diff options
Diffstat (limited to 'OpenSim/Region')
103 files changed, 9466 insertions, 4130 deletions
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs index 6255515..a9b2745 100644 --- a/OpenSim/Region/Application/OpenSim.cs +++ b/OpenSim/Region/Application/OpenSim.cs | |||
@@ -35,6 +35,7 @@ using System.Text; | |||
35 | using System.Text.RegularExpressions; | 35 | using System.Text.RegularExpressions; |
36 | using System.Timers; | 36 | using System.Timers; |
37 | using log4net; | 37 | using log4net; |
38 | using NDesk.Options; | ||
38 | using Nini.Config; | 39 | using Nini.Config; |
39 | using OpenMetaverse; | 40 | using OpenMetaverse; |
40 | using OpenSim.Framework; | 41 | using OpenSim.Framework; |
@@ -291,7 +292,7 @@ namespace OpenSim | |||
291 | 292 | ||
292 | m_console.Commands.AddCommand("Archiving", false, "save oar", | 293 | m_console.Commands.AddCommand("Archiving", false, "save oar", |
293 | //"save oar [-v|--version=<N>] [-p|--profile=<url>] [<OAR path>]", | 294 | //"save oar [-v|--version=<N>] [-p|--profile=<url>] [<OAR path>]", |
294 | "save oar [-h|--home=<url>] [--noassets] [--publish] [--perm=<permissions>] [<OAR path>]", | 295 | "save oar [-h|--home=<url>] [--noassets] [--publish] [--perm=<permissions>] [--all] [<OAR path>]", |
295 | "Save a region's data to an OAR archive.", | 296 | "Save a region's data to an OAR archive.", |
296 | // "-v|--version=<N> generates scene objects as per older versions of the serialization (e.g. -v=0)" + Environment.NewLine | 297 | // "-v|--version=<N> generates scene objects as per older versions of the serialization (e.g. -v=0)" + Environment.NewLine |
297 | "-h|--home=<url> adds the url of the profile service to the saved user information.\n" | 298 | "-h|--home=<url> adds the url of the profile service to the saved user information.\n" |
@@ -301,6 +302,7 @@ namespace OpenSim | |||
301 | + " this is useful if you're making oars generally available that might be reloaded to the same grid from which you published\n" | 302 | + " this is useful if you're making oars generally available that might be reloaded to the same grid from which you published\n" |
302 | + "--perm=<permissions> stops objects with insufficient permissions from being saved to the OAR.\n" | 303 | + "--perm=<permissions> stops objects with insufficient permissions from being saved to the OAR.\n" |
303 | + " <permissions> can contain one or more of these characters: \"C\" = Copy, \"T\" = Transfer\n" | 304 | + " <permissions> can contain one or more of these characters: \"C\" = Copy, \"T\" = Transfer\n" |
305 | + "--all saves all the regions in the simulator, instead of just the current region.\n" | ||
304 | + "The OAR path must be a filesystem path." | 306 | + "The OAR path must be a filesystem path." |
305 | + " If this is not given then the oar is saved to region.oar in the current directory.", | 307 | + " If this is not given then the oar is saved to region.oar in the current directory.", |
306 | SaveOar); | 308 | SaveOar); |
@@ -310,8 +312,11 @@ namespace OpenSim | |||
310 | "Change the scale of a named prim", HandleEditScale); | 312 | "Change the scale of a named prim", HandleEditScale); |
311 | 313 | ||
312 | m_console.Commands.AddCommand("Users", false, "kick user", | 314 | m_console.Commands.AddCommand("Users", false, "kick user", |
313 | "kick user <first> <last> [message]", | 315 | "kick user <first> <last> [--force] [message]", |
314 | "Kick a user off the simulator", KickUserCommand); | 316 | "Kick a user off the simulator", |
317 | "The --force option will kick the user without any checks to see whether it's already in the process of closing\n" | ||
318 | + "Only use this option if you are sure the avatar is inactive and a normal kick user operation does not removed them", | ||
319 | KickUserCommand); | ||
315 | 320 | ||
316 | m_console.Commands.AddCommand("Users", false, "show users", | 321 | m_console.Commands.AddCommand("Users", false, "show users", |
317 | "show users [full]", | 322 | "show users [full]", |
@@ -328,10 +333,6 @@ namespace OpenSim | |||
328 | "show circuits", | 333 | "show circuits", |
329 | "Show agent circuit data", HandleShow); | 334 | "Show agent circuit data", HandleShow); |
330 | 335 | ||
331 | m_console.Commands.AddCommand("Comms", false, "show http-handlers", | ||
332 | "show http-handlers", | ||
333 | "Show all registered http handlers", HandleShow); | ||
334 | |||
335 | m_console.Commands.AddCommand("Comms", false, "show pending-objects", | 336 | m_console.Commands.AddCommand("Comms", false, "show pending-objects", |
336 | "show pending-objects", | 337 | "show pending-objects", |
337 | "Show # of objects on the pending queues of all scene viewers", HandleShow); | 338 | "Show # of objects on the pending queues of all scene viewers", HandleShow); |
@@ -416,6 +417,7 @@ namespace OpenSim | |||
416 | { | 417 | { |
417 | RunCommandScript(m_shutdownCommandsFile); | 418 | RunCommandScript(m_shutdownCommandsFile); |
418 | } | 419 | } |
420 | |||
419 | base.ShutdownSpecific(); | 421 | base.ShutdownSpecific(); |
420 | } | 422 | } |
421 | 423 | ||
@@ -453,11 +455,17 @@ namespace OpenSim | |||
453 | /// <param name="cmdparams">name of avatar to kick</param> | 455 | /// <param name="cmdparams">name of avatar to kick</param> |
454 | private void KickUserCommand(string module, string[] cmdparams) | 456 | private void KickUserCommand(string module, string[] cmdparams) |
455 | { | 457 | { |
456 | if (cmdparams.Length < 4) | 458 | bool force = false; |
459 | |||
460 | OptionSet options = new OptionSet().Add("f|force", delegate (string v) { force = v != null; }); | ||
461 | |||
462 | List<string> mainParams = options.Parse(cmdparams); | ||
463 | |||
464 | if (mainParams.Count < 4) | ||
457 | return; | 465 | return; |
458 | 466 | ||
459 | string alert = null; | 467 | string alert = null; |
460 | if (cmdparams.Length > 4) | 468 | if (mainParams.Count > 4) |
461 | alert = String.Format("\n{0}\n", String.Join(" ", cmdparams, 4, cmdparams.Length - 4)); | 469 | alert = String.Format("\n{0}\n", String.Join(" ", cmdparams, 4, cmdparams.Length - 4)); |
462 | 470 | ||
463 | IList agents = SceneManager.GetCurrentSceneAvatars(); | 471 | IList agents = SceneManager.GetCurrentSceneAvatars(); |
@@ -466,8 +474,8 @@ namespace OpenSim | |||
466 | { | 474 | { |
467 | RegionInfo regionInfo = presence.Scene.RegionInfo; | 475 | RegionInfo regionInfo = presence.Scene.RegionInfo; |
468 | 476 | ||
469 | if (presence.Firstname.ToLower().Contains(cmdparams[2].ToLower()) && | 477 | if (presence.Firstname.ToLower().Contains(mainParams[2].ToLower()) && |
470 | presence.Lastname.ToLower().Contains(cmdparams[3].ToLower())) | 478 | presence.Lastname.ToLower().Contains(mainParams[3].ToLower())) |
471 | { | 479 | { |
472 | MainConsole.Instance.Output( | 480 | MainConsole.Instance.Output( |
473 | String.Format( | 481 | String.Format( |
@@ -480,7 +488,7 @@ namespace OpenSim | |||
480 | else | 488 | else |
481 | presence.ControllingClient.Kick("\nYou have been logged out by an administrator.\n"); | 489 | presence.ControllingClient.Kick("\nYou have been logged out by an administrator.\n"); |
482 | 490 | ||
483 | presence.Scene.IncomingCloseAgent(presence.UUID); | 491 | presence.Scene.IncomingCloseAgent(presence.UUID, force); |
484 | } | 492 | } |
485 | } | 493 | } |
486 | 494 | ||
@@ -1002,33 +1010,6 @@ namespace OpenSim | |||
1002 | HandleShowCircuits(); | 1010 | HandleShowCircuits(); |
1003 | break; | 1011 | break; |
1004 | 1012 | ||
1005 | case "http-handlers": | ||
1006 | System.Text.StringBuilder handlers = new System.Text.StringBuilder("Registered HTTP Handlers:\n"); | ||
1007 | |||
1008 | handlers.AppendFormat("* XMLRPC:\n"); | ||
1009 | foreach (String s in HttpServer.GetXmlRpcHandlerKeys()) | ||
1010 | handlers.AppendFormat("\t{0}\n", s); | ||
1011 | |||
1012 | handlers.AppendFormat("* HTTP:\n"); | ||
1013 | List<String> poll = HttpServer.GetPollServiceHandlerKeys(); | ||
1014 | foreach (String s in HttpServer.GetHTTPHandlerKeys()) | ||
1015 | handlers.AppendFormat("\t{0} {1}\n", s, (poll.Contains(s) ? "(poll service)" : string.Empty)); | ||
1016 | |||
1017 | handlers.AppendFormat("* Agent:\n"); | ||
1018 | foreach (String s in HttpServer.GetAgentHandlerKeys()) | ||
1019 | handlers.AppendFormat("\t{0}\n", s); | ||
1020 | |||
1021 | handlers.AppendFormat("* LLSD:\n"); | ||
1022 | foreach (String s in HttpServer.GetLLSDHandlerKeys()) | ||
1023 | handlers.AppendFormat("\t{0}\n", s); | ||
1024 | |||
1025 | handlers.AppendFormat("* StreamHandlers ({0}):\n", HttpServer.GetStreamHandlerKeys().Count); | ||
1026 | foreach (String s in HttpServer.GetStreamHandlerKeys()) | ||
1027 | handlers.AppendFormat("\t{0}\n", s); | ||
1028 | |||
1029 | MainConsole.Instance.Output(handlers.ToString()); | ||
1030 | break; | ||
1031 | |||
1032 | case "modules": | 1013 | case "modules": |
1033 | MainConsole.Instance.Output("The currently loaded shared modules are:"); | 1014 | MainConsole.Instance.Output("The currently loaded shared modules are:"); |
1034 | foreach (IRegionModule module in m_moduleLoader.GetLoadedSharedModules) | 1015 | foreach (IRegionModule module in m_moduleLoader.GetLoadedSharedModules) |
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/Tests/EventQueueTests.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/Tests/EventQueueTests.cs index cd70410..d604cf6 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/Tests/EventQueueTests.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/Tests/EventQueueTests.cs | |||
@@ -94,7 +94,7 @@ namespace OpenSim.Region.ClientStack.Linden.Tests | |||
94 | UUID spId = TestHelpers.ParseTail(0x1); | 94 | UUID spId = TestHelpers.ParseTail(0x1); |
95 | 95 | ||
96 | SceneHelpers.AddScenePresence(m_scene, spId); | 96 | SceneHelpers.AddScenePresence(m_scene, spId); |
97 | m_scene.IncomingCloseAgent(spId); | 97 | m_scene.IncomingCloseAgent(spId, false); |
98 | 98 | ||
99 | // TODO: Add more assertions for the other aspects of event queues | 99 | // TODO: Add more assertions for the other aspects of event queues |
100 | Assert.That(MainServer.Instance.GetPollServiceHandlerKeys().Count, Is.EqualTo(0)); | 100 | Assert.That(MainServer.Instance.GetPollServiceHandlerKeys().Count, Is.EqualTo(0)); |
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index ee28914..6f00957 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | |||
@@ -509,19 +509,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
509 | /// </summary> | 509 | /// </summary> |
510 | public void Close() | 510 | public void Close() |
511 | { | 511 | { |
512 | Close(true); | 512 | Close(true, false); |
513 | } | 513 | } |
514 | 514 | ||
515 | /// <summary> | 515 | public void Close(bool sendStop, bool force) |
516 | /// Shut down the client view | ||
517 | /// </summary> | ||
518 | public void Close(bool sendStop) | ||
519 | { | 516 | { |
520 | // We lock here to prevent race conditions between two threads calling close simultaneously (e.g. | 517 | // We lock here to prevent race conditions between two threads calling close simultaneously (e.g. |
521 | // a simultaneous relog just as a client is being closed out due to no packet ack from the old connection. | 518 | // a simultaneous relog just as a client is being closed out due to no packet ack from the old connection. |
522 | lock (CloseSyncLock) | 519 | lock (CloseSyncLock) |
523 | { | 520 | { |
524 | if (!IsActive) | 521 | // We still perform a force close inside the sync lock since this is intended to attempt close where |
522 | // there is some unidentified connection problem, not where we have issues due to deadlock | ||
523 | if (!IsActive && !force) | ||
525 | return; | 524 | return; |
526 | 525 | ||
527 | IsActive = false; | 526 | IsActive = false; |
@@ -4534,7 +4533,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
4534 | { | 4533 | { |
4535 | returnblock[j] = new EstateOwnerMessagePacket.ParamListBlock(); | 4534 | returnblock[j] = new EstateOwnerMessagePacket.ParamListBlock(); |
4536 | } | 4535 | } |
4537 | j = 0; | 4536 | j = 0; |
4538 | 4537 | ||
4539 | returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++; | 4538 | returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++; |
4540 | returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++; | 4539 | returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++; |
@@ -12193,7 +12192,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
12193 | { | 12192 | { |
12194 | Kick(reason); | 12193 | Kick(reason); |
12195 | Thread.Sleep(1000); | 12194 | Thread.Sleep(1000); |
12196 | Close(); | 12195 | Disconnect(); |
12197 | } | 12196 | } |
12198 | 12197 | ||
12199 | public void Disconnect() | 12198 | public void Disconnect() |
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index d6513c5..60ab70e 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | |||
@@ -1523,7 +1523,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
1523 | if (!client.IsLoggingOut) | 1523 | if (!client.IsLoggingOut) |
1524 | { | 1524 | { |
1525 | client.IsLoggingOut = true; | 1525 | client.IsLoggingOut = true; |
1526 | client.Close(false); | 1526 | client.Close(false, false); |
1527 | } | 1527 | } |
1528 | } | 1528 | } |
1529 | } | 1529 | } |
diff --git a/OpenSim/Region/ClientStack/RegionApplicationBase.cs b/OpenSim/Region/ClientStack/RegionApplicationBase.cs index 4672f8a..853b72d 100644 --- a/OpenSim/Region/ClientStack/RegionApplicationBase.cs +++ b/OpenSim/Region/ClientStack/RegionApplicationBase.cs | |||
@@ -76,7 +76,7 @@ namespace OpenSim.Region.ClientStack | |||
76 | 76 | ||
77 | protected override void StartupSpecific() | 77 | protected override void StartupSpecific() |
78 | { | 78 | { |
79 | SceneManager = new SceneManager(); | 79 | SceneManager = SceneManager.Instance; |
80 | m_clientStackManager = CreateClientStackManager(); | 80 | m_clientStackManager = CreateClientStackManager(); |
81 | 81 | ||
82 | Initialize(); | 82 | Initialize(); |
diff --git a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs index 8a4fd8f..da1ff2e 100644 --- a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs +++ b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs | |||
@@ -57,39 +57,36 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction | |||
57 | } | 57 | } |
58 | 58 | ||
59 | /// <summary> | 59 | /// <summary> |
60 | /// Return a xfer uploader if one does not already exist. | 60 | /// Return the xfer uploader for the given transaction. |
61 | /// </summary> | 61 | /// </summary> |
62 | /// <remarks> | ||
63 | /// If an uploader does not already exist for this transaction then it is created, otherwise the existing | ||
64 | /// uploader is returned. | ||
65 | /// </remarks> | ||
62 | /// <param name="transactionID"></param> | 66 | /// <param name="transactionID"></param> |
63 | /// <param name="assetID"> | 67 | /// <returns>The asset xfer uploader</returns> |
64 | /// We must transfer the new asset ID into the uploader on creation, otherwise | 68 | public AssetXferUploader RequestXferUploader(UUID transactionID) |
65 | /// we can see race conditions with other threads which can retrieve an item before it is updated with the new | ||
66 | /// asset id. | ||
67 | /// </param> | ||
68 | /// <returns> | ||
69 | /// The xfer uploader requested. Null if one is already in existence. | ||
70 | /// FIXME: This is a bizarre thing to do, and is probably meant to signal an error condition if multiple | ||
71 | /// transfers are made. Needs to be corrected. | ||
72 | /// </returns> | ||
73 | public AssetXferUploader RequestXferUploader(UUID transactionID, UUID assetID) | ||
74 | { | 69 | { |
70 | AssetXferUploader uploader; | ||
71 | |||
75 | lock (XferUploaders) | 72 | lock (XferUploaders) |
76 | { | 73 | { |
77 | if (!XferUploaders.ContainsKey(transactionID)) | 74 | if (!XferUploaders.ContainsKey(transactionID)) |
78 | { | 75 | { |
79 | AssetXferUploader uploader = new AssetXferUploader(this, m_Scene, assetID, m_dumpAssetsToFile); | 76 | uploader = new AssetXferUploader(this, m_Scene, transactionID, m_dumpAssetsToFile); |
80 | 77 | ||
81 | // m_log.DebugFormat( | 78 | // m_log.DebugFormat( |
82 | // "[AGENT ASSETS TRANSACTIONS]: Adding asset xfer uploader {0} since it didn't previously exist", transactionID); | 79 | // "[AGENT ASSETS TRANSACTIONS]: Adding asset xfer uploader {0} since it didn't previously exist", transactionID); |
83 | 80 | ||
84 | XferUploaders.Add(transactionID, uploader); | 81 | XferUploaders.Add(transactionID, uploader); |
85 | 82 | } | |
86 | return uploader; | 83 | else |
84 | { | ||
85 | uploader = XferUploaders[transactionID]; | ||
87 | } | 86 | } |
88 | } | 87 | } |
89 | 88 | ||
90 | m_log.WarnFormat("[AGENT ASSETS TRANSACTIONS]: Ignoring request for asset xfer uploader {0} since it already exists", transactionID); | 89 | return uploader; |
91 | |||
92 | return null; | ||
93 | } | 90 | } |
94 | 91 | ||
95 | public void HandleXfer(ulong xferID, uint packetID, byte[] data) | 92 | public void HandleXfer(ulong xferID, uint packetID, byte[] data) |
@@ -151,117 +148,30 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction | |||
151 | string description, string name, sbyte invType, | 148 | string description, string name, sbyte invType, |
152 | sbyte type, byte wearableType, uint nextOwnerMask) | 149 | sbyte type, byte wearableType, uint nextOwnerMask) |
153 | { | 150 | { |
154 | AssetXferUploader uploader = null; | 151 | AssetXferUploader uploader = RequestXferUploader(transactionID); |
155 | |||
156 | lock (XferUploaders) | ||
157 | { | ||
158 | if (XferUploaders.ContainsKey(transactionID)) | ||
159 | uploader = XferUploaders[transactionID]; | ||
160 | } | ||
161 | 152 | ||
162 | if (uploader != null) | 153 | uploader.RequestCreateInventoryItem( |
163 | { | 154 | remoteClient, folderID, callbackID, |
164 | uploader.RequestCreateInventoryItem( | 155 | description, name, invType, type, wearableType, nextOwnerMask); |
165 | remoteClient, transactionID, folderID, | ||
166 | callbackID, description, name, invType, type, | ||
167 | wearableType, nextOwnerMask); | ||
168 | 156 | ||
169 | return true; | 157 | return true; |
170 | } | ||
171 | |||
172 | return false; | ||
173 | } | ||
174 | |||
175 | /// <summary> | ||
176 | /// Get an uploaded asset. If the data is successfully retrieved, | ||
177 | /// the transaction will be removed. | ||
178 | /// </summary> | ||
179 | /// <param name="transactionID"></param> | ||
180 | /// <returns>The asset if the upload has completed, null if it has not.</returns> | ||
181 | private AssetBase GetTransactionAsset(UUID transactionID) | ||
182 | { | ||
183 | lock (XferUploaders) | ||
184 | { | ||
185 | if (XferUploaders.ContainsKey(transactionID)) | ||
186 | { | ||
187 | AssetXferUploader uploader = XferUploaders[transactionID]; | ||
188 | AssetBase asset = uploader.GetAssetData(); | ||
189 | RemoveXferUploader(transactionID); | ||
190 | |||
191 | return asset; | ||
192 | } | ||
193 | } | ||
194 | |||
195 | return null; | ||
196 | } | 158 | } |
197 | 159 | ||
198 | public void RequestUpdateTaskInventoryItem(IClientAPI remoteClient, | 160 | public void RequestUpdateTaskInventoryItem(IClientAPI remoteClient, |
199 | SceneObjectPart part, UUID transactionID, | 161 | SceneObjectPart part, UUID transactionID, |
200 | TaskInventoryItem item) | 162 | TaskInventoryItem item) |
201 | { | 163 | { |
202 | AssetXferUploader uploader = null; | 164 | AssetXferUploader uploader = RequestXferUploader(transactionID); |
203 | |||
204 | lock (XferUploaders) | ||
205 | { | ||
206 | if (XferUploaders.ContainsKey(transactionID)) | ||
207 | uploader = XferUploaders[transactionID]; | ||
208 | } | ||
209 | |||
210 | if (uploader != null) | ||
211 | { | ||
212 | AssetBase asset = GetTransactionAsset(transactionID); | ||
213 | |||
214 | // Only legacy viewers use this, and they prefer CAPS, which | ||
215 | // we have, so this really never runs. | ||
216 | // Allow it, but only for "safe" types. | ||
217 | if ((InventoryType)item.InvType != InventoryType.Notecard && | ||
218 | (InventoryType)item.InvType != InventoryType.LSL) | ||
219 | return; | ||
220 | 165 | ||
221 | if (asset != null) | 166 | uploader.RequestUpdateTaskInventoryItem(remoteClient, item); |
222 | { | ||
223 | // m_log.DebugFormat( | ||
224 | // "[AGENT ASSETS TRANSACTIONS]: Updating item {0} in {1} for transaction {2}", | ||
225 | // item.Name, part.Name, transactionID); | ||
226 | |||
227 | asset.FullID = UUID.Random(); | ||
228 | asset.Name = item.Name; | ||
229 | asset.Description = item.Description; | ||
230 | asset.Type = (sbyte)item.Type; | ||
231 | item.AssetID = asset.FullID; | ||
232 | |||
233 | m_Scene.AssetService.Store(asset); | ||
234 | } | ||
235 | } | ||
236 | else | ||
237 | { | ||
238 | m_log.ErrorFormat( | ||
239 | "[AGENT ASSET TRANSACTIONS]: Could not find uploader with transaction ID {0} when handling request to update task inventory item {1} in {2}", | ||
240 | transactionID, item.Name, part.Name); | ||
241 | } | ||
242 | } | 167 | } |
243 | 168 | ||
244 | public void RequestUpdateInventoryItem(IClientAPI remoteClient, | 169 | public void RequestUpdateInventoryItem(IClientAPI remoteClient, |
245 | UUID transactionID, InventoryItemBase item) | 170 | UUID transactionID, InventoryItemBase item) |
246 | { | 171 | { |
247 | AssetXferUploader uploader = null; | 172 | AssetXferUploader uploader = RequestXferUploader(transactionID); |
248 | |||
249 | lock (XferUploaders) | ||
250 | { | ||
251 | if (XferUploaders.ContainsKey(transactionID)) | ||
252 | uploader = XferUploaders[transactionID]; | ||
253 | } | ||
254 | 173 | ||
255 | if (uploader != null) | 174 | uploader.RequestUpdateInventoryItem(remoteClient, item); |
256 | { | ||
257 | uploader.RequestUpdateInventoryItem(remoteClient, transactionID, item); | ||
258 | } | ||
259 | else | ||
260 | { | ||
261 | m_log.ErrorFormat( | ||
262 | "[AGENT ASSET TRANSACTIONS]: Could not find uploader with transaction ID {0} when handling request to update inventory item {1} for {2}", | ||
263 | transactionID, item.Name, remoteClient.Name); | ||
264 | } | ||
265 | } | 175 | } |
266 | } | 176 | } |
267 | } | 177 | } |
diff --git a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetTransactionModule.cs b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetTransactionModule.cs index 441c4ff..4bb8986 100644 --- a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetTransactionModule.cs +++ b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetTransactionModule.cs | |||
@@ -215,7 +215,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction | |||
215 | IClientAPI remoteClient, SceneObjectPart part, UUID transactionID, TaskInventoryItem item) | 215 | IClientAPI remoteClient, SceneObjectPart part, UUID transactionID, TaskInventoryItem item) |
216 | { | 216 | { |
217 | m_log.DebugFormat( | 217 | m_log.DebugFormat( |
218 | "[TRANSACTIONS MANAGER] Called HandleTaskItemUpdateFromTransaction with item {0} in {1} for {2} in {3}", | 218 | "[ASSET TRANSACTION MODULE] Called HandleTaskItemUpdateFromTransaction with item {0} in {1} for {2} in {3}", |
219 | item.Name, part.Name, remoteClient.Name, m_Scene.RegionInfo.RegionName); | 219 | item.Name, part.Name, remoteClient.Name, m_Scene.RegionInfo.RegionName); |
220 | 220 | ||
221 | AgentAssetTransactions transactions = | 221 | AgentAssetTransactions transactions = |
@@ -274,13 +274,8 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction | |||
274 | } | 274 | } |
275 | 275 | ||
276 | AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId); | 276 | AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId); |
277 | AssetXferUploader uploader = transactions.RequestXferUploader(transaction, assetID); | 277 | AssetXferUploader uploader = transactions.RequestXferUploader(transaction); |
278 | 278 | uploader.StartUpload(remoteClient, assetID, transaction, type, data, storeLocal, tempFile); | |
279 | if (uploader != null) | ||
280 | { | ||
281 | uploader.Initialise(remoteClient, assetID, transaction, type, | ||
282 | data, storeLocal, tempFile); | ||
283 | } | ||
284 | } | 279 | } |
285 | 280 | ||
286 | /// <summary> | 281 | /// <summary> |
diff --git a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs index 4cedfe6..f6dd5af 100644 --- a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs +++ b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs | |||
@@ -49,39 +49,75 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction | |||
49 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 49 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
50 | 50 | ||
51 | /// <summary> | 51 | /// <summary> |
52 | /// Upload state. | ||
53 | /// </summary> | ||
54 | /// <remarks> | ||
55 | /// New -> Uploading -> Complete | ||
56 | /// </remarks> | ||
57 | private enum UploadState | ||
58 | { | ||
59 | New, | ||
60 | Uploading, | ||
61 | Complete | ||
62 | } | ||
63 | |||
64 | /// <summary> | ||
52 | /// Reference to the object that holds this uploader. Used to remove ourselves from it's list if we | 65 | /// Reference to the object that holds this uploader. Used to remove ourselves from it's list if we |
53 | /// are performing a delayed update. | 66 | /// are performing a delayed update. |
54 | /// </summary> | 67 | /// </summary> |
55 | AgentAssetTransactions m_transactions; | 68 | AgentAssetTransactions m_transactions; |
56 | 69 | ||
70 | private UploadState m_uploadState = UploadState.New; | ||
71 | |||
57 | private AssetBase m_asset; | 72 | private AssetBase m_asset; |
58 | private UUID InventFolder = UUID.Zero; | 73 | private UUID InventFolder = UUID.Zero; |
59 | private sbyte invType = 0; | 74 | private sbyte invType = 0; |
60 | 75 | ||
61 | private bool m_createItem = false; | 76 | private bool m_createItem; |
62 | private uint m_createItemCallback = 0; | 77 | private uint m_createItemCallback; |
63 | private bool m_updateItem = false; | 78 | |
79 | private bool m_updateItem; | ||
64 | private InventoryItemBase m_updateItemData; | 80 | private InventoryItemBase m_updateItemData; |
65 | 81 | ||
82 | private bool m_updateTaskItem; | ||
83 | private TaskInventoryItem m_updateTaskItemData; | ||
84 | |||
66 | private string m_description = String.Empty; | 85 | private string m_description = String.Empty; |
67 | private bool m_dumpAssetToFile; | 86 | private bool m_dumpAssetToFile; |
68 | private bool m_finished = false; | ||
69 | private string m_name = String.Empty; | 87 | private string m_name = String.Empty; |
70 | private bool m_storeLocal; | 88 | // private bool m_storeLocal; |
71 | private uint nextPerm = 0; | 89 | private uint nextPerm = 0; |
72 | private IClientAPI ourClient; | 90 | private IClientAPI ourClient; |
73 | private UUID TransactionID = UUID.Zero; | 91 | |
92 | private UUID m_transactionID; | ||
93 | |||
74 | private sbyte type = 0; | 94 | private sbyte type = 0; |
75 | private byte wearableType = 0; | 95 | private byte wearableType = 0; |
76 | private byte[] m_oldData = null; | 96 | private byte[] m_oldData = null; |
77 | public ulong XferID; | 97 | public ulong XferID; |
78 | private Scene m_Scene; | 98 | private Scene m_Scene; |
79 | 99 | ||
80 | public AssetXferUploader(AgentAssetTransactions transactions, Scene scene, UUID assetID, bool dumpAssetToFile) | 100 | /// <summary> |
101 | /// AssetXferUploader constructor | ||
102 | /// </summary> | ||
103 | /// <param name='transactions'>/param> | ||
104 | /// <param name='scene'></param> | ||
105 | /// <param name='transactionID'></param> | ||
106 | /// <param name='dumpAssetToFile'> | ||
107 | /// If true then when the asset is uploaded it is dumped to a file with the format | ||
108 | /// String.Format("{6}_{7}_{0:d2}{1:d2}{2:d2}_{3:d2}{4:d2}{5:d2}.dat", | ||
109 | /// now.Year, now.Month, now.Day, now.Hour, now.Minute, | ||
110 | /// now.Second, m_asset.Name, m_asset.Type); | ||
111 | /// for debugging purposes. | ||
112 | /// </param> | ||
113 | public AssetXferUploader( | ||
114 | AgentAssetTransactions transactions, Scene scene, UUID transactionID, bool dumpAssetToFile) | ||
81 | { | 115 | { |
116 | m_asset = new AssetBase(); | ||
117 | |||
82 | m_transactions = transactions; | 118 | m_transactions = transactions; |
119 | m_transactionID = transactionID; | ||
83 | m_Scene = scene; | 120 | m_Scene = scene; |
84 | m_asset = new AssetBase() { FullID = assetID }; | ||
85 | m_dumpAssetToFile = dumpAssetToFile; | 121 | m_dumpAssetToFile = dumpAssetToFile; |
86 | } | 122 | } |
87 | 123 | ||
@@ -127,30 +163,50 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction | |||
127 | } | 163 | } |
128 | 164 | ||
129 | /// <summary> | 165 | /// <summary> |
