
|
||||
|
@ -171,11 +177,11 @@ public class ExtendedPhysics : INonSharedRegionModule
|
|||
}
|
||||
|
||||
[ScriptConstant]
|
||||
public static int PHYS_LINKSET_TYPE_CONSTRAINT = 0;
|
||||
public const int PHYS_LINKSET_TYPE_CONSTRAINT = 0;
|
||||
[ScriptConstant]
|
||||
public static int PHYS_LINKSET_TYPE_COMPOUND = 1;
|
||||
public const int PHYS_LINKSET_TYPE_COMPOUND = 1;
|
||||
[ScriptConstant]
|
||||
public static int PHYS_LINKSET_TYPE_MANUAL = 2;
|
||||
public const int PHYS_LINKSET_TYPE_MANUAL = 2;
|
||||
|
||||
[ScriptInvocation]
|
||||
public int physSetLinksetType(UUID hostID, UUID scriptID, int linksetType)
|
||||
|
@ -195,10 +201,38 @@ public class ExtendedPhysics : INonSharedRegionModule
|
|||
|
||||
if (rootPart != null)
|
||||
{
|
||||
Physics.Manager.PhysicsActor rootPhysActor = rootPart.PhysActor;
|
||||
PhysicsActor rootPhysActor = rootPart.PhysActor;
|
||||
if (rootPhysActor != null)
|
||||
{
|
||||
ret = (int)rootPhysActor.Extension(PhysFunctSetLinksetType, linksetType);
|
||||
if (rootPhysActor.IsPhysical)
|
||||
{
|
||||
// Change a physical linkset by making non-physical, waiting for one heartbeat so all
|
||||
// the prim and linkset state is updated, changing the type and making the
|
||||
// linkset physical again.
|
||||
containingGroup.ScriptSetPhysicsStatus(false);
|
||||
Thread.Sleep(150); // longer than one heartbeat tick
|
||||
|
||||
// A kludge for the moment.
|
||||
// Since compound linksets move the children but don't generate position updates to the
|
||||
// simulator, it is possible for compound linkset children to have out-of-sync simulator
|
||||
// and physical positions. The following causes the simulator to push the real child positions
|
||||
// down into the physics engine to get everything synced.
|
||||
containingGroup.UpdateGroupPosition(containingGroup.AbsolutePosition);
|
||||
containingGroup.UpdateGroupRotationR(containingGroup.GroupRotation);
|
||||
|
||||
object[] parms2 = { rootPhysActor, null, linksetType };
|
||||
ret = MakeIntError(rootPhysActor.Extension(PhysFunctSetLinksetType, parms2));
|
||||
Thread.Sleep(150); // longer than one heartbeat tick
|
||||
|
||||
containingGroup.ScriptSetPhysicsStatus(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Non-physical linksets don't have a physical instantiation so there is no state to
|
||||
// worry about being updated.
|
||||
object[] parms2 = { rootPhysActor, null, linksetType };
|
||||
ret = MakeIntError(rootPhysActor.Extension(PhysFunctSetLinksetType, parms2));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -223,7 +257,6 @@ public class ExtendedPhysics : INonSharedRegionModule
|
|||
public int physGetLinksetType(UUID hostID, UUID scriptID)
|
||||
{
|
||||
int ret = -1;
|
||||
|
||||
if (!Enabled) return ret;
|
||||
|
||||
// The part that is requesting the change.
|
||||
|
@ -237,10 +270,11 @@ public class ExtendedPhysics : INonSharedRegionModule
|
|||
|
||||
if (rootPart != null)
|
||||
{
|
||||
Physics.Manager.PhysicsActor rootPhysActor = rootPart.PhysActor;
|
||||
PhysicsActor rootPhysActor = rootPart.PhysActor;
|
||||
if (rootPhysActor != null)
|
||||
{
|
||||
ret = (int)rootPhysActor.Extension(PhysFunctGetLinksetType);
|
||||
object[] parms2 = { rootPhysActor, null };
|
||||
ret = MakeIntError(rootPhysActor.Extension(PhysFunctGetLinksetType, parms2));
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -260,5 +294,288 @@ public class ExtendedPhysics : INonSharedRegionModule
|
|||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
[ScriptConstant]
|
||||
public const int PHYS_LINK_TYPE_FIXED = 1234;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_LINK_TYPE_HINGE = 4;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_LINK_TYPE_SPRING = 9;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_LINK_TYPE_6DOF = 6;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_LINK_TYPE_SLIDER = 7;
|
||||
|
||||
// physChangeLinkType(integer linkNum, integer typeCode)
|
||||
[ScriptInvocation]
|
||||
public int physChangeLinkType(UUID hostID, UUID scriptID, int linkNum, int typeCode)
|
||||
{
|
||||
int ret = -1;
|
||||
if (!Enabled) return ret;
|
||||
|
||||
PhysicsActor rootPhysActor;
|
||||
PhysicsActor childPhysActor;
|
||||
|
||||
if (GetRootAndChildPhysActors(hostID, linkNum, out rootPhysActor, out childPhysActor))
|
||||
{
|
||||
object[] parms2 = { rootPhysActor, childPhysActor, typeCode };
|
||||
ret = MakeIntError(rootPhysActor.Extension(PhysFunctChangeLinkType, parms2));
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
// physGetLinkType(integer linkNum)
|
||||
[ScriptInvocation]
|
||||
public int physGetLinkType(UUID hostID, UUID scriptID, int linkNum)
|
||||
{
|
||||
int ret = -1;
|
||||
if (!Enabled) return ret;
|
||||
|
||||
PhysicsActor rootPhysActor;
|
||||
PhysicsActor childPhysActor;
|
||||
|
||||
if (GetRootAndChildPhysActors(hostID, linkNum, out rootPhysActor, out childPhysActor))
|
||||
{
|
||||
object[] parms2 = { rootPhysActor, childPhysActor };
|
||||
ret = MakeIntError(rootPhysActor.Extension(PhysFunctGetLinkType, parms2));
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
// physChangeLinkFixed(integer linkNum)
|
||||
// Change the link between the root and the linkNum into a fixed, static physical connection.
|
||||
[ScriptInvocation]
|
||||
public int physChangeLinkFixed(UUID hostID, UUID scriptID, int linkNum)
|
||||
{
|
||||
int ret = -1;
|
||||
if (!Enabled) return ret;
|
||||
|
||||
PhysicsActor rootPhysActor;
|
||||
PhysicsActor childPhysActor;
|
||||
|
||||
if (GetRootAndChildPhysActors(hostID, linkNum, out rootPhysActor, out childPhysActor))
|
||||
{
|
||||
object[] parms2 = { rootPhysActor, childPhysActor , PHYS_LINK_TYPE_FIXED };
|
||||
ret = MakeIntError(rootPhysActor.Extension(PhysFunctChangeLinkType, parms2));
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Code for specifying params.
|
||||
// The choice if 14400 is arbitrary and only serves to catch parameter code misuse.
|
||||
public const int PHYS_PARAM_MIN = 14401;
|
||||
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_FRAMEINA_LOC = 14401;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_FRAMEINA_ROT = 14402;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_FRAMEINB_LOC = 14403;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_FRAMEINB_ROT = 14404;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_LINEAR_LIMIT_LOW = 14405;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_LINEAR_LIMIT_HIGH = 14406;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_ANGULAR_LIMIT_LOW = 14407;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_ANGULAR_LIMIT_HIGH = 14408;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_USE_FRAME_OFFSET = 14409;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_ENABLE_TRANSMOTOR = 14410;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_TRANSMOTOR_MAXVEL = 14411;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_TRANSMOTOR_MAXFORCE = 14412;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_CFM = 14413;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_ERP = 14414;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_SOLVER_ITERATIONS = 14415;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_SPRING_AXIS_ENABLE = 14416;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_SPRING_DAMPING = 14417;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_SPRING_STIFFNESS = 14418;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_LINK_TYPE = 14419;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_USE_LINEAR_FRAMEA = 14420;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_PARAM_SPRING_EQUILIBRIUM_POINT = 14421;
|
||||
|
||||
public const int PHYS_PARAM_MAX = 14421;
|
||||
|
||||
// Used when specifying a parameter that has settings for the three linear and three angular axis
|
||||
[ScriptConstant]
|
||||
public const int PHYS_AXIS_ALL = -1;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_AXIS_LINEAR_ALL = -2;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_AXIS_ANGULAR_ALL = -3;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_AXIS_LINEAR_X = 0;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_AXIS_LINEAR_Y = 1;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_AXIS_LINEAR_Z = 2;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_AXIS_ANGULAR_X = 3;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_AXIS_ANGULAR_Y = 4;
|
||||
[ScriptConstant]
|
||||
public const int PHYS_AXIS_ANGULAR_Z = 5;
|
||||
|
||||
// physChangeLinkParams(integer linkNum, [ PHYS_PARAM_*, value, PHYS_PARAM_*, value, ...])
|
||||
[ScriptInvocation]
|
||||
public int physChangeLinkParams(UUID hostID, UUID scriptID, int linkNum, object[] parms)
|
||||
{
|
||||
int ret = -1;
|
||||
if (!Enabled) return ret;
|
||||
|
||||
PhysicsActor rootPhysActor;
|
||||
PhysicsActor childPhysActor;
|
||||
|
||||
if (GetRootAndChildPhysActors(hostID, linkNum, out rootPhysActor, out childPhysActor))
|
||||
{
|
||||
object[] parms2 = AddToBeginningOfArray(rootPhysActor, childPhysActor, parms);
|
||||
ret = MakeIntError(rootPhysActor.Extension(PhysFunctChangeLinkParams, parms2));
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
private bool GetRootPhysActor(UUID hostID, out PhysicsActor rootPhysActor)
|
||||
{
|
||||
SceneObjectGroup containingGroup;
|
||||
SceneObjectPart rootPart;
|
||||
return GetRootPhysActor(hostID, out containingGroup, out rootPart, out rootPhysActor);
|
||||
}
|
||||
|
||||
private bool GetRootPhysActor(UUID hostID, out SceneObjectGroup containingGroup, out SceneObjectPart rootPart, out PhysicsActor rootPhysActor)
|
||||
{
|
||||
bool ret = false;
|
||||
rootPhysActor = null;
|
||||
containingGroup = null;
|
||||
rootPart = null;
|
||||
|
||||
SceneObjectPart requestingPart;
|
||||
|
||||
requestingPart = BaseScene.GetSceneObjectPart(hostID);
|
||||
if (requestingPart != null)
|
||||
{
|
||||
// The type is is always on the root of a linkset.
|
||||
containingGroup = requestingPart.ParentGroup;
|
||||
if (containingGroup != null && !containingGroup.IsDeleted)
|
||||
{
|
||||
rootPart = containingGroup.RootPart;
|
||||
if (rootPart != null)
|
||||
{
|
||||
rootPhysActor = rootPart.PhysActor;
|
||||
if (rootPhysActor != null)
|
||||
{
|
||||
ret = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat("{0} GetRootAndChildPhysActors: Root part does not have a physics actor. rootName={1}, hostID={2}",
|
||||
LogHeader, rootPart.Name, hostID);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat("{0} GetRootAndChildPhysActors: Root part does not exist. RequestingPartName={1}, hostID={2}",
|
||||
LogHeader, requestingPart.Name, hostID);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat("{0} GetRootAndChildPhysActors: Containing group missing or deleted. hostID={1}", LogHeader, hostID);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat("{0} GetRootAndChildPhysActors: cannot find script object in scene. hostID={1}", LogHeader, hostID);
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Find the root and child PhysActors based on the linkNum.
|
||||
// Return 'true' if both are found and returned.
|
||||
private bool GetRootAndChildPhysActors(UUID hostID, int linkNum, out PhysicsActor rootPhysActor, out PhysicsActor childPhysActor)
|
||||
{
|
||||
bool ret = false;
|
||||
rootPhysActor = null;
|
||||
childPhysActor = null;
|
||||
|
||||
SceneObjectGroup containingGroup;
|
||||
SceneObjectPart rootPart;
|
||||
|
||||
if (GetRootPhysActor(hostID, out containingGroup, out rootPart, out rootPhysActor))
|
||||
{
|
||||
SceneObjectPart linkPart = containingGroup.GetLinkNumPart(linkNum);
|
||||
if (linkPart != null)
|
||||
{
|
||||
childPhysActor = linkPart.PhysActor;
|
||||
if (childPhysActor != null)
|
||||
{
|
||||
ret = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat("{0} GetRootAndChildPhysActors: Link part has no physical actor. rootName={1}, hostID={2}, linknum={3}",
|
||||
LogHeader, rootPart.Name, hostID, linkNum);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat("{0} GetRootAndChildPhysActors: Could not find linknum part. rootName={1}, hostID={2}, linknum={3}",
|
||||
LogHeader, rootPart.Name, hostID, linkNum);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat("{0} GetRootAndChildPhysActors: Root part does not have a physics actor. rootName={1}, hostID={2}",
|
||||
LogHeader, rootPart.Name, hostID);
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Return an array of objects with the passed object as the first object of a new array
|
||||
private object[] AddToBeginningOfArray(object firstOne, object secondOne, object[] prevArray)
|
||||
{
|
||||
object[] newArray = new object[2 + prevArray.Length];
|
||||
newArray[0] = firstOne;
|
||||
newArray[1] = secondOne;
|
||||
prevArray.CopyTo(newArray, 2);
|
||||
return newArray;
|
||||
}
|
||||
|
||||
// Extension() returns an object. Convert that object into the integer error we expect to return.
|
||||
private int MakeIntError(object extensionRet)
|
||||
{
|
||||
int ret = -1;
|
||||
if (extensionRet != null)
|
||||
{
|
||||
try
|
||||
{
|
||||
ret = (int)extensionRet;
|
||||
}
|
||||
catch
|
||||
{
|
||||
ret = -1;
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -44,6 +44,20 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
{
|
||||
public bool SenseAsAgent { get; set; }
|
||||
|
||||
public delegate void ChatToNPC(
|
||||
string message, byte type, Vector3 fromPos, string fromName,
|
||||
UUID fromAgentID, UUID ownerID, byte source, byte audible);
|
||||
|
||||
/// <summary>
|
||||
/// Fired when the NPC receives a chat message.
|
||||
/// </summary>
|
||||
public event ChatToNPC OnChatToNPC;
|
||||
|
||||
/// <summary>
|
||||
/// Fired when the NPC receives an instant message.
|
||||
/// </summary>
|
||||
public event Action<GridInstantMessage> OnInstantMessageToNPC;
|
||||
|
||||
private readonly string m_firstname;
|
||||
private readonly string m_lastname;
|
||||
private readonly Vector3 m_startPos;
|
||||
|
@ -614,17 +628,18 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
string message, byte type, Vector3 fromPos, string fromName,
|
||||
UUID fromAgentID, UUID ownerID, byte source, byte audible)
|
||||
{
|
||||
}
|
||||
ChatToNPC ctn = OnChatToNPC;
|
||||
|
||||
public virtual void SendChatMessage(
|
||||
byte[] message, byte type, Vector3 fromPos, string fromName,
|
||||
UUID fromAgentID, UUID ownerID, byte source, byte audible)
|
||||
{
|
||||
if (ctn != null)
|
||||
ctn(message, type, fromPos, fromName, fromAgentID, ownerID, source, audible);
|
||||
}
|
||||
|
||||
public void SendInstantMessage(GridInstantMessage im)
|
||||
{
|
||||
Action<GridInstantMessage> oimtn = OnInstantMessageToNPC;
|
||||
|
||||
if (oimtn != null)
|
||||
oimtn(im);
|
||||
}
|
||||
|
||||
public void SendGenericMessage(string method, UUID invoice, List<string> message)
|
||||
|
|
|
@ -146,9 +146,9 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
int.MaxValue);
|
||||
|
||||
m_log.DebugFormat(
|
||||
"[NPC MODULE]: Creating NPC {0} {1} {2}, owner={3}, senseAsAgent={4} at {5} in {6}",
|
||||
firstname, lastname, npcAvatar.AgentId, owner,
|
||||
senseAsAgent, position, scene.RegionInfo.RegionName);
|
||||
"[NPC MODULE]: Creating NPC {0} {1} {2}, owner={3}, senseAsAgent={4} at {5} in {6}",
|
||||
firstname, lastname, npcAvatar.AgentId, owner,
|
||||
senseAsAgent, position, scene.RegionInfo.RegionName);
|
||||
|
||||
AgentCircuitData acd = new AgentCircuitData();
|
||||
acd.AgentID = npcAvatar.AgentId;
|
||||
|
@ -175,7 +175,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
{
|
||||
scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode,
|
||||
acd);
|
||||
scene.AddNewClient(npcAvatar, PresenceType.Npc);
|
||||
scene.AddNewAgent(npcAvatar, PresenceType.Npc);
|
||||
|
||||
ScenePresence sp;
|
||||
if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
|
||||
|
@ -188,16 +188,16 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
|
||||
sp.CompleteMovement(npcAvatar, false);
|
||||
m_avatars.Add(npcAvatar.AgentId, npcAvatar);
|
||||
m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}",
|
||||
npcAvatar.AgentId, sp.Name);
|
||||
m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}", npcAvatar.AgentId, sp.Name);
|
||||
|
||||
return npcAvatar.AgentId;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat(
|
||||
"[NPC MODULE]: Could not find scene presence for NPC {0} {1}",
|
||||
sp.Name, sp.UUID);
|
||||
"[NPC MODULE]: Could not find scene presence for NPC {0} {1}",
|
||||
sp.Name, sp.UUID);
|
||||
|
||||
return UUID.Zero;
|
||||
}
|
||||
}
|
||||
|
@ -213,10 +213,10 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
ScenePresence sp;
|
||||
if (scene.TryGetScenePresence(agentID, out sp))
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}",
|
||||
sp.Name, pos, scene.RegionInfo.RegionName,
|
||||
noFly, landAtTarget);
|
||||
// m_log.DebugFormat(
|
||||
// "[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}",
|
||||
// sp.Name, pos, scene.RegionInfo.RegionName,
|
||||
// noFly, landAtTarget);
|
||||
|
||||
sp.MoveToTarget(pos, noFly, landAtTarget);
|
||||
sp.SetAlwaysRun = running;
|
||||
|
@ -293,9 +293,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
ScenePresence sp;
|
||||
if (scene.TryGetScenePresence(agentID, out sp))
|
||||
{
|
||||
sp.HandleAgentRequestSit(m_avatars[agentID], agentID,
|
||||
partID, Vector3.Zero);
|
||||
//sp.HandleAgentSit(m_avatars[agentID], agentID);
|
||||
sp.HandleAgentRequestSit(m_avatars[agentID], agentID, partID, Vector3.Zero);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -386,9 +384,10 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
agentID, av.Name);
|
||||
*/
|
||||
|
||||
scene.IncomingCloseAgent(agentID, false);
|
||||
// scene.RemoveClient(agentID, false);
|
||||
scene.CloseAgent(agentID, false);
|
||||
|
||||
m_avatars.Remove(agentID);
|
||||
|
||||
/*
|
||||
m_log.DebugFormat("[NPC MODULE]: Removed NPC {0} {1}",
|
||||
agentID, av.Name);
|
||||
|
|
|
@ -596,6 +596,60 @@ public override bool SetBreakingImpulseThreshold(BulletConstraint constrain, flo
|
|||
return BSAPICPP.SetBreakingImpulseThreshold2(constrainu.ptr, threshold);
|
||||
}
|
||||
|
||||
public override bool HingeSetLimits(BulletConstraint constrain, float low, float high, float softness, float bias, float relaxation)
|
||||
{
|
||||
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
|
||||
return BSAPICPP.HingeSetLimits2(constrainu.ptr, low, high, softness, bias, relaxation);
|
||||
}
|
||||
|
||||
public override bool SpringEnable(BulletConstraint constrain, int index, float numericTrueFalse)
|
||||
{
|
||||
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
|
||||
return BSAPICPP.ConstraintSpringEnable2(constrainu.ptr, index, numericTrueFalse);
|
||||
}
|
||||
|
||||
public override bool SpringSetEquilibriumPoint(BulletConstraint constrain, int index, float equilibriumPoint)
|
||||
{
|
||||
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
|
||||
return BSAPICPP.ConstraintSpringSetEquilibriumPoint2(constrainu.ptr, index, equilibriumPoint);
|
||||
}
|
||||
|
||||
public override bool SpringSetStiffness(BulletConstraint constrain, int index, float stiffnesss)
|
||||
{
|
||||
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
|
||||
return BSAPICPP.ConstraintSpringSetStiffness2(constrainu.ptr, index, stiffnesss);
|
||||
}
|
||||
|
||||
public override bool SpringSetDamping(BulletConstraint constrain, int index, float damping)
|
||||
{
|
||||
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
|
||||
return BSAPICPP.ConstraintSpringSetDamping2(constrainu.ptr, index, damping);
|
||||
}
|
||||
|
||||
public override bool SliderSetLimits(BulletConstraint constrain, int lowerUpper, int linAng, float val)
|
||||
{
|
||||
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
|
||||
return BSAPICPP.SliderSetLimits2(constrainu.ptr, lowerUpper, linAng, val);
|
||||
}
|
||||
|
||||
public override bool SliderSet(BulletConstraint constrain, int softRestDamp, int dirLimOrtho, int linAng, float val)
|
||||
{
|
||||
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
|
||||
return BSAPICPP.SliderSet2(constrainu.ptr, softRestDamp, dirLimOrtho, linAng, val);
|
||||
}
|
||||
|
||||
public override bool SliderMotorEnable(BulletConstraint constrain, int linAng, float numericTrueFalse)
|
||||
{
|
||||
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
|
||||
return BSAPICPP.SliderMotorEnable2(constrainu.ptr, linAng, numericTrueFalse);
|
||||
}
|
||||
|
||||
public override bool SliderMotor(BulletConstraint constrain, int forceVel, int linAng, float val)
|
||||
{
|
||||
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
|
||||
return BSAPICPP.SliderMotor2(constrainu.ptr, forceVel, linAng, val);
|
||||
}
|
||||
|
||||
public override bool CalculateTransforms(BulletConstraint constrain)
|
||||
{
|
||||
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
|
||||
|
@ -671,6 +725,13 @@ public override bool RemoveObjectFromWorld(BulletWorld world, BulletBody obj)
|
|||
return BSAPICPP.RemoveObjectFromWorld2(worldu.ptr, bodyu.ptr);
|
||||
}
|
||||
|
||||
public override bool ClearCollisionProxyCache(BulletWorld world, BulletBody obj)
|
||||
{
|
||||
BulletWorldUnman worldu = world as BulletWorldUnman;
|
||||
BulletBodyUnman bodyu = obj as BulletBodyUnman;
|
||||
return BSAPICPP.ClearCollisionProxyCache2(worldu.ptr, bodyu.ptr);
|
||||
}
|
||||
|
||||
public override bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects)
|
||||
{
|
||||
BulletWorldUnman worldu = world as BulletWorldUnman;