130 | /// Initialise asset transfer from the client | 166 | /// Start asset transfer from the client |
131 | /// </summary> | 167 | /// </summary> |
132 | /// <param name="xferID"></param> | 168 | /// <param name="remoteClient"></param> |
133 | /// <param name="packetID"></param> | 169 | /// <param name="assetID"></param> |
134 | /// <param name="data"></param> | 170 | /// <param name="transaction"></param> |
135 | public void Initialise(IClientAPI remoteClient, UUID assetID, | 171 | /// <param name="type"></param> |
136 | UUID transaction, sbyte type, byte[] data, bool storeLocal, | 172 | /// <param name="data"> |
137 | bool tempFile) | 173 | /// Optional data. If present then the asset is created immediately with this data |
174 | /// rather than requesting an upload from the client. The data must be longer than 2 bytes. | ||
175 | /// </param> | ||
176 | /// <param name="storeLocal"></param> | ||
177 | /// <param name="tempFile"></param> | ||
178 | public void StartUpload( | ||
179 | IClientAPI remoteClient, UUID assetID, UUID transaction, sbyte type, byte[] data, bool storeLocal, | ||
180 | bool tempFile) | ||
138 | { | 181 | { |
139 | // m_log.DebugFormat( | 182 | // m_log.DebugFormat( |
140 | // "[ASSET XFER UPLOADER]: Initialised xfer from {0}, asset {1}, transaction {2}, type {3}, storeLocal {4}, tempFile {5}, already received data length {6}", | 183 | // "[ASSET XFER UPLOADER]: Initialised xfer from {0}, asset {1}, transaction {2}, type {3}, storeLocal {4}, tempFile {5}, already received data length {6}", |
141 | // remoteClient.Name, assetID, transaction, type, storeLocal, tempFile, data.Length); | 184 | // remoteClient.Name, assetID, transaction, type, storeLocal, tempFile, data.Length); |
142 | 185 | ||
186 | lock (this) | ||
187 | { | ||
188 | if (m_uploadState != UploadState.New) | ||
189 | { | ||
190 | m_log.WarnFormat( | ||
191 | "[ASSET XFER UPLOADER]: Tried to start upload of asset {0}, transaction {1} for {2} but this is already in state {3}. Aborting.", | ||
192 | assetID, transaction, remoteClient.Name, m_uploadState); | ||
193 | |||
194 | return; | ||
195 | } | ||
196 | |||
197 | m_uploadState = UploadState.Uploading; | ||
198 | } | ||
199 | |||
143 | ourClient = remoteClient; | 200 | ourClient = remoteClient; |
144 | m_asset.Name = "blank"; | 201 | |
145 | m_asset.Description = "empty"; | 202 | m_asset.FullID = assetID; |
146 | m_asset.Type = type; | 203 | m_asset.Type = type; |
147 | m_asset.CreatorID = remoteClient.AgentId.ToString(); | 204 | m_asset.CreatorID = remoteClient.AgentId.ToString(); |
148 | m_asset.Data = data; | 205 | m_asset.Data = data; |
149 | m_asset.Local = storeLocal; | 206 | m_asset.Local = storeLocal; |
150 | m_asset.Temporary = tempFile; | 207 | m_asset.Temporary = tempFile; |
151 | 208 | ||
152 | TransactionID = transaction; | 209 | // m_storeLocal = storeLocal; |
153 | m_storeLocal = storeLocal; | ||
154 | 210 | ||
155 | if (m_asset.Data.Length > 2) | 211 | if (m_asset.Data.Length > 2) |
156 | { | 212 | { |
@@ -175,36 +231,35 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction | |||
175 | 231 | ||
176 | protected void SendCompleteMessage() | 232 | protected void SendCompleteMessage() |
177 | { | 233 | { |
178 | ourClient.SendAssetUploadCompleteMessage(m_asset.Type, true, | ||
179 | m_asset.FullID); | ||
180 | |||
181 | // We must lock in order to avoid a race with a separate thread dealing with an inventory item or create | 234 | // We must lock in order to avoid a race with a separate thread dealing with an inventory item or create |
182 | // message from other client UDP. | 235 | // message from other client UDP. |
183 | lock (this) | 236 | lock (this) |
184 | { | 237 | { |
185 | m_finished = true; | 238 | m_uploadState = UploadState.Complete; |
239 | |||
240 | ourClient.SendAssetUploadCompleteMessage(m_asset.Type, true, m_asset.FullID); | ||
241 | |||
186 | if (m_createItem) | 242 | if (m_createItem) |
187 | { | 243 | { |
188 | DoCreateItem(m_createItemCallback); | 244 | CompleteCreateItem(m_createItemCallback); |
189 | } | 245 | } |
190 | else if (m_updateItem) | 246 | else if (m_updateItem) |
191 | { | 247 | { |
192 | StoreAssetForItemUpdate(m_updateItemData); | 248 | CompleteItemUpdate(m_updateItemData); |
193 | |||
194 | // Remove ourselves from the list of transactions if completion was delayed until the transaction | ||
195 | // was complete. | ||
196 | // TODO: Should probably do the same for create item. | ||
197 | m_transactions.RemoveXferUploader(TransactionID); | ||
198 | } | 249 | } |
199 | else if (m_storeLocal) | 250 | else if (m_updateTaskItem) |
200 | { | 251 | { |
201 | m_Scene.AssetService.Store(m_asset); | 252 | CompleteTaskItemUpdate(m_updateTaskItemData); |
202 | } | 253 | } |
254 | // else if (m_storeLocal) | ||
255 | // { | ||
256 | // m_Scene.AssetService.Store(m_asset); | ||
257 | // } | ||
203 | } | 258 | } |
204 | 259 | ||
205 | m_log.DebugFormat( | 260 | m_log.DebugFormat( |
206 | "[ASSET XFER UPLOADER]: Uploaded asset {0} for transaction {1}", | 261 | "[ASSET XFER UPLOADER]: Uploaded asset {0} for transaction {1}", |
207 | m_asset.FullID, TransactionID); | 262 | m_asset.FullID, m_transactionID); |
208 | 263 | ||
209 | if (m_dumpAssetToFile) | 264 | if (m_dumpAssetToFile) |
210 | { | 265 | { |
@@ -232,40 +287,37 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction | |||
232 | } | 287 | } |
233 | 288 | ||
234 | public void RequestCreateInventoryItem(IClientAPI remoteClient, | 289 | public void RequestCreateInventoryItem(IClientAPI remoteClient, |
235 | UUID transactionID, UUID folderID, uint callbackID, | 290 | UUID folderID, uint callbackID, |
236 | string description, string name, sbyte invType, | 291 | string description, string name, sbyte invType, |
237 | sbyte type, byte wearableType, uint nextOwnerMask) | 292 | sbyte type, byte wearableType, uint nextOwnerMask) |
238 | { | 293 | { |
239 | if (TransactionID == transactionID) | 294 | InventFolder = folderID; |
295 | m_name = name; | ||
296 | m_description = description; | ||
297 | this.type = type; | ||
298 | this.invType = invType; | ||
299 | this.wearableType = wearableType; | ||
300 | nextPerm = nextOwnerMask; | ||
301 | m_asset.Name = name; | ||
302 | m_asset.Description = description; | ||
303 | m_asset.Type = type; | ||
304 | |||
305 | // We must lock to avoid a race with a separate thread uploading the asset. | ||
306 | lock (this) | ||
240 | { | 307 | { |
241 | InventFolder = folderID; | 308 | if (m_uploadState == UploadState.Complete) |
242 | m_name = name; | ||
243 | m_description = description; | ||
244 | this.type = type; | ||
245 | this.invType = invType; | ||
246 | this.wearableType = wearableType; | ||
247 | nextPerm = nextOwnerMask; | ||
248 | m_asset.Name = name; | ||
249 | m_asset.Description = description; | ||
250 | m_asset.Type = type; | ||
251 | |||
252 | // We must lock to avoid a race with a separate thread uploading the asset. | ||
253 | lock (this) | ||
254 | { | 309 | { |
255 | if (m_finished) | 310 | CompleteCreateItem(callbackID); |
256 | { | 311 | } |
257 | DoCreateItem(callbackID); | 312 | else |
258 | } | 313 | { |
259 | else | 314 | m_createItem = true; //set flag so the inventory item is created when upload is complete |
260 | { | 315 | m_createItemCallback = callbackID; |
261 | m_createItem = true; //set flag so the inventory item is created when upload is complete | ||
262 | m_createItemCallback = callbackID; | ||
263 | } | ||
264 | } | 316 | } |
265 | } | 317 | } |
266 | } | 318 | } |
267 | 319 | ||
268 | public void RequestUpdateInventoryItem(IClientAPI remoteClient, UUID transactionID, InventoryItemBase item) | 320 | public void RequestUpdateInventoryItem(IClientAPI remoteClient, InventoryItemBase item) |
269 | { | 321 | { |
270 | // We must lock to avoid a race with a separate thread uploading the asset. | 322 | // We must lock to avoid a race with a separate thread uploading the asset. |
271 | lock (this) | 323 | lock (this) |
@@ -280,9 +332,9 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction | |||
280 | item.AssetID = m_asset.FullID; | 332 | item.AssetID = m_asset.FullID; |
281 | m_Scene.InventoryService.UpdateItem(item); | 333 | m_Scene.InventoryService.UpdateItem(item); |
282 | 334 | ||
283 | if (m_finished) | 335 | if (m_uploadState == UploadState.Complete) |
284 | { | 336 | { |
285 | StoreAssetForItemUpdate(item); | 337 | CompleteItemUpdate(item); |
286 | } | 338 | } |
287 | else | 339 | else |
288 | { | 340 | { |
@@ -296,20 +348,59 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction | |||
296 | } | 348 | } |
297 | } | 349 | } |
298 | 350 | ||
351 | public void RequestUpdateTaskInventoryItem(IClientAPI remoteClient, TaskInventoryItem taskItem) | ||
352 | { | ||
353 | // We must lock to avoid a race with a separate thread uploading the asset. | ||
354 | lock (this) | ||
355 | { | ||
356 | m_asset.Name = taskItem.Name; | ||
357 | m_asset.Description = taskItem.Description; | ||
358 | m_asset.Type = (sbyte)taskItem.Type; | ||
359 | taskItem.AssetID = m_asset.FullID; | ||
360 | |||
361 | if (m_uploadState == UploadState.Complete) | ||
362 | { | ||
363 | CompleteTaskItemUpdate(taskItem); | ||
364 | } | ||
365 | else | ||
366 | { | ||
367 | m_updateTaskItem = true; | ||
368 | m_updateTaskItemData = taskItem; | ||
369 | } | ||
370 | } | ||
371 | } | ||
372 | |||
299 | /// <summary> | 373 | /// <summary> |
300 | /// Store the asset for the given item. | 374 | /// Store the asset for the given item when it has been uploaded. |
301 | /// </summary> | 375 | /// </summary> |
302 | /// <param name="item"></param> | 376 | /// <param name="item"></param> |
303 | private void StoreAssetForItemUpdate(InventoryItemBase item) | 377 | private void CompleteItemUpdate(InventoryItemBase item) |
304 | { | 378 | { |
305 | // m_log.DebugFormat( | 379 | // m_log.DebugFormat( |
306 | // "[ASSET XFER UPLOADER]: Storing asset {0} for earlier item update for {1} for {2}", | 380 | // "[ASSET XFER UPLOADER]: Storing asset {0} for earlier item update for {1} for {2}", |
307 | // m_asset.FullID, item.Name, ourClient.Name); | 381 | // m_asset.FullID, item.Name, ourClient.Name); |
308 | 382 | ||
309 | m_Scene.AssetService.Store(m_asset); | 383 | m_Scene.AssetService.Store(m_asset); |
384 | |||
385 | m_transactions.RemoveXferUploader(m_transactionID); | ||
386 | } | ||
387 | |||
388 | /// <summary> | ||
389 | /// Store the asset for the given task item when it has been uploaded. | ||
390 | /// </summary> | ||
391 | /// <param name="taskItem"></param> | ||
392 | private void CompleteTaskItemUpdate(TaskInventoryItem taskItem) | ||
393 | { | ||
394 | // m_log.DebugFormat( | ||
395 | // "[ASSET XFER UPLOADER]: Storing asset {0} for earlier task item update for {1} for {2}", | ||
396 | // m_asset.FullID, taskItem.Name, ourClient.Name); | ||
397 | |||
398 | m_Scene.AssetService.Store(m_asset); | ||
399 | |||
400 | m_transactions.RemoveXferUploader(m_transactionID); | ||
310 | } | 401 | } |
311 | 402 | ||
312 | private void DoCreateItem(uint callbackID) | 403 | private void CompleteCreateItem(uint callbackID) |
313 | { | 404 | { |
314 | ValidateAssets(); | 405 | ValidateAssets(); |
315 | m_Scene.AssetService.Store(m_asset); | 406 | m_Scene.AssetService.Store(m_asset); |
@@ -339,6 +430,8 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction | |||
339 | ourClient.SendInventoryItemCreateUpdate(item, callbackID); | 430 | ourClient.SendInventoryItemCreateUpdate(item, callbackID); |
340 | else | 431 | else |
341 | ourClient.SendAlertMessage("Unable to create inventory item"); | 432 | ourClient.SendAlertMessage("Unable to create inventory item"); |
433 | |||
434 | m_transactions.RemoveXferUploader(m_transactionID); | ||
342 | } | 435 | } |
343 | 436 | ||
344 | private void ValidateAssets() | 437 | private void ValidateAssets() |
@@ -416,7 +509,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction | |||
416 | /// <returns>null if the asset has not finished uploading</returns> | 509 | /// <returns>null if the asset has not finished uploading</returns> |
417 | public AssetBase GetAssetData() | 510 | public AssetBase GetAssetData() |
418 | { | 511 | { |
419 | if (m_finished) | 512 | if (m_uploadState == UploadState.Complete) |
420 | { | 513 | { |
421 | ValidateAssets(); | 514 | ValidateAssets(); |
422 | return m_asset; | 515 | return m_asset; |
@@ -469,4 +562,3 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction | |||
469 | } | 562 | } |
470 | } | 563 | } |
471 | } | 564 | } |
472 | |||
diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs index 7d7176f..d1a563c 100644 --- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs +++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs | |||
@@ -52,7 +52,7 @@ using OpenSim.Services.Interfaces; | |||
52 | [assembly: Addin("FlotsamAssetCache", "1.1")] | 52 | [assembly: Addin("FlotsamAssetCache", "1.1")] |
53 | [assembly: AddinDependency("OpenSim", "0.5")] | 53 | [assembly: AddinDependency("OpenSim", "0.5")] |
54 | 54 | ||
55 | namespace Flotsam.RegionModules.AssetCache | 55 | namespace OpenSim.Region.CoreModules.Asset |
56 | { | 56 | { |
57 | [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")] | 57 | [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")] |
58 | public class FlotsamAssetCache : ISharedRegionModule, IImprovedAssetCache, IAssetService | 58 | public class FlotsamAssetCache : ISharedRegionModule, IImprovedAssetCache, IAssetService |
@@ -107,8 +107,6 @@ namespace Flotsam.RegionModules.AssetCache | |||
107 | private IAssetService m_AssetService; | 107 | private IAssetService m_AssetService; |
108 | private List<Scene> m_Scenes = new List<Scene>(); | 108 | private List<Scene> m_Scenes = new List<Scene>(); |
109 | 109 | ||
110 | private bool m_DeepScanBeforePurge; | ||
111 | |||
112 | public FlotsamAssetCache() | 110 | public FlotsamAssetCache() |
113 | { | 111 | { |
114 | m_InvalidChars.AddRange(Path.GetInvalidPathChars()); | 112 | m_InvalidChars.AddRange(Path.GetInvalidPathChars()); |
@@ -170,8 +168,6 @@ namespace Flotsam.RegionModules.AssetCache | |||
170 | m_CacheDirectoryTierLen = assetConfig.GetInt("CacheDirectoryTierLength", m_CacheDirectoryTierLen); | 168 | m_CacheDirectoryTierLen = assetConfig.GetInt("CacheDirectoryTierLength", m_CacheDirectoryTierLen); |
171 | 169 | ||
172 | m_CacheWarnAt = assetConfig.GetInt("CacheWarnAt", m_CacheWarnAt); | 170 | m_CacheWarnAt = assetConfig.GetInt("CacheWarnAt", m_CacheWarnAt); |
173 | |||
174 | m_DeepScanBeforePurge = assetConfig.GetBoolean("DeepScanBeforePurge", m_DeepScanBeforePurge); | ||
175 | } | 171 | } |
176 | 172 | ||
177 | m_log.InfoFormat("[FLOTSAM ASSET CACHE]: Cache Directory {0}", m_CacheDirectory); | 173 | m_log.InfoFormat("[FLOTSAM ASSET CACHE]: Cache Directory {0}", m_CacheDirectory); |
@@ -519,13 +515,10 @@ namespace Flotsam.RegionModules.AssetCache | |||
519 | // Purge all files last accessed prior to this point | 515 | // Purge all files last accessed prior to this point |
520 | DateTime purgeLine = DateTime.Now - m_FileExpiration; | 516 | DateTime purgeLine = DateTime.Now - m_FileExpiration; |
521 | 517 | ||
522 | // An optional deep scan at this point will ensure assets present in scenes, | 518 | // An asset cache may contain local non-temporary assets that are not in the asset service. Therefore, |
523 | // or referenced by objects in the scene, but not recently accessed | 519 | // before cleaning up expired files we must scan the objects in the scene to make sure that we retain |
524 | // are not purged. | 520 | // such local assets if they have not been recently accessed. |
525 | if (m_DeepScanBeforePurge) | 521 | TouchAllSceneAssets(false); |
526 | { | ||
527 | CacheScenes(); | ||
528 | } | ||
529 | 522 | ||
530 | foreach (string dir in Directory.GetDirectories(m_CacheDirectory)) | 523 | foreach (string dir in Directory.GetDirectories(m_CacheDirectory)) |
531 | { | 524 | { |
@@ -718,11 +711,14 @@ namespace Flotsam.RegionModules.AssetCache | |||
718 | 711 | ||
719 | /// <summary> | 712 | /// <summary> |
720 | /// Iterates through all Scenes, doing a deep scan through assets | 713 | /// Iterates through all Scenes, doing a deep scan through assets |
721 | /// to cache all assets present in the scene or referenced by assets | 714 | /// to update the access time of all assets present in the scene or referenced by assets |
722 | /// in the scene | 715 | /// in the scene. |
723 | /// </summary> | 716 | /// </summary> |
724 | /// <returns></returns> | 717 | /// <param name="storeUncached"> |
725 | private int CacheScenes() | 718 | /// If true, then assets scanned which are not found in cache are added to the cache. |
719 | /// </param> | ||
720 | /// <returns>Number of distinct asset references found in the scene.</returns> | ||
721 | private int TouchAllSceneAssets(bool storeUncached) | ||
726 | { | 722 | { |
727 | UuidGatherer gatherer = new UuidGatherer(m_AssetService); | 723 | UuidGatherer gatherer = new UuidGatherer(m_AssetService); |
728 | 724 | ||
@@ -745,7 +741,7 @@ namespace Flotsam.RegionModules.AssetCache | |||
745 | { | 741 | { |
746 | File.SetLastAccessTime(filename, DateTime.Now); | 742 | File.SetLastAccessTime(filename, DateTime.Now); |
747 | } | 743 | } |
748 | else | 744 | else if (storeUncached) |
749 | { | 745 | { |
750 | m_AssetService.Get(assetID.ToString()); | 746 | m_AssetService.Get(assetID.ToString()); |
751 | } | 747 | } |
@@ -873,13 +869,14 @@ namespace Flotsam.RegionModules.AssetCache | |||
873 | 869 | ||
874 | break; | 870 | break; |
875 | 871 | ||
876 | |||
877 | case "assets": | 872 | case "assets": |
878 | m_log.Info("[FLOTSAM ASSET CACHE]: Caching all assets, in all scenes."); | 873 | m_log.Info("[FLOTSAM ASSET CACHE]: Ensuring assets are cached for all scenes."); |
879 | 874 | ||
880 | Util.FireAndForget(delegate { | 875 | Util.FireAndForget(delegate { |
881 | int assetsCached = CacheScenes(); | 876 | int assetReferenceTotal = TouchAllSceneAssets(true); |
882 | m_log.InfoFormat("[FLOTSAM ASSET CACHE]: Completed Scene Caching, {0} assets found.", assetsCached); | 877 | m_log.InfoFormat( |
878 | "[FLOTSAM ASSET CACHE]: Completed check with {0} assets.", | ||
879 | assetReferenceTotal); | ||
883 | }); | 880 | }); |
884 | 881 | ||
885 | break; | 882 | break; |
diff --git a/OpenSim/Region/CoreModules/Asset/Tests/FlotsamAssetCacheTests.cs b/OpenSim/Region/CoreModules/Asset/Tests/FlotsamAssetCacheTests.cs index c91b25f..1c2bfd0 100644 --- a/OpenSim/Region/CoreModules/Asset/Tests/FlotsamAssetCacheTests.cs +++ b/OpenSim/Region/CoreModules/Asset/Tests/FlotsamAssetCacheTests.cs | |||
@@ -35,7 +35,6 @@ using Nini.Config; | |||
35 | using NUnit.Framework; | 35 | using NUnit.Framework; |
36 | using OpenMetaverse; | 36 | using OpenMetaverse; |
37 | using OpenMetaverse.Assets; | 37 | using OpenMetaverse.Assets; |
38 | using Flotsam.RegionModules.AssetCache; | ||
39 | using OpenSim.Framework; | 38 | using OpenSim.Framework; |
40 | using OpenSim.Region.Framework.Scenes; | 39 | using OpenSim.Region.Framework.Scenes; |
41 | using OpenSim.Region.Framework.Scenes.Serialization; | 40 | using OpenSim.Region.Framework.Scenes.Serialization; |
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index 951afd7..8e886d4 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs | |||
@@ -286,6 +286,20 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
286 | 286 | ||
287 | public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool useAttachData, bool temp) | 287 | public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool useAttachData, bool temp) |
288 | { | 288 | { |
289 | if (!Enabled) | ||
290 | return false; | ||
291 | |||
292 | if (AttachObjectInternal(sp, group, attachmentPt, silent, useAttachData, temp)) | ||
293 | { | ||
294 | m_scene.EventManager.TriggerOnAttach(group.LocalId, group.FromItemID, sp.UUID); | ||
295 | return true; | ||
296 | } | ||
297 | |||
298 | return false; | ||
299 | } | ||
300 | |||
301 | private bool AttachObjectInternal(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool useAttachData, bool temp) | ||
302 | { | ||
289 | lock (sp.AttachmentsSyncLock) | 303 | lock (sp.AttachmentsSyncLock) |
290 | { | 304 | { |
291 | // m_log.DebugFormat( | 305 | // m_log.DebugFormat( |
@@ -862,7 +876,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
862 | // This will throw if the attachment fails | 876 | // This will throw if the attachment fails |
863 | try | 877 | try |
864 | { | 878 | { |
865 | AttachObject(sp, objatt, attachmentPt, false, false, false); | 879 | AttachObjectInternal(sp, objatt, attachmentPt, false, false, false); |
866 | } | 880 | } |
867 | catch (Exception e) | 881 | catch (Exception e) |
868 | { | 882 | { |
@@ -933,6 +947,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
933 | 947 | ||
934 | InventoryItemBase item = new InventoryItemBase(itemID, sp.UUID); | 948 | InventoryItemBase item = new InventoryItemBase(itemID, sp.UUID); |
935 | item = m_scene.InventoryService.GetItem(item); | 949 | item = m_scene.InventoryService.GetItem(item); |
950 | if (item == null) | ||
951 | return; | ||
952 | |||
936 | bool changed = sp.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID); | 953 | bool changed = sp.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID); |
937 | if (changed && m_scene.AvatarFactory != null) | 954 | if (changed && m_scene.AvatarFactory != null) |
938 | { | 955 | { |
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs index d9a619d..4e9d3f9 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs | |||
@@ -62,7 +62,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests | |||
62 | public class AttachmentsModuleTests : OpenSimTestCase | 62 | public class AttachmentsModuleTests : OpenSimTestCase |
63 | { | 63 | { |
64 | private AutoResetEvent m_chatEvent = new AutoResetEvent(false); | 64 | private AutoResetEvent m_chatEvent = new AutoResetEvent(false); |
65 | private OSChatMessage m_osChatMessageReceived; | 65 | // private OSChatMessage m_osChatMessageReceived; |
66 | |||
67 | // Used to test whether the operations have fired the attach event. Must be reset after each test. | ||
68 | private int m_numberOfAttachEventsFired; | ||
66 | 69 | ||
67 | [TestFixtureSetUp] | 70 | [TestFixtureSetUp] |
68 | public void FixtureInit() | 71 | public void FixtureInit() |
@@ -83,7 +86,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests | |||
83 | { | 86 | { |
84 | // Console.WriteLine("Got chat [{0}]", oscm.Message); | 87 | // Console.WriteLine("Got chat [{0}]", oscm.Message); |
85 | 88 | ||
86 | m_osChatMessageReceived = oscm; | 89 | // m_osChatMessageReceived = oscm; |
87 | m_chatEvent.Set(); | 90 | m_chatEvent.Set(); |
88 | } | 91 | } |
89 | 92 | ||
@@ -99,6 +102,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests | |||
99 | "attachments-test-scene", TestHelpers.ParseTail(999), 1000, 1000, config); | 102 | "attachments-test-scene", TestHelpers.ParseTail(999), 1000, 1000, config); |
100 | SceneHelpers.SetupSceneModules(scene, config, modules.ToArray()); | 103 | SceneHelpers.SetupSceneModules(scene, config, modules.ToArray()); |
101 | 104 | ||
105 | scene.EventManager.OnAttach += (localID, itemID, avatarID) => m_numberOfAttachEventsFired++; | ||
106 | |||
102 | return scene; | 107 | return scene; |
103 | } | 108 | } |
104 | 109 | ||
@@ -181,6 +186,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests | |||
181 | TestHelpers.InMethod(); | 186 | TestHelpers.InMethod(); |
182 | // TestHelpers.EnableLogging(); | 187 | // TestHelpers.EnableLogging(); |
183 | 188 | ||
189 | m_numberOfAttachEventsFired = 0; | ||
190 | |||
184 | Scene scene = CreateTestScene(); | 191 | Scene scene = CreateTestScene(); |
185 | UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1); | 192 | UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1); |
186 | ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1); | 193 | ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1); |
@@ -189,6 +196,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests | |||
189 | 196 | ||
190 | SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, sp.UUID); | 197 | SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, sp.UUID); |
191 | 198 | ||
199 | m_numberOfAttachEventsFired = 0; | ||
192 | scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false, false); | 200 | scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false, false); |
193 | 201 | ||
194 | // Check status on scene presence | 202 | // Check status on scene presence |
@@ -216,7 +224,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests | |||
216 | 224 | ||
217 | Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1)); | 225 | Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1)); |
218 | 226 | ||
219 | // TestHelpers.DisableLogging(); | 227 | // Check events |
228 | Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1)); | ||
220 | } | 229 | } |
221 | 230 | ||
222 | /// <summary> | 231 | /// <summary> |
@@ -228,6 +237,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests | |||
228 | TestHelpers.InMethod(); | 237 | TestHelpers.InMethod(); |
229 | // TestHelpers.EnableLogging(); | 238 | // TestHelpers.EnableLogging(); |
230 | 239 | ||
240 | m_numberOfAttachEventsFired = 0; | ||
241 | |||
231 | Scene scene = CreateTestScene(); | 242 | Scene scene = CreateTestScene(); |
232 | UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1); | 243 | UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1); |
233 | ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1); | 244 | ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1); |
@@ -247,6 +258,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests | |||
247 | 258 | ||
248 | Assert.That(sp.HasAttachments(), Is.False); | 259 | Assert.That(sp.HasAttachments(), Is.False); |
249 | Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1)); | 260 | Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1)); |
261 | |||
262 | // Check events | ||
263 | Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(0)); | ||
250 | } | 264 | } |
251 | 265 | ||
252 | [Test] | 266 | [Test] |
@@ -261,6 +275,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests | |||
261 | 275 | ||
262 | InventoryItemBase attItem = CreateAttachmentItem(scene, ua1.PrincipalID, "att", 0x10, 0x20); | 276 | InventoryItemBase attItem = CreateAttachmentItem(scene, ua1.PrincipalID, "att", 0x10, 0x20); |
263 | 277 | ||
278 | m_numberOfAttachEventsFired = 0; | ||
264 | scene.AttachmentsModule.RezSingleAttachmentFromInventory( | 279 | scene.AttachmentsModule.RezSingleAttachmentFromInventory( |
265 | sp, attItem.ID, (uint)AttachmentPoint.Chest); | 280 | sp, attItem.ID, (uint)AttachmentPoint.Chest); |
266 | 281 | ||
@@ -280,6 +295,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests | |||
280 | Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest)); | 295 | Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest)); |
281 | 296 | ||
282 | Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1)); | 297 | Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1)); |
298 | |||
299 | // Check events | ||
300 | Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1)); | ||
283 | } | 301 | } |
284 | 302 | ||
285 | /// <summary> | 303 | /// <summary> |
@@ -338,6 +356,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests | |||
338 | ISceneEntity so | 356 | ISceneEntity so |
339 | = scene.AttachmentsModule.RezSingleAttachmentFromInventory( | 357 | = scene.AttachmentsModule.RezSingleAttachmentFromInventory( |
340 | sp, attItem.ID, (uint)AttachmentPoint.Chest); | 358 | sp, attItem.ID, (uint)AttachmentPoint.Chest); |
359 | |||
360 | m_numberOfAttachEventsFired = 0; | ||
341 | scene.AttachmentsModule.DetachSingleAttachmentToGround(sp, so.LocalId); | 361 | scene.AttachmentsModule.DetachSingleAttachmentToGround(sp, so.LocalId); |
342 | 362 | ||
343 | // Check scene presence status | 363 | // Check scene presence status |
@@ -353,6 +373,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests | |||
353 | 373 | ||
354 | // Check object in scene | 374 | // Check object in scene |
355 | Assert.That(scene.GetSceneObjectGroup("att"), Is.Not.Null); | 375 | Assert.That(scene.GetSceneObjectGroup("att"), Is.Not.Null); |
376 | |||
377 | // Check events | ||
378 | Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1)); | ||
356 | } | 379 | } |
357 | 380 | ||
358 | [Test] | 381 | [Test] |
@@ -369,6 +392,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests | |||
369 | SceneObjectGroup so | 392 | SceneObjectGroup so |
370 | = (SceneObjectGroup)scene.AttachmentsModule.RezSingleAttachmentFromInventory( | 393 | = (SceneObjectGroup)scene.AttachmentsModule.RezSingleAttachmentFromInventory( |
371 | sp, attItem.ID, (uint)AttachmentPoint.Chest); | 394 | sp, attItem.ID, (uint)AttachmentPoint.Chest); |
395 | |||
396 | m_numberOfAttachEventsFired = 0; | ||
372 | scene.AttachmentsModule.DetachSingleAttachmentToInv(sp, so); | 397 | scene.AttachmentsModule.DetachSingleAttachmentToInv(sp, so); |
373 | 398 | ||
374 | // Check status on scene presence | 399 | // Check status on scene presence |
@@ -380,6 +405,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests | |||
380 | Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo(0)); | 405 | Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo(0)); |
381 | 406 | ||
382 | Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(0)); | 407 | Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(0)); |
408 | |||
409 | // Check events | ||
410 | Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1)); | ||
383 | } | 411 | } |
384 | 412 | ||
385 | /// <summary> | 413 | /// <summary> |
@@ -461,10 +489,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests | |||
461 | 489 | ||
462 | SceneObjectGroup rezzedAtt = presence.GetAttachments()[0]; | 490 | SceneObjectGroup rezzedAtt = presence.GetAttachments()[0]; |
463 | 491 | ||
464 | scene.IncomingCloseAgent(presence.UUID); | 492 | m_numberOfAttachEventsFired = 0; |
493 | scene.IncomingCloseAgent(presence.UUID, false); | ||
465 | 494 | ||
466 | // Check that we can't retrieve this attachment from the scene. | 495 | // Check that we can't retrieve this attachment from the scene. |
467 | Assert.That(scene.GetSceneObjectGroup(rezzedAtt.UUID), Is.Null); | 496 | Assert.That(scene.GetSceneObjectGroup(rezzedAtt.UUID), Is.Null); |
497 | |||
498 | // Check events | ||
499 | Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(0)); | ||
468 | } | 500 | } |
469 | 501 | ||
470 | [Test] | 502 | [Test] |
@@ -480,6 +512,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests | |||
480 | AgentCircuitData acd = SceneHelpers.GenerateAgentData(ua1.PrincipalID); | 512 | AgentCircuitData acd = SceneHelpers.GenerateAgentData(ua1.PrincipalID); |
481 | acd.Appearance = new AvatarAppearance(); | 513 | acd.Appearance = new AvatarAppearance(); |
482 | acd.Appearance.SetAttachment((int)AttachmentPoint.Chest, attItem.ID, attItem.AssetID); | 514 | acd.Appearance.SetAttachment((int)AttachmentPoint.Chest, attItem.ID, attItem.AssetID); |
515 | |||
516 | m_numberOfAttachEventsFired = 0; | ||
483 | ScenePresence presence = SceneHelpers.AddScenePresence(scene, acd); | 517 | ScenePresence presence = SceneHelpers.AddScenePresence(scene, acd); |
484 | 518 | ||
485 | Assert.That(presence.HasAttachments(), Is.True); | 519 | Assert.That(presence.HasAttachments(), Is.True); |
@@ -502,6 +536,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests | |||
502 | Assert.That(presence.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest)); | 536 | Assert.That(presence.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest)); |
503 | 537 | ||
504 | Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1)); | 538 | Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1)); |
539 | |||
540 | // Check events. We expect OnAttach to fire on login. | ||
541 | Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1)); | ||
505 | } | 542 | } |
506 | 543 | ||
507 | [Test] | 544 | [Test] |
@@ -522,10 +559,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests | |||
522 | 559 | ||
523 | Vector3 newPosition = new Vector3(1, 2, 4); | 560 | Vector3 newPosition = new Vector3(1, 2, 4); |
524 | 561 | ||
562 | m_numberOfAttachEventsFired = 0; | ||
525 | scene.SceneGraph.UpdatePrimGroupPosition(attSo.LocalId, newPosition, sp.ControllingClient); | 563 | scene.SceneGraph.UpdatePrimGroupPosition(attSo.LocalId, newPosition, sp.ControllingClient); |
526 | 564 | ||
527 | Assert.That(attSo.AbsolutePosition, Is.EqualTo(sp.AbsolutePosition)); | 565 | Assert.That(attSo.AbsolutePosition, Is.EqualTo(sp.AbsolutePosition)); |
528 | Assert.That(attSo.RootPart.AttachedPos, Is.EqualTo(newPosition)); | 566 | Assert.That(attSo.RootPart.AttachedPos, Is.EqualTo(newPosition)); |
567 | |||
568 | // Check events | ||
569 | Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(0)); | ||
529 | } | 570 | } |
530 | 571 | ||
531 | [Test] | 572 | [Test] |
@@ -574,6 +615,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests | |||
574 | Vector3 teleportPosition = new Vector3(10, 11, 12); | 615 | Vector3 teleportPosition = new Vector3(10, 11, 12); |
575 | Vector3 teleportLookAt = new Vector3(20, 21, 22); | 616 | Vector3 teleportLookAt = new Vector3(20, 21, 22); |
576 | 617 | ||
618 | m_numberOfAttachEventsFired = 0; | ||
577 | sceneA.RequestTeleportLocation( | 619 | sceneA.RequestTeleportLocation( |
578 | beforeTeleportSp.ControllingClient, | 620 | beforeTeleportSp.ControllingClient, |
579 | sceneB.RegionInfo.RegionHandle, | 621 | sceneB.RegionInfo.RegionHandle, |
@@ -616,29 +658,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests | |||
616 | Assert.That(actualSceneAAttachments.Count, Is.EqualTo(0)); | 658 | Assert.That(actualSceneAAttachments.Count, Is.EqualTo(0)); |
617 | 659 | ||
618 | Assert.That(sceneA.GetSceneObjectGroups().Count, Is.EqualTo(0)); | 660 | Assert.That(sceneA.GetSceneObjectGroups().Count, Is.EqualTo(0)); |
619 | } | ||
620 | 661 | ||
621 | // I'm commenting this test because scene setup NEEDS InventoryService to | 662 | // Check events |
622 | // be non-null | 663 | Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(0)); |
623 | //[Test] | 664 | } |
624 | // public void T032_CrossAttachments() | ||
625 | // { | ||
626 | // TestHelpers.InMethod(); | ||
627 | // | ||
628 | // ScenePresence presence = scene.GetScenePresence(agent1); | ||
629 | // ScenePresence presence2 = scene2.GetScenePresence(agent1); | ||
630 | // presence2.AddAttachment(sog1); | ||
631 | // presence2.AddAttachment(sog2); | ||
632 | // | ||
633 | // ISharedRegionModule serialiser = new SerialiserModule(); | ||
634 | // SceneHelpers.SetupSceneModules(scene, new IniConfigSource(), serialiser); | ||
635 | // SceneHelpers.SetupSceneModules(scene2, new IniConfigSource(), serialiser); | ||
636 | // | ||
637 | // Assert.That(presence.HasAttachments(), Is.False, "Presence has attachments before cross"); | ||
638 | // | ||
639 | // //Assert.That(presence2.CrossAttachmentsIntoNewRegion(region1, true), Is.True, "Cross was not successful"); | ||
640 | // Assert.That(presence2.HasAttachments(), Is.False, "Presence2 objects were not deleted"); | ||
641 | // Assert.That(presence.HasAttachments(), Is.True, "Presence has not received new objects"); | ||
642 | // } | ||
643 | } | 665 | } |
644 | } | 666 | } |
diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs index 24ec435..11db18a 100644 --- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs | |||
@@ -482,9 +482,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends | |||
482 | Util.FireAndForget( | 482 | Util.FireAndForget( |
483 | delegate | 483 | delegate |
484 | { | 484 | { |
485 | m_log.DebugFormat( | 485 | // m_log.DebugFormat( |
486 | "[FRIENDS MODULE]: Notifying {0} friends of {1} of online status {2}", | 486 | // "[FRIENDS MODULE]: Notifying {0} friends of {1} of online status {2}", |
487 | friendList.Count, agentID, online); | 487 | // friendList.Count, agentID, online); |
488 | 488 | ||
489 | // Notify about this user status | 489 | // Notify about this user status |
490 | StatusNotify(friendList, agentID, online); | 490 | StatusNotify(friendList, agentID, online); |
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs index b112b6d..12a05b3 100644 --- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs +++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs | |||
@@ -350,38 +350,38 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests | |||
350 | Assert.That(sog1.RootPart.CreatorID, Is.EqualTo(m_uaLL1.PrincipalID)); | 350 | Assert.That(sog1.RootPart.CreatorID, Is.EqualTo(m_uaLL1.PrincipalID)); |
351 | } | 351 | } |
352 | 352 | ||
353 | /// <summary> | 353 | // /// <summary> |
354 | /// Test loading a V0.1 OpenSim Inventory Archive (subject to change since there is no fixed format yet) where | 354 | // /// Test loading a V0.1 OpenSim Inventory Archive (subject to change since there is no fixed format yet) where |
355 | /// an account exists with the same name as the creator, though not the same id. | 355 | // /// an account exists with the same name as the creator, though not the same id. |
356 | /// </summary> | 356 | // /// </summary> |
357 | [Test] | 357 | // [Test] |
358 | public void TestLoadIarV0_1SameNameCreator() | 358 | // public void TestLoadIarV0_1SameNameCreator() |
359 | { | 359 | // { |
360 | TestHelpers.InMethod(); | 360 | // TestHelpers.InMethod(); |
361 | // log4net.Config.XmlConfigurator.Configure(); | 361 | // TestHelpers.EnableLogging(); |
362 | 362 | // | |
363 | UserAccountHelpers.CreateUserWithInventory(m_scene, m_uaMT, "meowfood"); | 363 | // UserAccountHelpers.CreateUserWithInventory(m_scene, m_uaMT, "meowfood"); |
364 | UserAccountHelpers.CreateUserWithInventory(m_scene, m_uaLL2, "hampshire"); | 364 | // UserAccountHelpers.CreateUserWithInventory(m_scene, m_uaLL2, "hampshire"); |
365 | 365 | // | |
366 | m_archiverModule.DearchiveInventory(m_uaMT.FirstName, m_uaMT.LastName, "/", "meowfood", m_iarStream); | 366 | // m_archiverModule.DearchiveInventory(m_uaMT.FirstName, m_uaMT.LastName, "/", "meowfood", m_iarStream); |
367 | InventoryItemBase foundItem1 | 367 | // InventoryItemBase foundItem1 |
368 | = InventoryArchiveUtils.FindItemByPath(m_scene.InventoryService, m_uaMT.PrincipalID, m_item1Name); | 368 | // = InventoryArchiveUtils.FindItemByPath(m_scene.InventoryService, m_uaMT.PrincipalID, m_item1Name); |
369 | 369 | // | |
370 | Assert.That( | 370 | // Assert.That( |
371 | foundItem1.CreatorId, Is.EqualTo(m_uaLL2.PrincipalID.ToString()), | 371 | // foundItem1.CreatorId, Is.EqualTo(m_uaLL2.PrincipalID.ToString()), |
372 | "Loaded item non-uuid creator doesn't match original"); | 372 | // "Loaded item non-uuid creator doesn't match original"); |
373 | Assert.That( | 373 | // Assert.That( |
374 | foundItem1.CreatorIdAsUuid, Is.EqualTo(m_uaLL2.PrincipalID), | 374 | // foundItem1.CreatorIdAsUuid, Is.EqualTo(m_uaLL2.PrincipalID), |
375 | "Loaded item uuid creator doesn't match original"); | 375 | // "Loaded item uuid creator doesn't match original"); |
376 | Assert.That(foundItem1.Owner, Is.EqualTo(m_uaMT.PrincipalID), | 376 | // Assert.That(foundItem1.Owner, Is.EqualTo(m_uaMT.PrincipalID), |
377 | "Loaded item owner doesn't match inventory reciever"); | 377 | // "Loaded item owner doesn't match inventory reciever"); |
378 | 378 | // | |
379 | AssetBase asset1 = m_scene.AssetService.Get(foundItem1.AssetID.ToString()); | 379 | // AssetBase asset1 = m_scene.AssetService.Get(foundItem1.AssetID.ToString()); |
380 | string xmlData = Utils.BytesToString(asset1.Data); | 380 | // string xmlData = Utils.BytesToString(asset1.Data); |
381 | SceneObjectGroup sog1 = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); | 381 | // SceneObjectGroup sog1 = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); |
382 | 382 | // | |
383 | Assert.That(sog1.RootPart.CreatorID, Is.EqualTo(m_uaLL2.PrincipalID)); | 383 | // Assert.That(sog1.RootPart.CreatorID, Is.EqualTo(m_uaLL2.PrincipalID)); |
384 | } | 384 | // } |
385 | 385 | ||
386 | /// <summary> | 386 | /// <summary> |
387 | /// Test loading a V0.1 OpenSim Inventory Archive (subject to change since there is no fixed format yet) where | 387 | /// Test loading a V0.1 OpenSim Inventory Archive (subject to change since there is no fixed format yet) where |
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 880b2cc..c5bb9a5 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs | |||
@@ -327,6 +327,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer | |||
327 | return; | 327 | return; |
328 | } | 328 | } |
329 | 329 | ||
330 | // Validate assorted conditions | ||
331 | string reason = string.Empty; | ||
332 | if (!ValidateGenericConditions(sp, reg, finalDestination, teleportFlags, out reason)) | ||
333 | { | ||
334 | sp.ControllingClient.SendTeleportFailed(reason); | ||
335 | return; | ||
336 | } | ||
337 | |||
330 | // | 338 | // |
331 | // This is it | 339 | // This is it |
332 | // | 340 | // |
@@ -358,6 +366,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer | |||
358 | } | 366 | } |
359 | } | 367 | } |
360 | 368 | ||
369 | // Nothing to validate here | ||
370 | protected virtual bool ValidateGenericConditions(ScenePresence sp, GridRegion reg, GridRegion finalDestination, uint teleportFlags, out string reason) | ||
371 | { | ||
372 | reason = String.Empty; | ||
373 | return true; | ||
374 | } | ||
375 | |||
361 | /// <summary> | 376 | /// <summary> |
362 | /// Determines whether this instance is within the max transfer distance. | 377 | /// Determines whether this instance is within the max transfer distance. |
363 | /// </summary> | 378 | /// </summary> |
@@ -574,7 +589,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer | |||
574 | 589 | ||
575 | //sp.ControllingClient.SendTeleportProgress(teleportFlags, "Updating agent..."); | 590 | //sp.ControllingClient.SendTeleportProgress(teleportFlags, "Updating agent..."); |
576 | 591 | ||
577 | if (!UpdateAgent(reg, finalDestination, agent)) | 592 | if (!UpdateAgent(reg, finalDestination, agent, sp)) |
578 | { | 593 | { |
579 | // Region doesn't take it | 594 | // Region doesn't take it |
580 | m_log.WarnFormat( | 595 | m_log.WarnFormat( |
@@ -650,7 +665,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer | |||
650 | // an agent cannot teleport back to this region if it has teleported away. | 665 | // an agent cannot teleport back to this region if it has teleported away. |
651 | Thread.Sleep(3000); | 666 | Thread.Sleep(3000); |
652 | 667 | ||
653 | sp.Scene.IncomingCloseAgent(sp.UUID); | 668 | sp.Scene.IncomingCloseAgent(sp.UUID, false); |
654 | } | 669 | } |
655 | else | 670 | else |
656 | { | 671 | { |
@@ -701,7 +716,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer | |||
701 | return success; | 716 | return success; |
702 | } | 717 | } |
703 | 718 | ||
704 | protected virtual bool UpdateAgent(GridRegion reg, GridRegion finalDestination, AgentData agent) | 719 | protected virtual bool UpdateAgent(GridRegion reg, GridRegion finalDestination, AgentData agent, ScenePresence sp) |
705 | { | 720 | { |
706 | return Scene.SimulationService.UpdateAgent(finalDestination, agent); | 721 | return Scene.SimulationService.UpdateAgent(finalDestination, agent); |
707 | } | 722 | } |
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs index 3010b59..a5c4584 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs | |||
@@ -54,6 +54,59 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer | |||
54 | 54 | ||
55 | private GatekeeperServiceConnector m_GatekeeperConnector; | 55 | private GatekeeperServiceConnector m_GatekeeperConnector; |
56 | 56 | ||
57 | protected bool m_RestrictAppearanceAbroad; | ||
58 | protected string m_AccountName; | ||
59 | protected List<AvatarAppearance> m_ExportedAppearances; | ||
60 | protected List<AvatarAttachment> m_Attachs; | ||
61 | |||
62 | protected List<AvatarAppearance> ExportedAppearance | ||
63 | { | ||
64 | get | ||
65 | { | ||
66 | if (m_ExportedAppearances != null) | ||
67 | return m_ExportedAppearances; | ||
68 | |||
69 | m_ExportedAppearances = new List<AvatarAppearance>(); | ||
70 | m_Attachs = new List<AvatarAttachment>(); | ||
71 | |||
72 | string[] names = m_AccountName.Split(new char[] { ',' }, StringSplitOptions.RemoveEmptyEntries); | ||
73 | |||
74 | foreach (string name in names) | ||
75 | { | ||
76 | string[] parts = name.Trim().Split(); | ||
77 | if (parts.Length != 2) | ||
78 | { | ||
79 | m_log.WarnFormat("[HG ENTITY TRANSFER MODULE]: Wrong user account name format {0}. Specify 'First Last'", name); | ||
80 | return null; | ||
81 | } | ||
82 | UserAccount account = Scene.UserAccountService.GetUserAccount(UUID.Zero, parts[0], parts[1]); | ||
83 | if (account == null) | ||
84 | { | ||
85 | m_log.WarnFormat("[HG ENTITY TRANSFER MODULE]: Unknown account {0}", m_AccountName); | ||
86 | return null; | ||
87 | } | ||
88 | AvatarAppearance a = Scene.AvatarService.GetAppearance(account.PrincipalID); | ||
89 | if (a != null) | ||
90 | m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Successfully retrieved appearance for {0}", name); | ||
91 | |||
92 | foreach (AvatarAttachment att in a.GetAttachments()) | ||
93 | { | ||
94 | InventoryItemBase item = new InventoryItemBase(att.ItemID, account.PrincipalID); | ||
95 | item = Scene.InventoryService.GetItem(item); | ||
96 | if (item != null) | ||
97 | a.SetAttachment(att.AttachPoint, att.ItemID, item.AssetID); | ||
98 | else | ||
99 | m_log.WarnFormat("[HG ENTITY TRANSFER MODULE]: Unable to retrieve item {0} from inventory {1}", att.ItemID, name); | ||
100 | } | ||
101 | |||
102 | m_ExportedAppearances.Add(a); | ||
103 | m_Attachs.AddRange(a.GetAttachments()); | ||
104 | } | ||
105 | |||
106 | return m_ExportedAppearances; | ||
107 | } | ||
108 | } | ||
109 | |||
57 | #region ISharedRegionModule | 110 | #region ISharedRegionModule |
58 | 111 | ||
59 | public override string Name | 112 | public override string Name |
@@ -72,8 +125,18 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer | |||
72 | { | 125 | { |
73 | IConfig transferConfig = source.Configs["EntityTransfer"]; | 126 | IConfig transferConfig = source.Configs["EntityTransfer"]; |
74 | if (transferConfig != null) | 127 | if (transferConfig != null) |
128 | { | ||
75 | m_levelHGTeleport = transferConfig.GetInt("LevelHGTeleport", 0); | 129 | m_levelHGTeleport = transferConfig.GetInt("LevelHGTeleport", 0); |
76 | 130 | ||
131 | m_RestrictAppearanceAbroad = transferConfig.GetBoolean("RestrictAppearanceAbroad", false); | ||
132 | if (m_RestrictAppearanceAbroad) | ||
133 | { | ||
134 | m_AccountName = transferConfig.GetString("AccountForAppearance", string.Empty); | ||
135 | if (m_AccountName == string.Empty) | ||
136 | m_log.WarnFormat("[HG ENTITY TRANSFER MODULE]: RestrictAppearanceAbroad is on, but no account has been given for avatar appearance!"); | ||
137 | } | ||
138 | } | ||
139 | |||
77 | InitialiseCommon(source); | 140 | InitialiseCommon(source); |
78 | m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: {0} enabled.", Name); | 141 | m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: {0} enabled.", Name); |
79 | } | 142 | } |
@@ -85,7 +148,36 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer | |||
85 | base.AddRegion(scene); | 148 | base.AddRegion(scene); |
86 | 149 | ||
87 | if (m_Enabled) | 150 | if (m_Enabled) |
151 | { | ||
88 | scene.RegisterModuleInterface<IUserAgentVerificationModule>(this); | 152 | scene.RegisterModuleInterface<IUserAgentVerificationModule>(this); |
153 | scene.EventManager.OnIncomingSceneObject += OnIncomingSceneObject; | ||
154 | } | ||
155 | } | ||
156 | |||
157 | void OnIncomingSceneObject(SceneObjectGroup so) | ||
158 | { | ||
159 | if (!so.IsAttachment) | ||
160 | return; | ||
161 | |||
162 | if (so.Scene.UserManagementModule.IsLocalGridUser(so.AttachedAvatar)) | ||
163 | return; | ||
164 | |||
165 | // foreign user | ||
166 | AgentCircuitData aCircuit = so.Scene.AuthenticateHandler.GetAgentCircuitData(so.AttachedAvatar); | ||
167 | if (aCircuit != null && (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0) | ||
168 | { | ||
169 | if (aCircuit.ServiceURLs != null && aCircuit.ServiceURLs.ContainsKey("AssetServerURI")) | ||
170 | { | ||
171 | string url = aCircuit.ServiceURLs["AssetServerURI"].ToString(); | ||
172 | m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Incoming attachement {0} for HG user {1} with asset server {2}", so.Name, so.AttachedAvatar, url); | ||
173 | Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>(); | ||
174 | HGUuidGatherer uuidGatherer = new HGUuidGatherer(so.Scene.AssetService, url); | ||
175 | uuidGatherer.GatherAssetUuids(so, ids); | ||
176 | |||
177 | foreach (KeyValuePair<UUID, AssetType> kvp in ids) | ||
178 | uuidGatherer.FetchAsset(kvp.Key); | ||
179 | } | ||
180 | } | ||
89 | } | 181 | } |
90 | 182 | ||
91 | protected override void OnNewClient(IClientAPI client) | 183 | protected override void OnNewClient(IClientAPI client) |
@@ -153,6 +245,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer | |||
153 | { | 245 | { |
154 | // Log them out of this grid | 246 | // Log them out of this grid |
155 | Scene.PresenceService.LogoutAgent(sp.ControllingClient.SessionId); | 247 | Scene.PresenceService.LogoutAgent(sp.ControllingClient.SessionId); |
248 | string userId = Scene.UserManagementModule.GetUserUUI(sp.UUID); | ||
249 | Scene.GridUserService.LoggedOut(userId, UUID.Zero, Scene.RegionInfo.RegionID, sp.AbsolutePosition, sp.Lookat); | ||
156 | } | 250 | } |
157 | } | 251 | } |
158 | 252 | ||
@@ -200,6 +294,124 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer | |||
200 | TeleportHome(id, client); | 294 | TeleportHome(id, client); |
201 | } | 295 | } |
202 | 296 | ||
297 | protected override bool ValidateGenericConditions(ScenePresence sp, GridRegion reg, GridRegion finalDestination, uint teleportFlags, out string reason) | ||
298 | { | ||
299 | reason = "Please wear your grid's allowed appearance before teleporting to another grid"; | ||
300 | if (!m_RestrictAppearanceAbroad) | ||
301 | return true; | ||
302 | |||
303 | // The rest is only needed for controlling appearance | ||
304 | |||
305 | int flags = Scene.GridService.GetRegionFlags(Scene.RegionInfo.ScopeID, reg.RegionID); | ||
306 | if (flags == -1 /* no region in DB */ || (flags & (int)OpenSim.Data.RegionFlags.Hyperlink) != 0) | ||
307 | { | ||
308 | // this user is going to another grid | ||
309 | if (Scene.UserManagementModule.IsLocalGridUser(sp.UUID)) | ||
310 | { | ||
311 | m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: RestrictAppearanceAbroad is ON. Checking generic appearance"); | ||
312 | |||
313 | // Check wearables | ||
314 | for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++) | ||
315 | { | ||
316 | for (int j = 0; j < sp.Appearance.Wearables[i].Count; j++) | ||
317 | { | ||
318 | if (sp.Appearance.Wearables[i] == null) | ||
319 | continue; | ||
320 | |||
321 | bool found = false; | ||
322 | foreach (AvatarAppearance a in ExportedAppearance) | ||
323 | if (a.Wearables[i] != null) | ||
324 | { | ||
325 | found = true; | ||
326 | break; | ||
327 | } | ||
328 | |||
329 | if (!found) | ||
330 | { | ||
331 | m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Wearable not allowed to go outside {0}", i); | ||
332 | return false; | ||
333 | } | ||
334 | |||
335 | found = false; | ||
336 | foreach (AvatarAppearance a in ExportedAppearance) | ||
337 | if (sp.Appearance.Wearables[i][j].AssetID == a.Wearables[i][j].AssetID) | ||
338 | { | ||
339 | found = true; | ||
340 | break; | ||
341 | } | ||
342 | |||
343 | if (!found) | ||
344 | { | ||
345 | m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Wearable not allowed to go outside {0}", i); | ||
346 | return false; | ||
347 | } | ||
348 | } | ||
349 | } | ||
350 | |||
351 | // Check attachments | ||
352 | foreach (AvatarAttachment att in sp.Appearance.GetAttachments()) | ||
353 | { | ||
354 | bool found = false; | ||
355 | foreach (AvatarAttachment att2 in m_Attachs) | ||
356 | { | ||
357 | if (att2.AssetID == att.AssetID) | ||
358 | { | ||
359 | found = true; | ||
360 | break; | ||
361 | } | ||
362 | } | ||
363 | if (!found) | ||
364 | { | ||
365 | m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Attachment not allowed to go outside {0}", att.AttachPoint); | ||
366 | return false; | ||
367 | } | ||
368 | } | ||
369 | } | ||
370 | } | ||
371 | |||
372 | reason = string.Empty; | ||
373 | return true; | ||
374 | } | ||
375 | |||
376 | |||
377 | //protected override bool UpdateAgent(GridRegion reg, GridRegion finalDestination, AgentData agentData, ScenePresence sp) | ||
378 | //{ | ||
379 | // int flags = Scene.GridService.GetRegionFlags(Scene.RegionInfo.ScopeID, reg.RegionID); | ||
380 | // if (flags == -1 /* no region in DB */ || (flags & (int)OpenSim.Data.RegionFlags.Hyperlink) != 0) | ||
381 | // { | ||
382 | // // this user is going to another grid | ||
383 | // if (m_RestrictAppearanceAbroad && Scene.UserManagementModule.IsLocalGridUser(agentData.AgentID)) | ||
384 | // { | ||
385 | // // We need to strip the agent off its appearance | ||
386 | // m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: RestrictAppearanceAbroad is ON. Sending generic appearance"); | ||
387 | |||
388 | // // Delete existing npc attachments | ||
389 | // Scene.AttachmentsModule.DeleteAttachmentsFromScene(sp, false); | ||
390 | |||
391 | // // XXX: We can't just use IAvatarFactoryModule.SetAppearance() yet since it doesn't transfer attachments | ||
392 | // AvatarAppearance newAppearance = new AvatarAppearance(ExportedAppearance, true); | ||
393 | // sp.Appearance = newAppearance; | ||
394 | |||
395 | // // Rez needed npc attachments | ||
396 | // Scene.AttachmentsModule.RezAttachments(sp); | ||
397 | |||
398 | |||
399 | // IAvatarFactoryModule module = Scene.RequestModuleInterface<IAvatarFactoryModule>(); | ||
400 | // //module.SendAppearance(sp.UUID); | ||
401 | // module.RequestRebake(sp, false); | ||
402 | |||
403 | // Scene.AttachmentsModule.CopyAttachments(sp, agentData); | ||
404 | // agentData.Appearance = sp.Appearance; | ||
405 | // } | ||
406 | // } | ||
407 | |||
408 | // foreach (AvatarAttachment a in agentData.Appearance.GetAttachments()) | ||
409 | // m_log.DebugFormat("[XXX]: {0}-{1}", a.ItemID, a.AssetID); | ||
410 | |||
411 | |||
412 | // return base.UpdateAgent(reg, finalDestination, agentData, sp); | ||
413 | //} | ||
414 | |||
203 | public override bool TeleportHome(UUID id, IClientAPI client) | 415 | public override bool TeleportHome(UUID id, IClientAPI client) |
204 | { | 416 | { |
205 | m_log.DebugFormat( | 417 | m_log.DebugFormat( |
@@ -375,4 +587,4 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer | |||
375 | return region; | 587 | return region; |
376 | } | 588 | } |
377 | } | 589 | } |
378 | } \ No newline at end of file | 590 | } |
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGAssetMapper.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGAssetMapper.cs index eaadc1b..f8ec6de 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGAssetMapper.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGAssetMapper.cs | |||
@@ -71,19 +71,19 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess | |||
71 | 71 | ||
72 | #region Internal functions | 72 | #region Internal functions |
73 | 73 | ||
74 | public AssetBase FetchAsset(string url, UUID assetID) | 74 | public AssetMetadata FetchMetadata(string url, UUID assetID) |
75 | { | 75 | { |
76 | if (!url.EndsWith("/") && !url.EndsWith("=")) | 76 | if (!url.EndsWith("/") && !url.EndsWith("=")) |
77 | url = url + "/"; | 77 | url = url + "/"; |
78 | 78 | ||
79 | AssetBase asset = m_scene.AssetService.Get(url + assetID.ToString()); | 79 | AssetMetadata meta = m_scene.AssetService.GetMetadata(url + assetID.ToString()); |
80 | 80 | ||
81 | if (asset != null) | 81 | if (meta != null) |
82 | { | 82 | m_log.DebugFormat("[HG ASSET MAPPER]: Fetched metadata for asset {0} of type {1} from {2} ", assetID, meta.Type, url); |
83 | m_log.DebugFormat("[HG ASSET MAPPER]: Copied asset {0} from {1} to local asset server. ", asset.ID, url); | 83 | else |
84 | return asset; | 84 | m_log.DebugFormat("[HG ASSET MAPPER]: Unable to fetched metadata for asset {0} from {1} ", assetID, url); |
85 | } | 85 | |
86 | return null; | 86 | return meta; |
87 | } | 87 | } |
88 | 88 | ||
89 | public bool PostAsset(string url, AssetBase asset) | 89 | public bool PostAsset(string url, AssetBase asset) |
@@ -93,6 +93,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess | |||
93 | if (!url.EndsWith("/") && !url.EndsWith("=")) | 93 | if (!url.EndsWith("/") && !url.EndsWith("=")) |
94 | url = url + "/"; | 94 | url = url + "/"; |
95 | 95 | ||
96 | bool success = true; | ||
96 | // See long comment in AssetCache.AddAsset | 97 | // See long comment in AssetCache.AddAsset |
97 | if (!asset.Temporary || asset.Local) | 98 | if (!asset.Temporary || asset.Local) |
98 | { | 99 | { |
@@ -103,14 +104,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess | |||
103 | // not having a global naming infrastructure | 104 | // not having a global naming infrastructure |
104 | AssetBase asset1 = new AssetBase(asset.FullID, asset.Name, asset.Type, asset.Metadata.CreatorID); | 105 | AssetBase asset1 = new AssetBase(asset.FullID, asset.Name, asset.Type, asset.Metadata.CreatorID); |