|
||||
|
@ -1600,6 +1661,33 @@ public static extern bool TranslationalLimitMotor2(IntPtr constrain, float enabl
|
|||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetBreakingImpulseThreshold2(IntPtr constrain, float threshold);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool HingeSetLimits2(IntPtr constrain, float low, float high, float softness, float bias, float relaxation);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool ConstraintSpringEnable2(IntPtr constrain, int index, float numericTrueFalse);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool ConstraintSpringSetEquilibriumPoint2(IntPtr constrain, int index, float equilibriumPoint);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool ConstraintSpringSetStiffness2(IntPtr constrain, int index, float stiffness);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool ConstraintSpringSetDamping2(IntPtr constrain, int index, float damping);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SliderSetLimits2(IntPtr constrain, int lowerUpper, int linAng, float val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SliderSet2(IntPtr constrain, int softRestDamp, int dirLimOrtho, int linAng, float val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SliderMotorEnable2(IntPtr constrain, int linAng, float numericTrueFalse);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SliderMotor2(IntPtr constrain, int forceVel, int linAng, float val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool CalculateTransforms2(IntPtr constrain);
|
||||
|
||||
|
@ -1631,6 +1719,9 @@ public static extern bool AddObjectToWorld2(IntPtr world, IntPtr obj);
|
|||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool RemoveObjectFromWorld2(IntPtr world, IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool ClearCollisionProxyCache2(IntPtr world, IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool AddConstraintToWorld2(IntPtr world, IntPtr constrain, bool disableCollisionsBetweenLinkedObjects);
|
||||
|
||||
|
|
|
@ -169,6 +169,19 @@ private sealed class BulletConstraintXNA : BulletConstraint
|
|||
return true;
|
||||
}
|
||||
|
||||
public override bool ClearCollisionProxyCache(BulletWorld pWorld, BulletBody pBody)
|
||||
{
|
||||
DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
|
||||
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
|
||||
CollisionObject collisionObject = ((BulletBodyXNA)pBody).body;
|
||||
if (body != null && collisionObject != null && collisionObject.GetBroadphaseHandle() != null)
|
||||
{
|
||||
world.RemoveCollisionObject(collisionObject);
|
||||
world.AddCollisionObject(collisionObject);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool AddConstraintToWorld(BulletWorld pWorld, BulletConstraint pConstraint, bool pDisableCollisionsBetweenLinkedObjects)
|
||||
{
|
||||
DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
|
||||
|
@ -752,6 +765,214 @@ private sealed class BulletConstraintXNA : BulletConstraint
|
|||
constraint.SetBreakingImpulseThreshold(threshold);
|
||||
return true;
|
||||
}
|
||||
public override bool HingeSetLimits(BulletConstraint pConstraint, float low, float high, float softness, float bias, float relaxation)
|
||||
{
|
||||
HingeConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as HingeConstraint;
|
||||
if (softness == HINGE_NOT_SPECIFIED)
|
||||
constraint.SetLimit(low, high);
|
||||
else
|
||||
constraint.SetLimit(low, high, softness, bias, relaxation);
|
||||
return true;
|
||||
}
|
||||
public override bool SpringEnable(BulletConstraint pConstraint, int index, float numericTrueFalse)
|
||||
{
|
||||
Generic6DofSpringConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofSpringConstraint;
|
||||
constraint.EnableSpring(index, (numericTrueFalse == 0f ? false : true));
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool SpringSetEquilibriumPoint(BulletConstraint pConstraint, int index, float equilibriumPoint)
|
||||
{
|
||||
Generic6DofSpringConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofSpringConstraint;
|
||||
if (index == SPRING_NOT_SPECIFIED)
|
||||
{
|
||||
constraint.SetEquilibriumPoint();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (equilibriumPoint == SPRING_NOT_SPECIFIED)
|
||||
constraint.SetEquilibriumPoint(index);
|
||||
else
|
||||
constraint.SetEquilibriumPoint(index, equilibriumPoint);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool SpringSetStiffness(BulletConstraint pConstraint, int index, float stiffness)
|
||||
{
|
||||
Generic6DofSpringConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofSpringConstraint;
|
||||
constraint.SetStiffness(index, stiffness);
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool SpringSetDamping(BulletConstraint pConstraint, int index, float damping)
|
||||
{
|
||||
Generic6DofSpringConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofSpringConstraint;
|
||||
constraint.SetDamping(index, damping);
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool SliderSetLimits(BulletConstraint pConstraint, int lowerUpper, int linAng, float val)
|
||||
{
|
||||
SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint;
|
||||
switch (lowerUpper)
|
||||
{
|
||||
case SLIDER_LOWER_LIMIT:
|
||||
switch (linAng)
|
||||
{
|
||||
case SLIDER_LINEAR:
|
||||
constraint.SetLowerLinLimit(val);
|
||||
break;
|
||||
case SLIDER_ANGULAR:
|
||||
constraint.SetLowerAngLimit(val);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case SLIDER_UPPER_LIMIT:
|
||||
switch (linAng)
|
||||
{
|
||||
case SLIDER_LINEAR:
|
||||
constraint.SetUpperLinLimit(val);
|
||||
break;
|
||||
case SLIDER_ANGULAR:
|
||||
constraint.SetUpperAngLimit(val);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
public override bool SliderSet(BulletConstraint pConstraint, int softRestDamp, int dirLimOrtho, int linAng, float val)
|
||||
{
|
||||
SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint;
|
||||
switch (softRestDamp)
|
||||
{
|
||||
case SLIDER_SET_SOFTNESS:
|
||||
switch (dirLimOrtho)
|
||||
{
|
||||
case SLIDER_SET_DIRECTION:
|
||||
switch (linAng)
|
||||
{
|
||||
case SLIDER_LINEAR: constraint.SetSoftnessDirLin(val); break;
|
||||
case SLIDER_ANGULAR: constraint.SetSoftnessDirAng(val); break;
|
||||
}
|
||||
break;
|
||||
case SLIDER_SET_LIMIT:
|
||||
switch (linAng)
|
||||
{
|
||||
case SLIDER_LINEAR: constraint.SetSoftnessLimLin(val); break;
|
||||
case SLIDER_ANGULAR: constraint.SetSoftnessLimAng(val); break;
|
||||
}
|
||||
break;
|
||||
case SLIDER_SET_ORTHO:
|
||||
switch (linAng)
|
||||
{
|
||||
case SLIDER_LINEAR: constraint.SetSoftnessOrthoLin(val); break;
|
||||
case SLIDER_ANGULAR: constraint.SetSoftnessOrthoAng(val); break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case SLIDER_SET_RESTITUTION:
|
||||
switch (dirLimOrtho)
|
||||
{
|
||||
case SLIDER_SET_DIRECTION:
|
||||
switch (linAng)
|
||||
{
|
||||
case SLIDER_LINEAR: constraint.SetRestitutionDirLin(val); break;
|
||||
case SLIDER_ANGULAR: constraint.SetRestitutionDirAng(val); break;
|
||||
}
|
||||
break;
|
||||
case SLIDER_SET_LIMIT:
|
||||
switch (linAng)
|
||||
{
|
||||
case SLIDER_LINEAR: constraint.SetRestitutionLimLin(val); break;
|
||||
case SLIDER_ANGULAR: constraint.SetRestitutionLimAng(val); break;
|
||||
}
|
||||
break;
|
||||
case SLIDER_SET_ORTHO:
|
||||
switch (linAng)
|
||||
{
|
||||
case SLIDER_LINEAR: constraint.SetRestitutionOrthoLin(val); break;
|
||||
case SLIDER_ANGULAR: constraint.SetRestitutionOrthoAng(val); break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case SLIDER_SET_DAMPING:
|
||||
switch (dirLimOrtho)
|
||||
{
|
||||
case SLIDER_SET_DIRECTION:
|
||||
switch (linAng)
|
||||
{
|
||||
case SLIDER_LINEAR: constraint.SetDampingDirLin(val); break;
|
||||
case SLIDER_ANGULAR: constraint.SetDampingDirAng(val); break;
|
||||
}
|
||||
break;
|
||||
case SLIDER_SET_LIMIT:
|
||||
switch (linAng)
|
||||
{
|
||||
case SLIDER_LINEAR: constraint.SetDampingLimLin(val); break;
|
||||
case SLIDER_ANGULAR: constraint.SetDampingLimAng(val); break;
|
||||
}
|
||||
break;
|
||||
case SLIDER_SET_ORTHO:
|
||||
switch (linAng)
|
||||
{
|
||||
case SLIDER_LINEAR: constraint.SetDampingOrthoLin(val); break;
|
||||
case SLIDER_ANGULAR: constraint.SetDampingOrthoAng(val); break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
public override bool SliderMotorEnable(BulletConstraint pConstraint, int linAng, float numericTrueFalse)
|
||||
{
|
||||
SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint;
|
||||
switch (linAng)
|
||||
{
|
||||
case SLIDER_LINEAR:
|
||||
constraint.SetPoweredLinMotor(numericTrueFalse == 0.0 ? false : true);
|
||||
break;
|
||||
case SLIDER_ANGULAR:
|
||||
constraint.SetPoweredAngMotor(numericTrueFalse == 0.0 ? false : true);
|
||||
break;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
public override bool SliderMotor(BulletConstraint pConstraint, int forceVel, int linAng, float val)
|
||||
{
|
||||
SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint;
|
||||
switch (forceVel)
|
||||
{
|
||||
case SLIDER_MOTOR_VELOCITY:
|
||||
switch (linAng)
|
||||
{
|
||||
case SLIDER_LINEAR:
|
||||
constraint.SetTargetLinMotorVelocity(val);
|
||||
break;
|
||||
case SLIDER_ANGULAR:
|
||||
constraint.SetTargetAngMotorVelocity(val);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case SLIDER_MAX_MOTOR_FORCE:
|
||||
switch (linAng)
|
||||
{
|
||||
case SLIDER_LINEAR:
|
||||
constraint.SetMaxLinMotorForce(val);
|
||||
break;
|
||||
case SLIDER_ANGULAR:
|
||||
constraint.SetMaxAngMotorForce(val);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
//BulletSimAPI.SetAngularDamping(Prim.PhysBody.ptr, angularDamping);
|
||||
public override void SetAngularDamping(BulletBody pBody, float angularDamping)
|
||||
{
|
||||
|
|
|
@ -105,7 +105,7 @@ public class BSActorAvatarMove : BSActor
|
|||
// into the movement motor.
|
||||
public void SetVelocityAndTarget(OMV.Vector3 vel, OMV.Vector3 targ, bool inTaintTime)
|
||||
{
|
||||
m_physicsScene.TaintedObject(inTaintTime, "BSActorAvatarMove.setVelocityAndTarget", delegate()
|
||||
m_physicsScene.TaintedObject(inTaintTime, m_controllingPrim.LocalID, "BSActorAvatarMove.setVelocityAndTarget", delegate()
|
||||
{
|
||||
if (m_velocityMotor != null)
|
||||
{
|
||||
|
@ -128,6 +128,7 @@ public class BSActorAvatarMove : BSActor
|
|||
BSMotor.Infinite, // decay time scale
|
||||
1f // efficiency
|
||||
);
|
||||
m_velocityMotor.ErrorZeroThreshold = BSParam.AvatarStopZeroThreshold;
|
||||
// _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages.
|
||||
SetVelocityAndTarget(m_controllingPrim.RawVelocity, m_controllingPrim.TargetVelocity, true /* inTaintTime */);
|
||||
|
||||
|
@ -278,6 +279,7 @@ public class BSActorAvatarMove : BSActor
|
|||
if (m_controllingPrim.IsStationary)
|
||||
{
|
||||
entprop.Position = m_controllingPrim.RawPosition;
|
||||
entprop.Velocity = OMV.Vector3.Zero;
|
||||
m_physicsScene.PE.SetTranslation(m_controllingPrim.PhysBody, entprop.Position, entprop.Rotation);
|
||||
}
|
||||
|
||||
|
|
|
@ -43,7 +43,9 @@ public enum ConstraintType : int
|
|||
SLIDER_CONSTRAINT_TYPE,
|
||||
CONTACT_CONSTRAINT_TYPE,
|
||||
D6_SPRING_CONSTRAINT_TYPE,
|
||||
MAX_CONSTRAINT_TYPE
|
||||
MAX_CONSTRAINT_TYPE, // last type defined by Bullet
|
||||
//
|
||||
FIXED_CONSTRAINT_TYPE = 1234 // BulletSim constraint that is fixed and unmoving
|
||||
}
|
||||
|
||||
// ===============================================================================
|
||||
|
@ -290,7 +292,7 @@ public enum ConstraintParamAxis : int
|
|||
AXIS_ANGULAR_X,
|
||||
AXIS_ANGULAR_Y,
|
||||
AXIS_ANGULAR_Z,
|
||||
AXIS_LINEAR_ALL = 20, // these last three added by BulletSim so we don't have to do zillions of calls
|
||||
AXIS_LINEAR_ALL = 20, // added by BulletSim so we don't have to do zillions of calls
|
||||
AXIS_ANGULAR_ALL,
|
||||
AXIS_ALL
|
||||
};
|
||||
|
@ -441,6 +443,38 @@ public abstract bool TranslationalLimitMotor(BulletConstraint constrain, float e
|
|||
|
||||
public abstract bool SetBreakingImpulseThreshold(BulletConstraint constrain, float threshold);
|
||||
|
||||
public const int HINGE_NOT_SPECIFIED = -1;
|
||||
public abstract bool HingeSetLimits(BulletConstraint constrain, float low, float high, float softness, float bias, float relaxation);
|
||||
|
||||
public abstract bool SpringEnable(BulletConstraint constrain, int index, float numericTrueFalse);
|
||||
|
||||
public const int SPRING_NOT_SPECIFIED = -1;
|
||||
public abstract bool SpringSetEquilibriumPoint(BulletConstraint constrain, int index, float equilibriumPoint);
|
||||
|
||||
public abstract bool SpringSetStiffness(BulletConstraint constrain, int index, float stiffnesss);
|
||||
|
||||
public abstract bool SpringSetDamping(BulletConstraint constrain, int index, float damping);
|
||||
|
||||
public const int SLIDER_LOWER_LIMIT = 0;
|
||||
public const int SLIDER_UPPER_LIMIT = 1;
|
||||
public const int SLIDER_LINEAR = 2;
|
||||
public const int SLIDER_ANGULAR = 3;
|
||||
public abstract bool SliderSetLimits(BulletConstraint constrain, int lowerUpper, int linAng, float val);
|
||||
|
||||
public const int SLIDER_SET_SOFTNESS = 4;
|
||||
public const int SLIDER_SET_RESTITUTION = 5;
|
||||
public const int SLIDER_SET_DAMPING = 6;
|
||||
public const int SLIDER_SET_DIRECTION = 7;
|
||||
public const int SLIDER_SET_LIMIT = 8;
|
||||
public const int SLIDER_SET_ORTHO = 9;
|
||||
public abstract bool SliderSet(BulletConstraint constrain, int softRestDamp, int dirLimOrtho, int linAng, float val);
|
||||
|
||||
public abstract bool SliderMotorEnable(BulletConstraint constrain, int linAng, float numericTrueFalse);
|
||||
|
||||
public const int SLIDER_MOTOR_VELOCITY = 10;
|
||||
public const int SLIDER_MAX_MOTOR_FORCE = 11;
|
||||
public abstract bool SliderMotor(BulletConstraint constrain, int forceVel, int linAng, float val);
|
||||
|
||||
public abstract bool CalculateTransforms(BulletConstraint constrain);
|
||||
|
||||
public abstract bool SetConstraintParam(BulletConstraint constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis);
|
||||
|
@ -464,6 +498,8 @@ public abstract bool AddObjectToWorld(BulletWorld world, BulletBody obj);
|
|||
|
||||
public abstract bool RemoveObjectFromWorld(BulletWorld world, BulletBody obj);
|
||||
|
||||
public abstract bool ClearCollisionProxyCache(BulletWorld world, BulletBody obj);
|
||||
|
||||
public abstract bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects);
|
||||
|
||||
public abstract bool RemoveConstraintFromWorld(BulletWorld world, BulletConstraint constrain);
|
||||
|
|
|
@ -93,7 +93,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
LocalID, _size, Scale, Density, _avatarVolume, RawMass, pos);
|
||||
|
||||
// do actual creation in taint time
|
||||
PhysScene.TaintedObject("BSCharacter.create", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSCharacter.create", delegate()
|
||||
{
|
||||
DetailLog("{0},BSCharacter.create,taint", LocalID);
|
||||
// New body and shape into PhysBody and PhysShape
|
||||
|
@ -121,7 +121,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
base.Destroy();
|
||||
|
||||
DetailLog("{0},BSCharacter.Destroy", LocalID);
|
||||
PhysScene.TaintedObject("BSCharacter.destroy", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSCharacter.destroy", delegate()
|
||||
{
|
||||
PhysScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */);
|
||||
PhysBody.Clear();
|
||||
|
@ -209,7 +209,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}",
|
||||
LocalID, _size, Scale, Density, _avatarVolume, RawMass);
|
||||
|
||||
PhysScene.TaintedObject("BSCharacter.setSize", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSCharacter.setSize", delegate()
|
||||
{
|
||||
if (PhysBody.HasPhysicalBody && PhysShape.physShapeInfo.HasPhysicalShape)
|
||||
{
|
||||
|
@ -257,7 +257,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
_rotationalVelocity = OMV.Vector3.Zero;
|
||||
|
||||
// Zero some other properties directly into the physics engine
|
||||
PhysScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate()
|
||||
PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate()
|
||||
{
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
PhysScene.PE.ClearAllForces(PhysBody);
|
||||
|
@ -267,7 +267,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
{
|
||||
_rotationalVelocity = OMV.Vector3.Zero;
|
||||
|
||||
PhysScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate()
|
||||
PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate()
|
||||
{
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
|
@ -291,7 +291,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
set {
|
||||
RawPosition = value;
|
||||
|
||||
PhysScene.TaintedObject("BSCharacter.setPosition", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSCharacter.setPosition", delegate()
|
||||
{
|
||||
DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation);
|
||||
PositionSanityCheck();
|
||||
|
@ -363,7 +363,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
{
|
||||
// The new position value must be pushed into the physics engine but we can't
|
||||
// just assign to "Position" because of potential call loops.
|
||||
PhysScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate()
|
||||
PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.PositionSanityCheck", delegate()
|
||||
{
|
||||
DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation);
|
||||
ForcePosition = RawPosition;
|
||||
|
@ -390,7 +390,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
set {
|
||||
RawForce = value;
|
||||
// m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force);
|
||||
PhysScene.TaintedObject("BSCharacter.SetForce", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSCharacter.SetForce", delegate()
|
||||
{
|
||||
DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, RawForce);
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
|
@ -438,7 +438,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
set {
|
||||
RawVelocity = value;
|
||||
// m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, RawVelocity);
|
||||
PhysScene.TaintedObject("BSCharacter.setVelocity", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSCharacter.setVelocity", delegate()
|
||||
{
|
||||
if (m_moveActor != null)
|
||||
m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, true /* inTaintTime */);
|
||||
|
@ -480,7 +480,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
if (RawOrientation != value)
|
||||
{
|
||||
RawOrientation = value;
|
||||
PhysScene.TaintedObject("BSCharacter.setOrientation", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSCharacter.setOrientation", delegate()
|
||||
{
|
||||
// Bullet assumes we know what we are doing when forcing orientation
|
||||
// so it lets us go against all the rules and just compensates for them later.
|
||||
|
@ -560,7 +560,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
public override bool FloatOnWater {
|
||||
set {
|
||||
_floatOnWater = value;
|
||||
PhysScene.TaintedObject("BSCharacter.setFloatOnWater", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSCharacter.setFloatOnWater", delegate()
|
||||
{
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
|
@ -588,7 +588,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
public override float Buoyancy {
|
||||
get { return _buoyancy; }
|
||||
set { _buoyancy = value;
|
||||
PhysScene.TaintedObject("BSCharacter.setBuoyancy", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSCharacter.setBuoyancy", delegate()
|
||||
{
|
||||
DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
|
||||
ForceBuoyancy = _buoyancy;
|
||||
|
@ -633,7 +633,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude);
|
||||
// DetailLog("{0},BSCharacter.addForce,call,force={1}", LocalID, addForce);
|
||||
|
||||
PhysScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate()
|
||||
PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.AddForce", delegate()
|
||||
{
|
||||
// Bullet adds this central force to the total force for this tick
|
||||
// DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce);
|
||||
|
@ -676,18 +676,20 @@ public sealed class BSCharacter : BSPhysObject
|
|||
float heightAdjust = BSParam.AvatarHeightMidFudge;
|
||||
if (BSParam.AvatarHeightLowFudge != 0f || BSParam.AvatarHeightHighFudge != 0f)
|
||||
{
|
||||
// An avatar is between 1.61 and 2.12 meters. Midpoint is 1.87m.
|
||||
// The "times 4" relies on the fact that the difference from the midpoint to the extremes is exactly 0.25
|
||||
float midHeightOffset = size.Z - 1.87f;
|
||||
const float AVATAR_LOW = 1.1f;
|
||||
const float AVATAR_MID = 1.775f; // 1.87f
|
||||
const float AVATAR_HI = 2.45f;
|
||||
// An avatar is between 1.1 and 2.45 meters. Midpoint is 1.775m.
|
||||
float midHeightOffset = size.Z - AVATAR_MID;
|
||||
if (midHeightOffset < 0f)
|
||||
{
|
||||
// Small avatar. Add the adjustment based on the distance from midheight
|
||||
heightAdjust += -1f * midHeightOffset * 4f * BSParam.AvatarHeightLowFudge;
|
||||
heightAdjust += ((-1f * midHeightOffset) / (AVATAR_MID - AVATAR_LOW)) * BSParam.AvatarHeightLowFudge;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Large avatar. Add the adjustment based on the distance from midheight
|
||||
heightAdjust += midHeightOffset * 4f * BSParam.AvatarHeightHighFudge;
|
||||
heightAdjust += ((midHeightOffset) / (AVATAR_HI - AVATAR_MID)) * BSParam.AvatarHeightHighFudge;
|
||||
}
|
||||
}
|
||||
// The total scale height is the central cylindar plus the caps on the two ends.