105 | Copy(asset, asset1); | 106 | Copy(asset, asset1); |
106 | try | 107 | asset1.ID = url + asset.ID; |
107 | { | ||
108 | asset1.ID = url + asset.ID; | ||
109 | } | ||
110 | catch | ||
111 | { | ||
112 | m_log.Warn("[HG ASSET MAPPER]: Oops."); | ||
113 | } | ||
114 | 108 | ||
115 | AdjustIdentifiers(asset1.Metadata); | 109 | AdjustIdentifiers(asset1.Metadata); |
116 | if (asset1.Metadata.Type == (sbyte)AssetType.Object) | 110 | if (asset1.Metadata.Type == (sbyte)AssetType.Object) |
@@ -118,11 +112,17 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess | |||
118 | else | 112 | else |
119 | asset1.Data = asset.Data; | 113 | asset1.Data = asset.Data; |
120 | 114 | ||
121 | m_scene.AssetService.Store(asset1); | 115 | string id = m_scene.AssetService.Store(asset1); |
122 | m_log.DebugFormat("[HG ASSET MAPPER]: Posted copy of asset {0} from local asset server to {1}", asset1.ID, url); | 116 | if (id == string.Empty) |
117 | { | ||
118 | m_log.DebugFormat("[HG ASSET MAPPER]: Asset server {0} did not accept {1}", url, asset.ID); | ||
119 | success = false; | ||
120 | } | ||
121 | else | ||
122 | m_log.DebugFormat("[HG ASSET MAPPER]: Posted copy of asset {0} from local asset server to {1}", asset1.ID, url); | ||
123 | } | 123 | } |
124 | return true; | 124 | return success; |
125 | } | 125 | } |
126 | else | 126 | else |
127 | m_log.Warn("[HG ASSET MAPPER]: Tried to post asset to remote server, but asset not in local cache."); | 127 | m_log.Warn("[HG ASSET MAPPER]: Tried to post asset to remote server, but asset not in local cache."); |
128 | 128 | ||
@@ -222,28 +222,17 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess | |||
222 | 222 | ||
223 | public void Get(UUID assetID, UUID ownerID, string userAssetURL) | 223 | public void Get(UUID assetID, UUID ownerID, string userAssetURL) |
224 | { | 224 | { |
225 | // Get the item from the remote asset server onto the local AssetCache | 225 | // Get the item from the remote asset server onto the local AssetService |
226 | // and place an entry in m_assetMap | ||
227 | |||
228 | m_log.Debug("[HG ASSET MAPPER]: Fetching object " + assetID + " from asset server " + userAssetURL); | ||
229 | AssetBase asset = FetchAsset(userAssetURL, assetID); | ||
230 | 226 | ||
231 | if (asset != null) | 227 | AssetMetadata meta = FetchMetadata(userAssetURL, assetID); |
232 | { | 228 | if (meta == null) |
233 | // OK, now fetch the inside. | 229 | return; |
234 | Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>(); | ||
235 | HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, userAssetURL); | ||
236 | uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids); | ||
237 | if (ids.ContainsKey(assetID)) | ||
238 | ids.Remove(assetID); | ||
239 | foreach (UUID uuid in ids.Keys) | ||
240 | FetchAsset(userAssetURL, uuid); | ||
241 | 230 | ||
242 | m_log.DebugFormat("[HG ASSET MAPPER]: Successfully fetched asset {0} from asset server {1}", asset.ID, userAssetURL); | 231 | // The act of gathering UUIDs downloads the assets from the remote server |
232 | Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>(); | ||
233 | HGUuidGatherer uuidGatherer = new HGUuidGatherer(m_scene.AssetService, userAssetURL); | ||
234 | uuidGatherer.GatherAssetUuids(assetID, (AssetType)meta.Type, ids); | ||
243 | 235 | ||
244 | } | ||
245 | else | ||
246 | m_log.Warn("[HG ASSET MAPPER]: Could not fetch asset from remote asset server " + userAssetURL); | ||
247 | } | 236 | } |
248 | 237 | ||
249 | 238 | ||
@@ -257,19 +246,23 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess | |||
257 | if (asset != null) | 246 | if (asset != null) |
258 | { | 247 | { |
259 | Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>(); | 248 | Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>(); |
260 | HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, string.Empty); | 249 | HGUuidGatherer uuidGatherer = new HGUuidGatherer(m_scene.AssetService, string.Empty); |
261 | uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids); | 250 | uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids); |
251 | bool success = false; | ||
262 | foreach (UUID uuid in ids.Keys) | 252 | foreach (UUID uuid in ids.Keys) |
263 | { | 253 | { |
264 | asset = m_scene.AssetService.Get(uuid.ToString()); | 254 | asset = m_scene.AssetService.Get(uuid.ToString()); |
265 | if (asset == null) | 255 | if (asset == null) |
266 | m_log.DebugFormat("[HG ASSET MAPPER]: Could not find asset {0}", uuid); | 256 | m_log.DebugFormat("[HG ASSET MAPPER]: Could not find asset {0}", uuid); |
267 | else | 257 | else |
268 | PostAsset(userAssetURL, asset); | 258 | success = PostAsset(userAssetURL, asset); |
269 | } | 259 | } |
270 | 260 | ||
271 | // maybe all pieces got there... | 261 | // maybe all pieces got there... |
272 | m_log.DebugFormat("[HG ASSET MAPPER]: Successfully posted item {0} to asset server {1}", assetID, userAssetURL); | 262 | if (!success) |
263 | m_log.DebugFormat("[HG ASSET MAPPER]: Problems posting item {0} to asset server {1}", assetID, userAssetURL); | ||
264 | else | ||
265 | m_log.DebugFormat("[HG ASSET MAPPER]: Successfully posted item {0} to asset server {1}", assetID, userAssetURL); | ||
273 | 266 | ||
274 | } | 267 | } |
275 | else | 268 | else |
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs index cf72b58..80257bd 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs | |||
@@ -263,8 +263,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess | |||
263 | //} | 263 | //} |
264 | 264 | ||
265 | // OK, we're done fetching. Pass it up to the default RezObject | 265 | // OK, we're done fetching. Pass it up to the default RezObject |
266 | return base.RezObject(remoteClient, itemID, RayEnd, RayStart, RayTargetID, BypassRayCast, RayEndIsIntersection, | 266 | SceneObjectGroup sog = base.RezObject(remoteClient, itemID, RayEnd, RayStart, RayTargetID, BypassRayCast, RayEndIsIntersection, |
267 | RezSelected, RemoveItem, fromTaskID, attachment); | 267 | RezSelected, RemoveItem, fromTaskID, attachment); |
268 | |||
269 | if (sog == null) | ||
270 | remoteClient.SendAgentAlertMessage("Unable to rez: problem accessing inventory or locating assets", false); | ||
271 | |||
272 | return sog; | ||
268 | 273 | ||
269 | } | 274 | } |
270 | 275 | ||
@@ -308,6 +313,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess | |||
308 | protected override InventoryItemBase GetItem(UUID agentID, UUID itemID) | 313 | protected override InventoryItemBase GetItem(UUID agentID, UUID itemID) |
309 | { | 314 | { |
310 | InventoryItemBase item = base.GetItem(agentID, itemID); | 315 | InventoryItemBase item = base.GetItem(agentID, itemID); |
316 | if (item == null) | ||
317 | return null; | ||
311 | 318 | ||
312 | string userAssetServer = string.Empty; | 319 | string userAssetServer = string.Empty; |
313 | if (IsForeignUser(agentID, out userAssetServer)) | 320 | if (IsForeignUser(agentID, out userAssetServer)) |
diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/HGUserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/HGUserManagementModule.cs index 4eecaa2..acefc97 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/HGUserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/HGUserManagementModule.cs | |||
@@ -137,6 +137,9 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement | |||
137 | ud.FirstName = words[0]; | 137 | ud.FirstName = words[0]; |
138 | ud.LastName = "@" + words[1]; | 138 | ud.LastName = "@" + words[1]; |
139 | users.Add(ud); | 139 | users.Add(ud); |
140 | // WARNING! that uriStr is not quite right... it may be missing the / at the end, | ||
141 | // which will cause trouble (duplicate entries on some tables). We should | ||
142 | // get the UUI instead from the UAS. TO BE FIXED. | ||
140 | AddUser(userID, names[0], names[1], uriStr); | 143 | AddUser(userID, names[0], names[1], uriStr); |
141 | m_log.DebugFormat("[USER MANAGEMENT MODULE]: User {0}@{1} found", words[0], words[1]); | 144 | m_log.DebugFormat("[USER MANAGEMENT MODULE]: User {0}@{1} found", words[0], words[1]); |
142 | } | 145 | } |
diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index f4ed67b..36c84c7 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs | |||
@@ -429,8 +429,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement | |||
429 | 429 | ||
430 | public void AddUser(UUID uuid, string first, string last, string homeURL) | 430 | public void AddUser(UUID uuid, string first, string last, string homeURL) |
431 | { | 431 | { |
432 | // m_log.DebugFormat("[USER MANAGEMENT MODULE]: Adding user with id {0}, first {1}, last {2}, url {3}", uuid, first, last, homeURL); | 432 | //m_log.DebugFormat("[USER MANAGEMENT MODULE]: Adding user with id {0}, first {1}, last {2}, url {3}", uuid, first, last, homeURL); |
433 | |||
434 | AddUser(uuid, homeURL + ";" + first + " " + last); | 433 | AddUser(uuid, homeURL + ";" + first + " " + last); |
435 | } | 434 | } |
436 | 435 | ||
@@ -553,8 +552,8 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement | |||
553 | MainConsole.Instance.Output("-----------------------------------------------------------------------------"); | 552 | MainConsole.Instance.Output("-----------------------------------------------------------------------------"); |
554 | foreach (KeyValuePair<UUID, UserData> kvp in m_UserCache) | 553 | foreach (KeyValuePair<UUID, UserData> kvp in m_UserCache) |
555 | { | 554 | { |
556 | MainConsole.Instance.Output(String.Format("{0} {1} {2}", | 555 | MainConsole.Instance.Output(String.Format("{0} {1} {2} ({3})", |
557 | kvp.Key, kvp.Value.FirstName, kvp.Value.LastName)); | 556 | kvp.Key, kvp.Value.FirstName, kvp.Value.LastName, kvp.Value.HomeURL)); |
558 | } | 557 | } |
559 | 558 | ||
560 | return; | 559 | return; |
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGUuidGatherer.cs b/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTexture.cs index fcb544f..fce9490 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGUuidGatherer.cs +++ b/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTexture.cs | |||
@@ -26,32 +26,36 @@ | |||
26 | */ | 26 | */ |
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | using System.Collections.Generic; | 29 | using System.Drawing; |
30 | using OpenSim.Region.Framework.Interfaces; | ||
30 | 31 | ||
31 | using OpenSim.Framework; | 32 | namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture |
32 | using OpenSim.Region.Framework.Scenes; | ||
33 | using OpenSim.Services.Interfaces; | ||
34 | using OpenMetaverse; | ||
35 | |||
36 | namespace OpenSim.Region.CoreModules.Framework.InventoryAccess | ||
37 | { | 33 | { |
38 | public class HGUuidGatherer : UuidGatherer | 34 | public class DynamicTexture : IDynamicTexture |
39 | { | 35 | { |
40 | protected string m_assetServerURL; | 36 | public string InputCommands { get; private set; } |
41 | protected HGAssetMapper m_assetMapper; | 37 | public Uri InputUri { get; private set; } |
38 | public string InputParams { get; private set; } | ||
39 | public byte[] Data { get; private set; } | ||
40 | public Size Size { get; private set; } | ||
41 | public bool IsReuseable { get; private set; } | ||
42 | 42 | ||
43 | public HGUuidGatherer(HGAssetMapper assMap, IAssetService assetCache, string assetServerURL) : base(assetCache) | 43 | public DynamicTexture(string inputCommands, string inputParams, byte[] data, Size size, bool isReuseable) |
44 | { | 44 | { |
45 | m_assetMapper = assMap; | 45 | InputCommands = inputCommands; |
46 | m_assetServerURL = assetServerURL; | 46 | InputParams = inputParams; |
47 | Data = data; | ||
48 | Size = size; | ||
49 | IsReuseable = isReuseable; | ||
47 | } | 50 | } |
48 | 51 | ||
49 | protected override AssetBase GetAsset(UUID uuid) | 52 | public DynamicTexture(Uri inputUri, string inputParams, byte[] data, Size size, bool isReuseable) |
50 | { | 53 | { |
51 | if (string.Empty == m_assetServerURL) | 54 | InputUri = inputUri; |
52 | return m_assetCache.Get(uuid.ToString()); | 55 | InputParams = inputParams; |
53 | else | 56 | Data = data; |
54 | return m_assetMapper.FetchAsset(m_assetServerURL, uuid); | 57 | Size = size; |
58 | IsReuseable = isReuseable; | ||
55 | } | 59 | } |
56 | } | 60 | } |
57 | } | 61 | } \ No newline at end of file |
diff --git a/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs b/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs index 18bd018..1f340df 100644 --- a/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs +++ b/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs | |||
@@ -42,13 +42,29 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture | |||
42 | { | 42 | { |
43 | public class DynamicTextureModule : IRegionModule, IDynamicTextureManager | 43 | public class DynamicTextureModule : IRegionModule, IDynamicTextureManager |
44 | { | 44 | { |
45 | //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 45 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
46 | 46 | ||
47 | private const int ALL_SIDES = -1; | 47 | private const int ALL_SIDES = -1; |
48 | 48 | ||
49 | public const int DISP_EXPIRE = 1; | 49 | public const int DISP_EXPIRE = 1; |
50 | public const int DISP_TEMP = 2; | 50 | public const int DISP_TEMP = 2; |
51 | 51 | ||
52 | /// <summary> | ||
53 | /// If true then where possible dynamic textures are reused. | ||
54 | /// </summary> | ||
55 | public bool ReuseTextures { get; set; } | ||
56 | |||
57 | /// <summary> | ||
58 | /// If false, then textures which have a low data size are not reused when ReuseTextures = true. | ||
59 | /// </summary> | ||
60 | /// <remarks> | ||
61 | /// LL viewers 3.3.4 and before appear to not fully render textures pulled from the viewer cache if those | ||
62 | /// textures have a relatively high pixel surface but a small data size. Typically, this appears to happen | ||
63 | /// if the data size is smaller than the viewer's discard level 2 size estimate. So if this is setting is | ||
64 | /// false, textures smaller than the calculation in IsSizeReuseable are always regenerated rather than reused | ||
65 | /// to work around this problem.</remarks> | ||
66 | public bool ReuseLowDataTextures { get; set; } | ||
67 | |||
52 | private Dictionary<UUID, Scene> RegisteredScenes = new Dictionary<UUID, Scene>(); | 68 | private Dictionary<UUID, Scene> RegisteredScenes = new Dictionary<UUID, Scene>(); |
53 | 69 | ||
54 | private Dictionary<string, IDynamicTextureRender> RenderPlugins = | 70 | private Dictionary<string, IDynamicTextureRender> RenderPlugins = |
@@ -56,6 +72,15 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture | |||
56 | 72 | ||
57 | private Dictionary<UUID, DynamicTextureUpdater> Updaters = new Dictionary<UUID, DynamicTextureUpdater>(); | 73 | private Dictionary<UUID, DynamicTextureUpdater> Updaters = new Dictionary<UUID, DynamicTextureUpdater>(); |
58 | 74 | ||
75 | /// <summary> | ||
76 | /// Record dynamic textures that we can reuse for a given data and parameter combination rather than | ||
77 | /// regenerate. | ||
78 | /// </summary> | ||
79 | /// <remarks> | ||
80 | /// Key is string.Format("{0}{1}", data | ||
81 | /// </remarks> | ||
82 | private Cache m_reuseableDynamicTextures; | ||
83 | |||
59 | #region IDynamicTextureManager Members | 84 | #region IDynamicTextureManager Members |
60 | 85 | ||
61 | public void RegisterRender(string handleType, IDynamicTextureRender render) | 86 | public void RegisterRender(string handleType, IDynamicTextureRender render) |
@@ -69,17 +94,17 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture | |||
69 | /// <summary> | 94 | /// <summary> |
70 | /// Called by code which actually renders the dynamic texture to supply texture data. | 95 | /// Called by code which actually renders the dynamic texture to supply texture data. |
71 | /// </summary> | 96 | /// </summary> |
72 | /// <param name="id"></param> | 97 | /// <param name="updaterId"></param> |
73 | /// <param name="data"></param> | 98 | /// <param name="texture"></param> |
74 | public void ReturnData(UUID id, byte[] data) | 99 | public void ReturnData(UUID updaterId, IDynamicTexture texture) |
75 | { | 100 | { |
76 | DynamicTextureUpdater updater = null; | 101 | DynamicTextureUpdater updater = null; |
77 | 102 | ||
78 | lock (Updaters) | 103 | lock (Updaters) |
79 | { | 104 | { |
80 | if (Updaters.ContainsKey(id)) | 105 | if (Updaters.ContainsKey(updaterId)) |
81 | { | 106 | { |
82 | updater = Updaters[id]; | 107 | updater = Updaters[updaterId]; |
83 | } | 108 | } |
84 | } | 109 | } |
85 | 110 | ||
@@ -88,7 +113,16 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture | |||
88 | if (RegisteredScenes.ContainsKey(updater.SimUUID)) | 113 | if (RegisteredScenes.ContainsKey(updater.SimUUID)) |
89 | { | 114 | { |
90 | Scene scene = RegisteredScenes[updater.SimUUID]; | 115 | Scene scene = RegisteredScenes[updater.SimUUID]; |
91 | updater.DataReceived(data, scene); | 116 | UUID newTextureID = updater.DataReceived(texture.Data, scene); |
117 | |||
118 | if (ReuseTextures | ||
119 | && !updater.BlendWithOldTexture | ||
120 | && texture.IsReuseable | ||
121 | && (ReuseLowDataTextures || IsDataSizeReuseable(texture))) | ||
122 | { | ||
123 | m_reuseableDynamicTextures.Store( | ||
124 | GenerateReusableTextureKey(texture.InputCommands, texture.InputParams), newTextureID); | ||
125 | } | ||
92 | } | 126 | } |
93 | } | 127 | } |
94 | 128 | ||
@@ -104,6 +138,27 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture | |||
104 | } | 138 | } |
105 | } | 139 | } |
106 | 140 | ||
141 | /// <summary> | ||
142 | /// Determines whether the texture is reuseable based on its data size. | ||
143 | /// </summary> | ||
144 | /// <remarks> | ||
145 | /// This is a workaround for a viewer bug where very small data size textures relative to their pixel size | ||
146 | /// are not redisplayed properly when pulled from cache. The calculation here is based on the typical discard | ||
147 | /// level of 2, a 'rate' of 0.125 and 4 components (which makes for a factor of 0.5). | ||
148 | /// </remarks> | ||
149 | /// <returns></returns> | ||
150 | private bool IsDataSizeReuseable(IDynamicTexture texture) | ||
151 | { | ||
152 | // Console.WriteLine("{0} {1}", texture.Size.Width, texture.Size.Height); | ||
153 | int discardLevel2DataThreshold = (int)Math.Ceiling((texture.Size.Width >> 2) * (texture.Size.Height >> 2) * 0.5); | ||
154 | |||
155 | // m_log.DebugFormat( | ||
156 | // "[DYNAMIC TEXTURE MODULE]: Discard level 2 threshold {0}, texture data length {1}", | ||
157 | // discardLevel2DataThreshold, texture.Data.Length); | ||
158 | |||
159 | return discardLevel2DataThreshold < texture.Data.Length; | ||
160 | } | ||
161 | |||
107 | public UUID AddDynamicTextureURL(UUID simID, UUID primID, string contentType, string url, | 162 | public UUID AddDynamicTextureURL(UUID simID, UUID primID, string contentType, string url, |
108 | string extraParams, int updateTimer) | 163 | string extraParams, int updateTimer) |
109 | { | 164 | { |
@@ -167,22 +222,61 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture | |||
167 | public UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data, | 222 | public UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data, |
168 | string extraParams, int updateTimer, bool SetBlending, int disp, byte AlphaValue, int face) | 223 | string extraParams, int updateTimer, bool SetBlending, int disp, byte AlphaValue, int face) |
169 | { | 224 | { |
170 | if (RenderPlugins.ContainsKey(contentType)) | 225 | if (!RenderPlugins.ContainsKey(contentType)) |
226 | return UUID.Zero; | ||
227 | |||
228 | Scene scene; | ||
229 | RegisteredScenes.TryGetValue(simID, out scene); | ||
230 | |||
231 | if (scene == null) | ||
232 | return UUID.Zero; | ||
233 | |||
234 | SceneObjectPart part = scene.GetSceneObjectPart(primID); | ||
235 | |||
236 | if (part == null) | ||
237 | return UUID.Zero; | ||
238 | |||
239 | // If we want to reuse dynamic textures then we have to ignore any request from the caller to expire | ||
240 | // them. | ||
241 | if (ReuseTextures) | ||
242 | disp = disp & ~DISP_EXPIRE; | ||
243 | |||
244 | DynamicTextureUpdater updater = new DynamicTextureUpdater(); | ||
245 | updater.SimUUID = simID; | ||
246 | updater.PrimID = primID; | ||
247 | updater.ContentType = contentType; | ||
248 | updater.BodyData = data; | ||
249 | updater.UpdateTimer = updateTimer; | ||
250 | updater.UpdaterID = UUID.Random(); | ||
251 | updater.Params = extraParams; | ||
252 | updater.BlendWithOldTexture = SetBlending; | ||
253 | updater.FrontAlpha = AlphaValue; | ||
254 | updater.Face = face; | ||
255 | updater.Url = "Local image"; | ||
256 | updater.Disp = disp; | ||
257 | |||
258 | object objReusableTextureUUID = null; | ||
259 | |||
260 | if (ReuseTextures && !updater.BlendWithOldTexture) | ||
171 | { | 261 | { |
172 | DynamicTextureUpdater updater = new DynamicTextureUpdater(); | 262 | string reuseableTextureKey = GenerateReusableTextureKey(data, extraParams); |
173 | updater.SimUUID = simID; | 263 | objReusableTextureUUID = m_reuseableDynamicTextures.Get(reuseableTextureKey); |
174 | updater.PrimID = primID; | 264 | |
175 | updater.ContentType = contentType; | 265 | if (objReusableTextureUUID != null) |
176 | updater.BodyData = data; | 266 | { |
177 | updater.UpdateTimer = updateTimer; | 267 | // If something else has removed this temporary asset from the cache, detect and invalidate |
178 | updater.UpdaterID = UUID.Random(); | 268 | // our cached uuid. |
179 | updater.Params = extraParams; | 269 | if (scene.AssetService.GetMetadata(objReusableTextureUUID.ToString()) == null) |
180 | updater.BlendWithOldTexture = SetBlending; | 270 | { |
181 | updater.FrontAlpha = AlphaValue; | 271 | m_reuseableDynamicTextures.Invalidate(reuseableTextureKey); |
182 | updater.Face = face; | 272 | objReusableTextureUUID = null; |
183 | updater.Url = "Local image"; | 273 | } |
184 | updater.Disp = disp; | 274 | } |
275 | } | ||
185 | 276 | ||
277 | // We cannot reuse a dynamic texture if the data is going to be blended with something already there. | ||
278 | if (objReusableTextureUUID == null) | ||
279 | { | ||
186 | lock (Updaters) | 280 | lock (Updaters) |
187 | { | 281 | { |
188 | if (!Updaters.ContainsKey(updater.UpdaterID)) | 282 | if (!Updaters.ContainsKey(updater.UpdaterID)) |
@@ -191,11 +285,29 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture | |||
191 | } | 285 | } |
192 | } | 286 | } |
193 | 287 | ||
288 | // m_log.DebugFormat( | ||
289 | // "[DYNAMIC TEXTURE MODULE]: Requesting generation of new dynamic texture for {0} in {1}", | ||
290 | // part.Name, part.ParentGroup.Scene.Name); | ||
291 | |||
194 | RenderPlugins[contentType].AsyncConvertData(updater.UpdaterID, data, extraParams); | 292 | RenderPlugins[contentType].AsyncConvertData(updater.UpdaterID, data, extraParams); |
195 | return updater.UpdaterID; | ||
196 | } | 293 | } |
197 | 294 | else | |
198 | return UUID.Zero; | 295 | { |
296 | // m_log.DebugFormat( | ||
297 | // "[DYNAMIC TEXTURE MODULE]: Reusing cached texture {0} for {1} in {2}", | ||
298 | // objReusableTextureUUID, part.Name, part.ParentGroup.Scene.Name); | ||
299 | |||
300 | // No need to add to updaters as the texture is always the same. Not that this functionality | ||
301 | // apppears to be implemented anyway. | ||
302 | updater.UpdatePart(part, (UUID)objReusableTextureUUID); | ||
303 | } | ||
304 | |||
305 | return updater.UpdaterID; | ||
306 | } | ||
307 | |||
308 | private string GenerateReusableTextureKey(string data, string extraParams) | ||
309 | { | ||
310 | return string.Format("{0}{1}", data, extraParams); | ||
199 | } | 311 | } |
200 | 312 | ||
201 | public void GetDrawStringSize(string contentType, string text, string fontName, int fontSize, | 313 | public void GetDrawStringSize(string contentType, string text, string fontName, int fontSize, |
@@ -215,6 +327,13 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture | |||
215 | 327 | ||
216 | public void Initialise(Scene scene, IConfigSource config) | 328 | public void Initialise(Scene scene, IConfigSource config) |
217 | { | 329 | { |
330 | IConfig texturesConfig = config.Configs["Textures"]; | ||
331 | if (texturesConfig != null) | ||
332 | { | ||
333 | ReuseTextures = texturesConfig.GetBoolean("ReuseDynamicTextures", false); | ||
334 | ReuseLowDataTextures = texturesConfig.GetBoolean("ReuseDynamicLowDataTextures", false); | ||
335 | } | ||
336 | |||
218 | if (!RegisteredScenes.ContainsKey(scene.RegionInfo.RegionID)) | 337 | if (!RegisteredScenes.ContainsKey(scene.RegionInfo.RegionID)) |
219 | { | 338 | { |
220 | RegisteredScenes.Add(scene.RegionInfo.RegionID, scene); | 339 | RegisteredScenes.Add(scene.RegionInfo.RegionID, scene); |
@@ -224,6 +343,11 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture | |||
224 | 343 | ||
225 | public void PostInitialise() | 344 | public void PostInitialise() |
226 | { | 345 | { |
346 | if (ReuseTextures) | ||
347 | { | ||
348 | m_reuseableDynamicTextures = new Cache(CacheMedium.Memory, CacheStrategy.Conservative); | ||
349 | m_reuseableDynamicTextures.DefaultTTL = new TimeSpan(24, 0, 0); | ||
350 | } | ||
227 | } | 351 | } |
228 | 352 | ||
229 | public void Close() | 353 | public void Close() |
@@ -269,9 +393,60 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture | |||
269 | } | 393 | } |
270 | 394 | ||
271 | /// <summary> | 395 | /// <summary> |
396 | /// Update the given part with the new texture. | ||
397 | /// </summary> | ||
398 | /// <returns> | ||
399 | /// The old texture UUID. | ||
400 | /// </returns> | ||
401 | public UUID UpdatePart(SceneObjectPart part, UUID textureID) | ||
402 | { | ||
403 | UUID oldID; | ||
404 | |||
405 | lock (part) | ||
406 | { | ||
407 | // mostly keep the values from before | ||
408 | Primitive.TextureEntry tmptex = part.Shape.Textures; | ||
409 | |||
410 | // FIXME: Need to return the appropriate ID if only a single face is replaced. | ||
411 | oldID = tmptex.DefaultTexture.TextureID; | ||
412 | |||
413 | if (Face == ALL_SIDES) | ||
414 | { | ||
415 | oldID = tmptex.DefaultTexture.TextureID; | ||
416 | tmptex.DefaultTexture.TextureID = textureID; | ||
417 | } | ||
418 | else | ||
419 | { | ||
420 | try | ||
421 | { | ||
422 | Primitive.TextureEntryFace texface = tmptex.CreateFace((uint)Face); | ||
423 | texface.TextureID = textureID; | ||
424 | tmptex.FaceTextures[Face] = texface; | ||
425 | } | ||
426 | catch (Exception) | ||
427 | { | ||
428 | tmptex.DefaultTexture.TextureID = textureID; | ||
429 | } | ||
430 | } | ||
431 | |||
432 | // I'm pretty sure we always want to force this to true | ||
433 | // I'm pretty sure noone whats to set fullbright true if it wasn't true before. | ||
434 | // tmptex.DefaultTexture.Fullbright = true; | ||
435 | |||
436 | part.UpdateTextureEntry(tmptex.GetBytes()); | ||
437 | } | ||
438 | |||
439 | return oldID; | ||
440 | } | ||
441 | |||
442 | /// <summary> | ||
272 | /// Called once new texture data has been received for this updater. | 443 | /// Called once new texture data has been received for this updater. |
273 | /// </summary> | 444 | /// </summary> |
274 | public void DataReceived(byte[] data, Scene scene) | 445 | /// <param name="data"></param> |
446 | /// <param name="scene"></param> | ||
447 | /// <param name="isReuseable">True if the data given is reuseable.</param> | ||
448 | /// <returns>The asset UUID given to the incoming data.</returns> | ||
449 | public UUID DataReceived(byte[] data, Scene scene) | ||
275 | { | 450 | { |
276 | SceneObjectPart part = scene.GetSceneObjectPart(PrimID); | 451 | SceneObjectPart part = scene.GetSceneObjectPart(PrimID); |
277 | 452 | ||
@@ -281,7 +456,8 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture | |||
281 | String.Format("DynamicTextureModule: Error preparing image using URL {0}", Url); | 456 | String.Format("DynamicTextureModule: Error preparing image using URL {0}", Url); |
282 | scene.SimChat(Utils.StringToBytes(msg), ChatTypeEnum.Say, | 457 | scene.SimChat(Utils.StringToBytes(msg), ChatTypeEnum.Say, |
283 | 0, part.ParentGroup.RootPart.AbsolutePosition, part.Name, part.UUID, false); | 458 | 0, part.ParentGroup.RootPart.AbsolutePosition, part.Name, part.UUID, false); |
284 | return; | 459 | |
460 | return UUID.Zero; | ||
285 | } | 461 | } |
286 | 462 | ||
287 | byte[] assetData = null; | 463 | byte[] assetData = null; |
@@ -319,56 +495,29 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture | |||
319 | IJ2KDecoder cacheLayerDecode = scene.RequestModuleInterface<IJ2KDecoder>(); | 495 | IJ2KDecoder cacheLayerDecode = scene.RequestModuleInterface<IJ2KDecoder>(); |
320 | if (cacheLayerDecode != null) | 496 | if (cacheLayerDecode != null) |
321 | { | 497 | { |
322 | cacheLayerDecode.Decode(asset.FullID, asset.Data); | 498 | if (!cacheLayerDecode.Decode(asset.FullID, asset.Data)) |
323 | cacheLayerDecode = null; | 499 | m_log.WarnFormat( |
500 | "[DYNAMIC TEXTURE MODULE]: Decoding of dynamically generated asset {0} for {1} in {2} failed", | ||
501 | asset.ID, part.Name, part.ParentGroup.Scene.Name); | ||
324 | } | 502 | } |
325 | 503 | ||
326 | UUID oldID = UUID.Zero; | 504 | UUID oldID = UpdatePart(part, asset.FullID); |
327 | |||
328 | lock (part) | ||
329 | { | ||
330 | // mostly keep the values from before | ||
331 | Primitive.TextureEntry tmptex = part.Shape.Textures; | ||
332 | |||
333 | // remove the old asset from the cache | ||
334 | oldID = tmptex.DefaultTexture.TextureID; | ||
335 | |||
336 | if (Face == ALL_SIDES) | ||
337 | { | ||
338 | tmptex.DefaultTexture.TextureID = asset.FullID; | ||
339 | } | ||
340 | else | ||
341 | { | ||
342 | try | ||
343 | { | ||
344 | Primitive.TextureEntryFace texface = tmptex.CreateFace((uint)Face); | ||
345 | texface.TextureID = asset.FullID; | ||
346 | tmptex.FaceTextures[Face] = texface; | ||
347 | } | ||
348 | catch (Exception) | ||
349 | { | ||
350 | tmptex.DefaultTexture.TextureID = asset.FullID; | ||
351 | } | ||
352 | } | ||
353 | |||
354 | // I'm pretty sure we always want to force this to true | ||
355 | // I'm pretty sure noone whats to set fullbright true if it wasn't true before. | ||
356 | // tmptex.DefaultTexture.Fullbright = true; | ||
357 | |||
358 | part.UpdateTextureEntry(tmptex.GetBytes()); | ||
359 | } | ||
360 | 505 | ||
361 | if (oldID != UUID.Zero && ((Disp & DISP_EXPIRE) != 0)) | 506 | if (oldID != UUID.Zero && ((Disp & DISP_EXPIRE) != 0)) |
362 | { | 507 | { |
363 | if (oldAsset == null) oldAsset = scene.AssetService.Get(oldID.ToString()); | 508 | if (oldAsset == null) |
509 | oldAsset = scene.AssetService.Get(oldID.ToString()); | ||
510 | |||
364 | if (oldAsset != null) | 511 | if (oldAsset != null) |
365 | { | 512 | { |
366 | if (oldAsset.Temporary == true) | 513 | if (oldAsset.Temporary) |
367 | { | 514 | { |
368 | scene.AssetService.Delete(oldID.ToString()); | 515 | scene.AssetService.Delete(oldID.ToString()); |
369 | } | 516 | } |
370 | } | 517 | } |
371 | } | 518 | } |
519 | |||
520 | return asset.FullID; | ||
372 | } | 521 | } |
373 | 522 | ||
374 | private byte[] BlendTextures(byte[] frontImage, byte[] backImage, bool setNewAlpha, byte newAlpha) | 523 | private byte[] BlendTextures(byte[] frontImage, byte[] backImage, bool setNewAlpha, byte newAlpha) |
diff --git a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs index 56221aa..0b9174f 100644 --- a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs +++ b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs | |||
@@ -58,6 +58,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp | |||
58 | public string body; | 58 | public string body; |
59 | public int responseCode; | 59 | public int responseCode; |
60 | public string responseBody; | 60 | public string responseBody; |
61 | public string responseType = "text/plain"; | ||
61 | //public ManualResetEvent ev; | 62 | //public ManualResetEvent ev; |
62 | public bool requestDone; | 63 | public bool requestDone; |
63 | public int startTime; | 64 | public int startTime; |
@@ -270,6 +271,22 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp | |||
270 | } | 271 | } |
271 | } | 272 | } |
272 | 273 | ||
274 | public void HttpContentType(UUID request, string type) | ||
275 | { | ||
276 | lock (m_UrlMap) | ||
277 | { | ||
278 | if (m_RequestMap.ContainsKey(request)) | ||
279 | { | ||
280 | UrlData urlData = m_RequestMap[request]; | ||
281 | urlData.requests[request].responseType = type; | ||
282 | } | ||
283 | else | ||
284 | { | ||
285 | m_log.Info("[HttpRequestHandler] There is no http-in request with id " + request.ToString()); | ||
286 | } | ||
287 | } | ||
288 | } | ||
289 | |||
273 | public void HttpResponse(UUID request, int status, string body) | 290 | public void HttpResponse(UUID request, int status, string body) |
274 | { | 291 | { |
275 | lock (m_RequestMap) | 292 | lock (m_RequestMap) |
diff --git a/OpenSim/Region/CoreModules/Scripting/LoadImageURL/LoadImageURLModule.cs b/OpenSim/Region/CoreModules/Scripting/LoadImageURL/LoadImageURLModule.cs index 6f83948..45e6527 100644 --- a/OpenSim/Region/CoreModules/Scripting/LoadImageURL/LoadImageURLModule.cs +++ b/OpenSim/Region/CoreModules/Scripting/LoadImageURL/LoadImageURLModule.cs | |||
@@ -32,6 +32,7 @@ using System.Net; | |||
32 | using Nini.Config; | 32 | using Nini.Config; |
33 | using OpenMetaverse; | 33 | using OpenMetaverse; |
34 | using OpenMetaverse.Imaging; | 34 | using OpenMetaverse.Imaging; |
35 | using OpenSim.Region.CoreModules.Scripting.DynamicTexture; | ||
35 | using OpenSim.Region.Framework.Interfaces; | 36 | using OpenSim.Region.Framework.Interfaces; |
36 | using OpenSim.Region.Framework.Scenes; | 37 | using OpenSim.Region.Framework.Scenes; |
37 | using log4net; | 38 | using log4net; |
@@ -67,12 +68,18 @@ namespace OpenSim.Region.CoreModules.Scripting.LoadImageURL | |||
67 | return true; | 68 | return true; |
68 | } | 69 | } |
69 | 70 | ||
70 | public byte[] ConvertUrl(string url, string extraParams) | 71 | // public bool AlwaysIdenticalConversion(string bodyData, string extraParams) |
72 | // { | ||
73 | // // We don't support conversion of body data. | ||
74 | // return false; | ||
75 | // } | ||
76 | |||
77 | public IDynamicTexture ConvertUrl(string url, string extraParams) | ||
71 | { | 78 | { |
72 | return null; | 79 | return null; |
73 | } | 80 | } |
74 | 81 | ||
75 | public byte[] ConvertStream(Stream data, string extraParams) | 82 | public IDynamicTexture ConvertData(string bodyData, string extraParams) |
76 | { | 83 | { |
77 | return null; | 84 | return null; |
78 | } | 85 | } |
@@ -165,11 +172,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LoadImageURL | |||
165 | 172 | ||
166 | private void HttpRequestReturn(IAsyncResult result) | 173 | private void HttpRequestReturn(IAsyncResult result) |
167 | { | 174 | { |
168 | |||
169 | RequestState state = (RequestState) result.AsyncState; | 175 | RequestState state = (RequestState) result.AsyncState; |
170 | WebRequest request = (WebRequest) state.Request; | 176 | WebRequest request = (WebRequest) state.Request; |
171 | Stream stream = null; | 177 | Stream stream = null; |
172 | byte[] imageJ2000 = new byte[0]; | 178 | byte[] imageJ2000 = new byte[0]; |
179 | Size newSize = new Size(0, 0); | ||
173 | 180 | ||
174 | try | 181 | try |
175 | { | 182 | { |
@@ -182,37 +189,43 @@ namespace OpenSim.Region.CoreModules.Scripting.LoadImageURL | |||
182 | try | 189 | try |
183 | { | 190 | { |
184 | Bitmap image = new Bitmap(stream); | 191 | Bitmap image = new Bitmap(stream); |
185 | Size newsize; | ||
186 | 192 | ||
187 | // TODO: make this a bit less hard coded | 193 | // TODO: make this a bit less hard coded |
188 | if ((image.Height < 64) && (image.Width < 64)) | 194 | if ((image.Height < 64) && (image.Width < 64)) |
189 | { | 195 | { |
190 | newsize = new Size(32, 32); | 196 | newSize.Width = 32; |
197 | newSize.Height = 32; | ||
191 | } | 198 | } |
192 | else if ((image.Height < 128) && (image.Width < 128)) | 199 | else if ((image.Height < 128) && (image.Width < 128)) |
193 | { | 200 | { |
194 | newsize = new Size(64, 64); | 201 | newSize.Width = 64; |
202 | newSize.Height = 64; | ||
195 | } | 203 | } |
196 | else if ((image.Height < 256) && (image.Width < 256)) | 204 | else if ((image.Height < 256) && (image.Width < 256)) |
197 | { | 205 | { |
198 | newsize = new Size(128, 128); | 206 | newSize.Width = 128; |
207 | newSize.Height = 128; | ||
199 | } | 208 | } |
200 | else if ((image.Height < 512 && image.Width < 512)) | 209 | else if ((image.Height < 512 && image.Width < 512)) |
201 | { | 210 | { |
202 | newsize = new Size(256, 256); | 211 | newSize.Width = 256; |
212 | newSize.Height = 256; | ||
203 | } | 213 | } |
204 | else if ((image.Height < 1024 && image.Width < 1024)) | 214 | else if ((image.Height < 1024 && image.Width < 1024)) |
205 | { | 215 | { |
206 | newsize = new Size(512, 512); | 216 | newSize.Width = 512; |
217 | newSize.Height = 512; | ||
207 | } | 218 | } |
208 | else | 219 | else |
209 | { | 220 | { |
210 | newsize = new Size(1024, 1024); | 221 | newSize.Width = 1024; |
222 | newSize.Height = 1024; | ||
211 | } | 223 | } |
212 | 224 | ||
213 | Bitmap resize = new Bitmap(image, newsize); | 225 | using (Bitmap resize = new Bitmap(image, newSize)) |
214 | 226 | { | |
215 | imageJ2000 = OpenJPEG.EncodeFromImage(resize, true); | 227 | imageJ2000 = OpenJPEG.EncodeFromImage(resize, true); |
228 | } | ||
216 | } | 229 | } |
217 | catch (Exception) | 230 | catch (Exception) |
218 | { | 231 | { |
@@ -227,7 +240,6 @@ namespace OpenSim.Region.CoreModules.Scripting.LoadImageURL | |||
227 | } | 240 | } |
228 | catch (WebException) | 241 | catch (WebException) |
229 | { | 242 | { |
230 | |||
231 | } | 243 | } |
232 | finally | 244 | finally |
233 | { | 245 | { |
@@ -236,9 +248,14 @@ namespace OpenSim.Region.CoreModules.Scripting.LoadImageURL | |||
236 | stream.Close(); | 248 | stream.Close(); |
237 | } | 249 | } |
238 | } | 250 | } |
239 | m_log.DebugFormat("[LOADIMAGEURLMODULE] Returning {0} bytes of image data for request {1}", | 251 | |
252 | m_log.DebugFormat("[LOADIMAGEURLMODULE]: Returning {0} bytes of image data for request {1}", | ||
240 | imageJ2000.Length, state.RequestID); | 253 | imageJ2000.Length, state.RequestID); |
241 | m_textureManager.ReturnData(state.RequestID, imageJ2000); | 254 | |
255 | m_textureManager.ReturnData( | ||
256 | state.RequestID, | ||
257 | new OpenSim.Region.CoreModules.Scripting.DynamicTexture.DynamicTexture( | ||
258 | request.RequestUri, null, imageJ2000, newSize, false)); | ||
242 | } | 259 | } |
243 | 260 | ||
244 | #region Nested type: RequestState | 261 | #region Nested type: RequestState |
diff --git a/OpenSim/Region/OptionalModules/Scripting/ScriptModuleComms/ScriptModuleCommsModule.cs b/OpenSim/Region/CoreModules/Scripting/ScriptModuleComms/ScriptModuleCommsModule.cs index 705a847..98396ff 100644 --- a/OpenSim/Region/OptionalModules/Scripting/ScriptModuleComms/ScriptModuleCommsModule.cs +++ b/OpenSim/Region/CoreModules/Scripting/ScriptModuleComms/ScriptModuleCommsModule.cs | |||
@@ -130,13 +130,25 @@ namespace OpenSim.Region.OptionalModules.Scripting.ScriptModuleComms | |||
130 | m_scriptModule.PostScriptEvent(script, "link_message", args); | 130 | m_scriptModule.PostScriptEvent(script, "link_message", args); |
131 | } | 131 | } |
132 | 132 | ||
133 | private static MethodInfo GetMethodInfoFromType(Type target, string meth, bool searchInstanceMethods) | ||
134 | { | ||
135 | BindingFlags getMethodFlags = | ||
136 | BindingFlags.NonPublic | BindingFlags.Public; | ||
137 | |||
138 | if (searchInstanceMethods) | ||
139 | getMethodFlags |= BindingFlags.Instance; | ||
140 | else | ||
141 | getMethodFlags |= BindingFlags.Static; | ||
142 | |||
143 | return target.GetMethod(meth, getMethodFlags); | ||
144 | } | ||
145 | |||
133 | public void RegisterScriptInvocation(object target, string meth) | 146 | public void RegisterScriptInvocation(object target, string meth) |
134 | { | 147 | { |
135 | MethodInfo mi = target.GetType().GetMethod(meth, | 148 | MethodInfo mi = GetMethodInfoFromType(target.GetType(), meth, true); |
136 | BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance); | ||
137 | if (mi == null) | 149 | if (mi == null) |
138 | { | 150 | { |
139 | m_log.WarnFormat("[MODULE COMMANDS] Failed to register method {0}",meth); | 151 | m_log.WarnFormat("[MODULE COMMANDS] Failed to register method {0}", meth); |
140 | return; | 152 | return; |
141 | } | 153 | } |
142 | 154 | ||
@@ -151,38 +163,71 @@ namespace OpenSim.Region.OptionalModules.Scripting.ScriptModuleComms | |||
151 | 163 | ||
152 | public void RegisterScriptInvocation(object target, MethodInfo mi) | 164 | public void RegisterScriptInvocation(object target, MethodInfo mi) |
153 | { | 165 | { |
154 | m_log.DebugFormat("[MODULE COMMANDS] Register method {0} from type {1}", mi.Name, target.GetType().Name); | 166 | m_log.DebugFormat("[MODULE COMMANDS] Register method {0} from type {1}", mi.Name, (target is Type) ? ((Type)target).Name : target.GetType().Name); |
155 | 167 | ||
156 | Type delegateType; | 168 | Type delegateType; |
157 | var typeArgs = mi.GetParameters() | 169 | List<Type> typeArgs = mi.GetParameters() |
158 | .Select(p => p.ParameterType) | 170 | .Select(p => p.ParameterType) |
159 | .ToList(); | 171 | .ToList(); |
160 | 172 | ||
161 | if (mi.ReturnType == typeof(void)) | 173 | if (mi.ReturnType == typeof(void)) |
162 | { | 174 | { |
163 | delegateType = Expression.GetActionType(typeArgs.ToArray()); | 175 | delegateType = Expression.GetActionType(typeArgs.ToArray()); |
164 | } | 176 | } |
165 | else | 177 | else |
166 | { | 178 | { |
167 | typeArgs.Add(mi.ReturnType); | 179 | typeArgs.Add(mi.ReturnType); |
168 | delegateType = Expression.GetFuncType(typeArgs.ToArray()); | 180 | delegateType = Expression.GetFuncType(typeArgs.ToArray()); |
169 | } | 181 | } |
170 | 182 | ||
171 | Delegate fcall = Delegate.CreateDelegate(delegateType, target, mi); | 183 | Delegate fcall; |
184 | if (!(target is Type)) | ||
185 | fcall = Delegate.CreateDelegate(delegateType, target, mi); | ||
186 | else | ||
187 | fcall = Delegate.CreateDelegate(delegateType, (Type)target, mi.Name); | ||
172 | 188 | ||
173 | lock (m_scriptInvocation) | 189 | lock (m_scriptInvocation) |
174 | { | 190 | { |
175 | ParameterInfo[] parameters = fcall.Method.GetParameters (); | 191 | ParameterInfo[] parameters = fcall.Method.GetParameters(); |
176 | if (parameters.Length < 2) // Must have two UUID params | 192 | if (parameters.Length < 2) // Must have two UUID params |
177 | return; | 193 | return; |
178 | 194 | ||
179 | // Hide the first two parameters | 195 | // Hide the first two parameters |
180 | Type[] parmTypes = new Type[parameters.Length - 2]; | 196 | Type[] parmTypes = new Type[parameters.Length - 2]; |
181 | for (int i = 2 ; i < parameters.Length ; i++) | 197 | for (int i = 2; i < parameters.Length; i++) |
182 | parmTypes[i - 2] = parameters[i].ParameterType; | 198 | parmTypes[i - 2] = parameters[i].ParameterType; |
183 | m_scriptInvocation[fcall.Method.Name] = new ScriptInvocationData(fcall.Method.Name, fcall, parmTypes, fcall.Method.ReturnType); | 199 | m_scriptInvocation[fcall.Method.Name] = new ScriptInvocationData(fcall.Method.Name, fcall, parmTypes, fcall.Method.ReturnType); |
184 | } | 200 | } |
185 | } | 201 | } |
202 | |||
203 | public void RegisterScriptInvocation(Type target, string[] methods) | ||
204 | { | ||
205 | foreach (string method in methods) | ||
206 | { | ||
207 | MethodInfo mi = GetMethodInfoFromType(target, method, false); | ||
208 | if (mi == null) | ||
209 | m_log.WarnFormat("[MODULE COMMANDS] Failed to register method {0}", method); | ||
210 | else | ||
211 | RegisterScriptInvocation(target, mi); | ||
212 | } | ||
213 | } | ||
214 | |||
215 | public void RegisterScriptInvocations(IRegionModuleBase target) | ||
216 | { | ||
217 | foreach(MethodInfo method in target.GetType().GetMethods( | ||
218 | BindingFlags.Public | BindingFlags.Instance | | ||
219 | BindingFlags.Static)) | ||
220 | { | ||
221 | if(method.GetCustomAttributes( | ||
222 | typeof(ScriptInvocationAttribute), true).Any()) | ||
223 | { | ||
224 | if(method.IsStatic) | ||
225 | RegisterScriptInvocation(target.GetType(), method); | ||
226 | else | ||
227 | RegisterScriptInvocation(target, method); | ||
228 | } | ||
229 | } | ||
230 | } | ||
186 | 231 | ||
187 | public Delegate[] GetScriptInvocationList() | 232 | public Delegate[] GetScriptInvocationList() |
188 | { | 233 | { |
@@ -285,6 +330,20 @@ namespace OpenSim.Region.OptionalModules.Scripting.ScriptModuleComms | |||
285 | } | 330 | } |
286 | } | 331 | } |
287 | 332 | ||
333 | public void RegisterConstants(IRegionModuleBase target) | ||
334 | { | ||
335 | foreach (FieldInfo field in target.GetType().GetFields( | ||
336 | BindingFlags.Public | BindingFlags.Static | | ||
337 | BindingFlags.Instance)) | ||
338 | { | ||
339 | if (field.GetCustomAttributes( | ||
340 | typeof(ScriptConstantAttribute), true).Any()) | ||
341 | { | ||
342 | RegisterConstant(field.Name, field.GetValue(target)); | ||
343 | } | ||
344 | } | ||
345 | } | ||
346 | |||
288 | /// <summary> | 347 | /// <summary> |
289 | /// Operation to check for a registered constant | 348 | /// Operation to check for a registered constant |
290 | /// </summary> | 349 | /// </summary> |
diff --git a/OpenSim/Region/CoreModules/Scripting/VectorRender/Tests/VectorRenderModuleTests.cs b/OpenSim/Region/CoreModules/Scripting/VectorRender/Tests/VectorRenderModuleTests.cs index 9787c8c..41baccc 100644 --- a/OpenSim/Region/CoreModules/Scripting/VectorRender/Tests/VectorRenderModuleTests.cs +++ b/OpenSim/Region/CoreModules/Scripting/VectorRender/Tests/VectorRenderModuleTests.cs | |||
@@ -45,31 +45,292 @@ using OpenSim.Tests.Common.Mock; | |||
45 | namespace OpenSim.Region.CoreModules.Scripting.VectorRender.Tests | 45 | namespace OpenSim.Region.CoreModules.Scripting.VectorRender.Tests |
46 | { | 46 | { |
47 | [TestFixture] | 47 | [TestFixture] |
48 | public class VectorRenderModuleTests | 48 | public class VectorRenderModuleTests : OpenSimTestCase |
49 | { | 49 | { |
50 | Scene m_scene; | ||
51 | DynamicTextureModule m_dtm; | ||
52 | VectorRenderModule m_vrm; | ||
53 | |||
54 | private void SetupScene(bool reuseTextures) | ||
55 | { | ||
56 | m_scene = new SceneHelpers().SetupScene(); | ||
57 | |||
58 | m_dtm = new DynamicTextureModule(); | ||
59 | m_dtm.ReuseTextures = reuseTextures; | ||
60 | // m_dtm.ReuseLowDataTextures = reuseTextures; | ||
61 | |||
62 | m_vrm = new VectorRenderModule(); | ||
63 | |||
64 | SceneHelpers.SetupSceneModules(m_scene, m_dtm, m_vrm); | ||
65 | } | ||
66 | |||
50 | [Test] | 67 | [Test] |
51 | public void TestDraw() | 68 | public void TestDraw() |
52 | { | 69 | { |
53 | TestHelpers.InMethod(); | 70 | TestHelpers.InMethod(); |
54 | 71 | ||
55 | Scene scene = new SceneHelpers().SetupScene(); | 72 | SetupScene(false); |
56 | DynamicTextureModule dtm = new DynamicTextureModule(); | 73 | SceneObjectGroup so = SceneHelpers.AddSceneObject(m_scene); |
57 | VectorRenderModule vrm = new VectorRenderModule(); | ||
58 | SceneHelpers.SetupSceneModules(scene, dtm, vrm); | ||
59 | |||
60 | SceneObjectGroup so = SceneHelpers.AddSceneObject(scene); | ||
61 | UUID originalTextureID = so.RootPart.Shape.Textures.GetFace(0).TextureID; | 74 | UUID originalTextureID = so.RootPart.Shape.Textures.GetFace(0).TextureID; |
62 | 75 | ||
63 | dtm.AddDynamicTextureData( | 76 | m_dtm.AddDynamicTextureData( |
64 | scene.RegionInfo.RegionID, | 77 | m_scene.RegionInfo.RegionID, |
65 | so.UUID, | 78 | so.UUID, |
66 | vrm.GetContentType(), | 79 | m_vrm.GetContentType(), |
67 | "PenColour BLACK; MoveTo 40,220; FontSize 32; Text Hello World;", | 80 | "PenColour BLACK; MoveTo 40,220; FontSize 32; Text Hello World;", |
68 | "", | 81 | "", |
69 | 0); | 82 | 0); |
70 | 83 | ||
84 | Assert.That(originalTextureID, Is.Not.EqualTo(so.RootPart.Shape.Textures.GetFace(0).TextureID)); | ||
85 | } | ||
86 | |||
87 | [Test] | ||
88 | public void TestRepeatSameDraw() | ||
89 | { | ||
90 | TestHelpers.InMethod(); | ||
91 | |||
92 | string dtText = "PenColour BLACK; MoveTo 40,220; FontSize 32; Text Hello World;"; | ||
93 | |||
94 | SetupScene(false); | ||
95 | SceneObjectGroup so = SceneHelpers.AddSceneObject(m_scene); | ||
96 | |||
97 | m_dtm.AddDynamicTextureData( | ||
98 | m_scene.RegionInfo.RegionID, | ||
99 | so.UUID, | ||
100 | m_vrm.GetContentType(), | ||
101 | dtText, | ||
102 | "", | ||
103 | 0); | ||
104 | |||
105 | UUID firstDynamicTextureID = so.RootPart.Shape.Textures.GetFace(0).TextureID; | ||
106 | |||
107 | m_dtm.AddDynamicTextureData( | ||
108 | m_scene.RegionInfo.RegionID, | ||
109 | so.UUID, | ||
110 | m_vrm.GetContentType(), | ||
111 | dtText, | ||
112 | "", | ||
113 | 0); | ||
114 | |||
115 | Assert.That(firstDynamicTextureID, Is.Not.EqualTo(so.RootPart.Shape.Textures.GetFace(0).TextureID)); | ||
116 | } | ||
117 | |||
118 | [Test] | ||
119 | public void TestRepeatSameDrawDifferentExtraParams() | ||
120 | { | ||
121 | TestHelpers.InMethod(); | ||
122 | |||
123 | string dtText = "PenColour BLACK; MoveTo 40,220; FontSize 32; Text Hello World;"; | ||
124 | |||
125 | SetupScene(false); | ||
126 | SceneObjectGroup so = SceneHelpers.AddSceneObject(m_scene); | ||
127 | |||
128 | m_dtm.AddDynamicTextureData( | ||
129 | m_scene.RegionInfo.RegionID, | ||
130 | so.UUID, | ||
131 | m_vrm.GetContentType(), | ||
132 | dtText, | ||
133 | "", | ||
134 | 0); | ||
135 | |||
136 | UUID firstDynamicTextureID = so.RootPart.Shape.Textures.GetFace(0).TextureID; | ||
137 | |||
138 | m_dtm.AddDynamicTextureData( | ||
139 | m_scene.RegionInfo.RegionID, | ||
140 | so.UUID, | ||
141 | m_vrm.GetContentType(), | ||
142 | dtText, | ||
143 | "alpha:250", | ||
144 | 0); | ||
145 | |||
146 | Assert.That(firstDynamicTextureID, Is.Not.EqualTo(so.RootPart.Shape.Textures.GetFace(0).TextureID)); | ||
147 | } | ||
148 | |||
149 | [Test] | ||
150 | public void TestRepeatSameDrawContainingImage() | ||
151 | { | ||
152 | TestHelpers.InMethod(); | ||
153 | |||
154 | string dtText | ||
155 | = "PenColour BLACK; MoveTo 40,220; FontSize 32; Text Hello World; Image http://localhost/shouldnotexist.png"; | ||
156 | |||
157 | SetupScene(false); | ||
158 | SceneObjectGroup so = SceneHelpers.AddSceneObject(m_scene); | ||
159 | |||
160 | m_dtm.AddDynamicTextureData( | ||
161 | m_scene.RegionInfo.RegionID, | ||
162 | so.UUID, | ||
163 | m_vrm.GetContentType(), | ||
164 | dtText, | ||
165 | "", | ||
166 | 0); | ||
167 | |||
168 | UUID firstDynamicTextureID = so.RootPart.Shape.Textures.GetFace(0).TextureID; | ||
169 | |||
170 | m_dtm.AddDynamicTextureData( | ||
171 | m_scene.RegionInfo.RegionID, | ||
172 | so.UUID, | ||
173 | m_vrm.GetContentType(), | ||
174 | dtText, | ||
175 | "", | ||
176 | 0); | ||
177 | |||
178 | Assert.That(firstDynamicTextureID, Is.Not.EqualTo(so.RootPart.Shape.Textures.GetFace(0).TextureID)); | ||
179 | } | ||
180 | |||
181 | [Test] | ||
182 | public void TestDrawReusingTexture() | ||
183 | { | ||
184 | TestHelpers.InMethod(); | ||
185 | |||
186 | SetupScene(true); | ||
187 | SceneObjectGroup so = SceneHelpers.AddSceneObject(m_scene); | ||
188 | UUID originalTextureID = so.RootPart.Shape.Textures.GetFace(0).TextureID; | ||
189 | |||
190 | m_dtm.AddDynamicTextureData( | ||
191 | m_scene.RegionInfo.RegionID, | ||
192 | so.UUID, | ||
193 | m_vrm.GetContentType(), | ||
194 | "PenColour BLACK; MoveTo 40,220; FontSize 32; Text Hello World;", | ||
195 | "", | ||
196 | 0); | ||
71 | 197 | ||
72 | Assert.That(originalTextureID, Is.Not.EqualTo(so.RootPart.Shape.Textures.GetFace(0).TextureID)); | 198 | Assert.That(originalTextureID, Is.Not.EqualTo(so.RootPart.Shape.Textures.GetFace(0).TextureID)); |
73 | } | 199 | } |
200 | |||
201 | [Test] | ||
202 | public void TestRepeatSameDrawReusingTexture() | ||
203 | { | ||
204 | TestHelpers.InMethod(); | ||
205 | // TestHelpers.EnableLogging(); | ||
206 | |||
207 | string dtText = "PenColour BLACK; MoveTo 40,220; FontSize 32; Text Hello World;"; | ||
208 | |||
209 | SetupScene(true); | ||
210 | SceneObjectGroup so = SceneHelpers.AddSceneObject(m_scene); | ||
211 | |||
212 | m_dtm.AddDynamicTextureData( | ||
213 | m_scene.RegionInfo.RegionID, | ||
214 | so.UUID, | ||
215 | m_vrm.GetContentType(), | ||
216 | dtText, | ||
217 | "", | ||
218 | 0); | ||
219 | |||
220 | UUID firstDynamicTextureID = so.RootPart.Shape.Textures.GetFace(0).TextureID; | ||
221 | |||
222 | m_dtm.AddDynamicTextureData( | ||
223 | m_scene.RegionInfo.RegionID, | ||
224 | so.UUID, | ||
225 | m_vrm.GetContentType(), | ||
226 | dtText, | ||
227 | "", | ||
228 | 0); | ||
229 | |||
230 | Assert.That(firstDynamicTextureID, Is.EqualTo(so.RootPart.Shape.Textures.GetFace(0).TextureID)); | ||
231 | } | ||
232 | |||
233 | /// <summary> | ||
234 | /// Test a low data dynamically generated texture such that it is treated as a low data texture that causes | ||
235 | /// problems for current viewers. | ||
236 | /// </summary> | ||
237 | /// <remarks> | ||
238 | /// As we do not set DynamicTextureModule.ReuseLowDataTextures = true in this test, it should not reuse the | ||
239 | /// texture | ||
240 | /// </remarks> | ||
241 | [Test] | ||
242 | public void TestRepeatSameDrawLowDataTexture() | ||
243 | { | ||
244 | TestHelpers.InMethod(); | ||
245 | // TestHelpers.EnableLogging(); | ||
246 | |||
247 | string dtText = "PenColour BLACK; MoveTo 40,220; FontSize 32; Text Hello World;"; | ||
248 | |||
249 | SetupScene(true); | ||
250 | SceneObjectGroup so = SceneHelpers.AddSceneObject(m_scene); | ||
251 | |||
252 | m_dtm.AddDynamicTextureData( | ||
253 | m_scene.RegionInfo.RegionID, | ||
254 | so.UUID, | ||
255 | m_vrm.GetContentType(), | ||
256 | dtText, | ||
257 | "1024", | ||
258 | 0); | ||
259 | |||
260 | UUID firstDynamicTextureID = so.RootPart.Shape.Textures.GetFace(0).TextureID; | ||
261 | |||
262 | m_dtm.AddDynamicTextureData( | ||
263 | m_scene.RegionInfo.RegionID, | ||
264 | so.UUID, | ||
265 | m_vrm.GetContentType(), | ||
266 | dtText, | ||
267 | "1024", | ||
268 | 0); | ||
269 | |||
270 | Assert.That(firstDynamicTextureID, Is.Not.EqualTo(so.RootPart.Shape.Textures.GetFace(0).TextureID)); | ||
271 | } | ||
272 | |||
273 | [Test] | ||
274 | public void TestRepeatSameDrawDifferentExtraParamsReusingTexture() | ||
275 | { | ||
276 | TestHelpers.InMethod(); | ||
277 | |||
278 | string dtText = "PenColour BLACK; MoveTo 40,220; FontSize 32; Text Hello World;"; | ||
279 | |||
280 | SetupScene(true); | ||
281 | SceneObjectGroup so = SceneHelpers.AddSceneObject(m_scene); | ||
282 | |||
283 | m_dtm.AddDynamicTextureData( | ||
284 | m_scene.RegionInfo.RegionID, | ||
285 | so.UUID, | ||
286 | m_vrm.GetContentType(), | ||
287 | dtText, | ||
288 | "", | ||
289 | 0); | ||
290 | |||
291 | UUID firstDynamicTextureID = so.RootPart.Shape.Textures.GetFace(0).TextureID; | ||
292 | |||
293 | m_dtm.AddDynamicTextureData( | ||
294 | m_scene.RegionInfo.RegionID, | ||
295 | so.UUID, | ||
296 | m_vrm.GetContentType(), | ||
297 | dtText, | ||
298 | "alpha:250", | ||
299 | 0); | ||
300 | |||
301 | Assert.That(firstDynamicTextureID, Is.Not.EqualTo(so.RootPart.Shape.Textures.GetFace(0).TextureID)); | ||
302 | } | ||
303 | |||
304 | [Test] | ||
305 | public void TestRepeatSameDrawContainingImageReusingTexture() | ||
306 | { | ||
307 | TestHelpers.InMethod(); | ||
308 | |||
309 | string dtText | ||
310 | = "PenColour BLACK; MoveTo 40,220; FontSize 32; Text Hello World; Image http://localhost/shouldnotexist.png"; | ||
311 | |||
312 | SetupScene(true); | ||
313 | SceneObjectGroup so = SceneHelpers.AddSceneObject(m_scene); | ||
314 | |||
315 | m_dtm.AddDynamicTextureData( | ||
316 | m_scene.RegionInfo.RegionID, | ||
317 | so.UUID, | ||
318 | m_vrm.GetContentType(), | ||
319 | dtText, | ||
320 | "", | ||
321 | 0); | ||
322 | |||
323 | UUID firstDynamicTextureID = so.RootPart.Shape.Textures.GetFace(0).TextureID; | ||
324 | |||
325 | m_dtm.AddDynamicTextureData( | ||
326 | m_scene.RegionInfo.RegionID, | ||
327 | so.UUID, | ||
328 | m_vrm.GetContentType(), | ||
329 | dtText, | ||
330 | "", | ||
331 | 0); | ||
332 | |||
333 | Assert.That(firstDynamicTextureID, Is.Not.EqualTo(so.RootPart.Shape.Textures.GetFace(0).TextureID)); | ||
334 | } | ||
74 | } | 335 | } |
75 | } \ No newline at end of file | 336 | } \ No newline at end of file |
diff --git a/OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs b/OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs index 8b2f2f8..673c2d1 100644 --- a/OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs +++ b/OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs | |||
@@ -30,10 +30,12 @@ using System.Drawing; | |||
30 | using System.Drawing.Imaging; | 30 | using System.Drawing.Imaging; |
31 | using System.Globalization; | 31 | using System.Globalization; |
32 | using System.IO; | 32 | using System.IO; |
33 | using System.Linq; | ||
33 | using System.Net; | 34 | using System.Net; |
34 | using Nini.Config; | 35 | using Nini.Config; |
35 | using OpenMetaverse; | 36 | using OpenMetaverse; |
36 | using OpenMetaverse.Imaging; | 37 | using OpenMetaverse.Imaging; |
38 | using OpenSim.Region.CoreModules.Scripting.DynamicTexture; | ||
37 | using OpenSim.Region.Framework.Interfaces; | 39 | using OpenSim.Region.Framework.Interfaces; |
38 | using OpenSim.Region.Framework.Scenes; | 40 | using OpenSim.Region.Framework.Scenes; |
39 | using log4net; | 41 | using log4net; |