|
||||
|
@ -698,6 +700,9 @@ public sealed class BSCharacter : BSPhysObject
|
|||
if (newScale.Z < 0)
|
||||
newScale.Z = 0.1f;
|
||||
|
||||
DetailLog("{0},BSCharacter.ComputerAvatarScale,size={1},lowF={2},midF={3},hiF={4},adj={5},newScale={6}",
|
||||
LocalID, size, BSParam.AvatarHeightLowFudge, BSParam.AvatarHeightMidFudge, BSParam.AvatarHeightHighFudge, heightAdjust, newScale);
|
||||
|
||||
return newScale;
|
||||
}
|
||||
|
||||
|
|
|
@ -64,7 +64,7 @@ public abstract class BSConstraint : IDisposable
|
|||
{
|
||||
bool success = PhysicsScene.PE.DestroyConstraint(m_world, m_constraint);
|
||||
m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,id1={1},body1={2},id2={3},body2={4},success={5}",
|
||||
BSScene.DetailLogZero,
|
||||
m_body1.ID,
|
||||
m_body1.ID, m_body1.AddrString,
|
||||
m_body2.ID, m_body2.AddrString,
|
||||
success);
|
||||
|
@ -77,7 +77,10 @@ public abstract class BSConstraint : IDisposable
|
|||
{
|
||||
bool ret = false;
|
||||
if (m_enabled)
|
||||
{
|
||||
m_world.physicsScene.DetailLog("{0},BSConstraint.SetLinearLimits,taint,low={1},high={2}", m_body1.ID, low, high);
|
||||
ret = PhysicsScene.PE.SetLinearLimits(m_constraint, low, high);
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
@ -86,6 +89,7 @@ public abstract class BSConstraint : IDisposable
|
|||
bool ret = false;
|
||||
if (m_enabled)
|
||||
{
|
||||
m_world.physicsScene.DetailLog("{0},BSConstraint.SetAngularLimits,taint,low={1},high={2}", m_body1.ID, low, high);
|
||||
ret = PhysicsScene.PE.SetAngularLimits(m_constraint, low, high);
|
||||
}
|
||||
return ret;
|
||||
|
|
|
@ -32,12 +32,19 @@ using OpenMetaverse;
|
|||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
|
||||
public sealed class BSConstraint6Dof : BSConstraint
|
||||
public class BSConstraint6Dof : BSConstraint
|
||||
{
|
||||
private static string LogHeader = "[BULLETSIM 6DOF CONSTRAINT]";
|
||||
|
||||
public override ConstraintType Type { get { return ConstraintType.D6_CONSTRAINT_TYPE; } }
|
||||
|
||||
public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2) :base(world)
|
||||
{
|
||||
m_body1 = obj1;
|
||||
m_body2 = obj2;
|
||||
m_enabled = false;
|
||||
}
|
||||
|
||||
// Create a btGeneric6DofConstraint
|
||||
public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2,
|
||||
Vector3 frame1, Quaternion frame1rot,
|
||||
|
@ -52,9 +59,11 @@ public sealed class BSConstraint6Dof : BSConstraint
|
|||
frame2, frame2rot,
|
||||
useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
|
||||
m_enabled = true;
|
||||
world.physicsScene.DetailLog("{0},BS6DofConstraint,createFrame,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
|
||||
BSScene.DetailLogZero, world.worldID,
|
||||
PhysicsScene.DetailLog("{0},BS6DofConstraint,create,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
|
||||
m_body1.ID, world.worldID,
|
||||
obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
|
||||
PhysicsScene.DetailLog("{0},BS6DofConstraint,create, f1Loc={1},f1Rot={2},f2Loc={3},f2Rot={4},usefA={5},disCol={6}",
|
||||
m_body1.ID, frame1, frame1rot, frame2, frame2rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
|
||||
}
|
||||
|
||||
// 6 Dof constraint based on a midpoint between the two constrained bodies
|
||||
|
@ -79,9 +88,11 @@ public sealed class BSConstraint6Dof : BSConstraint
|
|||
m_constraint = PhysicsScene.PE.Create6DofConstraintToPoint(m_world, m_body1, m_body2,
|
||||
joinPoint,
|
||||
useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
|
||||
|
||||
PhysicsScene.DetailLog("{0},BS6DofConstraint,createMidPoint,wID={1}, csrt={2}, rID={3}, rBody={4}, cID={5}, cBody={6}",
|
||||
BSScene.DetailLogZero, world.worldID, m_constraint.AddrString,
|
||||
m_body1.ID, world.worldID, m_constraint.AddrString,
|
||||
obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
|
||||
|
||||
if (!m_constraint.HasPhysicalConstraint)
|
||||
{
|
||||
world.physicsScene.Logger.ErrorFormat("{0} Failed creation of 6Dof constraint. rootID={1}, childID={2}",
|
||||
|
@ -106,8 +117,10 @@ public sealed class BSConstraint6Dof : BSConstraint
|
|||
frameInBloc, frameInBrot,
|
||||
useLinearReferenceFrameB, disableCollisionsBetweenLinkedBodies);
|
||||
m_enabled = true;
|
||||
world.physicsScene.DetailLog("{0},BS6DofConstraint,createFixed,wID={1},rID={2},rBody={3}",
|
||||
BSScene.DetailLogZero, world.worldID, obj1.ID, obj1.AddrString);
|
||||
PhysicsScene.DetailLog("{0},BS6DofConstraint,createFixed,wID={1},rID={2},rBody={3}",
|
||||
m_body1.ID, world.worldID, obj1.ID, obj1.AddrString);
|
||||
PhysicsScene.DetailLog("{0},BS6DofConstraint,createFixed, fBLoc={1},fBRot={2},usefA={3},disCol={4}",
|
||||
m_body1.ID, frameInBloc, frameInBrot, useLinearReferenceFrameB, disableCollisionsBetweenLinkedBodies);
|
||||
}
|
||||
|
||||
public bool SetFrames(Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot)
|
||||
|
|
|
@ -0,0 +1,54 @@
|
|||
/*
|
||||
* 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 OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
|
||||
public sealed class BSConstraintConeTwist : BSConstraint
|
||||
{
|
||||
public override ConstraintType Type { get { return ConstraintType.CONETWIST_CONSTRAINT_TYPE; } }
|
||||
|
||||
public BSConstraintConeTwist(BulletWorld world, BulletBody obj1, BulletBody obj2,
|
||||
Vector3 frameInAloc, Quaternion frameInArot,
|
||||
Vector3 frameInBloc, Quaternion frameInBrot,
|
||||
bool disableCollisionsBetweenLinkedBodies)
|
||||
: base(world)
|
||||
{
|
||||
m_body1 = obj1;
|
||||
m_body2 = obj2;
|
||||
m_constraint = PhysicsScene.PE.CreateConeTwistConstraint(world, obj1, obj2,
|
||||
frameInAloc, frameInArot, frameInBloc, frameInBrot,
|
||||
disableCollisionsBetweenLinkedBodies);
|
||||
m_enabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,55 @@
|
|||
/*
|
||||
* 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 OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
|
||||
public sealed class BSConstraintSlider : BSConstraint
|
||||
{
|
||||
public override ConstraintType Type { get { return ConstraintType.SLIDER_CONSTRAINT_TYPE; } }
|
||||
|
||||
public BSConstraintSlider(BulletWorld world, BulletBody obj1, BulletBody obj2,
|
||||
Vector3 frameInAloc, Quaternion frameInArot,
|
||||
Vector3 frameInBloc, Quaternion frameInBrot,
|
||||
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
|
||||
: base(world)
|
||||
{
|
||||
m_body1 = obj1;
|
||||
m_body2 = obj2;
|
||||
m_constraint = PhysicsScene.PE.CreateSliderConstraint(world, obj1, obj2,
|
||||
frameInAloc, frameInArot, frameInBloc, frameInBrot,
|
||||
useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
|
||||
m_enabled = true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,103 @@
|
|||
/*
|
||||
* 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 OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
|
||||
public sealed class BSConstraintSpring : BSConstraint6Dof
|
||||
{
|
||||
public override ConstraintType Type { get { return ConstraintType.D6_SPRING_CONSTRAINT_TYPE; } }
|
||||
|
||||
public BSConstraintSpring(BulletWorld world, BulletBody obj1, BulletBody obj2,
|
||||
Vector3 frame1Loc, Quaternion frame1Rot,
|
||||
Vector3 frame2Loc, Quaternion frame2Rot,
|
||||
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
|
||||
:base(world, obj1, obj2)
|
||||
{
|
||||
m_constraint = PhysicsScene.PE.Create6DofSpringConstraint(world, obj1, obj2,
|
||||
frame1Loc, frame1Rot, frame2Loc, frame2Rot,
|
||||
useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
|
||||
m_enabled = true;
|
||||
|
||||
PhysicsScene.DetailLog("{0},BSConstraintSpring,create,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
|
||||
obj1.ID, world.worldID, obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
|
||||
PhysicsScene.DetailLog("{0},BSConstraintSpring,create, f1Loc={1},f1Rot={2},f2Loc={3},f2Rot={4},usefA={5},disCol={6}",
|
||||
m_body1.ID, frame1Loc, frame1Rot, frame2Loc, frame2Rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
|
||||
}
|
||||
|
||||
public bool SetAxisEnable(int pIndex, bool pAxisEnable)
|
||||
{
|
||||
PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEnable,obj1ID={1},obj2ID={2},indx={3},enable={4}",
|
||||
m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pAxisEnable);
|
||||
PhysicsScene.PE.SpringEnable(m_constraint, pIndex, BSParam.NumericBool(pAxisEnable));
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool SetStiffness(int pIndex, float pStiffness)
|
||||
{
|
||||
PhysicsScene.DetailLog("{0},BSConstraintSpring.SetStiffness,obj1ID={1},obj2ID={2},indx={3},stiff={4}",
|
||||
m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pStiffness);
|
||||
PhysicsScene.PE.SpringSetStiffness(m_constraint, pIndex, pStiffness);
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool SetDamping(int pIndex, float pDamping)
|
||||
{
|
||||
PhysicsScene.DetailLog("{0},BSConstraintSpring.SetDamping,obj1ID={1},obj2ID={2},indx={3},damp={4}",
|
||||
m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pDamping);
|
||||
PhysicsScene.PE.SpringSetDamping(m_constraint, pIndex, pDamping);
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool SetEquilibriumPoint(int pIndex, float pEqPoint)
|
||||
{
|
||||
PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEquilibriumPoint,obj1ID={1},obj2ID={2},indx={3},eqPoint={4}",
|
||||
m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pEqPoint);
|
||||
PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, pIndex, pEqPoint);
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool SetEquilibriumPoint(Vector3 linearEq, Vector3 angularEq)
|
||||
{
|
||||
PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEquilibriumPoint,obj1ID={1},obj2ID={2},linearEq={3},angularEq={4}",
|
||||
m_body1.ID, m_body1.ID, m_body2.ID, linearEq, angularEq);
|
||||
PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 0, linearEq.X);
|
||||
PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 1, linearEq.Y);
|
||||
PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 2, linearEq.Z);
|
||||
PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 3, angularEq.X);
|
||||
PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 4, angularEq.Y);
|
||||
PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 5, angularEq.Z);
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
|
@ -77,6 +77,10 @@ public abstract class BSLinkset
|
|||
{
|
||||
member = pMember;
|
||||
}
|
||||
public virtual void ResetLink() { }
|
||||
public virtual void SetLinkParameters(BSConstraint constrain) { }
|
||||
// Returns 'true' if physical property updates from the child should be reported to the simulator
|
||||
public virtual bool ShouldUpdateChildProperties() { return false; }
|
||||
}
|
||||
|
||||
public LinksetImplementation LinksetImpl { get; protected set; }
|
||||
|
@ -148,7 +152,7 @@ public abstract class BSLinkset
|
|||
// Returns a new linkset for the child which is a linkset of one (just the
|
||||
// orphened child).
|
||||
// Called at runtime.
|
||||
public BSLinkset RemoveMeFromLinkset(BSPrimLinkable child)
|
||||
public BSLinkset RemoveMeFromLinkset(BSPrimLinkable child, bool inTaintTime)
|
||||
{
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
|
@ -157,7 +161,7 @@ public abstract class BSLinkset
|
|||
// Cannot remove the root from a linkset.
|
||||
return this;
|
||||
}
|
||||
RemoveChildFromLinkset(child);
|
||||
RemoveChildFromLinkset(child, inTaintTime);
|
||||
LinksetMass = ComputeLinksetMass();
|
||||
}
|
||||
|
||||
|
@ -205,6 +209,17 @@ public abstract class BSLinkset
|
|||
return ret;
|
||||
}
|
||||
|
||||
public bool TryGetLinkInfo(BSPrimLinkable child, out BSLinkInfo foundInfo)
|
||||
{
|
||||
bool ret = false;
|
||||
BSLinkInfo found = null;
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
ret = m_children.TryGetValue(child, out found);
|
||||
}
|
||||
foundInfo = found;
|
||||
return ret;
|
||||
}
|
||||
// Perform an action on each member of the linkset including root prim.
|
||||
// Depends on the action on whether this should be done at taint time.
|
||||
public delegate bool ForEachLinkInfoAction(BSLinkInfo obj);
|
||||
|
@ -222,6 +237,21 @@ public abstract class BSLinkset
|
|||
return ret;
|
||||
}
|
||||
|
||||
// Check the type of the link and return 'true' if the link is flexible and the
|
||||
// updates from the child should be sent to the simulator so things change.
|
||||
public virtual bool ShouldReportPropertyUpdates(BSPrimLinkable child)
|
||||
{
|
||||
bool ret = false;
|
||||
|
||||
BSLinkInfo linkInfo;
|
||||
if (m_children.TryGetValue(child, out linkInfo))
|
||||
{
|
||||
ret = linkInfo.ShouldUpdateChildProperties();
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Called after a simulation step to post a collision with this object.
|
||||
// Return 'true' if linkset processed the collision. 'false' says the linkset didn't have
|
||||
// anything to add for the collision and it should be passed through normal processing.
|
||||
|
@ -255,7 +285,7 @@ public abstract class BSLinkset
|
|||
|
||||
// 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 abstract void RemoveChildFromLinkset(BSPrimLinkable child);
|
||||
protected abstract void RemoveChildFromLinkset(BSPrimLinkable child, bool inTaintTime);
|
||||
|
||||
// When physical properties are changed the linkset needs to recalculate
|
||||
// its internal properties.
|
||||
|
@ -430,6 +460,13 @@ public abstract class BSLinkset
|
|||
return com;
|
||||
}
|
||||
|
||||
#region Extension
|
||||
public virtual object Extension(string pFunct, params object[] pParams)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
#endregion // Extension
|
||||
|
||||
// Invoke the detailed logger and output something if it's enabled.
|
||||
protected void DetailLog(string msg, params Object[] args)
|
||||
{
|
||||
|
|
|
@ -90,10 +90,9 @@ public sealed class BSLinksetCompound : BSLinkset
|
|||
// its internal properties.
|
||||
public override void Refresh(BSPrimLinkable requestor)
|
||||
{
|
||||
base.Refresh(requestor);
|
||||
|
||||
// Something changed so do the rebuilding thing
|
||||
// ScheduleRebuild();
|
||||
ScheduleRebuild(requestor);
|
||||
base.Refresh(requestor);
|
||||
}
|
||||
|
||||
// Schedule a refresh to happen after all the other taint processing.
|
||||
|
@ -127,7 +126,7 @@ public sealed class BSLinksetCompound : BSLinkset
|
|||
if (IsRoot(child))
|
||||
{
|
||||
// The root is going dynamic. Rebuild the linkset so parts and mass get computed properly.
|
||||
ScheduleRebuild(LinksetRoot);
|
||||
Refresh(LinksetRoot);
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
@ -144,7 +143,7 @@ public sealed class BSLinksetCompound : BSLinkset
|
|||
if (IsRoot(child))
|
||||
{
|
||||
// Schedule a rebuild to verify that the root shape is set to the real shape.
|
||||
ScheduleRebuild(LinksetRoot);
|
||||
Refresh(LinksetRoot);
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
@ -227,7 +226,7 @@ public sealed class BSLinksetCompound : BSLinkset
|
|||
// there will already be a rebuild scheduled.
|
||||
DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild.schedulingRebuild,whichUpdated={1}",
|
||||
updated.LocalID, whichUpdated);
|
||||
ScheduleRebuild(updated);
|
||||
Refresh(updated);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -242,10 +241,10 @@ public sealed class BSLinksetCompound : BSLinkset
|
|||
{
|
||||
bool ret = false;
|
||||
|
||||
DetailLog("{0},BSLinksetCompound.RemoveBodyDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}",
|
||||
DetailLog("{0},BSLinksetCompound.RemoveDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}",
|
||||
child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody, IsRoot(child));
|
||||
|
||||
ScheduleRebuild(child);
|
||||
Refresh(child);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
@ -263,14 +262,14 @@ public sealed class BSLinksetCompound : BSLinkset
|
|||
DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);
|
||||
|
||||
// Rebuild the compound shape with the new child shape included
|
||||
ScheduleRebuild(child);
|
||||
Refresh(child);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Remove the specified child from the linkset.
|
||||
// Safe to call even if the child is not really in the linkset.
|
||||
protected override void RemoveChildFromLinkset(BSPrimLinkable child)
|
||||
protected override void RemoveChildFromLinkset(BSPrimLinkable child, bool inTaintTime)
|
||||
{
|
||||
child.ClearDisplacement();
|
||||
|
||||
|
@ -282,17 +281,17 @@ public sealed class BSLinksetCompound : BSLinkset
|
|||
child.LocalID, child.PhysBody.AddrString);
|
||||
|
||||
// Cause the child's body to be rebuilt and thus restored to normal operation
|
||||
child.ForceBodyShapeRebuild(false);
|
||||
child.ForceBodyShapeRebuild(inTaintTime);
|
||||
|
||||
if (!HasAnyChildren)
|
||||
{
|
||||
// The linkset is now empty. The root needs rebuilding.
|
||||
LinksetRoot.ForceBodyShapeRebuild(false);
|
||||
LinksetRoot.ForceBodyShapeRebuild(inTaintTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Rebuild the compound shape with the child removed
|
||||
ScheduleRebuild(LinksetRoot);
|
||||
Refresh(LinksetRoot);
|
||||
}
|
||||
}
|
||||
return;
|
||||
|
@ -318,10 +317,10 @@ public sealed class BSLinksetCompound : BSLinkset
|
|||
// being destructed and going non-physical.
|
||||
LinksetRoot.ForceBodyShapeRebuild(true);
|
||||
|
||||
// There is no reason to build all this physical stuff for a non-physical linkset.
|
||||
if (!LinksetRoot.IsPhysicallyActive)
|
||||
// There is no reason to build all this physical stuff for a non-physical or empty linkset.
|
||||
if (!LinksetRoot.IsPhysicallyActive || !HasAnyChildren)
|
||||
{
|
||||
DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,notPhysical", LinksetRoot.LocalID);
|
||||
DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,notPhysicalOrNoChildren", LinksetRoot.LocalID);
|
||||
return; // Note the 'finally' clause at the botton which will get executed.
|
||||
}
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/*
|
||||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
|
@ -28,6 +28,8 @@ using System;
|
|||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
|
||||
using OpenSim.Region.OptionalModules.Scripting;
|
||||
|
||||
using OMV = OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
|
@ -51,18 +53,32 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
public float cfm;
|
||||
public float erp;
|
||||
public float solverIterations;
|
||||
//
|
||||
public OMV.Vector3 frameInAloc;
|
||||
public OMV.Quaternion frameInArot;
|
||||
public OMV.Vector3 frameInBloc;
|
||||
public OMV.Quaternion frameInBrot;
|
||||
public bool useLinearReferenceFrameA;
|
||||
// Spring
|
||||
public bool[] springAxisEnable;
|
||||
public float[] springDamping;
|
||||
public float[] springStiffness;
|
||||
public OMV.Vector3 springLinearEquilibriumPoint;
|
||||
public OMV.Vector3 springAngularEquilibriumPoint;
|
||||
|
||||
public BSLinkInfoConstraint(BSPrimLinkable pMember)
|
||||
: base(pMember)
|
||||
{
|
||||
constraint = null;
|
||||
ResetToFixedConstraint();
|
||||
ResetLink();
|
||||
member.PhysScene.DetailLog("{0},BSLinkInfoConstraint.creation", member.LocalID);
|
||||
}
|
||||
|
||||
// Set all the parameters for this constraint to a fixed, non-movable constraint.
|
||||
public void ResetToFixedConstraint()
|
||||
public override void ResetLink()
|
||||
{
|
||||
constraintType = ConstraintType.D6_CONSTRAINT_TYPE;
|
||||
// constraintType = ConstraintType.D6_CONSTRAINT_TYPE;
|
||||
constraintType = ConstraintType.FIXED_CONSTRAINT_TYPE;
|
||||
linearLimitLow = OMV.Vector3.Zero;
|
||||
linearLimitHigh = OMV.Vector3.Zero;
|
||||
angularLimitLow = OMV.Vector3.Zero;
|
||||
|
@ -74,17 +90,37 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
cfm = BSParam.LinkConstraintCFM;
|
||||
erp = BSParam.LinkConstraintERP;
|
||||
solverIterations = BSParam.LinkConstraintSolverIterations;
|
||||
frameInAloc = OMV.Vector3.Zero;
|
||||
frameInArot = OMV.Quaternion.Identity;
|
||||
frameInBloc = OMV.Vector3.Zero;
|
||||
frameInBrot = OMV.Quaternion.Identity;
|
||||
useLinearReferenceFrameA = true;
|
||||
springAxisEnable = new bool[6];
|
||||
springDamping = new float[6];
|
||||
springStiffness = new float[6];
|
||||
for (int ii = 0; ii < springAxisEnable.Length; ii++)
|
||||
{
|
||||
springAxisEnable[ii] = false;
|
||||
springDamping[ii] = BSAPITemplate.SPRING_NOT_SPECIFIED;
|
||||
springStiffness[ii] = BSAPITemplate.SPRING_NOT_SPECIFIED;
|
||||
}
|
||||
springLinearEquilibriumPoint = OMV.Vector3.Zero;
|
||||
springAngularEquilibriumPoint = OMV.Vector3.Zero;
|
||||
member.PhysScene.DetailLog("{0},BSLinkInfoConstraint.ResetLink", member.LocalID);
|
||||
}
|
||||
|
||||
// Given a constraint, apply the current constraint parameters to same.
|
||||
public void SetConstraintParameters(BSConstraint constrain)
|
||||
public override void SetLinkParameters(BSConstraint constrain)
|
||||
{
|
||||
member.PhysScene.DetailLog("{0},BSLinkInfoConstraint.SetLinkParameters,type={1}", member.LocalID, constraintType);
|
||||
switch (constraintType)
|
||||
{
|
||||
case ConstraintType.FIXED_CONSTRAINT_TYPE:
|
||||
case ConstraintType.D6_CONSTRAINT_TYPE:
|
||||
BSConstraint6Dof constrain6dof = constrain as BSConstraint6Dof;
|
||||
if (constrain6dof != null)
|
||||
{
|
||||
// NOTE: D6_SPRING_CONSTRAINT_TYPE should be updated if you change any of this code.