@@ -45,9 +47,13 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender | |||
45 | { | 47 | { |
46 | public class VectorRenderModule : IRegionModule, IDynamicTextureRender | 48 | public class VectorRenderModule : IRegionModule, IDynamicTextureRender |
47 | { | 49 | { |
50 | // These fields exist for testing purposes, please do not remove. | ||
51 | // private static bool s_flipper; | ||
52 | // private static byte[] s_asset1Data; | ||
53 | // private static byte[] s_asset2Data; | ||
54 | |||
48 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 55 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
49 | 56 | ||
50 | private string m_name = "VectorRenderModule"; | ||
51 | private Scene m_scene; | 57 | private Scene m_scene; |
52 | private IDynamicTextureManager m_textureManager; | 58 | private IDynamicTextureManager m_textureManager; |
53 | private Graphics m_graph; | 59 | private Graphics m_graph; |
@@ -61,12 +67,12 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender | |||
61 | 67 | ||
62 | public string GetContentType() | 68 | public string GetContentType() |
63 | { | 69 | { |
64 | return ("vector"); | 70 | return "vector"; |
65 | } | 71 | } |
66 | 72 | ||
67 | public string GetName() | 73 | public string GetName() |
68 | { | 74 | { |
69 | return m_name; | 75 | return Name; |
70 | } | 76 | } |
71 | 77 | ||
72 | public bool SupportsAsynchronous() | 78 | public bool SupportsAsynchronous() |
@@ -74,14 +80,20 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender | |||
74 | return true; | 80 | return true; |
75 | } | 81 | } |
76 | 82 | ||
77 | public byte[] ConvertUrl(string url, string extraParams) | 83 | // public bool AlwaysIdenticalConversion(string bodyData, string extraParams) |
84 | // { | ||
85 | // string[] lines = GetLines(bodyData); | ||
86 | // return lines.Any((str, r) => str.StartsWith("Image")); | ||
87 | // } | ||
88 | |||
89 | public IDynamicTexture ConvertUrl(string url, string extraParams) | ||
78 | { | 90 | { |
79 | return null; | 91 | return null; |
80 | } | 92 | } |
81 | 93 | ||
82 | public byte[] ConvertStream(Stream data, string extraParams) | 94 | public IDynamicTexture ConvertData(string bodyData, string extraParams) |
83 | { | 95 | { |
84 | return null; | 96 | return Draw(bodyData, extraParams); |
85 | } | 97 | } |
86 | 98 | ||
87 | public bool AsyncConvertUrl(UUID id, string url, string extraParams) | 99 | public bool AsyncConvertUrl(UUID id, string url, string extraParams) |
@@ -91,21 +103,28 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender | |||
91 | 103 | ||
92 | public bool AsyncConvertData(UUID id, string bodyData, string extraParams) | 104 | public bool AsyncConvertData(UUID id, string bodyData, string extraParams) |
93 | { | 105 | { |
94 | Draw(bodyData, id, extraParams); | 106 | // XXX: This isn't actually being done asynchronously! |
107 | m_textureManager.ReturnData(id, ConvertData(bodyData, extraParams)); | ||
108 | |||
95 | return true; | 109 | return true; |
96 | } | 110 | } |
97 | 111 | ||
98 | public void GetDrawStringSize(string text, string fontName, int fontSize, | 112 | public void GetDrawStringSize(string text, string fontName, int fontSize, |
99 | out double xSize, out double ySize) | 113 | out double xSize, out double ySize) |
100 | { | 114 | { |
101 | using (Font myFont = new Font(fontName, fontSize)) | 115 | lock (this) |
102 | { | 116 | { |
103 | SizeF stringSize = new SizeF(); | 117 | using (Font myFont = new Font(fontName, fontSize)) |
104 | lock (m_graph) | ||
105 | { | 118 | { |
106 | stringSize = m_graph.MeasureString(text, myFont); | 119 | SizeF stringSize = new SizeF(); |
107 | xSize = stringSize.Width; | 120 | |
108 | ySize = stringSize.Height; | 121 | // XXX: This lock may be unnecessary. |
122 | lock (m_graph) | ||
123 | { | ||
124 | stringSize = m_graph.MeasureString(text, myFont); | ||
125 | xSize = stringSize.Width; | ||
126 | ySize = stringSize.Height; | ||
127 | } | ||
109 | } | 128 | } |
110 | } | 129 | } |
111 | } | 130 | } |
@@ -144,6 +163,13 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender | |||
144 | { | 163 | { |
145 | m_textureManager.RegisterRender(GetContentType(), this); | 164 | m_textureManager.RegisterRender(GetContentType(), this); |
146 | } | 165 | } |
166 | |||
167 | // This code exists for testing purposes, please do not remove. | ||
168 | // s_asset1Data = m_scene.AssetService.Get("00000000-0000-1111-9999-000000000001").Data; | ||
169 | // s_asset1Data = m_scene.AssetService.Get("9f4acf0d-1841-4e15-bdb8-3a12efc9dd8f").Data; | ||
170 | |||
171 | // Terrain dirt - smallest bin/assets file (6004 bytes) | ||
172 | // s_asset2Data = m_scene.AssetService.Get("b8d3965a-ad78-bf43-699b-bff8eca6c975").Data; | ||
147 | } | 173 | } |
148 | 174 | ||
149 | public void Close() | 175 | public void Close() |
@@ -152,7 +178,7 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender | |||
152 | 178 | ||
153 | public string Name | 179 | public string Name |
154 | { | 180 | { |
155 | get { return m_name; } | 181 | get { return "VectorRenderModule"; } |
156 | } | 182 | } |
157 | 183 | ||
158 | public bool IsSharedModule | 184 | public bool IsSharedModule |
@@ -162,7 +188,7 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender | |||
162 | 188 | ||
163 | #endregion | 189 | #endregion |
164 | 190 | ||
165 | private void Draw(string data, UUID id, string extraParams) | 191 | private IDynamicTexture Draw(string data, string extraParams) |
166 | { | 192 | { |
167 | // We need to cater for old scripts that didnt use extraParams neatly, they use either an integer size which represents both width and height, or setalpha | 193 | // We need to cater for old scripts that didnt use extraParams neatly, they use either an integer size which represents both width and height, or setalpha |
168 | // we will now support multiple comma seperated params in the form width:256,height:512,alpha:255 | 194 | // we will now support multiple comma seperated params in the form width:256,height:512,alpha:255 |
@@ -305,40 +331,57 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender | |||
305 | 331 | ||
306 | Bitmap bitmap = null; | 332 | Bitmap bitmap = null; |
307 | Graphics graph = null; | 333 | Graphics graph = null; |
334 | bool reuseable = false; | ||
308 | 335 | ||
309 | try | 336 | try |
310 | { | 337 | { |
311 | if (alpha == 256) | 338 | // XXX: In testing, it appears that if multiple threads dispose of separate GDI+ objects simultaneously, |
312 | bitmap = new Bitmap(width, height, PixelFormat.Format32bppRgb); | 339 | // the native malloc heap can become corrupted, possibly due to a double free(). This may be due to |
313 | else | 340 | // bugs in the underlying libcairo used by mono's libgdiplus.dll on Linux/OSX. These problems were |
314 | bitmap = new Bitmap(width, height, PixelFormat.Format32bppArgb); | 341 | // seen with both libcario 1.10.2-6.1ubuntu3 and 1.8.10-2ubuntu1. They go away if disposal is perfomed |
315 | 342 | // under lock. | |
316 | graph = Graphics.FromImage(bitmap); | 343 | lock (this) |
317 | |||
318 | // this is really just to save people filling the | ||
319 | // background color in their scripts, only do when fully opaque | ||
320 | if (alpha >= 255) | ||
321 | { | 344 | { |
322 | using (SolidBrush bgFillBrush = new SolidBrush(bgColor)) | 345 | if (alpha == 256) |
346 | bitmap = new Bitmap(width, height, PixelFormat.Format32bppRgb); | ||
347 | else | ||
348 | bitmap = new Bitmap(width, height, PixelFormat.Format32bppArgb); | ||
349 | |||
350 | graph = Graphics.FromImage(bitmap); | ||
351 | |||
352 | // this is really just to save people filling the | ||
353 | // background color in their scripts, only do when fully opaque | ||
354 | if (alpha >= 255) | ||
323 | { | 355 | { |
324 | graph.FillRectangle(bgFillBrush, 0, 0, width, height); | 356 | using (SolidBrush bgFillBrush = new SolidBrush(bgColor)) |
357 | { | ||
358 | graph.FillRectangle(bgFillBrush, 0, 0, width, height); | ||
359 | } | ||
325 | } | 360 | } |
326 | } | 361 | |
327 | 362 | for (int w = 0; w < bitmap.Width; w++) | |
328 | for (int w = 0; w < bitmap.Width; w++) | ||
329 | { | ||
330 | if (alpha <= 255) | ||
331 | { | 363 | { |
332 | for (int h = 0; h < bitmap.Height; h++) | 364 | if (alpha <= 255) |
333 | { | 365 | { |
334 | bitmap.SetPixel(w, h, Color.FromArgb(alpha, bitmap.GetPixel(w, h))); | 366 | for (int h = 0; h < bitmap.Height; h++) |
367 | { | ||
368 | bitmap.SetPixel(w, h, Color.FromArgb(alpha, bitmap.GetPixel(w, h))); | ||
369 | } | ||
335 | } | 370 | } |
336 | } | 371 | } |
372 | |||
373 | GDIDraw(data, graph, altDataDelim, out reuseable); | ||
337 | } | 374 | } |
338 | 375 | ||
339 | GDIDraw(data, graph, altDataDelim); | ||
340 | |||
341 | byte[] imageJ2000 = new byte[0]; | 376 | byte[] imageJ2000 = new byte[0]; |
377 | |||
378 | // This code exists for testing purposes, please do not remove. | ||
379 | // if (s_flipper) | ||
380 | // imageJ2000 = s_asset1Data; | ||
381 | // else | ||
382 | // imageJ2000 = s_asset2Data; | ||
383 | // | ||
384 | // s_flipper = !s_flipper; | ||
342 | 385 | ||
343 | try | 386 | try |
344 | { | 387 | { |
@@ -351,15 +394,24 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender | |||
351 | e.Message, e.StackTrace); | 394 | e.Message, e.StackTrace); |
352 | } | 395 | } |
353 | 396 | ||
354 | m_textureManager.ReturnData(id, imageJ2000); | 397 | return new OpenSim.Region.CoreModules.Scripting.DynamicTexture.DynamicTexture( |
398 | data, extraParams, imageJ2000, new Size(width, height), reuseable); | ||
355 | } | 399 | } |
356 | finally | 400 | finally |
357 | { | 401 | { |
358 | if (graph != null) | 402 | // XXX: In testing, it appears that if multiple threads dispose of separate GDI+ objects simultaneously, |
359 | graph.Dispose(); | 403 | // the native malloc heap can become corrupted, possibly due to a double free(). This may be due to |
360 | 404 | // bugs in the underlying libcairo used by mono's libgdiplus.dll on Linux/OSX. These problems were | |
361 | if (bitmap != null) | 405 | // seen with both libcario 1.10.2-6.1ubuntu3 and 1.8.10-2ubuntu1. They go away if disposal is perfomed |
362 | bitmap.Dispose(); | 406 | // under lock. |
407 | lock (this) | ||
408 | { | ||
409 | if (graph != null) | ||
410 | graph.Dispose(); | ||
411 | |||
412 | if (bitmap != null) | ||
413 | bitmap.Dispose(); | ||
414 | } | ||
363 | } | 415 | } |
364 | } | 416 | } |
365 | 417 | ||
@@ -418,8 +470,21 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender | |||
418 | } | 470 | } |
419 | */ | 471 | */ |
420 | 472 | ||
421 | private void GDIDraw(string data, Graphics graph, char dataDelim) | 473 | /// <summary> |
474 | /// Split input data into discrete command lines. | ||
475 | /// </summary> | ||
476 | /// <returns></returns> | ||
477 | /// <param name='data'></param> | ||
478 | /// <param name='dataDelim'></param> | ||
479 | private string[] GetLines(string data, char dataDelim) | ||
480 | { | ||
481 | char[] lineDelimiter = { dataDelim }; | ||
482 | return data.Split(lineDelimiter); | ||
483 | } | ||
484 | |||
485 | private void GDIDraw(string data, Graphics graph, char dataDelim, out bool reuseable) | ||
422 | { | 486 | { |
487 | reuseable = true; | ||
423 | Point startPoint = new Point(0, 0); | 488 | Point startPoint = new Point(0, 0); |
424 | Point endPoint = new Point(0, 0); | 489 | Point endPoint = new Point(0, 0); |
425 | Pen drawPen = null; | 490 | Pen drawPen = null; |
@@ -434,11 +499,9 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender | |||
434 | myFont = new Font(fontName, fontSize); | 499 | myFont = new Font(fontName, fontSize); |
435 | myBrush = new SolidBrush(Color.Black); | 500 | myBrush = new SolidBrush(Color.Black); |
436 | 501 | ||
437 | char[] lineDelimiter = {dataDelim}; | ||
438 | char[] partsDelimiter = {','}; | 502 | char[] partsDelimiter = {','}; |
439 | string[] lines = data.Split(lineDelimiter); | ||
440 | 503 | ||
441 | foreach (string line in lines) | 504 | foreach (string line in GetLines(data, dataDelim)) |
442 | { | 505 | { |
443 | string nextLine = line.Trim(); | 506 | string nextLine = line.Trim(); |
444 | //replace with switch, or even better, do some proper parsing | 507 | //replace with switch, or even better, do some proper parsing |
@@ -469,6 +532,10 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender | |||
469 | } | 532 | } |
470 | else if (nextLine.StartsWith("Image")) | 533 | else if (nextLine.StartsWith("Image")) |
471 | { | 534 | { |
535 | // We cannot reuse any generated texture involving fetching an image via HTTP since that image | ||
536 | // can change. | ||
537 | reuseable = false; | ||
538 | |||
472 | float x = 0; | 539 | float x = 0; |
473 | float y = 0; | 540 | float y = 0; |
474 | GetParams(partsDelimiter, ref nextLine, 5, ref x, ref y); | 541 | GetParams(partsDelimiter, ref nextLine, 5, ref x, ref y); |
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/HGAssetBroker.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/HGAssetBroker.cs index 008465f..1e1c7d0 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/HGAssetBroker.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/HGAssetBroker.cs | |||
@@ -56,6 +56,8 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset | |||
56 | 56 | ||
57 | private bool m_Enabled = false; | 57 | private bool m_Enabled = false; |
58 | 58 | ||
59 | private AssetPermissions m_AssetPerms; | ||
60 | |||
59 | public Type ReplaceableInterface | 61 | public Type ReplaceableInterface |
60 | { | 62 | { |
61 | get { return null; } | 63 | get { return null; } |
@@ -128,6 +130,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset | |||
128 | if (m_LocalAssetServiceURI != string.Empty) | 130 | if (m_LocalAssetServiceURI != string.Empty) |
129 | m_LocalAssetServiceURI = m_LocalAssetServiceURI.Trim('/'); | 131 | m_LocalAssetServiceURI = m_LocalAssetServiceURI.Trim('/'); |
130 | 132 | ||
133 | IConfig hgConfig = source.Configs["HGAssetService"]; | ||
134 | m_AssetPerms = new AssetPermissions(hgConfig); // it's ok if arg is null | ||
135 | |||
131 | m_Enabled = true; | 136 | m_Enabled = true; |
132 | m_log.Info("[HG ASSET CONNECTOR]: HG asset broker enabled"); | 137 | m_log.Info("[HG ASSET CONNECTOR]: HG asset broker enabled"); |
133 | } | 138 | } |
@@ -206,14 +211,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset | |||
206 | asset = m_HGService.Get(id); | 211 | asset = m_HGService.Get(id); |
207 | if (asset != null) | 212 | if (asset != null) |
208 | { | 213 | { |
209 | // Now store it locally | 214 | // Now store it locally, if allowed |
210 | // For now, let me just do it for textures and scripts | 215 | if (m_AssetPerms.AllowedImport(asset.Type)) |
211 | if (((AssetType)asset.Type == AssetType.Texture) || | ||
212 | ((AssetType)asset.Type == AssetType.LSLBytecode) || | ||
213 | ((AssetType)asset.Type == AssetType.LSLText)) | ||
214 | { | ||
215 | m_GridService.Store(asset); | 216 | m_GridService.Store(asset); |
216 | } | 217 | else |
218 | return null; | ||
217 | } | 219 | } |
218 | } | 220 | } |
219 | else | 221 | else |
@@ -328,7 +330,12 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset | |||
328 | 330 | ||
329 | string id = string.Empty; | 331 | string id = string.Empty; |
330 | if (IsHG(asset.ID)) | 332 | if (IsHG(asset.ID)) |
331 | id = m_HGService.Store(asset); | 333 | { |
334 | if (m_AssetPerms.AllowedExport(asset.Type)) | ||
335 | id = m_HGService.Store(asset); | ||
336 | else | ||
337 | return String.Empty; | ||
338 | } | ||
332 | else | 339 | else |
333 | id = m_GridService.Store(asset); | 340 | id = m_GridService.Store(asset); |
334 | 341 | ||
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/LocalAssetServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/LocalAssetServiceConnector.cs index c78915f..449c1f1 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/LocalAssetServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/LocalAssetServiceConnector.cs | |||
@@ -204,8 +204,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset | |||
204 | public byte[] GetData(string id) | 204 | public byte[] GetData(string id) |
205 | { | 205 | { |
206 | // m_log.DebugFormat("[LOCAL ASSET SERVICES CONNECTOR]: Requesting data for asset {0}", id); | 206 | // m_log.DebugFormat("[LOCAL ASSET SERVICES CONNECTOR]: Requesting data for asset {0}", id); |
207 | 207 | ||
208 | AssetBase asset = m_Cache.Get(id); | 208 | AssetBase asset = null; |
209 | |||
210 | if (m_Cache != null) | ||
211 | asset = m_Cache.Get(id); | ||
209 | 212 | ||
210 | if (asset != null) | 213 | if (asset != null) |
211 | return asset.Data; | 214 | return asset.Data; |
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/Tests/AssetConnectorTests.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/Tests/AssetConnectorTests.cs new file mode 100644 index 0000000..1982473 --- /dev/null +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/Tests/AssetConnectorTests.cs | |||
@@ -0,0 +1,136 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.IO; | ||
31 | using System.Reflection; | ||
32 | using System.Threading; | ||
33 | using log4net.Config; | ||
34 | using Nini.Config; | ||
35 | using NUnit.Framework; | ||
36 | using OpenMetaverse; | ||
37 | using OpenSim.Framework; | ||
38 | using OpenSim.Region.Framework.Scenes; | ||
39 | using OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset; | ||
40 | using OpenSim.Tests.Common; | ||
41 | |||
42 | namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset.Tests | ||
43 | { | ||
44 | [TestFixture] | ||
45 | public class AssetConnectorsTests : OpenSimTestCase | ||
46 | { | ||
47 | [Test] | ||
48 | public void TestAddAsset() | ||
49 | { | ||
50 | TestHelpers.InMethod(); | ||
51 | // TestHelpers.EnableLogging(); | ||
52 | |||
53 | IConfigSource config = new IniConfigSource(); | ||
54 | config.AddConfig("Modules"); | ||
55 | config.Configs["Modules"].Set("AssetServices", "LocalAssetServicesConnector"); | ||
56 | config.AddConfig("AssetService"); | ||
57 | config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Services.AssetService.dll:AssetService"); | ||
58 | config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll"); | ||
59 | |||
60 | LocalAssetServicesConnector lasc = new LocalAssetServicesConnector(); | ||
61 | lasc.Initialise(config); | ||
62 | |||
63 | AssetBase a1 = AssetHelpers.CreateNotecardAsset(); | ||
64 | lasc.Store(a1); | ||
65 | |||
66 | AssetBase retreivedA1 = lasc.Get(a1.ID); | ||
67 | Assert.That(retreivedA1.ID, Is.EqualTo(a1.ID)); | ||
68 | Assert.That(retreivedA1.Metadata.ID, Is.EqualTo(a1.Metadata.ID)); | ||
69 | Assert.That(retreivedA1.Data.Length, Is.EqualTo(a1.Data.Length)); | ||
70 | |||
71 | AssetMetadata retrievedA1Metadata = lasc.GetMetadata(a1.ID); | ||
72 | Assert.That(retrievedA1Metadata.ID, Is.EqualTo(a1.ID)); | ||
73 | |||
74 | byte[] retrievedA1Data = lasc.GetData(a1.ID); | ||
75 | Assert.That(retrievedA1Data.Length, Is.EqualTo(a1.Data.Length)); | ||
76 | |||
77 | // TODO: Add cache and check that this does receive a copy of the asset | ||
78 | } | ||
79 | |||
80 | [Test] | ||
81 | public void TestAddTemporaryAsset() | ||
82 | { | ||
83 | TestHelpers.InMethod(); | ||
84 | // TestHelpers.EnableLogging(); | ||
85 | |||
86 | IConfigSource config = new IniConfigSource(); | ||
87 | config.AddConfig("Modules"); | ||
88 | config.Configs["Modules"].Set("AssetServices", "LocalAssetServicesConnector"); | ||
89 | config.AddConfig("AssetService"); | ||
90 | config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Services.AssetService.dll:AssetService"); | ||
91 | config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll"); | ||
92 | |||
93 | LocalAssetServicesConnector lasc = new LocalAssetServicesConnector(); | ||
94 | lasc.Initialise(config); | ||
95 | |||
96 | AssetBase a1 = AssetHelpers.CreateNotecardAsset(); | ||
97 | a1.Temporary = true; | ||
98 | |||
99 | lasc.Store(a1); | ||
100 | |||
101 | Assert.That(lasc.Get(a1.ID), Is.Null); | ||
102 | Assert.That(lasc.GetData(a1.ID), Is.Null); | ||
103 | Assert.That(lasc.GetMetadata(a1.ID), Is.Null); | ||
104 | |||
105 | // TODO: Add cache and check that this does receive a copy of the asset | ||
106 | } | ||
107 | |||
108 | [Test] | ||
109 | public void TestAddLocalAsset() | ||
110 | { | ||
111 | TestHelpers.InMethod(); | ||
112 | // TestHelpers.EnableLogging(); | ||
113 | |||
114 | IConfigSource config = new IniConfigSource(); | ||
115 | config.AddConfig("Modules"); | ||
116 | config.Configs["Modules"].Set("AssetServices", "LocalAssetServicesConnector"); | ||
117 | config.AddConfig("AssetService"); | ||
118 | config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Services.AssetService.dll:AssetService"); | ||
119 | config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll"); | ||
120 | |||
121 | LocalAssetServicesConnector lasc = new LocalAssetServicesConnector(); | ||
122 | lasc.Initialise(config); | ||
123 | |||
124 | AssetBase a1 = AssetHelpers.CreateNotecardAsset(); | ||
125 | a1.Local = true; | ||
126 | |||
127 | lasc.Store(a1); | ||
128 | |||
129 | Assert.That(lasc.Get(a1.ID), Is.Null); | ||
130 | Assert.That(lasc.GetData(a1.ID), Is.Null); | ||
131 | Assert.That(lasc.GetMetadata(a1.ID), Is.Null); | ||
132 | |||
133 | // TODO: Add cache and check that this does receive a copy of the asset | ||
134 | } | ||
135 | } | ||
136 | } \ No newline at end of file | ||
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs index b286d17..4338133 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs | |||
@@ -43,11 +43,15 @@ using OpenSim.Tests.Common; | |||
43 | namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid.Tests | 43 | namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid.Tests |
44 | { | 44 | { |
45 | [TestFixture] | 45 | [TestFixture] |
46 | public class GridConnectorsTests | 46 | public class GridConnectorsTests : OpenSimTestCase |
47 | { | 47 | { |
48 | LocalGridServicesConnector m_LocalConnector; | 48 | LocalGridServicesConnector m_LocalConnector; |
49 | private void SetUp() | 49 | |
50 | [SetUp] | ||
51 | public override void SetUp() | ||
50 | { | 52 | { |
53 | base.SetUp(); | ||
54 | |||
51 | IConfigSource config = new IniConfigSource(); | 55 | IConfigSource config = new IniConfigSource(); |
52 | config.AddConfig("Modules"); | 56 | config.AddConfig("Modules"); |
53 | config.AddConfig("GridService"); | 57 | config.AddConfig("GridService"); |
@@ -71,8 +75,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid.Tests | |||
71 | TestHelpers.InMethod(); | 75 | TestHelpers.InMethod(); |
72 | // log4net.Config.XmlConfigurator.Configure(); | 76 | // log4net.Config.XmlConfigurator.Configure(); |
73 | 77 | ||
74 | SetUp(); | ||
75 | |||
76 | // Create 4 regions | 78 | // Create 4 regions |
77 | GridRegion r1 = new GridRegion(); | 79 | GridRegion r1 = new GridRegion(); |
78 | r1.RegionName = "Test Region 1"; | 80 | r1.RegionName = "Test Region 1"; |
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/GridUser/ActivityDetector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/GridUser/ActivityDetector.cs index b0edce7..221f815 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/GridUser/ActivityDetector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/GridUser/ActivityDetector.cs | |||
@@ -65,11 +65,13 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.GridUser | |||
65 | 65 | ||
66 | public void OnMakeRootAgent(ScenePresence sp) | 66 | public void OnMakeRootAgent(ScenePresence sp) |
67 | { | 67 | { |
68 | // m_log.DebugFormat("[ACTIVITY DETECTOR]: Detected root presence {0} in {1}", sp.UUID, sp.Scene.RegionInfo.RegionName); | ||
69 | |||
70 | if (sp.PresenceType != PresenceType.Npc) | 68 | if (sp.PresenceType != PresenceType.Npc) |
69 | { | ||
70 | string userid = sp.Scene.UserManagementModule.GetUserUUI(sp.UUID); | ||
71 | //m_log.DebugFormat("[ACTIVITY DETECTOR]: Detected root presence {0} in {1}", userid, sp.Scene.RegionInfo.RegionName); | ||
71 | m_GridUserService.SetLastPosition( | 72 | m_GridUserService.SetLastPosition( |
72 | sp.UUID.ToString(), UUID.Zero, sp.Scene.RegionInfo.RegionID, sp.AbsolutePosition, sp.Lookat); | 73 | userid, UUID.Zero, sp.Scene.RegionInfo.RegionID, sp.AbsolutePosition, sp.Lookat); |
74 | } | ||
73 | } | 75 | } |
74 | 76 | ||
75 | public void OnNewClient(IClientAPI client) | 77 | public void OnNewClient(IClientAPI client) |
@@ -82,9 +84,16 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.GridUser | |||
82 | if (client.SceneAgent.IsChildAgent) | 84 | if (client.SceneAgent.IsChildAgent) |
83 | return; | 85 | return; |
84 | 86 | ||
85 | // m_log.DebugFormat("[ACTIVITY DETECTOR]: Detected client logout {0} in {1}", client.AgentId, client.Scene.RegionInfo.RegionName); | 87 | string userId = client.AgentId.ToString(); |
88 | if (client.Scene is Scene) | ||
89 | { | ||
90 | Scene s = (Scene)client.Scene; | ||
91 | userId = s.UserManagementModule.GetUserUUI(client.AgentId); | ||
92 | } | ||
93 | //m_log.DebugFormat("[ACTIVITY DETECTOR]: Detected client logout {0} in {1}", userId, client.Scene.RegionInfo.RegionName); | ||
94 | |||
86 | m_GridUserService.LoggedOut( | 95 | m_GridUserService.LoggedOut( |
87 | client.AgentId.ToString(), client.SessionId, client.Scene.RegionInfo.RegionID, | 96 | userId, client.SessionId, client.Scene.RegionInfo.RegionID, |
88 | client.SceneAgent.AbsolutePosition, client.SceneAgent.Lookat); | 97 | client.SceneAgent.AbsolutePosition, client.SceneAgent.Lookat); |
89 | } | 98 | } |
90 | } | 99 | } |
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/GridUser/RemoteGridUserServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/GridUser/RemoteGridUserServiceConnector.cs index badb552..04acf67 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/GridUser/RemoteGridUserServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/GridUser/RemoteGridUserServiceConnector.cs | |||
@@ -44,6 +44,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.GridUser | |||
44 | { | 44 | { |
45 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 45 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
46 | 46 | ||
47 | private const int KEEPTIME = 30; // 30 secs | ||
48 | private ExpiringCache<string, GridUserInfo> m_Infos = new ExpiringCache<string, GridUserInfo>(); | ||
49 | |||
47 | #region ISharedRegionModule | 50 | #region ISharedRegionModule |
48 | 51 | ||
49 | private bool m_Enabled = false; | 52 | private bool m_Enabled = false; |
@@ -128,23 +131,60 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.GridUser | |||
128 | 131 | ||
129 | public bool LoggedOut(string userID, UUID sessionID, UUID region, Vector3 position, Vector3 lookat) | 132 | public bool LoggedOut(string userID, UUID sessionID, UUID region, Vector3 position, Vector3 lookat) |
130 | { | 133 | { |
134 | if (m_Infos.Contains(userID)) | ||
135 | m_Infos.Remove(userID); | ||
136 | |||
131 | return m_RemoteConnector.LoggedOut(userID, sessionID, region, position, lookat); | 137 | return m_RemoteConnector.LoggedOut(userID, sessionID, region, position, lookat); |
132 | } | 138 | } |
133 | 139 | ||
134 | 140 | ||
135 | public bool SetHome(string userID, UUID regionID, Vector3 position, Vector3 lookAt) | 141 | public bool SetHome(string userID, UUID regionID, Vector3 position, Vector3 lookAt) |
136 | { | 142 | { |
137 | return m_RemoteConnector.SetHome(userID, regionID, position, lookAt); | 143 | if (m_RemoteConnector.SetHome(userID, regionID, position, lookAt)) |
144 | { | ||
145 | // Update the cache too | ||
146 | GridUserInfo info = null; | ||
147 | if (m_Infos.TryGetValue(userID, out info)) | ||
148 | { | ||
149 | info.HomeRegionID = regionID; | ||
150 | info.HomePosition = position; | ||
151 | info.HomeLookAt = lookAt; | ||
152 | } | ||
153 | return true; | ||
154 | } | ||
155 | |||
156 | return false; | ||
138 | } | 157 | } |
139 | 158 | ||
140 | public bool SetLastPosition(string userID, UUID sessionID, UUID regionID, Vector3 position, Vector3 lookAt) | 159 | public bool SetLastPosition(string userID, UUID sessionID, UUID regionID, Vector3 position, Vector3 lookAt) |
141 | { | 160 | { |
142 | return m_RemoteConnector.SetLastPosition(userID, sessionID, regionID, position, lookAt); | 161 | if (m_RemoteConnector.SetLastPosition(userID, sessionID, regionID, position, lookAt)) |
162 | { | ||
163 | // Update the cache too | ||
164 | GridUserInfo info = null; | ||
165 | if (m_Infos.TryGetValue(userID, out info)) | ||
166 | { | ||
167 | info.LastRegionID = regionID; | ||
168 | info.LastPosition = position; | ||
169 | info.LastLookAt = lookAt; | ||
170 | } | ||
171 | return true; | ||
172 | } | ||
173 | |||
174 | return false; | ||
143 | } | 175 | } |
144 | 176 | ||
145 | public GridUserInfo GetGridUserInfo(string userID) | 177 | public GridUserInfo GetGridUserInfo(string userID) |
146 | { | 178 | { |
147 | return m_RemoteConnector.GetGridUserInfo(userID); | 179 | GridUserInfo info = null; |
180 | if (m_Infos.TryGetValue(userID, out info)) | ||
181 | return info; | ||
182 | |||
183 | info = m_RemoteConnector.GetGridUserInfo(userID); | ||
184 | |||
185 | m_Infos.AddOrUpdate(userID, info, KEEPTIME); | ||
186 | |||
187 | return info; | ||
148 | } | 188 | } |
149 | 189 | ||
150 | public GridUserInfo[] GetGridUserInfo(string[] userID) | 190 | public GridUserInfo[] GetGridUserInfo(string[] userID) |
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs index 6eb99ea..8ed1833 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs | |||
@@ -313,7 +313,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation | |||
313 | 313 | ||
314 | if (m_scenes.ContainsKey(destination.RegionID)) | 314 | if (m_scenes.ContainsKey(destination.RegionID)) |
315 | { | 315 | { |
316 | Util.FireAndForget(delegate { m_scenes[destination.RegionID].IncomingCloseAgent(id); }); | 316 | // m_log.DebugFormat( |
317 | // "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate", | ||
318 | // s.RegionInfo.RegionName, destination.RegionHandle); | ||
319 | |||
320 | Util.FireAndForget(delegate { m_scenes[destination.RegionID].IncomingCloseAgent(id, false); }); | ||
317 | return true; | 321 | return true; |
318 | } | 322 | } |
319 | //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent"); | 323 | //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent"); |
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs index 619550c..2127f4d 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs | |||
@@ -43,6 +43,7 @@ using OpenSim.Region.Framework.Interfaces; | |||
43 | using OpenSim.Region.Framework.Scenes; | 43 | using OpenSim.Region.Framework.Scenes; |
44 | using OpenSim.Region.Framework.Scenes.Serialization; | 44 | using OpenSim.Region.Framework.Scenes.Serialization; |
45 | using OpenSim.Services.Interfaces; | 45 | using OpenSim.Services.Interfaces; |
46 | using System.Threading; | ||
46 | 47 | ||
47 | namespace OpenSim.Region.CoreModules.World.Archiver | 48 | namespace OpenSim.Region.CoreModules.World.Archiver |
48 | { | 49 | { |
@@ -52,7 +53,30 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
52 | public class ArchiveReadRequest | 53 | public class ArchiveReadRequest |
53 | { | 54 | { |
54 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 55 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
56 | |||
57 | /// <summary> | ||
58 | /// Contains data used while dearchiving a single scene. | ||
59 | /// </summary> | ||
60 | private class DearchiveContext | ||
61 | { | ||
62 | public Scene Scene { get; set; } | ||
63 | |||
64 | public List<string> SerialisedSceneObjects { get; set; } | ||
65 | |||
66 | public List<string> SerialisedParcels { get; set; } | ||
67 | |||
68 | public List<SceneObjectGroup> SceneObjects { get; set; } | ||
69 | |||
70 | public DearchiveContext(Scene scene) | ||
71 | { | ||
72 | Scene = scene; | ||
73 | SerialisedSceneObjects = new List<string>(); | ||
74 | SerialisedParcels = new List<string>(); | ||
75 | SceneObjects = new List<SceneObjectGroup>(); | ||
76 | } | ||
77 | } | ||
55 | 78 | ||
79 | |||
56 | /// <summary> | 80 | /// <summary> |
57 | /// The maximum major version of OAR that we can read. Minor versions shouldn't need a max number since version | 81 | /// The maximum major version of OAR that we can read. Minor versions shouldn't need a max number since version |
58 | /// bumps here should be compatible. | 82 | /// bumps here should be compatible. |
@@ -62,9 +86,10 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
62 | /// <summary> | 86 | /// <summary> |
63 | /// Has the control file been loaded for this archive? | 87 | /// Has the control file been loaded for this archive? |
64 | /// </summary> | 88 | /// </summary> |
65 | public bool ControlFileLoaded { get; private set; } | 89 | public bool ControlFileLoaded { get; private set; } |
66 | 90 | ||
67 | protected Scene m_scene; | 91 | protected string m_loadPath; |
92 | protected Scene m_rootScene; | ||
68 | protected Stream m_loadStream; | 93 | protected Stream m_loadStream; |
69 | protected Guid m_requestId; | 94 | protected Guid m_requestId; |
70 | protected string m_errorMessage; | 95 | protected string m_errorMessage; |
@@ -91,16 +116,27 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
91 | { | 116 | { |
92 | if (m_UserMan == null) | 117 | if (m_UserMan == null) |
93 | { | 118 | { |
94 | m_UserMan = m_scene.RequestModuleInterface<IUserManagement>(); | 119 | m_UserMan = m_rootScene.RequestModuleInterface<IUserManagement>(); |
95 | } | 120 | } |
96 | return m_UserMan; | 121 | return m_UserMan; |
97 | } | 122 | } |
98 | } | 123 | } |
99 | 124 | ||
125 | /// <summary> | ||
126 | /// Used to cache lookups for valid groups. | ||
127 | /// </summary> | ||
128 | private IDictionary<UUID, bool> m_validGroupUuids = new Dictionary<UUID, bool>(); | ||
129 | |||
130 | private IGroupsModule m_groupsModule; | ||
131 | |||
132 | private IAssetService m_assetService = null; | ||
133 | |||
134 | |||
100 | public ArchiveReadRequest(Scene scene, string loadPath, bool merge, bool skipAssets, Guid requestId) | 135 | public ArchiveReadRequest(Scene scene, string loadPath, bool merge, bool skipAssets, Guid requestId) |
101 | { | 136 | { |
102 | m_scene = scene; | 137 | m_rootScene = scene; |
103 | 138 | ||
139 | m_loadPath = loadPath; | ||
104 | try | 140 | try |
105 | { | 141 | { |
106 | m_loadStream = new GZipStream(ArchiveHelpers.GetStream(loadPath), CompressionMode.Decompress); | 142 | m_loadStream = new GZipStream(ArchiveHelpers.GetStream(loadPath), CompressionMode.Decompress); |
@@ -120,11 +156,15 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
120 | 156 | ||
121 | // Zero can never be a valid user id | 157 | // Zero can never be a valid user id |
122 | m_validUserUuids[UUID.Zero] = false; | 158 | m_validUserUuids[UUID.Zero] = false; |
159 | |||
160 | m_groupsModule = m_rootScene.RequestModuleInterface<IGroupsModule>(); | ||
161 | m_assetService = m_rootScene.AssetService; | ||
123 | } | 162 | } |
124 | 163 | ||
125 | public ArchiveReadRequest(Scene scene, Stream loadStream, bool merge, bool skipAssets, Guid requestId) | 164 | public ArchiveReadRequest(Scene scene, Stream loadStream, bool merge, bool skipAssets, Guid requestId) |
126 | { | 165 | { |
127 | m_scene = scene; | 166 | m_rootScene = scene; |
167 | m_loadPath = null; | ||
128 | m_loadStream = loadStream; | 168 | m_loadStream = loadStream; |
129 | m_merge = merge; | 169 | m_merge = merge; |
130 | m_skipAssets = skipAssets; | 170 | m_skipAssets = skipAssets; |
@@ -132,6 +172,9 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
132 | 172 | ||
133 | // Zero can never be a valid user id | 173 | // Zero can never be a valid user id |
134 | m_validUserUuids[UUID.Zero] = false; | 174 | m_validUserUuids[UUID.Zero] = false; |
175 | |||
176 | m_groupsModule = m_rootScene.RequestModuleInterface<IGroupsModule>(); | ||
177 | m_assetService = m_rootScene.AssetService; | ||
135 | } | 178 | } |
136 | 179 | ||
137 | /// <summary> | 180 | /// <summary> |
@@ -139,25 +182,25 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
139 | /// </summary> | 182 | /// </summary> |
140 | public void DearchiveRegion() | 183 | public void DearchiveRegion() |
141 | { | 184 | { |
142 | // The same code can handle dearchiving 0.1 and 0.2 OpenSim Archive versions | ||
143 | DearchiveRegion0DotStar(); | ||
144 | } | ||
145 | |||
146 | private void DearchiveRegion0DotStar() | ||
147 | { | ||
148 | int successfulAssetRestores = 0; | 185 | int successfulAssetRestores = 0; |
149 | int failedAssetRestores = 0; | 186 | int failedAssetRestores = 0; |
150 | List<string> serialisedSceneObjects = new List<string>(); | ||
151 | List<string> serialisedParcels = new List<string>(); | ||
152 | string filePath = "NONE"; | ||
153 | 187 | ||
154 | TarArchiveReader archive = new TarArchiveReader(m_loadStream); | 188 | DearchiveScenesInfo dearchivedScenes; |
189 | |||
190 | // We dearchive all the scenes at once, because the files in the TAR archive might be mixed. | ||
191 | // Therefore, we have to keep track of the dearchive context of all the scenes. | ||
192 | Dictionary<UUID, DearchiveContext> sceneContexts = new Dictionary<UUID, DearchiveContext>(); | ||
193 | |||
194 | string fullPath = "NONE"; | ||
195 | TarArchiveReader archive = null; | ||
155 | byte[] data; | 196 | byte[] data; |
156 | TarArchiveReader.TarEntryType entryType; | 197 | TarArchiveReader.TarEntryType entryType; |
157 | 198 | ||
158 | try | 199 | try |
159 | { | 200 | { |
160 | while ((data = archive.ReadEntry(out filePath, out entryType)) != null) | 201 | FindAndLoadControlFile(out archive, out dearchivedScenes); |
202 | |||
203 | while ((data = archive.ReadEntry(out fullPath, out entryType)) != null) | ||
161 | { | 204 | { |
162 | //m_log.DebugFormat( | 205 | //m_log.DebugFormat( |
163 | // "[ARCHIVER]: Successfully read {0} ({1} bytes)", filePath, data.Length); | 206 | // "[ARCHIVER]: Successfully read {0} ({1} bytes)", filePath, data.Length); |
@@ -165,9 +208,30 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
165 | if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY == entryType) | 208 | if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY == entryType) |
166 | continue; | 209 | continue; |
167 | 210 | ||
211 | |||
212 | // Find the scene that this file belongs to | ||
213 | |||
214 | Scene scene; | ||
215 | string filePath; | ||
216 | if (!dearchivedScenes.GetRegionFromPath(fullPath, out scene, out filePath)) | ||
217 | continue; // this file belongs to a region that we're not loading | ||
218 | |||
219 | DearchiveContext sceneContext = null; | ||
220 | if (scene != null) | ||
221 | { | ||
222 | if (!sceneContexts.TryGetValue(scene.RegionInfo.RegionID, out sceneContext)) | ||
223 | { | ||
224 | sceneContext = new DearchiveContext(scene); | ||
225 | sceneContexts.Add(scene.RegionInfo.RegionID, sceneContext); | ||
226 | } | ||
227 | } | ||
228 | |||
229 | |||
230 | // Process the file | ||
231 | |||
168 | if (filePath.StartsWith(ArchiveConstants.OBJECTS_PATH)) | 232 | if (filePath.StartsWith(ArchiveConstants.OBJECTS_PATH)) |
169 | { | 233 | { |
170 | serialisedSceneObjects.Add(Encoding.UTF8.GetString(data)); | 234 | sceneContext.SerialisedSceneObjects.Add(Encoding.UTF8.GetString(data)); |
171 | } | 235 | } |
172 | else if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH) && !m_skipAssets) | 236 | else if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH) && !m_skipAssets) |
173 | { | 237 | { |
@@ -181,19 +245,19 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
181 | } | 245 | } |
182 | else if (!m_merge && filePath.StartsWith(ArchiveConstants.TERRAINS_PATH)) | 246 | else if (!m_merge && filePath.StartsWith(ArchiveConstants.TERRAINS_PATH)) |
183 | { | 247 | { |
184 | LoadTerrain(filePath, data); | 248 | LoadTerrain(scene, filePath, data); |
185 | } | 249 | } |
186 | else if (!m_merge && filePath.StartsWith(ArchiveConstants.SETTINGS_PATH)) | 250 | else if (!m_merge && filePath.StartsWith(ArchiveConstants.SETTINGS_PATH)) |
187 | { | 251 | { |
188 | LoadRegionSettings(filePath, data); | 252 | LoadRegionSettings(scene, filePath, data, dearchivedScenes); |
189 | } | 253 | } |
190 | else if (!m_merge && filePath.StartsWith(ArchiveConstants.LANDDATA_PATH)) | 254 | else if (!m_merge && filePath.StartsWith(ArchiveConstants.LANDDATA_PATH)) |
191 | { | 255 | { |
192 | serialisedParcels.Add(Encoding.UTF8.GetString(data)); | 256 | sceneContext.SerialisedParcels.Add(Encoding.UTF8.GetString(data)); |
193 | } | 257 | } |
194 | else if (filePath == ArchiveConstants.CONTROL_FILE_PATH) | 258 | else if (filePath == ArchiveConstants.CONTROL_FILE_PATH) |
195 | { | 259 | { |
196 | LoadControlFile(filePath, data); | 260 | // Ignore, because we already read the control file |
197 | } | 261 | } |
198 | } | 262 | } |
199 | 263 | ||
@@ -201,15 +265,16 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
201 | } | 265 | } |
202 | catch (Exception e) | 266 | catch (Exception e) |
203 | { | 267 | { |
204 | m_log.ErrorFormat( | 268 | m_log.Error( |
205 | "[ARCHIVER]: Aborting load with error in archive file {0}. {1}", filePath, e); | 269 | String.Format("[ARCHIVER]: Aborting load with error in archive file {0} ", fullPath), e); |
206 | m_errorMessage += e.ToString(); | 270 | m_errorMessage += e.ToString(); |
207 | m_scene.EventManager.TriggerOarFileLoaded(m_requestId, m_errorMessage); | 271 | m_rootScene.EventManager.TriggerOarFileLoaded(m_requestId, new List<UUID>(), m_errorMessage); |
208 | return; | 272 | return; |
209 | } | 273 | } |
210 | finally | 274 | finally |
211 | { | 275 | { |
212 | archive.Close(); | 276 | if (archive != null) |
277 | archive.Close(); | ||
213 | } | 278 | } |
214 | 279 | ||
215 | if (!m_skipAssets) | 280 | if (!m_skipAssets) |
@@ -223,32 +288,143 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
223 | } | 288 | } |
224 | } | 289 | } |
225 | 290 | ||
226 | if (!m_merge) | 291 | foreach (DearchiveContext sceneContext in sceneContexts.Values) |
227 | { | 292 | { |
228 | m_log.Info("[ARCHIVER]: Clearing all existing scene objects"); | 293 | m_log.InfoFormat("[ARCHIVER:] Loading region {0}", sceneContext.Scene.RegionInfo.RegionName); |
229 | m_scene.DeleteAllSceneObjects(); | 294 | |
295 | if (!m_merge) | ||
296 | { | ||
297 | m_log.Info("[ARCHIVER]: Clearing all existing scene objects"); | ||
298 | sceneContext.Scene.DeleteAllSceneObjects(); | ||
299 | } | ||
300 | |||
301 | try | ||
302 | { | ||
303 | LoadParcels(sceneContext.Scene, sceneContext.SerialisedParcels); | ||
304 | LoadObjects(sceneContext.Scene, sceneContext.SerialisedSceneObjects, sceneContext.SceneObjects); | ||
305 | |||
306 | // Inform any interested parties that the region has changed. We waited until now so that all | ||
307 | // of the region's objects will be loaded when we send this notification. | ||
308 | IEstateModule estateModule = sceneContext.Scene.RequestModuleInterface<IEstateModule>(); | ||
309 | if (estateModule != null) | ||
310 | estateModule.TriggerRegionInfoChange(); | ||
311 | } | ||
312 | catch (Exception e) | ||
313 | { | ||
314 | m_log.Error("[ARCHIVER]: Error loading parcels or objects ", e); | ||
315 | m_errorMessage += e.ToString(); | ||
316 | m_rootScene.EventManager.TriggerOarFileLoaded(m_requestId, new List<UUID>(), m_errorMessage); | ||
317 | return; | ||
318 | } | ||
230 | } | 319 | } |
231 | 320 | ||
232 | LoadParcels(serialisedParcels); | 321 | // Start the scripts. We delayed this because we want the OAR to finish loading ASAP, so |
233 | LoadObjects(serialisedSceneObjects); | 322 | // that users can enter the scene. If we allow the scripts to start in the loop above |
323 | // then they significantly increase the time until the OAR finishes loading. | ||
324 | Util.FireAndForget(delegate(object o) | ||
325 | { | ||
326 | Thread.Sleep(15000); | ||
327 | m_log.Info("Starting scripts in scene objects"); | ||
328 | |||
329 | foreach (DearchiveContext sceneContext in sceneContexts.Values) | ||
330 | { | ||
331 | foreach (SceneObjectGroup sceneObject in sceneContext.SceneObjects) | ||
332 | { | ||
333 | sceneObject.CreateScriptInstances(0, false, sceneContext.Scene.DefaultScriptEngine, 0); // StateSource.RegionStart | ||
334 | sceneObject.ResumeScripts(); | ||
335 | } | ||
336 | |||
337 | sceneContext.SceneObjects.Clear(); | ||
338 | } | ||
339 | }); | ||
234 | 340 | ||
235 | m_log.InfoFormat("[ARCHIVER]: Successfully loaded archive"); | 341 | m_log.InfoFormat("[ARCHIVER]: Successfully loaded archive"); |
236 | 342 | ||
237 | m_scene.EventManager.TriggerOarFileLoaded(m_requestId, m_errorMessage); | 343 | m_rootScene.EventManager.TriggerOarFileLoaded(m_requestId, dearchivedScenes.GetLoadedScenes(), m_errorMessage); |
344 | } | ||
345 | |||
346 | /// <summary> | ||
347 | /// Searches through the files in the archive for the control file, and reads it. | ||
348 | /// We must read the control file first, in order to know which regions are available. | ||
349 | /// </summary> | ||
350 | /// <remarks> | ||
351 | /// In most cases the control file *is* first, since that's how we create archives. However, | ||
352 | /// it's possible that someone rewrote the archive externally so we can't rely on this fact. | ||
353 | /// </remarks> | ||
354 | /// <param name="archive"></param> | ||
355 | /// <param name="dearchivedScenes"></param> | ||
356 | private void FindAndLoadControlFile(out TarArchiveReader archive, out DearchiveScenesInfo dearchivedScenes) | ||
357 | { | ||
358 | archive = new TarArchiveReader(m_loadStream); | ||
359 | dearchivedScenes = new DearchiveScenesInfo(); | ||
360 | |||
361 | string filePath; | ||
362 | byte[] data; | ||
363 | TarArchiveReader.TarEntryType entryType; | ||
364 | bool firstFile = true; | ||
365 | |||
366 | while ((data = archive.ReadEntry(out filePath, out entryType)) != null) | ||
367 | { | ||
368 | if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY == entryType) | ||
369 | continue; | ||
370 | |||
371 | if (filePath == ArchiveConstants.CONTROL_FILE_PATH) | ||
372 | { | ||
373 | LoadControlFile(filePath, data, dearchivedScenes); | ||
374 | |||
375 | // Find which scenes are available in the simulator | ||
376 | ArchiveScenesGroup simulatorScenes = new ArchiveScenesGroup(); | ||
377 | SceneManager.Instance.ForEachScene(delegate(Scene scene2) | ||
378 | { | ||
379 | simulatorScenes.AddScene(scene2); | ||
380 | }); | ||
381 | simulatorScenes.CalcSceneLocations(); | ||
382 | dearchivedScenes.SetSimulatorScenes(m_rootScene, simulatorScenes); | ||
383 | |||
384 | // If the control file wasn't the first file then reset the read pointer | ||
385 | if (!firstFile) | ||
386 | { | ||
387 | m_log.Warn("Control file wasn't the first file in the archive"); | ||
388 | if (m_loadStream.CanSeek) | ||
389 | { | ||
390 | m_loadStream.Seek(0, SeekOrigin.Begin); | ||
391 | } | ||
392 | else if (m_loadPath != null) | ||
393 | { | ||
394 | archive.Close(); | ||
395 | archive = null; | ||
396 | m_loadStream.Close(); | ||
397 | m_loadStream = null; | ||
398 | m_loadStream = new GZipStream(ArchiveHelpers.GetStream(m_loadPath), CompressionMode.Decompress); | ||
399 | archive = new TarArchiveReader(m_loadStream); | ||
400 | } | ||
401 | else | ||
402 | { | ||
403 | // There isn't currently a scenario where this happens, but it's best to add a check just in case | ||
404 | throw new Exception("Error reading archive: control file wasn't the first file, and the input stream doesn't allow seeking"); | ||
405 | } | ||
406 | } | ||
407 | |||
408 | return; | ||
409 | } | ||
410 | |||
411 | firstFile = false; | ||
412 | } | ||
413 | |||
414 | throw new Exception("Control file not found"); | ||
238 | } | 415 | } |
239 | 416 | ||
240 | /// <summary> | 417 | /// <summary> |
241 | /// Load serialized scene objects. | 418 | /// Load serialized scene objects. |
242 | /// </summary> | 419 | /// </summary> |
243 | /// <param name="serialisedSceneObjects"></param> | 420 | protected void LoadObjects(Scene scene, List<string> serialisedSceneObjects, List<SceneObjectGroup> sceneObjects) |
244 | protected void LoadObjects(List<string> serialisedSceneObjects) | ||
245 | { | 421 | { |
246 | // Reload serialized prims | 422 | // Reload serialized prims |
247 | m_log.InfoFormat("[ARCHIVER]: Loading {0} scene objects. Please wait.", serialisedSceneObjects.Count); | 423 | m_log.InfoFormat("[ARCHIVER]: Loading {0} scene objects. Please wait.", serialisedSceneObjects.Count); |
248 | 424 | ||
249 | UUID oldTelehubUUID = m_scene.RegionInfo.RegionSettings.TelehubObject; | 425 | UUID oldTelehubUUID = scene.RegionInfo.RegionSettings.TelehubObject; |
250 | 426 | ||
251 | IRegionSerialiserModule serialiser = m_scene.RequestModuleInterface<IRegionSerialiserModule>(); | 427 | IRegionSerialiserModule serialiser = scene.RequestModuleInterface<IRegionSerialiserModule>(); |
252 | int sceneObjectsLoadedCount = 0; | 428 | int sceneObjectsLoadedCount = 0; |
253 | 429 | ||
254 | foreach (string serialisedSceneObject in serialisedSceneObjects) | 430 | foreach (string serialisedSceneObject in serialisedSceneObjects) |
@@ -269,7 +445,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
269 | 445 | ||
270 | SceneObjectGroup sceneObject = serialiser.DeserializeGroupFromXml2(serialisedSceneObject); | 446 | SceneObjectGroup sceneObject = serialiser.DeserializeGroupFromXml2(serialisedSceneObject); |
271 | 447 | ||
272 | bool isTelehub = (sceneObject.UUID == oldTelehubUUID); | 448 | bool isTelehub = (sceneObject.UUID == oldTelehubUUID) && (oldTelehubUUID != UUID.Zero); |
273 | 449 | ||
274 | // For now, give all incoming scene objects new uuids. This will allow scenes to be cloned | 450 | // For now, give all incoming scene objects new uuids. This will allow scenes to be cloned |
275 | // on the same region server and multiple examples a single object archive to be imported | 451 | // on the same region server and multiple examples a single object archive to be imported |
@@ -279,8 +455,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
279 | if (isTelehub) | 455 | if (isTelehub) |
280 | { | 456 | { |
281 | // Change the Telehub Object to the new UUID | 457 | // Change the Telehub Object to the new UUID |
282 | m_scene.RegionInfo.RegionSettings.TelehubObject = sceneObject.UUID; | 458 | scene.RegionInfo.RegionSettings.TelehubObject = sceneObject.UUID; |
283 | m_scene.RegionInfo.RegionSettings.Save(); | 459 | scene.RegionInfo.RegionSettings.Save(); |
284 | oldTelehubUUID = UUID.Zero; | 460 | oldTelehubUUID = UUID.Zero; |
285 | } | 461 | } |
286 | 462 | ||
@@ -290,17 +466,20 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
290 | { | 466 | { |
291 | if (part.CreatorData == null || part.CreatorData == string.Empty) | 467 | if (part.CreatorData == null || part.CreatorData == string.Empty) |
292 | { | 468 | { |
293 | if (!ResolveUserUuid(part.CreatorID)) | 469 | if (!ResolveUserUuid(scene, part.CreatorID)) |
294 | part.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner; | 470 | part.CreatorID = scene.RegionInfo.EstateSettings.EstateOwner; |
295 | } | 471 | } |
296 | if (UserManager != null) | 472 | if (UserManager != null) |
297 | UserManager.AddUser(part.CreatorID, part.CreatorData); | 473 | UserManager.AddUser(part.CreatorID, part.CreatorData); |
298 | 474 | ||
299 | if (!ResolveUserUuid(part.OwnerID)) | 475 | if (!ResolveUserUuid(scene, part.OwnerID)) |
300 | part.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner; | 476 | part.OwnerID = scene.RegionInfo.EstateSettings.EstateOwner; |
477 | |||
478 | if (!ResolveUserUuid(scene, part.LastOwnerID)) | ||
479 | part.LastOwnerID = scene.RegionInfo.EstateSettings.EstateOwner; | ||
301 | 480 | ||
302 | if (!ResolveUserUuid(part.LastOwnerID)) | 481 | if (!ResolveGroupUuid(part.GroupID)) |
303 | part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner; | 482 | part.GroupID = UUID.Zero; |
304 | 483 | ||
305 | // And zap any troublesome sit target information | 484 | // And zap any troublesome sit target information |
306 | // part.SitTargetOrientation = new Quaternion(0, 0, 0, 1); | 485 | // part.SitTargetOrientation = new Quaternion(0, 0, 0, 1); |
@@ -311,14 +490,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
311 | // being no copy/no mod for everyone | 490 | // being no copy/no mod for everyone |
312 | lock (part.TaskInventory) | 491 | lock (part.TaskInventory) |
313 | { | 492 | { |
314 | if (!ResolveUserUuid(part.CreatorID)) | 493 | if (!ResolveUserUuid(scene, part.CreatorID)) |
315 | part.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner; | 494 | part.CreatorID = scene.RegionInfo.EstateSettings.EstateOwner; |
316 | 495 | ||
317 | if (!ResolveUserUuid(part.OwnerID)) | 496 | if (!ResolveUserUuid(scene, part.OwnerID)) |
318 | part.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner; | 497 | part.OwnerID = scene.RegionInfo.EstateSettings.EstateOwner; |
319 | 498 | ||
320 | if (!ResolveUserUuid(part.LastOwnerID)) | 499 | if (!ResolveUserUuid(scene, part.LastOwnerID)) |
321 | part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner; | 500 | part.LastOwnerID = scene.RegionInfo.EstateSettings.EstateOwner; |
322 | 501 | ||
323 | // And zap any troublesome sit target information | 502 | // And zap any troublesome sit target information |
324 | part.SitTargetOrientation = new Quaternion(0, 0, 0, 1); | 503 | part.SitTargetOrientation = new Quaternion(0, 0, 0, 1); |
@@ -331,26 +510,31 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
331 | TaskInventoryDictionary inv = part.TaskInventory; | 510 | TaskInventoryDictionary inv = part.TaskInventory; |
332 | foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv) | 511 | foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv) |
333 | { | 512 | { |
334 | if (!ResolveUserUuid(kvp.Value.OwnerID)) | 513 | if (!ResolveUserUuid(scene, kvp.Value.OwnerID)) |
335 | { | 514 | { |
336 | kvp.Value.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner; | 515 | kvp.Value.OwnerID = scene.RegionInfo.EstateSettings.EstateOwner; |
337 | } | 516 | } |
517 | |||
338 | if (kvp.Value.CreatorData == null || kvp.Value.CreatorData == string.Empty) | 518 | if (kvp.Value.CreatorData == null || kvp.Value.CreatorData == string.Empty) |
339 | { | 519 | { |
340 | if (!ResolveUserUuid(kvp.Value.CreatorID)) | 520 | if (!ResolveUserUuid(scene, kvp.Value.CreatorID)) |
341 | kvp.Value.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner; | 521 | kvp.Value.CreatorID = scene.RegionInfo.EstateSettings.EstateOwner; |
342 | } | 522 | } |
523 | |||
343 | if (UserManager != null) | 524 | if (UserManager != null) |
344 | UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData); | 525 | UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData); |
526 | |||
527 | if (!ResolveGroupUuid(kvp.Value.GroupID)) | ||
528 | kvp.Value.GroupID = UUID.Zero; | ||
345 | } | 529 | } |
346 | part.TaskInventory.LockItemsForRead(false); | 530 | part.TaskInventory.LockItemsForRead(false); |
347 | } | 531 | } |
348 | } | 532 | } |
349 | 533 | ||
350 | if (m_scene.AddRestoredSceneObject(sceneObject, true, false)) | 534 | if (scene.AddRestoredSceneObject(sceneObject, true, false)) |
351 | { | 535 | { |
352 | sceneObjectsLoadedCount++; | 536 | sceneObjectsLoadedCount++; |
353 | sceneObject.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, 0); | 537 | sceneObject.CreateScriptInstances(0, false, scene.DefaultScriptEngine, 0); |
354 | sceneObject.ResumeScripts(); | 538 | sceneObject.ResumeScripts(); |
355 | } | 539 | } |
356 | } | 540 | } |
@@ -365,16 +549,17 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
365 | if (oldTelehubUUID != UUID.Zero) | 549 | if (oldTelehubUUID != UUID.Zero) |
366 | { | 550 | { |
367 | m_log.WarnFormat("Telehub object not found: {0}", oldTelehubUUID); | 551 | m_log.WarnFormat("Telehub object not found: {0}", oldTelehubUUID); |
368 | m_scene.RegionInfo.RegionSettings.TelehubObject = UUID.Zero; | 552 | scene.RegionInfo.RegionSettings.TelehubObject = UUID.Zero; |
369 | m_scene.RegionInfo.RegionSettings.ClearSpawnPoints(); | 553 | scene.RegionInfo.RegionSettings.ClearSpawnPoints(); |
370 | } | 554 | } |
371 | } | 555 | } |
372 | 556 | ||
373 | /// <summary> | 557 | /// <summary> |
374 | /// Load serialized parcels. | 558 | /// Load serialized parcels. |
375 | /// </summary> | 559 | /// </summary> |
560 | /// <param name="scene"></param> | ||
376 | /// <param name="serialisedParcels"></param> | 561 | /// <param name="serialisedParcels"></param> |
377 | protected void LoadParcels(List<string> serialisedParcels) | 562 | protected void LoadParcels(Scene scene, List<string> serialisedParcels) |
378 | { | 563 | { |
379 | // Reload serialized parcels | 564 | // Reload serialized parcels |
380 | m_log.InfoFormat("[ARCHIVER]: Loading {0} parcels. Please wait.", serialisedParcels.Count); | 565 | m_log.InfoFormat("[ARCHIVER]: Loading {0} parcels. Please wait.", serialisedParcels.Count); |
@@ -382,9 +567,27 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
382 | foreach (string serialisedParcel in serialisedParcels) | 567 | foreach (string serialisedParcel in serialisedParcels) |
383 | { | 568 | { |
384 | LandData parcel = LandDataSerializer.Deserialize(serialisedParcel); | 569 | LandData parcel = LandDataSerializer.Deserialize(serialisedParcel); |
385 | if (!ResolveUserUuid(parcel.OwnerID)) | ||
386 | parcel.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner; | ||
387 | 570 | ||