|
||||
// zero linear and angular limits makes the objects unable to move in relation to each other
|
||||
constrain6dof.SetLinearLimits(linearLimitLow, linearLimitHigh);
|
||||
constrain6dof.SetAngularLimits(angularLimitLow, angularLimitHigh);
|
||||
|
@ -99,10 +135,55 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
}
|
||||
}
|
||||
break;
|
||||
case ConstraintType.D6_SPRING_CONSTRAINT_TYPE:
|
||||
BSConstraintSpring constrainSpring = constrain as BSConstraintSpring;
|
||||
if (constrainSpring != null)
|
||||
{
|
||||
// zero linear and angular limits makes the objects unable to move in relation to each other
|
||||
constrainSpring.SetLinearLimits(linearLimitLow, linearLimitHigh);
|
||||
constrainSpring.SetAngularLimits(angularLimitLow, angularLimitHigh);
|
||||
|
||||
// tweek the constraint to increase stability
|
||||
constrainSpring.UseFrameOffset(useFrameOffset);
|
||||
constrainSpring.TranslationalLimitMotor(enableTransMotor, transMotorMaxVel, transMotorMaxForce);
|
||||
constrainSpring.SetCFMAndERP(cfm, erp);
|
||||
if (solverIterations != 0f)
|
||||
{
|
||||
constrainSpring.SetSolverIterations(solverIterations);
|
||||
}
|
||||
for (int ii = 0; ii < springAxisEnable.Length; ii++)
|
||||
{
|
||||
constrainSpring.SetAxisEnable(ii, springAxisEnable[ii]);
|
||||
if (springDamping[ii] != BSAPITemplate.SPRING_NOT_SPECIFIED)
|
||||
constrainSpring.SetDamping(ii, springDamping[ii]);
|
||||
if (springStiffness[ii] != BSAPITemplate.SPRING_NOT_SPECIFIED)
|
||||
constrainSpring.SetStiffness(ii, springStiffness[ii]);
|
||||
}
|
||||
constrainSpring.CalculateTransforms();
|
||||
|
||||
if (springLinearEquilibriumPoint != OMV.Vector3.Zero)
|
||||
constrainSpring.SetEquilibriumPoint(springLinearEquilibriumPoint, springAngularEquilibriumPoint);
|
||||
else
|
||||
constrainSpring.SetEquilibriumPoint(BSAPITemplate.SPRING_NOT_SPECIFIED, BSAPITemplate.SPRING_NOT_SPECIFIED);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Return 'true' if the property updates from the physics engine should be reported
|
||||
// to the simulator.
|
||||
// If the constraint is fixed, we don't need to report as the simulator and viewer will
|
||||
// report the right things.
|
||||
public override bool ShouldUpdateChildProperties()
|
||||
{
|
||||
bool ret = true;
|
||||
if (constraintType == ConstraintType.FIXED_CONSTRAINT_TYPE)
|
||||
ret = false;
|
||||
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
|
||||
public BSLinksetConstraints(BSScene scene, BSPrimLinkable parent) : base(scene, parent)
|
||||
|
@ -110,12 +191,15 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
LinksetImpl = LinksetImplementation.Constraint;
|
||||
}
|
||||
|
||||
private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINT]";
|
||||
|
||||
// When physical properties are changed the linkset needs to recalculate
|
||||
// its internal properties.
|
||||
// This is queued in the 'post taint' queue so the
|
||||
// refresh will happen once after all the other taints are applied.
|
||||
public override void Refresh(BSPrimLinkable requestor)
|
||||
{
|
||||
ScheduleRebuild(requestor);
|
||||
base.Refresh(requestor);
|
||||
|
||||
}
|
||||
|
@ -132,10 +216,16 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
{
|
||||
// Queue to happen after all the other taint processing
|
||||
m_physicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate()
|
||||
{
|
||||
if (HasAnyChildren)
|
||||
{
|
||||
if (HasAnyChildren)
|
||||
RecomputeLinksetConstraints();
|
||||
});
|
||||
// Constraints that have not been changed are not rebuild but make sure
|
||||
// the constraint of the requestor is rebuilt.
|
||||
PhysicallyUnlinkAChildFromRoot(LinksetRoot, requestor);
|
||||
// Rebuild the linkset and all its constraints.
|
||||
RecomputeLinksetConstraints();
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -152,7 +242,7 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
if (IsRoot(child))
|
||||
{
|
||||
// The root is going dynamic. Rebuild the linkset so parts and mass get computed properly.
|
||||
ScheduleRebuild(LinksetRoot);
|
||||
Refresh(LinksetRoot);
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
@ -171,7 +261,7 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
if (IsRoot(child))
|
||||
{
|
||||
// Schedule a rebuild to verify that the root shape is set to the real shape.
|
||||
ScheduleRebuild(LinksetRoot);
|
||||
Refresh(LinksetRoot);
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
@ -199,7 +289,7 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
// Just undo all the constraints for this linkset. Rebuild at the end of the step.
|
||||
ret = PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot);
|
||||
// Cause the constraints, et al to be rebuilt before the next simulation step.
|
||||
ScheduleRebuild(LinksetRoot);
|
||||
Refresh(LinksetRoot);
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
@ -217,14 +307,14 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
DetailLog("{0},BSLinksetConstraints.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);
|
||||
|
||||
// Cause constraints and assorted properties to be recomputed before the next simulation step.
|
||||
ScheduleRebuild(LinksetRoot);
|
||||
Refresh(LinksetRoot);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Remove the specified child from the linkset.
|
||||
// Safe to call even if the child is not really in my linkset.
|
||||
protected override void RemoveChildFromLinkset(BSPrimLinkable child)
|
||||
protected override void RemoveChildFromLinkset(BSPrimLinkable child, bool inTaintTime)
|
||||
{
|
||||
if (m_children.Remove(child))
|
||||
{
|
||||
|
@ -236,12 +326,12 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
rootx.LocalID, rootx.PhysBody.AddrString,
|
||||
childx.LocalID, childx.PhysBody.AddrString);
|
||||
|
||||
m_physicsScene.TaintedObject("BSLinksetConstraints.RemoveChildFromLinkset", delegate()
|
||||
m_physicsScene.TaintedObject(inTaintTime, childx.LocalID, "BSLinksetConstraints.RemoveChildFromLinkset", delegate()
|
||||
{
|
||||
PhysicallyUnlinkAChildFromRoot(rootx, childx);
|
||||
});
|
||||
// See that the linkset parameters are recomputed at the end of the taint time.
|
||||
ScheduleRebuild(LinksetRoot);
|
||||
Refresh(LinksetRoot);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -262,8 +352,8 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
// Create a static constraint between the two passed objects
|
||||
private BSConstraint BuildConstraint(BSPrimLinkable rootPrim, BSLinkInfo li)
|
||||
{
|
||||
BSLinkInfoConstraint liConstraint = li as BSLinkInfoConstraint;
|
||||
if (liConstraint == null)
|
||||
BSLinkInfoConstraint linkInfo = li as BSLinkInfoConstraint;
|
||||
if (linkInfo == null)
|
||||
return null;
|
||||
|
||||
// Zero motion for children so they don't interpolate
|
||||
|
@ -271,27 +361,26 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
|
||||
BSConstraint constrain = null;
|
||||
|
||||
switch (liConstraint.constraintType)
|
||||
switch (linkInfo.constraintType)
|
||||
{
|
||||
case ConstraintType.FIXED_CONSTRAINT_TYPE:
|
||||
case ConstraintType.D6_CONSTRAINT_TYPE:
|
||||
// Relative position normalized to the root prim
|
||||
// Essentually a vector pointing from center of rootPrim to center of li.member
|
||||
OMV.Vector3 childRelativePosition = liConstraint.member.Position - rootPrim.Position;
|
||||
OMV.Vector3 childRelativePosition = linkInfo.member.Position - rootPrim.Position;
|
||||
|
||||
// real world coordinate of midpoint between the two objects
|
||||
OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2);
|
||||
|
||||
DetailLog("{0},BSLinksetConstraint.BuildConstraint,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}",
|
||||
rootPrim.LocalID,
|
||||
rootPrim.LocalID, rootPrim.PhysBody.AddrString,
|
||||
liConstraint.member.LocalID, liConstraint.member.PhysBody.AddrString,
|
||||
rootPrim.Position, liConstraint.member.Position, midPoint);
|
||||
DetailLog("{0},BSLinksetConstraint.BuildConstraint,6Dof,rBody={1},cBody={2},rLoc={3},cLoc={4},midLoc={5}",
|
||||
rootPrim.LocalID, rootPrim.PhysBody, linkInfo.member.PhysBody,
|
||||
rootPrim.Position, linkInfo.member.Position, midPoint);
|
||||
|
||||
// create a constraint that allows no freedom of movement between the two objects
|
||||
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
|
||||
|
||||
constrain = new BSConstraint6Dof(
|
||||
m_physicsScene.World, rootPrim.PhysBody, liConstraint.member.PhysBody, midPoint, true, true );
|
||||
m_physicsScene.World, rootPrim.PhysBody, linkInfo.member.PhysBody, 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
|
||||
|
@ -319,12 +408,24 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
// ==================================================================================
|
||||
*/
|
||||
|
||||
break;
|
||||
case ConstraintType.D6_SPRING_CONSTRAINT_TYPE:
|
||||
constrain = new BSConstraintSpring(m_physicsScene.World, rootPrim.PhysBody, linkInfo.member.PhysBody,
|
||||
linkInfo.frameInAloc, linkInfo.frameInArot, linkInfo.frameInBloc, linkInfo.frameInBrot,
|
||||
linkInfo.useLinearReferenceFrameA,
|
||||
true /*disableCollisionsBetweenLinkedBodies*/);
|
||||
DetailLog("{0},BSLinksetConstraint.BuildConstraint,spring,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6}",
|
||||
rootPrim.LocalID,
|
||||
rootPrim.LocalID, rootPrim.PhysBody.AddrString,
|
||||
linkInfo.member.LocalID, linkInfo.member.PhysBody.AddrString,
|
||||
rootPrim.Position, linkInfo.member.Position);
|
||||
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
liConstraint.SetConstraintParameters(constrain);
|
||||
linkInfo.SetLinkParameters(constrain);
|
||||
|
||||
m_physicsScene.Constraints.AddConstraint(constrain);
|
||||
|
||||
|
@ -343,13 +444,22 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
rootPrim.LocalID, rootPrim.PhysBody.AddrString,
|
||||
childPrim.LocalID, childPrim.PhysBody.AddrString);
|
||||
|
||||
// Find the constraint for this link and get rid of it from the overall collection and from my list
|
||||
if (m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody))
|
||||
// If asked to unlink root from root, just remove all the constraints
|
||||
if (rootPrim == childPrim || childPrim == LinksetRoot)
|
||||
{
|
||||
// Make the child refresh its location
|
||||
m_physicsScene.PE.PushUpdate(childPrim.PhysBody);
|
||||
PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot);
|
||||
ret = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Find the constraint for this link and get rid of it from the overall collection and from my list
|
||||
if (m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody))
|
||||
{
|
||||
// Make the child refresh its location
|
||||
m_physicsScene.PE.PushUpdate(childPrim.PhysBody);
|
||||
ret = true;
|
||||
}
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
@ -382,9 +492,9 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
Rebuilding = true;
|
||||
|
||||
// There is no reason to build all this physical stuff for a non-physical linkset.
|
||||
if (!LinksetRoot.IsPhysicallyActive)
|
||||
if (!LinksetRoot.IsPhysicallyActive || !HasAnyChildren)
|
||||
{
|
||||
DetailLog("{0},BSLinksetConstraint.RecomputeLinksetCompound,notPhysical", LinksetRoot.LocalID);
|
||||
DetailLog("{0},BSLinksetConstraint.RecomputeLinksetCompound,notPhysicalOrNoChildren", LinksetRoot.LocalID);
|
||||
return; // Note the 'finally' clause at the botton which will get executed.
|
||||
}
|
||||
|
||||
|
@ -401,6 +511,7 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
// If constraint doesn't exist yet, create it.
|
||||
constrain = BuildConstraint(LinksetRoot, li);
|
||||
}
|
||||
li.SetLinkParameters(constrain);
|
||||
constrain.RecomputeConstraintVariables(linksetMass);
|
||||
|
||||
// PhysicsScene.PE.DumpConstraint(PhysicsScene.World, constrain.Constraint); // DEBUG DEBUG
|
||||
|
@ -412,5 +523,324 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
Rebuilding = false;
|
||||
}
|
||||
}
|
||||
|
||||
#region Extension
|
||||
public override object Extension(string pFunct, params object[] pParams)
|
||||
{
|
||||
object ret = null;
|
||||
switch (pFunct)
|
||||
{
|
||||
// pParams = [ BSPhysObject root, BSPhysObject child, integer linkType ]
|
||||
case ExtendedPhysics.PhysFunctChangeLinkType:
|
||||
if (pParams.Length > 2)
|
||||
{
|
||||
int requestedType = (int)pParams[2];
|
||||
DetailLog("{0},BSLinksetConstraint.ChangeLinkType,requestedType={1}", LinksetRoot.LocalID, requestedType);
|
||||
if (requestedType == (int)ConstraintType.FIXED_CONSTRAINT_TYPE
|
||||
|| requestedType == (int)ConstraintType.D6_CONSTRAINT_TYPE
|
||||
|| requestedType == (int)ConstraintType.D6_SPRING_CONSTRAINT_TYPE
|
||||
|| requestedType == (int)ConstraintType.HINGE_CONSTRAINT_TYPE
|
||||
|| requestedType == (int)ConstraintType.CONETWIST_CONSTRAINT_TYPE
|
||||
|| requestedType == (int)ConstraintType.SLIDER_CONSTRAINT_TYPE)
|
||||
{
|
||||
BSPrimLinkable child = pParams[1] as BSPrimLinkable;
|
||||
if (child != null)
|
||||
{
|
||||
DetailLog("{0},BSLinksetConstraint.ChangeLinkType,rootID={1},childID={2},type={3}",
|
||||
LinksetRoot.LocalID, LinksetRoot.LocalID, child.LocalID, requestedType);
|
||||
m_physicsScene.TaintedObject(child.LocalID, "BSLinksetConstraint.PhysFunctChangeLinkType", delegate()
|
||||
{
|
||||
// Pick up all the constraints currently created.
|
||||
RemoveDependencies(child);
|
||||
|
||||
BSLinkInfo linkInfo = null;
|
||||
if (TryGetLinkInfo(child, out linkInfo))
|
||||
{
|
||||
BSLinkInfoConstraint linkInfoC = linkInfo as BSLinkInfoConstraint;
|
||||
if (linkInfoC != null)
|
||||
{
|
||||
linkInfoC.constraintType = (ConstraintType)requestedType;
|
||||
ret = (object)true;
|
||||
DetailLog("{0},BSLinksetConstraint.ChangeLinkType,link={1},type={2}",
|
||||
linkInfo.member.LocalID, linkInfo.member.LocalID, linkInfoC.constraintType);
|
||||
}
|
||||
else
|
||||
{
|
||||
DetailLog("{0},BSLinksetConstraint.ChangeLinkType,linkInfoNotConstraint,childID={1}", LinksetRoot.LocalID, child.LocalID);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
DetailLog("{0},BSLinksetConstraint.ChangeLinkType,noLinkInfoForChild,childID={1}", LinksetRoot.LocalID, child.LocalID);
|
||||
}
|
||||
// Cause the whole linkset to be rebuilt in post-taint time.
|
||||
Refresh(child);
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
DetailLog("{0},BSLinksetConstraint.SetLinkType,childNotBSPrimLinkable", LinksetRoot.LocalID);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
DetailLog("{0},BSLinksetConstraint.SetLinkType,illegalRequestedType,reqested={1},spring={2}",
|
||||
LinksetRoot.LocalID, requestedType, ((int)ConstraintType.D6_SPRING_CONSTRAINT_TYPE));
|
||||
}
|
||||
}
|
||||
break;
|
||||
// pParams = [ BSPhysObject root, BSPhysObject child ]
|
||||
case ExtendedPhysics.PhysFunctGetLinkType:
|
||||
if (pParams.Length > 0)
|
||||
{
|
||||
BSPrimLinkable child = pParams[1] as BSPrimLinkable;
|
||||
if (child != null)
|
||||
{
|
||||
BSLinkInfo linkInfo = null;
|
||||
if (TryGetLinkInfo(child, out linkInfo))
|
||||
{
|
||||
BSLinkInfoConstraint linkInfoC = linkInfo as BSLinkInfoConstraint;
|
||||
if (linkInfoC != null)
|
||||
{
|
||||
ret = (object)(int)linkInfoC.constraintType;
|
||||
DetailLog("{0},BSLinksetConstraint.GetLinkType,link={1},type={2}",
|
||||
linkInfo.member.LocalID, linkInfo.member.LocalID, linkInfoC.constraintType);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
// pParams = [ BSPhysObject root, BSPhysObject child, int op, object opParams, int op, object opParams, ... ]
|
||||
case ExtendedPhysics.PhysFunctChangeLinkParams:
|
||||
// There should be two parameters: the childActor and a list of parameters to set
|
||||
if (pParams.Length > 2)
|
||||
{
|
||||
BSPrimLinkable child = pParams[1] as BSPrimLinkable;
|
||||
BSLinkInfo baseLinkInfo = null;
|
||||
if (TryGetLinkInfo(child, out baseLinkInfo))
|
||||
{
|
||||
BSLinkInfoConstraint linkInfo = baseLinkInfo as BSLinkInfoConstraint;
|
||||
if (linkInfo != null)
|
||||
{
|
||||
int valueInt;
|
||||
float valueFloat;
|
||||
bool valueBool;
|
||||
OMV.Vector3 valueVector;
|
||||
OMV.Vector3 valueVector2;
|
||||
OMV.Quaternion valueQuaternion;
|
||||
int axisLow, axisHigh;
|
||||
|
||||
int opIndex = 2;
|
||||
while (opIndex < pParams.Length)
|
||||
{
|
||||
int thisOp = 0;
|
||||
string errMsg = "";
|
||||
try
|
||||
{
|
||||
thisOp = (int)pParams[opIndex];
|
||||
DetailLog("{0},BSLinksetConstraint.ChangeLinkParams2,op={1},val={2}",
|
||||
linkInfo.member.LocalID, thisOp, pParams[opIndex + 1]);
|
||||
switch (thisOp)
|
||||
{
|
||||
case ExtendedPhysics.PHYS_PARAM_LINK_TYPE:
|
||||
valueInt = (int)pParams[opIndex + 1];
|
||||
ConstraintType valueType = (ConstraintType)valueInt;
|
||||
if (valueType == ConstraintType.FIXED_CONSTRAINT_TYPE
|
||||
|| valueType == ConstraintType.D6_CONSTRAINT_TYPE
|
||||
|| valueType == ConstraintType.D6_SPRING_CONSTRAINT_TYPE
|
||||
|| valueType == ConstraintType.HINGE_CONSTRAINT_TYPE
|
||||
|| valueType == ConstraintType.CONETWIST_CONSTRAINT_TYPE
|
||||
|| valueType == ConstraintType.SLIDER_CONSTRAINT_TYPE)
|
||||
{
|
||||
linkInfo.constraintType = valueType;
|
||||
}
|
||||
opIndex += 2;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_FRAMEINA_LOC:
|
||||
errMsg = "PHYS_PARAM_FRAMEINA_LOC takes one parameter of type vector";
|
||||
valueVector = (OMV.Vector3)pParams[opIndex + 1];
|
||||
linkInfo.frameInAloc = valueVector;
|
||||
opIndex += 2;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_FRAMEINA_ROT:
|
||||
errMsg = "PHYS_PARAM_FRAMEINA_ROT takes one parameter of type rotation";
|
||||
valueQuaternion = (OMV.Quaternion)pParams[opIndex + 1];
|
||||
linkInfo.frameInArot = valueQuaternion;
|
||||
opIndex += 2;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_FRAMEINB_LOC:
|
||||
errMsg = "PHYS_PARAM_FRAMEINB_LOC takes one parameter of type vector";
|
||||
valueVector = (OMV.Vector3)pParams[opIndex + 1];
|
||||
linkInfo.frameInBloc = valueVector;
|
||||
opIndex += 2;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_FRAMEINB_ROT:
|
||||
errMsg = "PHYS_PARAM_FRAMEINB_ROT takes one parameter of type rotation";
|
||||
valueQuaternion = (OMV.Quaternion)pParams[opIndex + 1];
|
||||
linkInfo.frameInBrot = valueQuaternion;
|
||||
opIndex += 2;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_LINEAR_LIMIT_LOW:
|
||||
errMsg = "PHYS_PARAM_LINEAR_LIMIT_LOW takes one parameter of type vector";
|
||||
valueVector = (OMV.Vector3)pParams[opIndex + 1];
|
||||
linkInfo.linearLimitLow = valueVector;
|
||||
opIndex += 2;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_LINEAR_LIMIT_HIGH:
|
||||
errMsg = "PHYS_PARAM_LINEAR_LIMIT_HIGH takes one parameter of type vector";
|
||||
valueVector = (OMV.Vector3)pParams[opIndex + 1];
|
||||
linkInfo.linearLimitHigh = valueVector;
|
||||
opIndex += 2;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_ANGULAR_LIMIT_LOW:
|
||||
errMsg = "PHYS_PARAM_ANGULAR_LIMIT_LOW takes one parameter of type vector";
|
||||
valueVector = (OMV.Vector3)pParams[opIndex + 1];
|
||||
linkInfo.angularLimitLow = valueVector;
|
||||
opIndex += 2;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_ANGULAR_LIMIT_HIGH:
|
||||
errMsg = "PHYS_PARAM_ANGULAR_LIMIT_HIGH takes one parameter of type vector";
|
||||
valueVector = (OMV.Vector3)pParams[opIndex + 1];
|
||||
linkInfo.angularLimitHigh = valueVector;
|
||||
opIndex += 2;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_USE_FRAME_OFFSET:
|
||||
errMsg = "PHYS_PARAM_USE_FRAME_OFFSET takes one parameter of type integer (bool)";
|
||||
valueBool = ((int)pParams[opIndex + 1]) != 0;
|
||||
linkInfo.useFrameOffset = valueBool;
|
||||
opIndex += 2;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_ENABLE_TRANSMOTOR:
|
||||
errMsg = "PHYS_PARAM_ENABLE_TRANSMOTOR takes one parameter of type integer (bool)";
|
||||
valueBool = ((int)pParams[opIndex + 1]) != 0;
|
||||
linkInfo.enableTransMotor = valueBool;
|
||||
opIndex += 2;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_TRANSMOTOR_MAXVEL:
|
||||
errMsg = "PHYS_PARAM_TRANSMOTOR_MAXVEL takes one parameter of type float";
|
||||
valueFloat = (float)pParams[opIndex + 1];
|
||||
linkInfo.transMotorMaxVel = valueFloat;
|
||||
opIndex += 2;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_TRANSMOTOR_MAXFORCE:
|
||||
errMsg = "PHYS_PARAM_TRANSMOTOR_MAXFORCE takes one parameter of type float";
|
||||
valueFloat = (float)pParams[opIndex + 1];
|
||||
linkInfo.transMotorMaxForce = valueFloat;
|
||||
opIndex += 2;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_CFM:
|
||||
errMsg = "PHYS_PARAM_CFM takes one parameter of type float";
|
||||
valueFloat = (float)pParams[opIndex + 1];
|
||||
linkInfo.cfm = valueFloat;
|
||||
opIndex += 2;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_ERP:
|
||||
errMsg = "PHYS_PARAM_ERP takes one parameter of type float";
|
||||
valueFloat = (float)pParams[opIndex + 1];
|
||||
linkInfo.erp = valueFloat;
|
||||
opIndex += 2;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_SOLVER_ITERATIONS:
|
||||
errMsg = "PHYS_PARAM_SOLVER_ITERATIONS takes one parameter of type float";
|
||||
valueFloat = (float)pParams[opIndex + 1];
|
||||
linkInfo.solverIterations = valueFloat;
|
||||
opIndex += 2;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_SPRING_AXIS_ENABLE:
|
||||
errMsg = "PHYS_PARAM_SPRING_AXIS_ENABLE takes two parameters of types integer and integer (bool)";
|
||||
valueInt = (int)pParams[opIndex + 1];
|
||||
valueBool = ((int)pParams[opIndex + 2]) != 0;
|
||||
GetAxisRange(valueInt, out axisLow, out axisHigh);
|
||||
for (int ii = axisLow; ii <= axisHigh; ii++)
|
||||
linkInfo.springAxisEnable[ii] = valueBool;
|
||||
opIndex += 3;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_SPRING_DAMPING:
|
||||
errMsg = "PHYS_PARAM_SPRING_DAMPING takes two parameters of types integer and float";
|
||||
valueInt = (int)pParams[opIndex + 1];
|
||||
valueFloat = (float)pParams[opIndex + 2];
|
||||
GetAxisRange(valueInt, out axisLow, out axisHigh);
|
||||
for (int ii = axisLow; ii <= axisHigh; ii++)
|
||||
linkInfo.springDamping[ii] = valueFloat;
|
||||
opIndex += 3;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_SPRING_STIFFNESS:
|
||||
errMsg = "PHYS_PARAM_SPRING_STIFFNESS takes two parameters of types integer and float";
|
||||
valueInt = (int)pParams[opIndex + 1];
|
||||
valueFloat = (float)pParams[opIndex + 2];
|
||||
GetAxisRange(valueInt, out axisLow, out axisHigh);
|
||||
for (int ii = axisLow; ii <= axisHigh; ii++)
|
||||
linkInfo.springStiffness[ii] = valueFloat;
|
||||
opIndex += 3;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_SPRING_EQUILIBRIUM_POINT:
|
||||
errMsg = "PHYS_PARAM_SPRING_EQUILIBRIUM_POINT takes two parameters of type vector";
|
||||
valueVector = (OMV.Vector3)pParams[opIndex + 1];
|
||||
valueVector2 = (OMV.Vector3)pParams[opIndex + 2];
|
||||
linkInfo.springLinearEquilibriumPoint = valueVector;
|
||||
linkInfo.springAngularEquilibriumPoint = valueVector2;
|
||||
opIndex += 3;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_PARAM_USE_LINEAR_FRAMEA:
|
||||
errMsg = "PHYS_PARAM_USE_LINEAR_FRAMEA takes one parameter of type integer (bool)";
|
||||
valueBool = ((int)pParams[opIndex + 1]) != 0;
|
||||
linkInfo.useLinearReferenceFrameA = valueBool;
|
||||
opIndex += 2;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
catch (InvalidCastException e)
|
||||
{
|
||||
m_physicsScene.Logger.WarnFormat("{0} value of wrong type in physSetLinksetParams: {1}, err={2}",
|
||||
LogHeader, errMsg, e);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_physicsScene.Logger.WarnFormat("{0} bad parameters in physSetLinksetParams: {1}", LogHeader, e);
|
||||
}
|
||||
}
|
||||
}
|
||||
// Something changed so a rebuild is in order
|
||||
Refresh(child);
|
||||
}
|
||||
}
|
||||
break;
|
||||
default:
|
||||
ret = base.Extension(pFunct, pParams);
|
||||
break;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Bullet constraints keep some limit parameters for each linear and angular axis.
|
||||
// Setting same is easier if there is an easy way to see all or types.
|
||||
// This routine returns the array limits for the set of axis.
|
||||
private void GetAxisRange(int rangeSpec, out int low, out int high)
|
||||
{
|
||||
switch (rangeSpec)
|
||||
{
|
||||
case ExtendedPhysics.PHYS_AXIS_LINEAR_ALL:
|
||||
low = 0;
|
||||
high = 2;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_ANGULAR_ALL:
|
||||
low = 3;
|
||||
high = 5;
|
||||
break;
|
||||
case ExtendedPhysics.PHYS_AXIS_ALL:
|
||||
low = 0;
|
||||
high = 5;
|
||||
break;
|
||||
default:
|
||||
low = high = rangeSpec;
|
||||
break;
|
||||
}
|
||||
return;
|
||||
}
|
||||
#endregion // Extension
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -134,6 +134,7 @@ public static class BSParam
|
|||
public static float AvatarHeightMidFudge { get; private set; }
|
||||
public static float AvatarHeightHighFudge { get; private set; }
|
||||
public static float AvatarContactProcessingThreshold { get; private set; }
|
||||
public static float AvatarStopZeroThreshold { get; private set; }
|
||||
public static int AvatarJumpFrames { get; private set; }
|
||||
public static float AvatarBelowGroundUpCorrectionMeters { get; private set; }
|
||||
public static float AvatarStepHeight { get; private set; }
|
||||
|
@ -570,11 +571,13 @@ public static class BSParam
|
|||
new ParameterDefn<float>("AvatarHeightLowFudge", "A fudge factor to make small avatars stand on the ground",
|
||||
-0.2f ),
|
||||
new ParameterDefn<float>("AvatarHeightMidFudge", "A fudge distance to adjust average sized avatars to be standing on ground",
|
||||
0.2f ),
|
||||
0.1f ),
|
||||
new ParameterDefn<float>("AvatarHeightHighFudge", "A fudge factor to make tall avatars stand on the ground",
|
||||
0.2f ),
|
||||
0.1f ),
|
||||
new ParameterDefn<float>("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions",
|
||||
0.1f ),
|
||||
new ParameterDefn<float>("AvatarStopZeroThreshold", "Movement velocity below which avatar is assumed to be stopped",
|
||||
0.1f ),
|
||||
new ParameterDefn<float>("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground",
|
||||
1.0f ),
|
||||
new ParameterDefn<int>("AvatarJumpFrames", "Number of frames to allow jump forces. Changes jump height.",
|
||||
|
@ -683,21 +686,21 @@ public static class BSParam
|
|||
0f ),
|
||||
|
||||
new ParameterDefn<float>("BHullMaxVerticesPerHull", "Bullet impl: max number of vertices per created hull",
|
||||
100f ),
|
||||
200f ),
|
||||
new ParameterDefn<float>("BHullMinClusters", "Bullet impl: minimum number of hulls to create per mesh",
|
||||
2f ),
|
||||
10f ),
|
||||
new ParameterDefn<float>("BHullCompacityWeight", "Bullet impl: weight factor for how compact to make hulls",
|
||||
0.1f ),
|
||||
20f ),
|
||||
new ParameterDefn<float>("BHullVolumeWeight", "Bullet impl: weight factor for volume in created hull",
|
||||
0f ),
|
||||
0.1f ),
|
||||
new ParameterDefn<float>("BHullConcavity", "Bullet impl: weight factor for how convex a created hull can be",
|
||||
100f ),
|
||||
10f ),
|
||||
new ParameterDefn<bool>("BHullAddExtraDistPoints", "Bullet impl: whether to add extra vertices for long distance vectors",
|
||||
false ),
|
||||
true ),
|
||||
new ParameterDefn<bool>("BHullAddNeighboursDistPoints", "Bullet impl: whether to add extra vertices between neighbor hulls",
|
||||
false ),
|
||||
true ),
|
||||
new ParameterDefn<bool>("BHullAddFacesPoints", "Bullet impl: whether to add extra vertices to break up hull faces",
|
||||
false ),
|
||||
true ),
|
||||
new ParameterDefn<bool>("BHullShouldAdjustCollisionMargin", "Bullet impl: whether to shrink resulting hulls to account for collision margin",
|
||||
false ),
|
||||
|
||||
|
@ -826,7 +829,7 @@ public static class BSParam
|
|||
private static void ResetConstraintSolverTainted(BSScene pPhysScene, float v)
|
||||
{
|
||||
BSScene physScene = pPhysScene;
|
||||
physScene.TaintedObject("BSParam.ResetConstraintSolver", delegate()
|
||||
physScene.TaintedObject(BSScene.DetailLogZero, "BSParam.ResetConstraintSolver", delegate()
|
||||
{
|
||||
physScene.PE.ResetConstraintSolver(physScene.World);
|
||||
});
|
||||
|
|
|
@ -121,7 +121,7 @@ public abstract class BSPhysObject : PhysicsActor
|
|||
public virtual void Destroy()
|
||||
{
|
||||
PhysicalActors.Enable(false);
|
||||
PhysScene.TaintedObject("BSPhysObject.Destroy", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPhysObject.Destroy", delegate()
|
||||
{
|
||||
PhysicalActors.Dispose();
|
||||
});
|
||||
|
@ -300,8 +300,19 @@ public abstract class BSPhysObject : PhysicsActor
|
|||
// Called in taint-time!!
|
||||
public void ActivateIfPhysical(bool forceIt)
|
||||
{
|
||||
if (IsPhysical && PhysBody.HasPhysicalBody)
|
||||
PhysScene.PE.Activate(PhysBody, forceIt);
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
if (IsPhysical)
|
||||
{
|
||||
// Physical objects might need activating
|
||||
PhysScene.PE.Activate(PhysBody, forceIt);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Clear the collision cache since we've changed some properties.
|
||||
PhysScene.PE.ClearCollisionProxyCache(PhysScene.World, PhysBody);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 'actors' act on the physical object to change or constrain its motion. These can range from
|
||||
|
@ -509,7 +520,7 @@ public abstract class BSPhysObject : PhysicsActor
|
|||
// make sure first collision happens
|
||||
NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs);
|
||||
|
||||
PhysScene.TaintedObject(TypeName+".SubscribeEvents", delegate()
|
||||
PhysScene.TaintedObject(LocalID, TypeName+".SubscribeEvents", delegate()
|
||||
{
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
|
@ -524,7 +535,7 @@ public abstract class BSPhysObject : PhysicsActor
|
|||
public override void UnSubscribeEvents() {
|
||||
// DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName);
|
||||
SubscribedEventsMs = 0;
|
||||
PhysScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate()
|
||||
PhysScene.TaintedObject(LocalID, TypeName+".UnSubscribeEvents", delegate()
|
||||
{
|
||||
// Make sure there is a body there because sometimes destruction happens in an un-ideal order.
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
|
|
|
@ -41,7 +41,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
[Serializable]
|
||||
public class BSPrim : BSPhysObject
|
||||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
protected static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
private static readonly string LogHeader = "[BULLETS PRIM]";
|
||||
|
||||
// _size is what the user passed. Scale is what we pass to the physics engine with the mesh.
|
||||
|
@ -102,7 +102,7 @@ public class BSPrim : BSPhysObject
|
|||
|
||||
// DetailLog("{0},BSPrim.constructor,call", LocalID);
|
||||
// do the actual object creation at taint time
|
||||
PhysScene.TaintedObject("BSPrim.create", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.create", delegate()
|
||||
{
|
||||
// Make sure the object is being created with some sanity.
|
||||
ExtremeSanityCheck(true /* inTaintTime */);
|
||||
|
@ -126,7 +126,7 @@ public class BSPrim : BSPhysObject
|
|||
// Undo any vehicle properties
|
||||
this.VehicleType = (int)Vehicle.TYPE_NONE;
|
||||
|
||||
PhysScene.TaintedObject("BSPrim.Destroy", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.Destroy", delegate()
|
||||
{
|
||||
DetailLog("{0},BSPrim.Destroy,taint,", LocalID);
|
||||
// If there are physical body and shape, release my use of same.
|
||||
|
@ -161,7 +161,7 @@ public class BSPrim : BSPhysObject
|
|||
}
|
||||
public override bool ForceBodyShapeRebuild(bool inTaintTime)
|
||||
{
|
||||
PhysScene.TaintedObject(inTaintTime, "BSPrim.ForceBodyShapeRebuild", delegate()
|
||||
PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ForceBodyShapeRebuild", delegate()
|
||||
{
|
||||
_mass = CalculateMass(); // changing the shape changes the mass
|
||||
CreateGeomAndObject(true);
|
||||
|
@ -178,7 +178,7 @@ public class BSPrim : BSPhysObject
|
|||
if (value != _isSelected)
|
||||
{
|
||||
_isSelected = value;
|
||||
PhysScene.TaintedObject("BSPrim.setSelected", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.setSelected", delegate()
|
||||
{
|
||||
DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected);
|
||||
SetObjectDynamic(false);
|
||||
|
@ -224,7 +224,7 @@ public class BSPrim : BSPhysObject
|
|||
_rotationalVelocity = OMV.Vector3.Zero;
|
||||
|
||||
// Zero some other properties in the physics engine
|
||||
PhysScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate()
|
||||
PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ZeroMotion", delegate()
|
||||
{
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
PhysScene.PE.ClearAllForces(PhysBody);
|
||||
|
@ -234,7 +234,7 @@ public class BSPrim : BSPhysObject
|
|||
{
|
||||
_rotationalVelocity = OMV.Vector3.Zero;
|
||||
// Zero some other properties in the physics engine
|
||||
PhysScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate()
|
||||
PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ZeroMotion", delegate()
|
||||
{
|
||||
// DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity);
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
|
@ -262,7 +262,7 @@ public class BSPrim : BSPhysObject
|
|||
});
|
||||
|
||||
// Update parameters so the new actor's Refresh() action is called at the right time.
|
||||
PhysScene.TaintedObject("BSPrim.LockAngularMotion", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.LockAngularMotion", delegate()
|
||||
{
|
||||
UpdatePhysicalParameters();
|
||||
});
|
||||
|
@ -287,7 +287,7 @@ public class BSPrim : BSPhysObject
|
|||
RawPosition = value;
|
||||
PositionSanityCheck(false);
|
||||
|
||||
PhysScene.TaintedObject("BSPrim.setPosition", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.setPosition", delegate()
|
||||
{
|
||||
DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation);
|
||||
ForcePosition = RawPosition;
|
||||
|
@ -531,7 +531,7 @@ public class BSPrim : BSPhysObject
|
|||
set {
|
||||
Vehicle type = (Vehicle)value;
|
||||
|
||||
PhysScene.TaintedObject("setVehicleType", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "setVehicleType", delegate()
|
||||
{
|
||||
// Some vehicle scripts change vehicle type on the fly as an easy way to
|
||||
// change all the parameters. Like a plane changing to CAR when on the
|
||||
|
@ -561,7 +561,7 @@ public class BSPrim : BSPhysObject
|
|||
}
|
||||
public override void VehicleFloatParam(int param, float value)
|
||||
{
|
||||
PhysScene.TaintedObject("BSPrim.VehicleFloatParam", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.VehicleFloatParam", delegate()
|
||||
{
|
||||
BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */);
|
||||
if (vehicleActor != null)
|
||||
|
@ -573,7 +573,7 @@ public class BSPrim : BSPhysObject
|
|||
}
|
||||
public override void VehicleVectorParam(int param, OMV.Vector3 value)
|
||||
{
|
||||
PhysScene.TaintedObject("BSPrim.VehicleVectorParam", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.VehicleVectorParam", delegate()
|
||||
{
|
||||
BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */);
|
||||
if (vehicleActor != null)
|
||||
|
@ -585,7 +585,7 @@ public class BSPrim : BSPhysObject
|
|||
}
|
||||
public override void VehicleRotationParam(int param, OMV.Quaternion rotation)
|
||||
{
|
||||
PhysScene.TaintedObject("BSPrim.VehicleRotationParam", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.VehicleRotationParam", delegate()
|
||||
{
|
||||
BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */);
|
||||
if (vehicleActor != null)
|
||||
|
@ -597,7 +597,7 @@ public class BSPrim : BSPhysObject
|
|||
}
|
||||
public override void VehicleFlags(int param, bool remove)
|
||||
{
|
||||
PhysScene.TaintedObject("BSPrim.VehicleFlags", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.VehicleFlags", delegate()
|
||||
{
|
||||
BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */);
|
||||
if (vehicleActor != null)
|
||||
|
@ -613,7 +613,7 @@ public class BSPrim : BSPhysObject
|
|||
if (_isVolumeDetect != newValue)
|
||||
{
|
||||
_isVolumeDetect = newValue;
|
||||
PhysScene.TaintedObject("BSPrim.SetVolumeDetect", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.SetVolumeDetect", delegate()
|
||||
{
|
||||
// DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect);
|
||||
SetObjectDynamic(true);
|
||||
|
@ -628,7 +628,7 @@ public class BSPrim : BSPhysObject
|
|||
public override void SetMaterial(int material)
|
||||
{
|
||||
base.SetMaterial(material);
|
||||
PhysScene.TaintedObject("BSPrim.SetMaterial", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.SetMaterial", delegate()
|
||||
{
|
||||
UpdatePhysicalParameters();
|
||||
});
|
||||
|
@ -641,7 +641,7 @@ public class BSPrim : BSPhysObject
|
|||
if (base.Friction != value)
|
||||
{
|
||||
base.Friction = value;
|
||||
PhysScene.TaintedObject("BSPrim.setFriction", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.setFriction", delegate()
|
||||
{
|
||||
UpdatePhysicalParameters();
|
||||
});
|
||||
|
@ -656,7 +656,7 @@ public class BSPrim : BSPhysObject
|
|||
if (base.Restitution != value)
|
||||
{
|
||||
base.Restitution = value;
|
||||
PhysScene.TaintedObject("BSPrim.setRestitution", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.setRestitution", delegate()
|
||||
{
|
||||
UpdatePhysicalParameters();
|
||||
});
|
||||
|
@ -673,7 +673,7 @@ public class BSPrim : BSPhysObject
|
|||
if (base.Density != value)
|
||||
{
|
||||
base.Density = value;
|
||||
PhysScene.TaintedObject("BSPrim.setDensity", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.setDensity", delegate()
|
||||
{
|
||||
UpdatePhysicalParameters();
|
||||
});
|
||||
|
@ -688,7 +688,7 @@ public class BSPrim : BSPhysObject
|
|||
if (base.GravModifier != value)
|
||||
{
|
||||
base.GravModifier = value;
|
||||
PhysScene.TaintedObject("BSPrim.setGravityModifier", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.setGravityModifier", delegate()
|
||||
{
|
||||
UpdatePhysicalParameters();
|
||||
});
|
||||
|
@ -699,7 +699,7 @@ public class BSPrim : BSPhysObject
|
|||
get { return RawVelocity; }
|
||||
set {
|
||||
RawVelocity = value;
|
||||
PhysScene.TaintedObject("BSPrim.setVelocity", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.setVelocity", delegate()
|
||||
{
|
||||
// DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, RawVelocity);
|
||||
ForceVelocity = RawVelocity;
|
||||
|
@ -745,7 +745,7 @@ public class BSPrim : BSPhysObject
|
|||
return;
|
||||
RawOrientation = value;
|
||||
|
||||
PhysScene.TaintedObject("BSPrim.setOrientation", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.setOrientation", delegate()
|
||||
{
|
||||
ForceOrientation = RawOrientation;
|
||||
});
|
||||
|
@ -776,7 +776,7 @@ public class BSPrim : BSPhysObject
|
|||
if (_isPhysical != value)
|
||||
{
|
||||
_isPhysical = value;
|
||||
PhysScene.TaintedObject("BSPrim.setIsPhysical", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.setIsPhysical", delegate()
|
||||
{
|
||||
DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical);
|
||||
SetObjectDynamic(true);
|
||||
|
@ -1020,7 +1020,7 @@ public class BSPrim : BSPhysObject
|
|||
public override bool FloatOnWater {
|
||||
set {
|
||||
_floatOnWater = value;
|
||||
PhysScene.TaintedObject("BSPrim.setFloatOnWater", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.setFloatOnWater", delegate()
|
||||
{
|
||||
if (_floatOnWater)
|
||||
CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
|
||||
|
@ -1037,7 +1037,7 @@ public class BSPrim : BSPhysObject
|
|||
_rotationalVelocity = value;
|
||||
Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity);
|
||||
// m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
|
||||
PhysScene.TaintedObject("BSPrim.setRotationalVelocity", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.setRotationalVelocity", delegate()
|
||||
{
|
||||
ForceRotationalVelocity = _rotationalVelocity;
|
||||
});
|
||||
|
@ -1068,7 +1068,7 @@ public class BSPrim : BSPhysObject
|
|||
get { return _buoyancy; }
|
||||
set {
|
||||
_buoyancy = value;
|
||||
PhysScene.TaintedObject("BSPrim.setBuoyancy", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.setBuoyancy", delegate()
|
||||
{
|
||||
ForceBuoyancy = _buoyancy;
|
||||
});
|
||||
|
@ -1142,7 +1142,7 @@ public class BSPrim : BSPhysObject
|
|||
// DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce);
|
||||
|
||||
OMV.Vector3 addForce = force;
|
||||
PhysScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate()
|
||||
PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.AddForce", delegate()
|
||||
{
|
||||
// Bullet adds this central force to the total force for this tick.
|
||||
// Deep down in Bullet:
|
||||
|
@ -1172,7 +1172,7 @@ public class BSPrim : BSPhysObject
|
|||
OMV.Vector3 addImpulse = Util.ClampV(impulse, BSParam.MaxAddForceMagnitude);
|
||||
// DetailLog("{0},BSPrim.addForceImpulse,call,impulse={1}", LocalID, impulse);
|
||||
|
||||
PhysScene.TaintedObject(inTaintTime, "BSPrim.AddImpulse", delegate()
|
||||
PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.AddImpulse", delegate()
|
||||
{
|
||||
// Bullet adds this impulse immediately to the velocity
|
||||
DetailLog("{0},BSPrim.addForceImpulse,taint,impulseforce={1}", LocalID, addImpulse);
|
||||
|
@ -1197,7 +1197,7 @@ public class BSPrim : BSPhysObject
|
|||
if (force.IsFinite())
|
||||
{
|
||||
OMV.Vector3 angForce = force;
|
||||
PhysScene.TaintedObject(inTaintTime, "BSPrim.AddAngularForce", delegate()
|
||||
PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.AddAngularForce", delegate()
|
||||
{
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
|
@ -1221,7 +1221,7 @@ public class BSPrim : BSPhysObject
|
|||
public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime)
|
||||
{
|
||||
OMV.Vector3 applyImpulse = impulse;
|
||||
PhysScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate()
|
||||
PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ApplyTorqueImpulse", delegate()
|
||||
{
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
|
@ -1552,39 +1552,10 @@ public class BSPrim : BSPhysObject
|
|||
#region Extension
|
||||
public override object Extension(string pFunct, params object[] pParams)
|
||||
{
|
||||
DetailLog("{0} BSPrim.Extension,op={1}", LocalID, pFunct);
|
||||
object ret = null;
|
||||
switch (pFunct)
|
||||
{
|
||||
case BSScene.PhysFunctGetLinksetType:
|
||||
{
|
||||
BSPrimLinkable myHandle = this as BSPrimLinkable;
|
||||
if (myHandle != null)
|
||||
{
|
||||
ret = (object)myHandle.LinksetType;
|
||||
}
|
||||
m_log.DebugFormat("{0} Extension.physGetLinksetType, type={1}", LogHeader, ret);
|
||||
break;
|
||||
}
|
||||
case BSScene.PhysFunctSetLinksetType:
|
||||
{
|
||||
if (pParams.Length > 0)
|
||||
{
|
||||
BSLinkset.LinksetImplementation linksetType = (BSLinkset.LinksetImplementation)pParams[0];
|
||||
BSPrimLinkable myHandle = this as BSPrimLinkable;
|
||||
if (myHandle != null && myHandle.Linkset.IsRoot(myHandle))
|
||||
{
|
||||
PhysScene.TaintedObject("BSPrim.PhysFunctSetLinksetType", delegate()
|
||||
{
|
||||
// Cause the linkset type to change
|
||||
m_log.DebugFormat("{0} Extension.physSetLinksetType, oldType={1}, newType={2}",
|
||||
LogHeader, myHandle.Linkset.LinksetImpl, linksetType);
|
||||
myHandle.ConvertLinkset(linksetType);
|
||||
});
|
||||
}
|
||||
ret = (object)(int)linksetType;
|
||||
}
|
||||
break;
|
||||
}
|
||||
default:
|
||||
ret = base.Extension(pFunct, pParams);
|
||||
break;
|
||||
|
|
|
@ -30,6 +30,7 @@ using System.Linq;
|
|||
using System.Text;
|
||||
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.OptionalModules.Scripting;
|
||||
|
||||
using OMV = OpenMetaverse;
|
||||
|
||||
|
@ -41,6 +42,8 @@ public class BSPrimLinkable : BSPrimDisplaced
|
|||
// operations necessary for keeping the linkset created and, additionally, this
|
||||
// calls the linkset implementation for its creation and management.
|
||||
|
||||
private static readonly string LogHeader = "[BULLETS PRIMLINKABLE]";
|
||||
|
||||
// This adds the overrides for link() and delink() so the prim is linkable.
|
||||
|
||||
public BSLinkset Linkset { get; set; }
|
||||
|
@ -58,15 +61,12 @@ public class BSPrimLinkable : BSPrimDisplaced
|
|||
|
||||
Linkset = BSLinkset.Factory(PhysScene, this);
|
||||
|
||||
PhysScene.TaintedObject("BSPrimLinksetCompound.Refresh", delegate()
|
||||
{
|
||||
Linkset.Refresh(this);
|
||||
});
|
||||
Linkset.Refresh(this);
|
||||
}
|
||||
|
||||
public override void Destroy()
|
||||
{
|
||||
Linkset = Linkset.RemoveMeFromLinkset(this);
|
||||
Linkset = Linkset.RemoveMeFromLinkset(this, false /* inTaintTime */);
|
||||
base.Destroy();
|
||||
}
|
||||
|
||||
|
@ -80,7 +80,7 @@ public class BSPrimLinkable : BSPrimDisplaced
|
|||
|
||||
Linkset = parent.Linkset.AddMeToLinkset(this);
|
||||
|
||||
DetailLog("{0},BSPrimLinkset.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}",
|
||||
DetailLog("{0},BSPrimLinkable.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}",
|
||||
LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
|
||||
}
|
||||
return;
|
||||
|
@ -94,9 +94,9 @@ public class BSPrimLinkable : BSPrimDisplaced
|
|||
BSPhysObject parentBefore = Linkset.LinksetRoot; // DEBUG
|
||||
int childrenBefore = Linkset.NumberOfChildren; // DEBUG
|
||||
|
||||
Linkset = Linkset.RemoveMeFromLinkset(this);
|
||||
Linkset = Linkset.RemoveMeFromLinkset(this, false /* inTaintTime*/);
|
||||
|
||||
DetailLog("{0},BSPrimLinkset.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ",
|
||||
DetailLog("{0},BSPrimLinkable.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ",
|
||||
LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
|
||||
return;
|
||||
}
|
||||
|
@ -108,7 +108,7 @@ public class BSPrimLinkable : BSPrimDisplaced
|
|||
set
|
||||
{
|
||||
base.Position = value;
|
||||
PhysScene.TaintedObject("BSPrimLinkset.setPosition", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrimLinkable.setPosition", delegate()
|
||||
{
|
||||
Linkset.UpdateProperties(UpdatedProperties.Position, this);
|
||||
});
|
||||
|
@ -122,7 +122,7 @@ public class BSPrimLinkable : BSPrimDisplaced
|
|||
set
|
||||
{
|
||||
base.Orientation = value;
|
||||
PhysScene.TaintedObject("BSPrimLinkset.setOrientation", delegate()
|
||||
PhysScene.TaintedObject(LocalID, "BSPrimLinkable.setOrientation", delegate()
|
||||
{
|
||||
Linkset.UpdateProperties(UpdatedProperties.Orientation, this);
|
||||
});
|
||||
|
@ -180,7 +180,7 @@ public class BSPrimLinkable : BSPrimDisplaced
|
|||
// Do any filtering/modification needed for linksets.
|
||||
public override void UpdateProperties(EntityProperties entprop)
|
||||
{
|
||||
if (Linkset.IsRoot(this))
|
||||
if (Linkset.IsRoot(this) || Linkset.ShouldReportPropertyUpdates(this))
|
||||
{
|
||||
// Properties are only updated for the roots of a linkset.
|
||||
// TODO: this will have to change when linksets are articulated.
|
||||
|
@ -240,6 +240,8 @@ public class BSPrimLinkable : BSPrimDisplaced
|
|||
bool ret = false;
|
||||
if (LinksetType != newType)
|
||||
{
|
||||
DetailLog("{0},BSPrimLinkable.ConvertLinkset,oldT={1},newT={2}", LocalID, LinksetType, newType);
|
||||
|
||||
// Set the implementation type first so the call to BSLinkset.Factory gets the new type.
|
||||
this.LinksetType = newType;
|
||||
|
||||
|
@ -263,7 +265,10 @@ public class BSPrimLinkable : BSPrimDisplaced
|
|||
// Remove the children from the old linkset and add to the new (will be a new instance from the factory)
|
||||
foreach (BSPrimLinkable child in children)
|
||||
{
|
||||
oldLinkset.RemoveMeFromLinkset(child);
|
||||
oldLinkset.RemoveMeFromLinkset(child, true /*inTaintTime*/);
|
||||
}
|
||||
foreach (BSPrimLinkable child in children)
|
||||
{
|
||||
newLinkset.AddMeToLinkset(child);
|
||||
child.Linkset = newLinkset;
|
||||
}
|
||||
|
@ -274,5 +279,70 @@ public class BSPrimLinkable : BSPrimDisplaced
|
|||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
#region Extension
|
||||
public override object Extension(string pFunct, params object[] pParams)
|
||||
{
|
||||
DetailLog("{0} BSPrimLinkable.Extension,op={1},nParam={2}", LocalID, pFunct, pParams.Length);
|
||||
object ret = null;
|
||||
switch (pFunct)
|
||||
{
|
||||
// physGetLinksetType();
|
||||
// pParams = [ BSPhysObject root, null ]
|
||||
case ExtendedPhysics.PhysFunctGetLinksetType:
|
||||
{
|
||||
ret = (object)LinksetType;
|
||||
DetailLog("{0},BSPrimLinkable.Extension.physGetLinksetType,type={1}", LocalID, ret);
|
||||
break;
|
||||
}
|
||||
// physSetLinksetType(type);
|
||||
// pParams = [ BSPhysObject root, null, integer type ]
|
||||
case ExtendedPhysics.PhysFunctSetLinksetType:
|
||||
{
|
||||
if (pParams.Length > 2)
|
||||
{
|
||||
BSLinkset.LinksetImplementation linksetType = (BSLinkset.LinksetImplementation)pParams[2];
|
||||
if (Linkset.IsRoot(this))
|
||||
{
|
||||
PhysScene.TaintedObject(LocalID, "BSPrim.PhysFunctSetLinksetType", delegate()
|
||||
{
|
||||
// Cause the linkset type to change
|
||||
DetailLog("{0},BSPrimLinkable.Extension.physSetLinksetType, oldType={1},newType={2}",
|
||||
LocalID, Linkset.LinksetImpl, linksetType);
|
||||
ConvertLinkset(linksetType);
|
||||
});
|
||||
}
|
||||
ret = (object)(int)linksetType;
|
||||
}
|
||||
break;
|
||||
}
|
||||
// physChangeLinkType(linknum, typeCode);
|
||||
// pParams = [ BSPhysObject root, BSPhysObject child, integer linkType ]
|
||||
case ExtendedPhysics.PhysFunctChangeLinkType:
|
||||
{
|
||||
ret = Linkset.Extension(pFunct, pParams);
|
||||
break;
|
||||
}
|
||||
// physGetLinkType(linknum);
|
||||
// pParams = [ BSPhysObject root, BSPhysObject child ]
|
||||
case ExtendedPhysics.PhysFunctGetLinkType:
|
||||
{
|
||||
ret = Linkset.Extension(pFunct, pParams);
|
||||
break;
|
||||
}
|
||||
// physChangeLinkParams(linknum, [code, value, code, value, ...]);
|
||||
// pParams = [ BSPhysObject root, BSPhysObject child, object[] [ string op, object opParam, string op, object opParam, ... ] ]
|
||||
case ExtendedPhysics.PhysFunctChangeLinkParams:
|
||||
{
|
||||
ret = Linkset.Extension(pFunct, pParams);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
ret = base.Extension(pFunct, pParams);
|
||||
break;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
#endregion // Extension
|
||||
}
|
||||
}
|
||||
|
|
|
@ -157,12 +157,20 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
public delegate void TaintCallback();
|
||||
private struct TaintCallbackEntry
|
||||
{
|
||||
public String originator;
|
||||
public String ident;
|
||||
public TaintCallback callback;
|
||||
public TaintCallbackEntry(string i, TaintCallback c)
|
||||
public TaintCallbackEntry(string pIdent, TaintCallback pCallBack)
|
||||
{
|
||||
ident = i;
|
||||
callback = c;
|
||||
originator = BSScene.DetailLogZero;
|
||||
ident = pIdent;
|
||||
callback = pCallBack;
|
||||
}
|
||||
public TaintCallbackEntry(string pOrigin, string pIdent, TaintCallback pCallBack)
|
||||
{
|
||||
originator = pOrigin;
|
||||
ident = pIdent;
|
||||
callback = pCallBack;
|
||||
}
|
||||
}
|
||||
private Object _taintLock = new Object(); // lock for using the next object
|
||||
|
@ -867,18 +875,9 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
public override bool IsThreaded { get { return false; } }
|
||||
|
||||
#region Extensions
|
||||
// =============================================================
|
||||
// Per scene functions. See below.
|
||||
|
||||
// Per avatar functions. See BSCharacter.
|
||||
|
||||
// Per prim functions. See BSPrim.
|
||||
public const string PhysFunctGetLinksetType = "BulletSim.GetLinksetType";
|
||||
public const string PhysFunctSetLinksetType = "BulletSim.SetLinksetType";
|
||||
// =============================================================
|
||||
|
||||
public override object Extension(string pFunct, params object[] pParams)
|
||||
{
|
||||
DetailLog("{0} BSScene.Extension,op={1}", DetailLogZero, pFunct);
|
||||
return base.Extension(pFunct, pParams);
|
||||
}
|
||||
#endregion // Extensions
|
||||
|
@ -897,26 +896,37 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
// Calls to the PhysicsActors can't directly call into the physics engine
|
||||
// because it might be busy. We delay changes to a known time.
|
||||
// We rely on C#'s closure to save and restore the context for the delegate.
|
||||
public void TaintedObject(String ident, TaintCallback callback)
|
||||
public void TaintedObject(string pOriginator, string pIdent, TaintCallback pCallback)
|
||||
{
|
||||
TaintedObject(false /*inTaintTime*/, pOriginator, pIdent, pCallback);
|
||||
}
|
||||
public void TaintedObject(uint pOriginator, String pIdent, TaintCallback pCallback)
|
||||
{
|
||||
TaintedObject(false /*inTaintTime*/, m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback);
|
||||
}
|
||||
public void TaintedObject(bool inTaintTime, String pIdent, TaintCallback pCallback)
|
||||
{
|
||||
TaintedObject(inTaintTime, BSScene.DetailLogZero, pIdent, pCallback);
|
||||
}
|
||||
public void TaintedObject(bool inTaintTime, uint pOriginator, String pIdent, TaintCallback pCallback)
|
||||
{
|
||||
TaintedObject(inTaintTime, m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback);
|
||||
}
|
||||
// Sometimes a potentially tainted operation can be used in and out of taint time.
|
||||
// This routine executes the command immediately if in taint-time otherwise it is queued.
|
||||
public void TaintedObject(bool inTaintTime, string pOriginator, string pIdent, TaintCallback pCallback)
|
||||
{
|
||||
if (!m_initialized) return;
|
||||
|
||||
lock (_taintLock)
|
||||
{
|
||||
_taintOperations.Add(new TaintCallbackEntry(ident, callback));
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// Sometimes a potentially tainted operation can be used in and out of taint time.
|
||||
// This routine executes the command immediately if in taint-time otherwise it is queued.
|
||||
public void TaintedObject(bool inTaintTime, string ident, TaintCallback callback)
|
||||
{
|
||||
if (inTaintTime)
|
||||
callback();
|
||||
pCallback();
|
||||
else
|
||||
TaintedObject(ident, callback);
|
||||
{
|
||||
lock (_taintLock)
|
||||
{
|
||||
_taintOperations.Add(new TaintCallbackEntry(pOriginator, pIdent, pCallback));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void TriggerPreStepEvent(float timeStep)
|
||||
|
@ -960,7 +970,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
{
|
||||
try
|
||||
{
|
||||
DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", DetailLogZero, tcbe.ident); // DEBUG DEBUG DEBUG
|
||||
DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", tcbe.originator, tcbe.ident); // DEBUG DEBUG DEBUG
|
||||
tcbe.callback();
|
||||
}
|
||||
catch (Exception e)
|
||||
|
@ -977,10 +987,11 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
// will replace any previous operation by the same object.
|
||||
public void PostTaintObject(String ident, uint ID, TaintCallback callback)
|
||||
{
|
||||
string uniqueIdent = ident + "-" + ID.ToString();
|
||||
string IDAsString = ID.ToString();
|
||||
string uniqueIdent = ident + "-" + IDAsString;
|
||||
lock (_taintLock)
|
||||
{
|
||||
_postTaintOperations[uniqueIdent] = new TaintCallbackEntry(uniqueIdent, callback);
|
||||
_postTaintOperations[uniqueIdent] = new TaintCallbackEntry(IDAsString, uniqueIdent, callback);
|
||||
}
|
||||
|
||||
return;
|
||||
|
@ -1090,7 +1101,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
string xval = val;
|
||||
List<uint> xlIDs = lIDs;
|
||||
string xparm = parm;
|
||||
TaintedObject("BSScene.UpdateParameterSet", delegate() {
|
||||
TaintedObject(DetailLogZero, "BSScene.UpdateParameterSet", delegate() {
|
||||
BSParam.ParameterDefnBase thisParam;
|
||||
if (BSParam.TryGetParameter(xparm, out thisParam))
|
||||
{
|
||||
|
|
|
@ -8190,12 +8190,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
|
||||
while (true)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[LSL API]: GetEntityParams has {0} rules with scene entity named {1}",
|
||||
// rules.Length, entity != null ? entity.Name : "NULL");
|
||||
|
||||
if (entity == null)
|
||||
return result;
|
||||
|
||||
if (entity is SceneObjectPart)
|
||||
remaining = GetPrimParams((SceneObjectPart)entity, rules, ref result);
|
||||
else
|
||||
remaining = GetAgentParams((ScenePresence)entity, rules, ref result);
|
||||
|
||||
if (remaining == null || remaining.Length <= 2)
|
||||
if (remaining == null || remaining.Length < 2)
|
||||
return result;
|
||||
|
||||
int linknumber = remaining.GetLSLIntegerItem(0);
|
||||
|
@ -8400,7 +8407,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
while (idx < rules.Length)
|
||||
{
|
||||
int code = (int)rules.GetLSLIntegerItem(idx++);
|
||||
int remain = rules.Length-idx;
|
||||
int remain = rules.Length - idx;
|
||||
|
||||
switch (code)
|
||||
{
|
||||
|
@ -8483,7 +8490,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
break;
|
||||
|
||||
case ScriptBaseClass.PRIM_TYPE_SCULPT:
|
||||
res.Add(Shape.SculptTexture.ToString());
|
||||
res.Add(new LSL_String(Shape.SculptTexture.ToString()));
|
||||
res.Add(new LSL_Integer(Shape.SculptType));
|
||||
break;
|
||||
|
||||
|
@ -8777,7 +8784,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
));
|
||||
break;
|
||||
case (int)ScriptBaseClass.PRIM_LINK_TARGET:
|
||||
if(remain < 3)
|
||||
|
||||
// TODO: Should be issuing a runtime script warning in this case.
|
||||
if (remain < 2)
|
||||
return null;
|
||||
|
||||
return rules.GetSublist(idx, -1);
|
||||
|
|
|
@ -2964,7 +2964,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
sp.ControllingClient.Kick(alert);
|
||||
|
||||
// ...and close on our side
|
||||
sp.Scene.IncomingCloseAgent(sp.UUID, false);
|
||||
sp.Scene.CloseAgent(sp.UUID, false);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
|
|
@ -0,0 +1,399 @@
|
|||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using System.Text;
|
||||
using log4net;
|
||||
using Nini.Config;
|
||||
using NUnit.Framework;
|
||||
using OpenMetaverse;
|
||||
using OpenMetaverse.Assets;
|
||||
using OpenMetaverse.StructuredData;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.CoreModules.Avatar.AvatarFactory;
|
||||
using OpenSim.Region.OptionalModules.World.NPC;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Region.ScriptEngine.Shared;
|
||||
using OpenSim.Region.ScriptEngine.Shared.Api;
|
||||
using OpenSim.Region.ScriptEngine.Shared.Instance;
|
||||
using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
|
||||
using OpenSim.Services.Interfaces;
|
||||
using OpenSim.Tests.Common;
|
||||
using OpenSim.Tests.Common.Mock;
|
||||
using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
|
||||
using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
|
||||
|
||||
namespace OpenSim.Region.ScriptEngine.Shared.Tests
|
||||
{
|
||||
[TestFixture]
|
||||
public class LSL_ApiObjectTests : OpenSimTestCase
|
||||
{
|
||||
private const double VECTOR_COMPONENT_ACCURACY = 0.0000005d;
|
||||
private const float FLOAT_ACCURACY = 0.00005f;
|
||||
|
||||
protected Scene m_scene;
|
||||
protected XEngine.XEngine m_engine;
|
||||
|
||||
[SetUp]
|
||||
public override void SetUp()
|
||||
{
|
||||
base.SetUp();
|
||||
|
||||
IConfigSource initConfigSource = new IniConfigSource();
|
||||
IConfig config = initConfigSource.AddConfig("XEngine");
|
||||
config.Set("Enabled", "true");
|
||||
|
||||
m_scene = new SceneHelpers().SetupScene();
|
||||
SceneHelpers.SetupSceneModules(m_scene, initConfigSource);
|
||||
|
||||
m_engine = new XEngine.XEngine();
|
||||
m_engine.Initialise(initConfigSource);
|
||||
m_engine.AddRegion(m_scene);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestllGetLinkPrimitiveParams()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
TestHelpers.EnableLogging();
|
||||
|
||||
UUID ownerId = TestHelpers.ParseTail(0x1);
|
||||
|
||||
SceneObjectGroup grp1 = SceneHelpers.CreateSceneObject(2, ownerId, "grp1-", 0x10);
|
||||
grp1.AbsolutePosition = new Vector3(10, 11, 12);
|
||||
m_scene.AddSceneObject(grp1);
|
||||
|
||||
LSL_Api apiGrp1 = new LSL_Api();
|
||||
apiGrp1.Initialize(m_engine, grp1.RootPart, null, null);
|
||||
|
||||
// Check simple 1 prim case
|
||||
{
|
||||
LSL_List resList
|
||||
= apiGrp1.llGetLinkPrimitiveParams(1, new LSL_List(new LSL_Integer(ScriptBaseClass.PRIM_ROTATION)));
|
||||
|
||||
Assert.That(resList.Length, Is.EqualTo(1));
|
||||
}
|
||||
|
||||
// Check 2 prim case
|
||||
{
|
||||
LSL_List resList
|
||||
= apiGrp1.llGetLinkPrimitiveParams(
|
||||
1,
|
||||
new LSL_List(
|
||||
new LSL_Integer(ScriptBaseClass.PRIM_ROTATION),
|
||||
new LSL_Integer(ScriptBaseClass.PRIM_LINK_TARGET),
|
||||
new LSL_Integer(2),
|
||||
new LSL_Integer(ScriptBaseClass.PRIM_ROTATION)));
|
||||
|
||||
Assert.That(resList.Length, Is.EqualTo(2));
|
||||
}
|
||||
|
||||
// Check invalid parameters are ignored
|
||||
{
|
||||
LSL_List resList
|
||||
= apiGrp1.llGetLinkPrimitiveParams(3, new LSL_List(new LSL_Integer(ScriptBaseClass.PRIM_ROTATION)));
|
||||
|
||||
Assert.That(resList.Length, Is.EqualTo(0));
|
||||
}
|
||||
|
||||
// Check all parameters are ignored if an initial bad link is given
|
||||
{
|
||||
LSL_List resList
|
||||
= apiGrp1.llGetLinkPrimitiveParams(
|
||||
3,
|
||||
new LSL_List(
|
||||
new LSL_Integer(ScriptBaseClass.PRIM_ROTATION),
|
||||
new LSL_Integer(ScriptBaseClass.PRIM_LINK_TARGET),
|
||||
new LSL_Integer(1),
|
||||
new LSL_Integer(ScriptBaseClass.PRIM_ROTATION)));
|
||||
|
||||
Assert.That(resList.Length, Is.EqualTo(0));
|
||||
}
|
||||
|
||||
// Check only subsequent parameters are ignored when we hit the first bad link number
|
||||
{
|
||||
LSL_List resList
|
||||
= apiGrp1.llGetLinkPrimitiveParams(
|
||||
1,
|
||||
new LSL_List(
|
||||
new LSL_Integer(ScriptBaseClass.PRIM_ROTATION),
|
||||
new LSL_Integer(ScriptBaseClass.PRIM_LINK_TARGET),
|
||||
new LSL_Integer(3),
|
||||
new LSL_Integer(ScriptBaseClass.PRIM_ROTATION)));
|
||||
|
||||
Assert.That(resList.Length, Is.EqualTo(1));
|
||||
}
|
||||
}
|
||||
|
||||
[Test]
|
||||
// llSetPrimitiveParams and llGetPrimitiveParams test.
|
||||
public void TestllSetPrimitiveParams()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
|
||||
// Create Prim1.
|
||||
Scene scene = new SceneHelpers().SetupScene();
|
||||
string obj1Name = "Prim1";
|
||||
UUID objUuid = new UUID("00000000-0000-0000-0000-000000000001");
|
||||
SceneObjectPart part1 =
|
||||
new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default,
|
||||
Vector3.Zero, Quaternion.Identity,
|
||||
Vector3.Zero) { Name = obj1Name, UUID = objUuid };
|
||||
Assert.That(scene.AddNewSceneObject(new SceneObjectGroup(part1), false), Is.True);
|
||||
|
||||
LSL_Api apiGrp1 = new LSL_Api();
|
||||
apiGrp1.Initialize(m_engine, part1, null, null);
|
||||
|
||||
// Note that prim hollow check is passed with the other prim params in order to allow the
|
||||
// specification of a different check value from the prim param. A cylinder, prism, sphere,
|
||||
// torus or ring, with a hole shape of square, is limited to a hollow of 70%. Test 5 below
|
||||
// specifies a value of 95% and checks to see if 70% was properly returned.
|
||||
|
||||
// Test a sphere.
|
||||
CheckllSetPrimitiveParams(
|
||||
apiGrp1,
|
||||
"test 1", // Prim test identification string
|
||||
new LSL_Types.Vector3(6.0d, 9.9d, 9.9d), // Prim size
|
||||
ScriptBaseClass.PRIM_TYPE_SPHERE, // Prim type
|
||||
ScriptBaseClass.PRIM_HOLE_DEFAULT, // Prim hole type
|
||||
new LSL_Types.Vector3(0.0d, 0.075d, 0.0d), // Prim cut
|
||||
0.80f, // Prim hollow
|
||||
new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim twist
|
||||
new LSL_Types.Vector3(0.32d, 0.76d, 0.0d), // Prim dimple
|
||||
0.80f); // Prim hollow check
|
||||
|
||||
// Test a prism.
|
||||
CheckllSetPrimitiveParams(
|
||||
apiGrp1,
|
||||
"test 2", // Prim test identification string
|
||||
new LSL_Types.Vector3(3.5d, 3.5d, 3.5d), // Prim size
|
||||
ScriptBaseClass.PRIM_TYPE_PRISM, // Prim type
|
||||
ScriptBaseClass.PRIM_HOLE_CIRCLE, // Prim hole type
|
||||
new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut
|
||||
0.90f, // Prim hollow
|
||||
new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim twist
|
||||
new LSL_Types.Vector3(2.0d, 1.0d, 0.0d), // Prim taper
|
||||
new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim shear
|
||||
0.90f); // Prim hollow check
|
||||
|
||||
// Test a box.
|
||||
CheckllSetPrimitiveParams(
|
||||
apiGrp1,
|
||||
"test 3", // Prim test identification string
|
||||
new LSL_Types.Vector3(3.5d, 3.5d, 3.5d), // Prim size
|
||||
ScriptBaseClass.PRIM_TYPE_BOX, // Prim type
|
||||
ScriptBaseClass.PRIM_HOLE_TRIANGLE, // Prim hole type
|
||||
new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut
|
||||
0.95f, // Prim hollow
|
||||
new LSL_Types.Vector3(1.0d, 0.0d, 0.0d), // Prim twist
|
||||
new LSL_Types.Vector3(1.0d, 1.0d, 0.0d), // Prim taper
|
||||
new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim shear
|
||||
0.95f); // Prim hollow check
|
||||
|
||||
// Test a tube.
|
||||
CheckllSetPrimitiveParams(
|
||||
apiGrp1,
|
||||
"test 4", // Prim test identification string
|
||||
new LSL_Types.Vector3(4.2d, 4.2d, 4.2d), // Prim size
|
||||
ScriptBaseClass.PRIM_TYPE_TUBE, // Prim type
|
||||
ScriptBaseClass.PRIM_HOLE_SQUARE, // Prim hole type
|
||||
new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut
|
||||
0.00f, // Prim hollow
|
||||
new LSL_Types.Vector3(1.0d, -1.0d, 0.0d), // Prim twist
|
||||
new LSL_Types.Vector3(1.0d, 0.05d, 0.0d), // Prim hole size
|
||||
// Expression for y selected to test precision problems during byte
|
||||
// cast in SetPrimitiveShapeParams.
|
||||
new LSL_Types.Vector3(0.0d, 0.35d + 0.1d, 0.0d), // Prim shear
|
||||
new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim profile cut
|
||||
// Expression for y selected to test precision problems during sbyte
|
||||
// cast in SetPrimitiveShapeParams.
|
||||
new LSL_Types.Vector3(-1.0d, 0.70d + 0.1d + 0.1d, 0.0d), // Prim taper
|
||||
1.11f, // Prim revolutions
|
||||
0.88f, // Prim radius
|
||||
0.95f, // Prim skew
|
||||
0.00f); // Prim hollow check
|
||||
|
||||
// Test a prism.
|
||||
CheckllSetPrimitiveParams(
|
||||
apiGrp1,
|
||||
"test 5", // Prim test identification string
|
||||
new LSL_Types.Vector3(3.5d, 3.5d, 3.5d), // Prim size
|
||||
ScriptBaseClass.PRIM_TYPE_PRISM, // Prim type
|
||||
ScriptBaseClass.PRIM_HOLE_SQUARE, // Prim hole type
|
||||
new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut
|
||||
0.95f, // Prim hollow
|
||||
// Expression for x selected to test precision problems during sbyte
|
||||
// cast in SetPrimitiveShapeBlockParams.
|
||||
new LSL_Types.Vector3(0.7d + 0.2d, 0.0d, 0.0d), // Prim twist
|
||||
// Expression for y selected to test precision problems during sbyte
|
||||
// cast in SetPrimitiveShapeParams.
|
||||
new LSL_Types.Vector3(2.0d, (1.3d + 0.1d), 0.0d), // Prim taper
|
||||
new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim shear
|
||||
0.70f); // Prim hollow check
|
||||
|
||||
// Test a sculpted prim.
|
||||
CheckllSetPrimitiveParams(
|
||||
apiGrp1,
|
||||
"test 6", // Prim test identification string
|
||||
new LSL_Types.Vector3(2.0d, 2.0d, 2.0d), // Prim size
|
||||
ScriptBaseClass.PRIM_TYPE_SCULPT, // Prim type
|
||||
"be293869-d0d9-0a69-5989-ad27f1946fd4", // Prim map
|
||||
ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE); // Prim sculpt type
|
||||
}
|
||||
|
||||
// Set prim params for a box, cylinder or prism and check results.
|
||||
public void CheckllSetPrimitiveParams(LSL_Api api, string primTest,
|
||||
LSL_Types.Vector3 primSize, int primType, int primHoleType, LSL_Types.Vector3 primCut,
|
||||
float primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primTaper, LSL_Types.Vector3 primShear,
|
||||
float primHollowCheck)
|
||||
{
|
||||
// Set the prim params.
|
||||
api.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize,
|
||||
ScriptBaseClass.PRIM_TYPE, primType, primHoleType,
|
||||
primCut, primHollow, primTwist, primTaper, primShear));
|
||||
|
||||
// Get params for prim to validate settings.
|
||||
LSL_Types.list primParams =
|
||||
api.llGetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, ScriptBaseClass.PRIM_TYPE));
|
||||
|
||||
// Validate settings.
|
||||
CheckllSetPrimitiveParamsVector(primSize, api.llList2Vector(primParams, 0), primTest + " prim size");
|
||||
Assert.AreEqual(primType, api.llList2Integer(primParams, 1),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim type check fail");
|
||||
Assert.AreEqual(primHoleType, api.llList2Integer(primParams, 2),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim hole default check fail");
|
||||
CheckllSetPrimitiveParamsVector(primCut, api.llList2Vector(primParams, 3), primTest + " prim cut");
|
||||
Assert.AreEqual(primHollowCheck, api.llList2Float(primParams, 4), FLOAT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + primTest + " prim hollow check fail");
|
||||
CheckllSetPrimitiveParamsVector(primTwist, api.llList2Vector(primParams, 5), primTest + " prim twist");
|
||||
CheckllSetPrimitiveParamsVector(primTaper, api.llList2Vector(primParams, 6), primTest + " prim taper");
|
||||
CheckllSetPrimitiveParamsVector(primShear, api.llList2Vector(primParams, 7), primTest + " prim shear");
|
||||
}
|
||||
|
||||
// Set prim params for a sphere and check results.
|
||||
public void CheckllSetPrimitiveParams(LSL_Api api, string primTest,
|
||||
LSL_Types.Vector3 primSize, int primType, int primHoleType, LSL_Types.Vector3 primCut,
|
||||
float primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primDimple, float primHollowCheck)
|
||||
{
|
||||
// Set the prim params.
|
||||
api.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize,
|
||||
ScriptBaseClass.PRIM_TYPE, primType, primHoleType,
|
||||
primCut, primHollow, primTwist, primDimple));
|
||||
|
||||
// Get params for prim to validate settings.
|
||||
LSL_Types.list primParams =
|
||||
api.llGetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, ScriptBaseClass.PRIM_TYPE));
|
||||
|
||||
// Validate settings.
|
||||
CheckllSetPrimitiveParamsVector(primSize, api.llList2Vector(primParams, 0), primTest + " prim size");
|
||||
Assert.AreEqual(primType, api.llList2Integer(primParams, 1),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim type check fail");
|
||||
Assert.AreEqual(primHoleType, api.llList2Integer(primParams, 2),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim hole default check fail");
|
||||
CheckllSetPrimitiveParamsVector(primCut, api.llList2Vector(primParams, 3), primTest + " prim cut");
|
||||
Assert.AreEqual(primHollowCheck, api.llList2Float(primParams, 4), FLOAT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + primTest + " prim hollow check fail");
|
||||
CheckllSetPrimitiveParamsVector(primTwist, api.llList2Vector(primParams, 5), primTest + " prim twist");
|
||||
CheckllSetPrimitiveParamsVector(primDimple, api.llList2Vector(primParams, 6), primTest + " prim dimple");
|
||||
}
|
||||
|
||||
// Set prim params for a torus, tube or ring and check results.
|
||||
public void CheckllSetPrimitiveParams(LSL_Api api, string primTest,
|
||||
LSL_Types.Vector3 primSize, int primType, int primHoleType, LSL_Types.Vector3 primCut,
|
||||
float primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primHoleSize,
|
||||
LSL_Types.Vector3 primShear, LSL_Types.Vector3 primProfCut, LSL_Types.Vector3 primTaper,
|
||||
float primRev, float primRadius, float primSkew, float primHollowCheck)
|
||||
{
|
||||
// Set the prim params.
|
||||
api.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize,
|
||||
ScriptBaseClass.PRIM_TYPE, primType, primHoleType,
|
||||
primCut, primHollow, primTwist, primHoleSize, primShear, primProfCut,
|
||||
primTaper, primRev, primRadius, primSkew));
|
||||
|
||||
// Get params for prim to validate settings.
|
||||
LSL_Types.list primParams =
|
||||
api.llGetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, ScriptBaseClass.PRIM_TYPE));
|
||||
|
||||
// Valdate settings.
|
||||
CheckllSetPrimitiveParamsVector(primSize, api.llList2Vector(primParams, 0), primTest + " prim size");
|
||||
Assert.AreEqual(primType, api.llList2Integer(primParams, 1),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim type check fail");
|
||||
Assert.AreEqual(primHoleType, api.llList2Integer(primParams, 2),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim hole default check fail");
|
||||
CheckllSetPrimitiveParamsVector(primCut, api.llList2Vector(primParams, 3), primTest + " prim cut");
|
||||
Assert.AreEqual(primHollowCheck, api.llList2Float(primParams, 4), FLOAT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + primTest + " prim hollow check fail");
|
||||
CheckllSetPrimitiveParamsVector(primTwist, api.llList2Vector(primParams, 5), primTest + " prim twist");
|
||||
CheckllSetPrimitiveParamsVector(primHoleSize, api.llList2Vector(primParams, 6), primTest + " prim hole size");
|
||||
CheckllSetPrimitiveParamsVector(primShear, api.llList2Vector(primParams, 7), primTest + " prim shear");
|
||||
CheckllSetPrimitiveParamsVector(primProfCut, api.llList2Vector(primParams, 8), primTest + " prim profile cut");
|
||||
CheckllSetPrimitiveParamsVector(primTaper, api.llList2Vector(primParams, 9), primTest + " prim taper");
|
||||
Assert.AreEqual(primRev, api.llList2Float(primParams, 10), FLOAT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + primTest + " prim revolutions fail");
|
||||
Assert.AreEqual(primRadius, api.llList2Float(primParams, 11), FLOAT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + primTest + " prim radius fail");
|
||||
Assert.AreEqual(primSkew, api.llList2Float(primParams, 12), FLOAT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + primTest + " prim skew fail");
|
||||
}
|
||||
|
||||
// Set prim params for a sculpted prim and check results.
|
||||
public void CheckllSetPrimitiveParams(LSL_Api api, string primTest,
|
||||
LSL_Types.Vector3 primSize, int primType, string primMap, int primSculptType)
|
||||
{
|
||||
// Set the prim params.
|
||||
api.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize,
|
||||
ScriptBaseClass.PRIM_TYPE, primType, primMap, primSculptType));
|
||||
|
||||
// Get params for prim to validate settings.
|
||||
LSL_Types.list primParams =
|
||||
api.llGetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, ScriptBaseClass.PRIM_TYPE));
|
||||
|
||||
// Validate settings.
|
||||
CheckllSetPrimitiveParamsVector(primSize, api.llList2Vector(primParams, 0), primTest + " prim size");
|
||||
Assert.AreEqual(primType, api.llList2Integer(primParams, 1),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim type check fail");
|
||||
Assert.AreEqual(primMap, (string)api.llList2String(primParams, 2),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim map check fail");
|
||||
Assert.AreEqual(primSculptType, api.llList2Integer(primParams, 3),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim type scuplt check fail");
|
||||
}
|
||||
|
||||
public void CheckllSetPrimitiveParamsVector(LSL_Types.Vector3 vecCheck, LSL_Types.Vector3 vecReturned, string msg)
|
||||
{
|
||||
// Check each vector component against expected result.
|
||||
Assert.AreEqual(vecCheck.x, vecReturned.x, VECTOR_COMPONENT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + msg + " vector check fail on x component");
|
||||
Assert.AreEqual(vecCheck.y, vecReturned.y, VECTOR_COMPONENT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + msg + " vector check fail on y component");
|
||||
Assert.AreEqual(vecCheck.z, vecReturned.z, VECTOR_COMPONENT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + msg + " vector check fail on z component");
|
||||
}
|
||||
|
||||
}
|
||||
}
|
|
@ -47,9 +47,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
|
|||
[TestFixture, LongRunning]
|
||||
public class LSL_ApiTest
|
||||
{
|
||||
private const double ANGLE_ACCURACY_IN_RADIANS = 1E-6;
|
||||
private const double VECTOR_COMPONENT_ACCURACY = 0.0000005d;
|
||||
private const float FLOAT_ACCURACY = 0.00005f;
|
||||
private const double ANGLE_ACCURACY_IN_RADIANS = 1E-6;
|
||||
private LSL_Api m_lslApi;
|
||||
|
||||
[SetUp]
|
||||
|
@ -254,241 +253,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
|
|||
Assert.AreEqual(0.0, check.z, VECTOR_COMPONENT_ACCURACY, "TestllRot2Euler Z bounds check fail");
|
||||
}
|
||||
|
||||
[Test]
|
||||
// llSetPrimitiveParams and llGetPrimitiveParams test.
|
||||
public void TestllSetPrimitiveParams()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
|
||||
// Create Prim1.
|
||||
Scene scene = new SceneHelpers().SetupScene();
|
||||
string obj1Name = "Prim1";
|
||||
UUID objUuid = new UUID("00000000-0000-0000-0000-000000000001");
|
||||
SceneObjectPart part1 =
|
||||
new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default,
|
||||
Vector3.Zero, Quaternion.Identity,
|
||||
Vector3.Zero) { Name = obj1Name, UUID = objUuid };
|
||||
Assert.That(scene.AddNewSceneObject(new SceneObjectGroup(part1), false), Is.True);
|
||||
|
||||
// Note that prim hollow check is passed with the other prim params in order to allow the
|
||||
// specification of a different check value from the prim param. A cylinder, prism, sphere,
|
||||
// torus or ring, with a hole shape of square, is limited to a hollow of 70%. Test 5 below
|
||||
// specifies a value of 95% and checks to see if 70% was properly returned.
|
||||
|
||||
// Test a sphere.
|
||||
CheckllSetPrimitiveParams(
|
||||
"test 1", // Prim test identification string
|
||||
new LSL_Types.Vector3(6.0d, 9.9d, 9.9d), // Prim size
|
||||
ScriptBaseClass.PRIM_TYPE_SPHERE, // Prim type
|
||||
ScriptBaseClass.PRIM_HOLE_DEFAULT, // Prim hole type
|
||||
new LSL_Types.Vector3(0.0d, 0.075d, 0.0d), // Prim cut
|
||||
0.80f, // Prim hollow
|
||||
new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim twist
|
||||
new LSL_Types.Vector3(0.32d, 0.76d, 0.0d), // Prim dimple
|
||||
0.80f); // Prim hollow check
|
||||
|
||||
// Test a prism.
|
||||
CheckllSetPrimitiveParams(
|
||||
"test 2", // Prim test identification string
|
||||
new LSL_Types.Vector3(3.5d, 3.5d, 3.5d), // Prim size
|
||||
ScriptBaseClass.PRIM_TYPE_PRISM, // Prim type
|
||||
ScriptBaseClass.PRIM_HOLE_CIRCLE, // Prim hole type
|
||||
new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut
|
||||
0.90f, // Prim hollow
|
||||
new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim twist
|
||||
new LSL_Types.Vector3(2.0d, 1.0d, 0.0d), // Prim taper
|
||||
new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim shear
|
||||
0.90f); // Prim hollow check
|
||||
|
||||
// Test a box.
|
||||
CheckllSetPrimitiveParams(
|
||||
"test 3", // Prim test identification string
|
||||
new LSL_Types.Vector3(3.5d, 3.5d, 3.5d), // Prim size
|
||||
ScriptBaseClass.PRIM_TYPE_BOX, // Prim type
|
||||
ScriptBaseClass.PRIM_HOLE_TRIANGLE, // Prim hole type
|
||||
new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut
|
||||
0.95f, // Prim hollow
|
||||
new LSL_Types.Vector3(1.0d, 0.0d, 0.0d), // Prim twist
|
||||
new LSL_Types.Vector3(1.0d, 1.0d, 0.0d), // Prim taper
|
||||
new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim shear
|
||||
0.95f); // Prim hollow check
|
||||
|
||||
// Test a tube.
|
||||
CheckllSetPrimitiveParams(
|
||||
"test 4", // Prim test identification string
|
||||
new LSL_Types.Vector3(4.2d, 4.2d, 4.2d), // Prim size
|
||||
ScriptBaseClass.PRIM_TYPE_TUBE, // Prim type
|
||||
ScriptBaseClass.PRIM_HOLE_SQUARE, // Prim hole type
|
||||
new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut
|
||||
0.00f, // Prim hollow
|
||||
new LSL_Types.Vector3(1.0d, -1.0d, 0.0d), // Prim twist
|
||||
new LSL_Types.Vector3(1.0d, 0.05d, 0.0d), // Prim hole size
|
||||
// Expression for y selected to test precision problems during byte
|
||||
// cast in SetPrimitiveShapeParams.
|
||||
new LSL_Types.Vector3(0.0d, 0.35d + 0.1d, 0.0d), // Prim shear
|
||||
new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim profile cut
|
||||
// Expression for y selected to test precision problems during sbyte
|
||||
// cast in SetPrimitiveShapeParams.
|
||||
new LSL_Types.Vector3(-1.0d, 0.70d + 0.1d + 0.1d, 0.0d), // Prim taper
|
||||
1.11f, // Prim revolutions
|
||||
0.88f, // Prim radius
|
||||
0.95f, // Prim skew
|
||||
0.00f); // Prim hollow check
|
||||
|
||||
// Test a prism.
|
||||
CheckllSetPrimitiveParams(
|
||||
"test 5", // Prim test identification string
|
||||
new LSL_Types.Vector3(3.5d, 3.5d, 3.5d), // Prim size
|
||||
ScriptBaseClass.PRIM_TYPE_PRISM, // Prim type
|
||||
ScriptBaseClass.PRIM_HOLE_SQUARE, // Prim hole type
|
||||
new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut
|
||||
0.95f, // Prim hollow
|
||||
// Expression for x selected to test precision problems during sbyte
|
||||
// cast in SetPrimitiveShapeBlockParams.
|
||||
new LSL_Types.Vector3(0.7d + 0.2d, 0.0d, 0.0d), // Prim twist
|
||||
// Expression for y selected to test precision problems during sbyte
|
||||
// cast in SetPrimitiveShapeParams.
|
||||
new LSL_Types.Vector3(2.0d, (1.3d + 0.1d), 0.0d), // Prim taper
|
||||
new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim shear
|
||||
0.70f); // Prim hollow check
|
||||
|
||||
// Test a sculpted prim.
|
||||
CheckllSetPrimitiveParams(
|
||||
"test 6", // Prim test identification string
|
||||
new LSL_Types.Vector3(2.0d, 2.0d, 2.0d), // Prim size
|
||||
ScriptBaseClass.PRIM_TYPE_SCULPT, // Prim type
|
||||
"be293869-d0d9-0a69-5989-ad27f1946fd4", // Prim map
|
||||
ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE); // Prim sculpt type
|
||||
}
|
||||
|
||||
// Set prim params for a box, cylinder or prism and check results.
|
||||
public void CheckllSetPrimitiveParams(string primTest,
|
||||
LSL_Types.Vector3 primSize, int primType, int primHoleType, LSL_Types.Vector3 primCut,
|
||||
float primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primTaper, LSL_Types.Vector3 primShear,
|
||||
float primHollowCheck)
|
||||
{
|
||||
// Set the prim params.
|
||||
m_lslApi.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize,
|
||||
ScriptBaseClass.PRIM_TYPE, primType, primHoleType,
|
||||
primCut, primHollow, primTwist, primTaper, primShear));
|
||||
|
||||
// Get params for prim to validate settings.
|
||||
LSL_Types.list primParams =
|
||||
m_lslApi.llGetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, ScriptBaseClass.PRIM_TYPE));
|
||||
|
||||
// Validate settings.
|
||||
CheckllSetPrimitiveParamsVector(primSize, m_lslApi.llList2Vector(primParams, 0), primTest + " prim size");
|
||||
Assert.AreEqual(primType, m_lslApi.llList2Integer(primParams, 1),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim type check fail");
|
||||
Assert.AreEqual(primHoleType, m_lslApi.llList2Integer(primParams, 2),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim hole default check fail");
|
||||
CheckllSetPrimitiveParamsVector(primCut, m_lslApi.llList2Vector(primParams, 3), primTest + " prim cut");
|
||||
Assert.AreEqual(primHollowCheck, m_lslApi.llList2Float(primParams, 4), FLOAT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + primTest + " prim hollow check fail");
|
||||
CheckllSetPrimitiveParamsVector(primTwist, m_lslApi.llList2Vector(primParams, 5), primTest + " prim twist");
|
||||
CheckllSetPrimitiveParamsVector(primTaper, m_lslApi.llList2Vector(primParams, 6), primTest + " prim taper");
|
||||
CheckllSetPrimitiveParamsVector(primShear, m_lslApi.llList2Vector(primParams, 7), primTest + " prim shear");
|
||||
}
|
||||
|
||||
// Set prim params for a sphere and check results.
|
||||
public void CheckllSetPrimitiveParams(string primTest,
|
||||
LSL_Types.Vector3 primSize, int primType, int primHoleType, LSL_Types.Vector3 primCut,
|
||||
float primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primDimple, float primHollowCheck)
|
||||
{
|
||||
// Set the prim params.
|
||||
m_lslApi.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize,
|
||||
ScriptBaseClass.PRIM_TYPE, primType, primHoleType,
|
||||
primCut, primHollow, primTwist, primDimple));
|
||||
|
||||
// Get params for prim to validate settings.
|
||||
LSL_Types.list primParams =
|
||||
m_lslApi.llGetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, ScriptBaseClass.PRIM_TYPE));
|
||||
|
||||
// Validate settings.
|
||||
CheckllSetPrimitiveParamsVector(primSize, m_lslApi.llList2Vector(primParams, 0), primTest + " prim size");
|
||||
Assert.AreEqual(primType, m_lslApi.llList2Integer(primParams, 1),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim type check fail");
|
||||
Assert.AreEqual(primHoleType, m_lslApi.llList2Integer(primParams, 2),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim hole default check fail");
|
||||
CheckllSetPrimitiveParamsVector(primCut, m_lslApi.llList2Vector(primParams, 3), primTest + " prim cut");
|
||||
Assert.AreEqual(primHollowCheck, m_lslApi.llList2Float(primParams, 4), FLOAT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + primTest + " prim hollow check fail");
|
||||
CheckllSetPrimitiveParamsVector(primTwist, m_lslApi.llList2Vector(primParams, 5), primTest + " prim twist");
|
||||
CheckllSetPrimitiveParamsVector(primDimple, m_lslApi.llList2Vector(primParams, 6), primTest + " prim dimple");
|
||||
}
|
||||
|
||||
// Set prim params for a torus, tube or ring and check results.
|
||||
public void CheckllSetPrimitiveParams(string primTest,
|
||||
LSL_Types.Vector3 primSize, int primType, int primHoleType, LSL_Types.Vector3 primCut,
|
||||
float primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primHoleSize,
|
||||
LSL_Types.Vector3 primShear, LSL_Types.Vector3 primProfCut, LSL_Types.Vector3 primTaper,
|
||||
float primRev, float primRadius, float primSkew, float primHollowCheck)
|
||||
{
|
||||
// Set the prim params.
|
||||
m_lslApi.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize,
|
||||
ScriptBaseClass.PRIM_TYPE, primType, primHoleType,
|
||||
primCut, primHollow, primTwist, primHoleSize, primShear, primProfCut,
|
||||
primTaper, primRev, primRadius, primSkew));
|
||||
|
||||
// Get params for prim to validate settings.
|
||||
LSL_Types.list primParams =
|
||||
m_lslApi.llGetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, ScriptBaseClass.PRIM_TYPE));
|
||||
|
||||
// Valdate settings.
|
||||
CheckllSetPrimitiveParamsVector(primSize, m_lslApi.llList2Vector(primParams, 0), primTest + " prim size");
|
||||
Assert.AreEqual(primType, m_lslApi.llList2Integer(primParams, 1),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim type check fail");
|
||||
Assert.AreEqual(primHoleType, m_lslApi.llList2Integer(primParams, 2),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim hole default check fail");
|
||||
CheckllSetPrimitiveParamsVector(primCut, m_lslApi.llList2Vector(primParams, 3), primTest + " prim cut");
|
||||
Assert.AreEqual(primHollowCheck, m_lslApi.llList2Float(primParams, 4), FLOAT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + primTest + " prim hollow check fail");
|
||||
CheckllSetPrimitiveParamsVector(primTwist, m_lslApi.llList2Vector(primParams, 5), primTest + " prim twist");
|
||||
CheckllSetPrimitiveParamsVector(primHoleSize, m_lslApi.llList2Vector(primParams, 6), primTest + " prim hole size");
|
||||
CheckllSetPrimitiveParamsVector(primShear, m_lslApi.llList2Vector(primParams, 7), primTest + " prim shear");
|
||||
CheckllSetPrimitiveParamsVector(primProfCut, m_lslApi.llList2Vector(primParams, 8), primTest + " prim profile cut");
|
||||
CheckllSetPrimitiveParamsVector(primTaper, m_lslApi.llList2Vector(primParams, 9), primTest + " prim taper");
|
||||
Assert.AreEqual(primRev, m_lslApi.llList2Float(primParams, 10), FLOAT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + primTest + " prim revolutions fail");
|
||||
Assert.AreEqual(primRadius, m_lslApi.llList2Float(primParams, 11), FLOAT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + primTest + " prim radius fail");
|
||||
Assert.AreEqual(primSkew, m_lslApi.llList2Float(primParams, 12), FLOAT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + primTest + " prim skew fail");
|
||||
}
|
||||
|
||||
// Set prim params for a sculpted prim and check results.
|
||||
public void CheckllSetPrimitiveParams(string primTest,
|
||||
LSL_Types.Vector3 primSize, int primType, string primMap, int primSculptType)
|
||||
{
|
||||
// Set the prim params.
|
||||
m_lslApi.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize,
|
||||
ScriptBaseClass.PRIM_TYPE, primType, primMap, primSculptType));
|
||||
|
||||
// Get params for prim to validate settings.
|
||||
LSL_Types.list primParams =
|
||||
m_lslApi.llGetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, ScriptBaseClass.PRIM_TYPE));
|
||||
|
||||
// Validate settings.
|
||||
CheckllSetPrimitiveParamsVector(primSize, m_lslApi.llList2Vector(primParams, 0), primTest + " prim size");
|
||||
Assert.AreEqual(primType, m_lslApi.llList2Integer(primParams, 1),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim type check fail");
|
||||
Assert.AreEqual(primMap, (string)m_lslApi.llList2String(primParams, 2),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim map check fail");
|
||||
Assert.AreEqual(primSculptType, m_lslApi.llList2Integer(primParams, 3),
|
||||
"TestllSetPrimitiveParams " + primTest + " prim type scuplt check fail");
|
||||
}
|
||||
|
||||
public void CheckllSetPrimitiveParamsVector(LSL_Types.Vector3 vecCheck, LSL_Types.Vector3 vecReturned, string msg)
|
||||
{
|
||||
// Check each vector component against expected result.
|
||||
Assert.AreEqual(vecCheck.x, vecReturned.x, VECTOR_COMPONENT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + msg + " vector check fail on x component");
|
||||
Assert.AreEqual(vecCheck.y, vecReturned.y, VECTOR_COMPONENT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + msg + " vector check fail on y component");
|
||||
Assert.AreEqual(vecCheck.z, vecReturned.z, VECTOR_COMPONENT_ACCURACY,
|
||||
"TestllSetPrimitiveParams " + msg + " vector check fail on z component");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestllVecNorm()
|
||||
{
|
||||
|
|
|
@ -106,6 +106,9 @@ namespace OpenSim.Server.Handlers.Grid
|
|||
case "get_default_regions":
|
||||
return GetDefaultRegions(request);
|
||||
|
||||
case "get_default_hypergrid_regions":
|
||||
return GetDefaultHypergridRegions(request);
|
||||
|
||||
case "get_fallback_regions":
|
||||
return GetFallbackRegions(request);
|
||||
|
||||
|
@ -444,6 +447,36 @@ namespace OpenSim.Server.Handlers.Grid
|
|||
return Util.UTF8NoBomEncoding.GetBytes(xmlString);
|
||||
}
|
||||
|
||||
byte[] GetDefaultHypergridRegions(Dictionary<string, object> request)
|
||||
{
|
||||
//m_log.DebugFormat("[GRID HANDLER]: GetDefaultRegions");
|
||||
UUID scopeID = UUID.Zero;
|
||||
if (request.ContainsKey("SCOPEID"))
|
||||
UUID.TryParse(request["SCOPEID"].ToString(), out scopeID);
|
||||
else
|
||||
m_log.WarnFormat("[GRID HANDLER]: no scopeID in request to get region range");
|
||||
|
||||
List<GridRegion> rinfos = m_GridService.GetDefaultHypergridRegions(scopeID);
|
||||
|
||||
Dictionary<string, object> result = new Dictionary<string, object>();
|
||||
if ((rinfos == null) || ((rinfos != null) && (rinfos.Count == 0)))
|
||||
result["result"] = "null";
|
||||
else
|
||||
{
|
||||
int i = 0;
|
||||
foreach (GridRegion rinfo in rinfos)
|
||||
{
|
||||
Dictionary<string, object> rinfoDict = rinfo.ToKeyValuePairs();
|
||||
result["region" + i] = rinfoDict;
|
||||
i++;
|
||||
}
|
||||
}
|
||||
string xmlString = ServerUtils.BuildXmlResponse(result);
|
||||
|
||||
//m_log.DebugFormat("[GRID HANDLER]: resp string: {0}", xmlString);
|
||||
return Util.UTF8NoBomEncoding.GetBytes(xmlString);
|
||||
}
|
||||
|
||||
byte[] GetFallbackRegions(Dictionary<string, object> request)
|
||||
{
|
||||
//m_log.DebugFormat("[GRID HANDLER]: GetRegionRange");
|
||||
|
|
|
@ -104,6 +104,8 @@ namespace OpenSim.Server.Handlers.Profiles
|
|||
Server.AddJsonRPCHandler("avatar_properties_request", handler.AvatarPropertiesRequest);
|
||||
Server.AddJsonRPCHandler("avatar_properties_update", handler.AvatarPropertiesUpdate);
|
||||
Server.AddJsonRPCHandler("avatar_interests_update", handler.AvatarInterestsUpdate);
|
||||
Server.AddJsonRPCHandler("user_preferences_update", handler.UserPreferenecesUpdate);
|
||||
Server.AddJsonRPCHandler("user_preferences_request", handler.UserPreferencesRequest);
|
||||
Server.AddJsonRPCHandler("image_assets_request", handler.AvatarImageAssetsRequest);
|
||||
Server.AddJsonRPCHandler("user_data_request", handler.RequestUserAppData);
|
||||
Server.AddJsonRPCHandler("user_data_update", handler.UpdateUserAppData);
|
||||
|
|
|
@ -381,6 +381,59 @@ namespace OpenSim.Server.Handlers
|
|||
}
|
||||
#endregion Interests
|
||||
|
||||
#region User Preferences
|
||||
public bool UserPreferencesRequest(OSDMap json, ref JsonRpcResponse response)
|
||||
{
|
||||
if(!json.ContainsKey("params"))
|
||||
{
|
||||
response.Error.Code = ErrorCode.ParseError;
|
||||
m_log.DebugFormat ("User Preferences Request");
|
||||
return false;
|
||||
}
|
||||
|
||||
string result = string.Empty;
|
||||
UserPreferences prefs = new UserPreferences();
|
||||
object Prefs = (object)prefs;
|
||||
OSD.DeserializeMembers(ref Prefs, (OSDMap)json["params"]);
|
||||
if(Service.UserPreferencesRequest(ref prefs, ref result))
|
||||
{
|
||||
response.Result = OSD.SerializeMembers(prefs);
|
||||
return true;
|
||||
}
|
||||
|
||||
response.Error.Code = ErrorCode.InternalError;
|
||||
response.Error.Message = string.Format("{0}", result);
|
||||
m_log.InfoFormat("[PROFILES]: User preferences request error - {0}", response.Error.Message);
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool UserPreferenecesUpdate(OSDMap json, ref JsonRpcResponse response)
|
||||
{
|
||||
if(!json.ContainsKey("params"))
|
||||
{
|
||||
response.Error.Code = ErrorCode.ParseError;
|
||||
response.Error.Message = "no parameters supplied";
|
||||
m_log.DebugFormat ("User Preferences Update Request");
|
||||
return false;
|
||||
}
|
||||
|
||||
string result = string.Empty;
|
||||
UserPreferences prefs = new UserPreferences();
|
||||
object Prefs = (object)prefs;
|
||||
OSD.DeserializeMembers(ref Prefs, (OSDMap)json["params"]);
|
||||
if(Service.UserPreferencesUpdate(ref prefs, ref result))
|
||||
{
|
||||
response.Result = OSD.SerializeMembers(prefs);
|
||||
return true;
|
||||
}
|
||||
|
||||
response.Error.Code = ErrorCode.InternalError;
|
||||
response.Error.Message = string.Format("{0}", result);
|
||||
m_log.InfoFormat("[PROFILES]: User preferences update error - {0}", response.Error.Message);
|
||||
return false;
|
||||
}
|
||||
#endregion User Preferences
|
||||
|
||||
#region Utility
|
||||
public bool AvatarImageAssetsRequest(OSDMap json, ref JsonRpcResponse response)
|
||||
{
|
||||
|
|
|
@ -515,6 +515,57 @@ namespace OpenSim.Services.Connectors
|
|||
return rinfos;
|
||||
}
|
||||
|
||||
public List<GridRegion> GetDefaultHypergridRegions(UUID scopeID)
|
||||
{
|
||||
Dictionary<string, object> sendData = new Dictionary<string, object>();
|
||||
|
||||
sendData["SCOPEID"] = scopeID.ToString();
|
||||
|
||||
sendData["METHOD"] = "get_default_hypergrid_regions";
|
||||
|
||||
List<GridRegion> rinfos = new List<GridRegion>();
|
||||
string reply = string.Empty;
|
||||
string uri = m_ServerURI + "/grid";
|
||||
try
|
||||
{
|
||||
reply = SynchronousRestFormsRequester.MakeRequest("POST",
|
||||
uri,
|
||||
ServerUtils.BuildQueryString(sendData));
|
||||
|
||||
//m_log.DebugFormat("[GRID CONNECTOR]: reply was {0}", reply);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.DebugFormat("[GRID CONNECTOR]: Exception when contacting grid server at {0}: {1}", uri, e.Message);
|
||||
return rinfos;
|
||||
}
|
||||
|
||||
if (reply != string.Empty)
|
||||
{
|
||||
Dictionary<string, object> replyData = ServerUtils.ParseXmlResponse(reply);
|
||||
|
||||
if (replyData != null)
|
||||
{
|
||||
Dictionary<string, object>.ValueCollection rinfosList = replyData.Values;
|
||||
foreach (object r in rinfosList)
|
||||
{
|
||||
if (r is Dictionary<string, object>)
|
||||
{
|
||||
GridRegion rinfo = new GridRegion((Dictionary<string, object>)r);
|
||||
rinfos.Add(rinfo);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
m_log.DebugFormat("[GRID CONNECTOR]: GetDefaultHypergridRegions {0} received null response",
|
||||
scopeID);
|
||||
}
|
||||
else
|
||||
m_log.DebugFormat("[GRID CONNECTOR]: GetDefaultHypergridRegions received null reply");
|
||||
|
||||
return rinfos;
|
||||
}
|
||||
|
||||
public List<GridRegion> GetFallbackRegions(UUID scopeID, int x, int y)
|
||||
{
|
||||
Dictionary<string, object> sendData = new Dictionary<string, object>();
|
||||
|
|
|
@ -330,6 +330,12 @@ namespace OpenSim.Services.Connectors.SimianGrid
|
|||
return new List<GridRegion>(0);
|
||||
}
|
||||
|
||||
public List<GridRegion> GetDefaultHypergridRegions(UUID scopeID)
|
||||
{
|
||||
// TODO: Allow specifying the default grid location
|
||||
return GetDefaultRegions(scopeID);
|
||||
}
|
||||
|
||||
public List<GridRegion> GetFallbackRegions(UUID scopeID, int x, int y)
|
||||
{
|
||||
GridRegion defRegion = GetNearestRegion(new Vector3d(x, y, 0.0), true);
|
||||
|
|
|
@ -86,7 +86,7 @@ namespace OpenSim.Services.GridService
|
|||
{
|
||||
MainConsole.Instance.Commands.AddCommand("Regions", true,
|
||||
"deregister region id",
|
||||
"deregister region id <Region UUID>",
|
||||
"deregister region id <region-id>+",
|
||||
"Deregister a region manually.",
|
||||
String.Empty,
|
||||
HandleDeregisterRegion);
|
||||
|
@ -265,8 +265,9 @@ namespace OpenSim.Services.GridService
|
|||
m_log.DebugFormat("[GRID SERVICE]: Database exception: {0}", e);
|
||||
}
|
||||
|
||||
m_log.DebugFormat("[GRID SERVICE]: Region {0} ({1}) registered successfully at {2}-{3}",
|
||||
regionInfos.RegionName, regionInfos.RegionID, regionInfos.RegionCoordX, regionInfos.RegionCoordY);
|
||||
m_log.DebugFormat("[GRID SERVICE]: Region {0} ({1}) registered successfully at {2}-{3} with flags {4}",
|
||||
regionInfos.RegionName, regionInfos.RegionID, regionInfos.RegionCoordX, regionInfos.RegionCoordY,
|
||||
(OpenSim.Framework.RegionFlags)flags);
|
||||
|
||||
return String.Empty;
|
||||
}
|
||||
|
@ -478,6 +479,33 @@ namespace OpenSim.Services.GridService
|
|||
return ret;
|
||||
}
|
||||
|
||||
public List<GridRegion> GetDefaultHypergridRegions(UUID scopeID)
|
||||
{
|
||||
List<GridRegion> ret = new List<GridRegion>();
|
||||
|
||||
List<RegionData> regions = m_Database.GetDefaultHypergridRegions(scopeID);
|
||||
|
||||
foreach (RegionData r in regions)
|
||||
{
|
||||
if ((Convert.ToInt32(r.Data["flags"]) & (int)OpenSim.Framework.RegionFlags.RegionOnline) != 0)
|
||||
ret.Add(RegionData2RegionInfo(r));
|
||||
}
|
||||
|
||||
int hgDefaultRegionsFoundOnline = regions.Count;
|
||||
|
||||
// For now, hypergrid default regions will always be given precedence but we will also return simple default
|
||||
// regions in case no specific hypergrid regions are specified.
|
||||
ret.AddRange(GetDefaultRegions(scopeID));
|
||||
|
||||
int normalDefaultRegionsFoundOnline = ret.Count - hgDefaultRegionsFoundOnline;
|
||||
|
||||
m_log.DebugFormat(
|
||||
"[GRID SERVICE]: GetDefaultHypergridRegions returning {0} hypergrid default and {1} normal default regions",
|
||||
hgDefaultRegionsFoundOnline, normalDefaultRegionsFoundOnline);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
public List<GridRegion> GetFallbackRegions(UUID scopeID, int x, int y)
|
||||
{
|
||||
List<GridRegion> ret = new List<GridRegion>();
|
||||
|
@ -526,40 +554,41 @@ namespace OpenSim.Services.GridService
|
|||
|
||||
private void HandleDeregisterRegion(string module, string[] cmd)
|
||||
{
|
||||
if (cmd.Length != 4)
|
||||
if (cmd.Length < 4)
|
||||
{
|
||||
MainConsole.Instance.Output("Syntax: degregister region id <Region UUID>");
|
||||
MainConsole.Instance.Output("Usage: degregister region id <region-id>+");
|
||||
return;
|
||||
}
|
||||
|
||||
string rawRegionUuid = cmd[3];
|
||||
UUID regionUuid;
|
||||
|
||||
if (!UUID.TryParse(rawRegionUuid, out regionUuid))
|
||||
for (int i = 3; i < cmd.Length; i++)
|
||||
{
|
||||
MainConsole.Instance.OutputFormat("{0} is not a valid region uuid", rawRegionUuid);
|
||||
return;
|
||||
}
|
||||
string rawRegionUuid = cmd[i];
|
||||
UUID regionUuid;
|
||||
|
||||
GridRegion region = GetRegionByUUID(UUID.Zero, regionUuid);
|
||||
if (!UUID.TryParse(rawRegionUuid, out regionUuid))
|
||||
{
|
||||
MainConsole.Instance.OutputFormat("{0} is not a valid region uuid", rawRegionUuid);
|
||||
return;
|
||||
}
|
||||
|
||||
if (region == null)
|
||||
{
|
||||
MainConsole.Instance.OutputFormat("No region with UUID {0}", regionUuid);
|
||||
return;
|
||||
}
|
||||
GridRegion region = GetRegionByUUID(UUID.Zero, regionUuid);
|
||||
|
||||
if (DeregisterRegion(regionUuid))
|
||||
{
|
||||
MainConsole.Instance.OutputFormat("Deregistered {0} {1}", region.RegionName, regionUuid);
|
||||
}
|
||||
else
|
||||
{
|
||||
// I don't think this can ever occur if we know that the region exists.
|
||||
MainConsole.Instance.OutputFormat("Error deregistering {0} {1}", region.RegionName, regionUuid);
|
||||
}
|
||||
if (region == null)
|
||||
{
|
||||
MainConsole.Instance.OutputFormat("No region with UUID {0}", regionUuid);
|
||||
return;
|
||||
}
|
||||
|
||||
return;
|
||||
if (DeregisterRegion(regionUuid))
|
||||
{
|
||||
MainConsole.Instance.OutputFormat("Deregistered {0} {1}", region.RegionName, regionUuid);
|
||||
}
|
||||
else
|
||||
{
|
||||
// I don't think this can ever occur if we know that the region exists.
|
||||
MainConsole.Instance.OutputFormat("Error deregistering {0} {1}", region.RegionName, regionUuid);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleShowRegions(string module, string[] cmd)
|
||||
|
|
|
@ -79,7 +79,7 @@ namespace OpenSim.Services.GridService
|
|||
{
|
||||
if (m_DefaultRegion == null)
|
||||
{
|
||||
List<GridRegion> defs = m_GridService.GetDefaultRegions(m_ScopeID);
|
||||
List<GridRegion> defs = m_GridService.GetDefaultHypergridRegions(m_ScopeID);
|
||||
if (defs != null && defs.Count > 0)
|
||||
m_DefaultRegion = defs[0];
|
||||
else
|
||||
|
|
|
@ -171,7 +171,7 @@ namespace OpenSim.Services.HypergridService
|
|||
m_log.DebugFormat("[GATEKEEPER SERVICE]: Request to link to {0}", (regionName == string.Empty)? "default region" : regionName);
|
||||
if (!m_AllowTeleportsToAnyRegion || regionName == string.Empty)
|
||||
{
|
||||
List<GridRegion> defs = m_GridService.GetDefaultRegions(m_ScopeID);
|
||||
List<GridRegion> defs = m_GridService.GetDefaultHypergridRegions(m_ScopeID);
|
||||
if (defs != null && defs.Count > 0)
|
||||
{
|
||||
region = defs[0];
|
||||
|
|
|
@ -97,6 +97,7 @@ namespace OpenSim.Services.Interfaces
|
|||
List<GridRegion> GetRegionRange(UUID scopeID, int xmin, int xmax, int ymin, int ymax);
|
||||
|
||||
List<GridRegion> GetDefaultRegions(UUID scopeID);
|
||||
List<GridRegion> GetDefaultHypergridRegions(UUID scopeID);
|
||||
List<GridRegion> GetFallbackRegions(UUID scopeID, int x, int y);
|
||||
List<GridRegion> GetHyperlinks(UUID scopeID);
|
||||
|
||||
|
|
|
@ -58,6 +58,11 @@ namespace OpenSim.Services.Interfaces
|
|||
bool AvatarPropertiesUpdate(ref UserProfileProperties prop, ref string result);
|
||||
#endregion Profile Properties
|
||||
|
||||
#region User Preferences
|
||||
bool UserPreferencesRequest(ref UserPreferences pref, ref string result);
|
||||
bool UserPreferencesUpdate(ref UserPreferences pref, ref string result);
|
||||
#endregion User Preferences
|
||||
|
||||
#region Interests
|
||||
bool AvatarInterestsUpdate(UserProfileProperties prop, ref string result);
|
||||
#endregion Interests
|
||||
|
|
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Reference in New Issue