571 | // Validate User and Group UUID's | ||
572 | |||
573 | if (!ResolveUserUuid(scene, parcel.OwnerID)) | ||
574 | parcel.OwnerID = m_rootScene.RegionInfo.EstateSettings.EstateOwner; | ||
575 | |||
576 | if (!ResolveGroupUuid(parcel.GroupID)) | ||
577 | { | ||
578 | parcel.GroupID = UUID.Zero; | ||
579 | parcel.IsGroupOwned = false; | ||
580 | } | ||
581 | |||
582 | List<LandAccessEntry> accessList = new List<LandAccessEntry>(); | ||
583 | foreach (LandAccessEntry entry in parcel.ParcelAccessList) | ||
584 | { | ||
585 | if (ResolveUserUuid(scene, entry.AgentID)) | ||
586 | accessList.Add(entry); | ||
587 | // else, drop this access rule | ||
588 | } | ||
589 | parcel.ParcelAccessList = accessList; | ||
590 | |||
388 | // m_log.DebugFormat( | 591 | // m_log.DebugFormat( |
389 | // "[ARCHIVER]: Adding parcel {0}, local id {1}, area {2}", | 592 | // "[ARCHIVER]: Adding parcel {0}, local id {1}, area {2}", |
390 | // parcel.Name, parcel.LocalID, parcel.Area); | 593 | // parcel.Name, parcel.LocalID, parcel.Area); |
@@ -395,23 +598,24 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
395 | if (!m_merge) | 598 | if (!m_merge) |
396 | { | 599 | { |
397 | bool setupDefaultParcel = (landData.Count == 0); | 600 | bool setupDefaultParcel = (landData.Count == 0); |
398 | m_scene.LandChannel.Clear(setupDefaultParcel); | 601 | scene.LandChannel.Clear(setupDefaultParcel); |
399 | } | 602 | } |
400 | 603 | ||
401 | m_scene.EventManager.TriggerIncomingLandDataFromStorage(landData); | 604 | scene.EventManager.TriggerIncomingLandDataFromStorage(landData); |
402 | m_log.InfoFormat("[ARCHIVER]: Restored {0} parcels.", landData.Count); | 605 | m_log.InfoFormat("[ARCHIVER]: Restored {0} parcels.", landData.Count); |
403 | } | 606 | } |
404 | 607 | ||
405 | /// <summary> | 608 | /// <summary> |
406 | /// Look up the given user id to check whether it's one that is valid for this grid. | 609 | /// Look up the given user id to check whether it's one that is valid for this grid. |
407 | /// </summary> | 610 | /// </summary> |
611 | /// <param name="scene"></param> | ||
408 | /// <param name="uuid"></param> | 612 | /// <param name="uuid"></param> |
409 | /// <returns></returns> | 613 | /// <returns></returns> |
410 | private bool ResolveUserUuid(UUID uuid) | 614 | private bool ResolveUserUuid(Scene scene, UUID uuid) |
411 | { | 615 | { |
412 | if (!m_validUserUuids.ContainsKey(uuid)) | 616 | if (!m_validUserUuids.ContainsKey(uuid)) |
413 | { | 617 | { |
414 | UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, uuid); | 618 | UserAccount account = scene.UserAccountService.GetUserAccount(scene.RegionInfo.ScopeID, uuid); |
415 | m_validUserUuids.Add(uuid, account != null); | 619 | m_validUserUuids.Add(uuid, account != null); |
416 | } | 620 | } |
417 | 621 | ||
@@ -419,6 +623,30 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
419 | } | 623 | } |
420 | 624 | ||
421 | /// <summary> | 625 | /// <summary> |
626 | /// Look up the given group id to check whether it's one that is valid for this grid. | ||
627 | /// </summary> | ||
628 | /// <param name="uuid"></param> | ||
629 | /// <returns></returns> | ||
630 | private bool ResolveGroupUuid(UUID uuid) | ||
631 | { | ||
632 | if (uuid == UUID.Zero) | ||
633 | return true; // this means the object has no group | ||
634 | |||
635 | if (!m_validGroupUuids.ContainsKey(uuid)) | ||
636 | { | ||
637 | bool exists; | ||
638 | |||
639 | if (m_groupsModule == null) | ||
640 | exists = false; | ||
641 | else | ||
642 | exists = (m_groupsModule.GetGroupRecord(uuid) != null); | ||
643 | |||
644 | m_validGroupUuids.Add(uuid, exists); | ||
645 | } | ||
646 | |||
647 | return m_validGroupUuids[uuid]; | ||
648 | } | ||
649 | |||
422 | /// Load an asset | 650 | /// Load an asset |
423 | /// </summary> | 651 | /// </summary> |
424 | /// <param name="assetFilename"></param> | 652 | /// <param name="assetFilename"></param> |
@@ -442,7 +670,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
442 | string extension = filename.Substring(i); | 670 | string extension = filename.Substring(i); |
443 | string uuid = filename.Remove(filename.Length - extension.Length); | 671 | string uuid = filename.Remove(filename.Length - extension.Length); |
444 | 672 | ||
445 | if (m_scene.AssetService.GetMetadata(uuid) != null) | 673 | if (m_assetService.GetMetadata(uuid) != null) |
446 | { | 674 | { |
447 | // m_log.DebugFormat("[ARCHIVER]: found existing asset {0}",uuid); | 675 | // m_log.DebugFormat("[ARCHIVER]: found existing asset {0}",uuid); |
448 | return true; | 676 | return true; |
@@ -462,7 +690,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
462 | 690 | ||
463 | // We're relying on the asset service to do the sensible thing and not store the asset if it already | 691 | // We're relying on the asset service to do the sensible thing and not store the asset if it already |
464 | // exists. | 692 | // exists. |
465 | m_scene.AssetService.Store(asset); | 693 | m_assetService.Store(asset); |
466 | 694 | ||
467 | /** | 695 | /** |
468 | * Create layers on decode for image assets. This is likely to significantly increase the time to load archives so | 696 | * Create layers on decode for image assets. This is likely to significantly increase the time to load archives so |
@@ -490,12 +718,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
490 | /// <summary> | 718 | /// <summary> |
491 | /// Load region settings data | 719 | /// Load region settings data |
492 | /// </summary> | 720 | /// </summary> |
721 | /// <param name="scene"></param> | ||
493 | /// <param name="settingsPath"></param> | 722 | /// <param name="settingsPath"></param> |
494 | /// <param name="data"></param> | 723 | /// <param name="data"></param> |
724 | /// <param name="dearchivedScenes"></param> | ||
495 | /// <returns> | 725 | /// <returns> |
496 | /// true if settings were loaded successfully, false otherwise | 726 | /// true if settings were loaded successfully, false otherwise |
497 | /// </returns> | 727 | /// </returns> |
498 | private bool LoadRegionSettings(string settingsPath, byte[] data) | 728 | private bool LoadRegionSettings(Scene scene, string settingsPath, byte[] data, DearchiveScenesInfo dearchivedScenes) |
499 | { | 729 | { |
500 | RegionSettings loadedRegionSettings; | 730 | RegionSettings loadedRegionSettings; |
501 | 731 | ||
@@ -511,7 +741,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
511 | return false; | 741 | return false; |
512 | } | 742 | } |
513 | 743 | ||
514 | RegionSettings currentRegionSettings = m_scene.RegionInfo.RegionSettings; | 744 | RegionSettings currentRegionSettings = scene.RegionInfo.RegionSettings; |
515 | 745 | ||
516 | currentRegionSettings.AgentLimit = loadedRegionSettings.AgentLimit; | 746 | currentRegionSettings.AgentLimit = loadedRegionSettings.AgentLimit; |
517 | currentRegionSettings.AllowDamage = loadedRegionSettings.AllowDamage; | 747 | currentRegionSettings.AllowDamage = loadedRegionSettings.AllowDamage; |
@@ -548,12 +778,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
548 | foreach (SpawnPoint sp in loadedRegionSettings.SpawnPoints()) | 778 | foreach (SpawnPoint sp in loadedRegionSettings.SpawnPoints()) |
549 | currentRegionSettings.AddSpawnPoint(sp); | 779 | currentRegionSettings.AddSpawnPoint(sp); |
550 | 780 | ||
781 | currentRegionSettings.LoadedCreationDateTime = dearchivedScenes.LoadedCreationDateTime; | ||
782 | currentRegionSettings.LoadedCreationID = dearchivedScenes.GetOriginalRegionID(scene.RegionInfo.RegionID).ToString(); | ||
783 | |||
551 | currentRegionSettings.Save(); | 784 | currentRegionSettings.Save(); |
552 | 785 | ||
553 | m_scene.TriggerEstateSunUpdate(); | 786 | scene.TriggerEstateSunUpdate(); |
554 | 787 | ||
555 | IEstateModule estateModule = m_scene.RequestModuleInterface<IEstateModule>(); | 788 | IEstateModule estateModule = scene.RequestModuleInterface<IEstateModule>(); |
556 | |||
557 | if (estateModule != null) | 789 | if (estateModule != null) |
558 | estateModule.sendRegionHandshakeToAll(); | 790 | estateModule.sendRegionHandshakeToAll(); |
559 | 791 | ||
@@ -563,14 +795,15 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
563 | /// <summary> | 795 | /// <summary> |
564 | /// Load terrain data | 796 | /// Load terrain data |
565 | /// </summary> | 797 | /// </summary> |
798 | /// <param name="scene"></param> | ||
566 | /// <param name="terrainPath"></param> | 799 | /// <param name="terrainPath"></param> |
567 | /// <param name="data"></param> | 800 | /// <param name="data"></param> |
568 | /// <returns> | 801 | /// <returns> |
569 | /// true if terrain was resolved successfully, false otherwise. | 802 | /// true if terrain was resolved successfully, false otherwise. |
570 | /// </returns> | 803 | /// </returns> |
571 | private bool LoadTerrain(string terrainPath, byte[] data) | 804 | private bool LoadTerrain(Scene scene, string terrainPath, byte[] data) |
572 | { | 805 | { |
573 | ITerrainModule terrainModule = m_scene.RequestModuleInterface<ITerrainModule>(); | 806 | ITerrainModule terrainModule = scene.RequestModuleInterface<ITerrainModule>(); |
574 | 807 | ||
575 | MemoryStream ms = new MemoryStream(data); | 808 | MemoryStream ms = new MemoryStream(data); |
576 | terrainModule.LoadFromStream(terrainPath, ms); | 809 | terrainModule.LoadFromStream(terrainPath, ms); |
@@ -586,17 +819,18 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
586 | /// </summary> | 819 | /// </summary> |
587 | /// <param name="path"></param> | 820 | /// <param name="path"></param> |
588 | /// <param name="data"></param> | 821 | /// <param name="data"></param> |
589 | public void LoadControlFile(string path, byte[] data) | 822 | /// <param name="dearchivedScenes"></param> |
823 | public DearchiveScenesInfo LoadControlFile(string path, byte[] data, DearchiveScenesInfo dearchivedScenes) | ||
590 | { | 824 | { |
591 | XmlNamespaceManager nsmgr = new XmlNamespaceManager(new NameTable()); | 825 | XmlNamespaceManager nsmgr = new XmlNamespaceManager(new NameTable()); |
592 | XmlParserContext context = new XmlParserContext(null, nsmgr, null, XmlSpace.None); | 826 | XmlParserContext context = new XmlParserContext(null, nsmgr, null, XmlSpace.None); |
593 | XmlTextReader xtr = new XmlTextReader(Encoding.ASCII.GetString(data), XmlNodeType.Document, context); | 827 | XmlTextReader xtr = new XmlTextReader(Encoding.ASCII.GetString(data), XmlNodeType.Document, context); |
594 | 828 | ||
595 | RegionSettings currentRegionSettings = m_scene.RegionInfo.RegionSettings; | 829 | // Loaded metadata will be empty if no information exists in the archive |
830 | dearchivedScenes.LoadedCreationDateTime = 0; | ||
831 | dearchivedScenes.DefaultOriginalID = ""; | ||
596 | 832 | ||
597 | // Loaded metadata will empty if no information exists in the archive | 833 | bool multiRegion = false; |
598 | currentRegionSettings.LoadedCreationDateTime = 0; | ||
599 | currentRegionSettings.LoadedCreationID = ""; | ||
600 | 834 | ||
601 | while (xtr.Read()) | 835 | while (xtr.Read()) |
602 | { | 836 | { |
@@ -622,18 +856,44 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
622 | { | 856 | { |
623 | int value; | 857 | int value; |
624 | if (Int32.TryParse(xtr.ReadElementContentAsString(), out value)) | 858 | if (Int32.TryParse(xtr.ReadElementContentAsString(), out value)) |
625 | currentRegionSettings.LoadedCreationDateTime = value; | 859 | dearchivedScenes.LoadedCreationDateTime = value; |
626 | } | 860 | } |
627 | else if (xtr.Name.ToString() == "id") | 861 | else if (xtr.Name.ToString() == "row") |
862 | { | ||
863 | multiRegion = true; | ||
864 | dearchivedScenes.StartRow(); | ||
865 | } | ||
866 | else if (xtr.Name.ToString() == "region") | ||
867 | { | ||
868 | dearchivedScenes.StartRegion(); | ||
869 | } | ||
870 | else if (xtr.Name.ToString() == "id") | ||
871 | { | ||
872 | string id = xtr.ReadElementContentAsString(); | ||
873 | dearchivedScenes.DefaultOriginalID = id; | ||
874 | if (multiRegion) | ||
875 | dearchivedScenes.SetRegionOriginalID(id); | ||
876 | } | ||
877 | else if (xtr.Name.ToString() == "dir") | ||
628 | { | 878 | { |
629 | currentRegionSettings.LoadedCreationID = xtr.ReadElementContentAsString(); | 879 | dearchivedScenes.SetRegionDirectory(xtr.ReadElementContentAsString()); |
630 | } | 880 | } |
631 | } | 881 | } |
632 | } | 882 | } |
633 | 883 | ||
634 | currentRegionSettings.Save(); | 884 | dearchivedScenes.MultiRegionFormat = multiRegion; |
635 | 885 | if (!multiRegion) | |
886 | { | ||
887 | // Add the single scene | ||
888 | dearchivedScenes.StartRow(); | ||
889 | dearchivedScenes.StartRegion(); | ||
890 | dearchivedScenes.SetRegionOriginalID(dearchivedScenes.DefaultOriginalID); | ||
891 | dearchivedScenes.SetRegionDirectory(""); | ||
892 | } | ||
893 | |||
636 | ControlFileLoaded = true; | 894 | ControlFileLoaded = true; |
895 | |||
896 | return dearchivedScenes; | ||
637 | } | 897 | } |
638 | } | 898 | } |
639 | } \ No newline at end of file | 899 | } |
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveScenesGroup.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveScenesGroup.cs new file mode 100644 index 0000000..a66ed88 --- /dev/null +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveScenesGroup.cs | |||
@@ -0,0 +1,176 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Linq; | ||
31 | using System.Text; | ||
32 | using OpenSim.Region.Framework.Scenes; | ||
33 | using OpenMetaverse; | ||
34 | using System.Drawing; | ||
35 | |||
36 | namespace OpenSim.Region.CoreModules.World.Archiver | ||
37 | { | ||
38 | /// <summary> | ||
39 | /// A group of regions arranged in a rectangle, possibly with holes. | ||
40 | /// </summary> | ||
41 | /// <remarks> | ||
42 | /// The regions usually (but not necessarily) belong to an archive file, in which case we | ||
43 | /// store additional information used to create the archive (e.g., each region's | ||
44 | /// directory within the archive). | ||
45 | /// </remarks> | ||
46 | public class ArchiveScenesGroup | ||
47 | { | ||
48 | /// <summary> | ||
49 | /// All the regions. The outer dictionary contains rows (key: Y coordinate). | ||
50 | /// The inner dictionaries contain each row's regions (key: X coordinate). | ||
51 | /// </summary> | ||
52 | public SortedDictionary<uint, SortedDictionary<uint, Scene>> Regions { get; set; } | ||
53 | |||
54 | /// <summary> | ||
55 | /// The subdirectory where each region is stored in the archive. | ||
56 | /// </summary> | ||
57 | protected Dictionary<UUID, string> m_regionDirs; | ||
58 | |||
59 | /// <summary> | ||
60 | /// The grid coordinates of the regions' bounding box. | ||
61 | /// </summary> | ||
62 | public Rectangle Rect { get; set; } | ||
63 | |||
64 | |||
65 | public ArchiveScenesGroup() | ||
66 | { | ||
67 | Regions = new SortedDictionary<uint, SortedDictionary<uint, Scene>>(); | ||
68 | m_regionDirs = new Dictionary<UUID, string>(); | ||
69 | Rect = new Rectangle(0, 0, 0, 0); | ||
70 | } | ||
71 | |||
72 | public void AddScene(Scene scene) | ||
73 | { | ||
74 | uint x = scene.RegionInfo.RegionLocX; | ||
75 | uint y = scene.RegionInfo.RegionLocY; | ||
76 | |||
77 | SortedDictionary<uint, Scene> row; | ||
78 | if (!Regions.TryGetValue(y, out row)) | ||
79 | { | ||
80 | row = new SortedDictionary<uint, Scene>(); | ||
81 | Regions[y] = row; | ||
82 | } | ||
83 | |||
84 | row[x] = scene; | ||
85 | } | ||
86 | |||
87 | /// <summary> | ||
88 | /// Called after all the scenes have been added. Performs calculations that require | ||
89 | /// knowledge of all the scenes. | ||
90 | /// </summary> | ||
91 | public void CalcSceneLocations() | ||
92 | { | ||
93 | if (Regions.Count == 0) | ||
94 | return; | ||
95 | |||
96 | // Find the bounding rectangle | ||
97 | |||
98 | uint firstY = Regions.First().Key; | ||
99 | uint lastY = Regions.Last().Key; | ||
100 | |||
101 | uint? firstX = null; | ||
102 | uint? lastX = null; | ||
103 | |||
104 | foreach (SortedDictionary<uint, Scene> row in Regions.Values) | ||
105 | { | ||
106 | uint curFirstX = row.First().Key; | ||
107 | uint curLastX = row.Last().Key; | ||
108 | |||
109 | firstX = (firstX == null) ? curFirstX : (firstX < curFirstX) ? firstX : curFirstX; | ||
110 | lastX = (lastX == null) ? curLastX : (lastX > curLastX) ? lastX : curLastX; | ||
111 | } | ||
112 | |||
113 | Rect = new Rectangle((int)firstX, (int)firstY, (int)(lastY - firstY + 1), (int)(lastX - firstX + 1)); | ||
114 | |||
115 | |||
116 | // Calculate the subdirectory in which each region will be stored in the archive | ||
117 | |||
118 | m_regionDirs.Clear(); | ||
119 | ForEachScene(delegate(Scene scene) | ||
120 | { | ||
121 | // We add the region's coordinates to ensure uniqueness even if multiple regions have the same name | ||
122 | string path = string.Format("{0}_{1}_{2}", | ||
123 | scene.RegionInfo.RegionLocX - Rect.X + 1, | ||
124 | scene.RegionInfo.RegionLocY - Rect.Y + 1, | ||
125 | scene.RegionInfo.RegionName.Replace(' ', '_')); | ||
126 | m_regionDirs[scene.RegionInfo.RegionID] = path; | ||
127 | }); | ||
128 | } | ||
129 | |||
130 | /// <summary> | ||
131 | /// Returns the subdirectory where the region is stored. | ||
132 | /// </summary> | ||
133 | /// <param name="regionID"></param> | ||
134 | /// <returns></returns> | ||
135 | public string GetRegionDir(UUID regionID) | ||
136 | { | ||
137 | return m_regionDirs[regionID]; | ||
138 | } | ||
139 | |||
140 | /// <summary> | ||
141 | /// Performs an action on all the scenes in this order: rows from South to North, | ||
142 | /// and within each row West to East. | ||
143 | /// </summary> | ||
144 | /// <param name="action"></param> | ||
145 | public void ForEachScene(Action<Scene> action) | ||
146 | { | ||
147 | foreach (SortedDictionary<uint, Scene> row in Regions.Values) | ||
148 | { | ||
149 | foreach (Scene scene in row.Values) | ||
150 | { | ||
151 | action(scene); | ||
152 | } | ||
153 | } | ||
154 | } | ||
155 | |||
156 | /// <summary> | ||
157 | /// Returns the scene at position 'location'. | ||
158 | /// </summary> | ||
159 | /// <param name="location">A location in the grid</param> | ||
160 | /// <param name="scene">The scene at this location</param> | ||
161 | /// <returns>Whether the scene was found</returns> | ||
162 | public bool TryGetScene(Point location, out Scene scene) | ||
163 | { | ||
164 | SortedDictionary<uint, Scene> row; | ||
165 | if (Regions.TryGetValue((uint)location.Y, out row)) | ||
166 | { | ||
167 | if (row.TryGetValue((uint)location.X, out scene)) | ||
168 | return true; | ||
169 | } | ||
170 | |||
171 | scene = null; | ||
172 | return false; | ||
173 | } | ||
174 | |||
175 | } | ||
176 | } | ||
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs new file mode 100644 index 0000000..d751b1c --- /dev/null +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs | |||
@@ -0,0 +1,634 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.IO; | ||
31 | using System.IO.Compression; | ||
32 | using System.Reflection; | ||
33 | using System.Text.RegularExpressions; | ||
34 | using System.Threading; | ||
35 | using System.Xml; | ||
36 | using log4net; | ||
37 | using OpenMetaverse; | ||
38 | using OpenSim.Framework; | ||
39 | using OpenSim.Framework.Serialization; | ||
40 | using OpenSim.Region.CoreModules.World.Terrain; | ||
41 | using OpenSim.Region.Framework.Interfaces; | ||
42 | using OpenSim.Region.Framework.Scenes; | ||
43 | using Ionic.Zlib; | ||
44 | using GZipStream = Ionic.Zlib.GZipStream; | ||
45 | using CompressionMode = Ionic.Zlib.CompressionMode; | ||
46 | using OpenSim.Framework.Serialization.External; | ||
47 | |||
48 | namespace OpenSim.Region.CoreModules.World.Archiver | ||
49 | { | ||
50 | /// <summary> | ||
51 | /// Prepare to write out an archive. | ||
52 | /// </summary> | ||
53 | public class ArchiveWriteRequest | ||
54 | { | ||
55 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
56 | |||
57 | /// <summary> | ||
58 | /// The minimum major version of OAR that we can write. | ||
59 | /// </summary> | ||
60 | public static int MIN_MAJOR_VERSION = 0; | ||
61 | |||
62 | /// <summary> | ||
63 | /// The maximum major version of OAR that we can write. | ||
64 | /// </summary> | ||
65 | public static int MAX_MAJOR_VERSION = 1; | ||
66 | |||
67 | /// <summary> | ||
68 | /// Whether we're saving a multi-region archive. | ||
69 | /// </summary> | ||
70 | public bool MultiRegionFormat { get; set; } | ||
71 | |||
72 | /// <summary> | ||
73 | /// Determine whether this archive will save assets. Default is true. | ||
74 | /// </summary> | ||
75 | public bool SaveAssets { get; set; } | ||
76 | |||
77 | /// <summary> | ||
78 | /// Determines which objects will be included in the archive, according to their permissions. | ||
79 | /// Default is null, meaning no permission checks. | ||
80 | /// </summary> | ||
81 | public string CheckPermissions { get; set; } | ||
82 | |||
83 | protected Scene m_rootScene; | ||
84 | protected Stream m_saveStream; | ||
85 | protected TarArchiveWriter m_archiveWriter; | ||
86 | protected Guid m_requestId; | ||
87 | protected Dictionary<string, object> m_options; | ||
88 | |||
89 | /// <summary> | ||
90 | /// Constructor | ||
91 | /// </summary> | ||
92 | /// <param name="module">Calling module</param> | ||
93 | /// <param name="savePath">The path to which to save data.</param> | ||
94 | /// <param name="requestId">The id associated with this request</param> | ||
95 | /// <exception cref="System.IO.IOException"> | ||
96 | /// If there was a problem opening a stream for the file specified by the savePath | ||
97 | /// </exception> | ||
98 | public ArchiveWriteRequest(Scene scene, string savePath, Guid requestId) : this(scene, requestId) | ||
99 | { | ||
100 | try | ||
101 | { | ||
102 | m_saveStream = new GZipStream(new FileStream(savePath, FileMode.Create), CompressionMode.Compress, CompressionLevel.BestCompression); | ||
103 | } | ||
104 | catch (EntryPointNotFoundException e) | ||
105 | { | ||
106 | m_log.ErrorFormat( | ||
107 | "[ARCHIVER]: Mismatch between Mono and zlib1g library version when trying to create compression stream." | ||
108 | + "If you've manually installed Mono, have you appropriately updated zlib1g as well?"); | ||
109 | m_log.ErrorFormat("{0} {1}", e.Message, e.StackTrace); | ||
110 | } | ||
111 | } | ||
112 | |||
113 | /// <summary> | ||
114 | /// Constructor. | ||
115 | /// </summary> | ||
116 | /// <param name="scene">The root scene to archive</param> | ||
117 | /// <param name="saveStream">The stream to which to save data.</param> | ||
118 | /// <param name="requestId">The id associated with this request</param> | ||
119 | public ArchiveWriteRequest(Scene scene, Stream saveStream, Guid requestId) : this(scene, requestId) | ||
120 | { | ||
121 | m_saveStream = saveStream; | ||
122 | } | ||
123 | |||
124 | protected ArchiveWriteRequest(Scene scene, Guid requestId) | ||
125 | { | ||
126 | m_rootScene = scene; | ||
127 | m_requestId = requestId; | ||
128 | m_archiveWriter = null; | ||
129 | |||
130 | MultiRegionFormat = false; | ||
131 | SaveAssets = true; | ||
132 | CheckPermissions = null; | ||
133 | } | ||
134 | |||
135 | /// <summary> | ||
136 | /// Archive the region requested. | ||
137 | /// </summary> | ||
138 | /// <exception cref="System.IO.IOException">if there was an io problem with creating the file</exception> | ||
139 | public void ArchiveRegion(Dictionary<string, object> options) | ||
140 | { | ||
141 | m_options = options; | ||
142 | |||
143 | if (options.ContainsKey("all") && (bool)options["all"]) | ||
144 | MultiRegionFormat = true; | ||
145 | |||
146 | if (options.ContainsKey("noassets") && (bool)options["noassets"]) | ||
147 | SaveAssets = false; | ||
148 | |||
149 | Object temp; | ||
150 | if (options.TryGetValue("checkPermissions", out temp)) | ||
151 | CheckPermissions = (string)temp; | ||
152 | |||
153 | |||
154 | // Find the regions to archive | ||
155 | ArchiveScenesGroup scenesGroup = new ArchiveScenesGroup(); | ||
156 | if (MultiRegionFormat) | ||
157 | { | ||
158 | m_log.InfoFormat("[ARCHIVER]: Saving {0} regions", SceneManager.Instance.Scenes.Count); | ||
159 | SceneManager.Instance.ForEachScene(delegate(Scene scene) | ||
160 | { | ||
161 | scenesGroup.AddScene(scene); | ||
162 | }); | ||
163 | } | ||
164 | else | ||
165 | { | ||
166 | scenesGroup.AddScene(m_rootScene); | ||
167 | } | ||
168 | scenesGroup.CalcSceneLocations(); | ||
169 | |||
170 | |||
171 | m_archiveWriter = new TarArchiveWriter(m_saveStream); | ||
172 | |||
173 | try | ||
174 | { | ||
175 | // Write out control file. It should be first so that it will be found ASAP when loading the file. | ||
176 | m_archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, CreateControlFile(scenesGroup)); | ||
177 | m_log.InfoFormat("[ARCHIVER]: Added control file to archive."); | ||
178 | |||
179 | // Archive the regions | ||
180 | |||
181 | Dictionary<UUID, AssetType> assetUuids = new Dictionary<UUID, AssetType>(); | ||
182 | |||
183 | scenesGroup.ForEachScene(delegate(Scene scene) | ||
184 | { | ||
185 | string regionDir = MultiRegionFormat ? scenesGroup.GetRegionDir(scene.RegionInfo.RegionID) : ""; | ||
186 | ArchiveOneRegion(scene, regionDir, assetUuids); | ||
187 | }); | ||
188 | |||
189 | // Archive the assets | ||
190 | |||
191 | if (SaveAssets) | ||
192 | { | ||
193 | m_log.DebugFormat("[ARCHIVER]: Saving {0} assets", assetUuids.Count); | ||
194 | |||
195 | // Asynchronously request all the assets required to perform this archive operation | ||
196 | AssetsRequest ar | ||
197 | = new AssetsRequest( | ||
198 | new AssetsArchiver(m_archiveWriter), assetUuids, | ||
199 | m_rootScene.AssetService, m_rootScene.UserAccountService, | ||
200 | m_rootScene.RegionInfo.ScopeID, options, ReceivedAllAssets); | ||
201 | |||
202 | Util.FireAndForget(o => ar.Execute()); | ||
203 | |||
204 | // CloseArchive() will be called from ReceivedAllAssets() | ||
205 | } | ||
206 | else | ||
207 | { | ||
208 | m_log.DebugFormat("[ARCHIVER]: Not saving assets since --noassets was specified"); | ||
209 | CloseArchive(string.Empty); | ||
210 | } | ||
211 | } | ||
212 | catch (Exception e) | ||
213 | { | ||
214 | CloseArchive(e.Message); | ||
215 | throw; | ||
216 | } | ||
217 | } | ||
218 | |||
219 | |||
220 | private void ArchiveOneRegion(Scene scene, string regionDir, Dictionary<UUID, AssetType> assetUuids) | ||
221 | { | ||
222 | m_log.InfoFormat("[ARCHIVER]: Writing region {0}", scene.RegionInfo.RegionName); | ||
223 | |||
224 | EntityBase[] entities = scene.GetEntities(); | ||
225 | List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>(); | ||
226 | |||
227 | int numObjectsSkippedPermissions = 0; | ||
228 | |||
229 | // Filter entities so that we only have scene objects. | ||
230 | // FIXME: Would be nicer to have this as a proper list in SceneGraph, since lots of methods | ||
231 | // end up having to do this | ||
232 | IPermissionsModule permissionsModule = scene.RequestModuleInterface<IPermissionsModule>(); | ||
233 | foreach (EntityBase entity in entities) | ||
234 | { | ||
235 | if (entity is SceneObjectGroup) | ||
236 | { | ||
237 | SceneObjectGroup sceneObject = (SceneObjectGroup)entity; | ||
238 | |||
239 | if (!sceneObject.IsDeleted && !sceneObject.IsAttachment) | ||
240 | { | ||
241 | if (!CanUserArchiveObject(scene.RegionInfo.EstateSettings.EstateOwner, sceneObject, CheckPermissions, permissionsModule)) | ||
242 | { | ||
243 | // The user isn't allowed to copy/transfer this object, so it will not be included in the OAR. | ||
244 | ++numObjectsSkippedPermissions; | ||
245 | } | ||
246 | else | ||
247 | { | ||
248 | sceneObjects.Add(sceneObject); | ||
249 | } | ||
250 | } | ||
251 | } | ||
252 | } | ||
253 | |||
254 | if (SaveAssets) | ||
255 | { | ||
256 | UuidGatherer assetGatherer = new UuidGatherer(scene.AssetService); | ||
257 | int prevAssets = assetUuids.Count; | ||
258 | |||
259 | foreach (SceneObjectGroup sceneObject in sceneObjects) | ||
260 | { | ||
261 | assetGatherer.GatherAssetUuids(sceneObject, assetUuids); | ||
262 | } | ||
263 | |||
264 | m_log.DebugFormat( | ||
265 | "[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets", | ||
266 | sceneObjects.Count, assetUuids.Count - prevAssets); | ||
267 | } | ||
268 | |||
269 | if (numObjectsSkippedPermissions > 0) | ||
270 | { | ||
271 | m_log.DebugFormat( | ||
272 | "[ARCHIVER]: {0} scene objects skipped due to lack of permissions", | ||
273 | numObjectsSkippedPermissions); | ||
274 | } | ||
275 | |||
276 | // Make sure that we also request terrain texture assets | ||
277 | RegionSettings regionSettings = scene.RegionInfo.RegionSettings; | ||
278 | |||
279 | if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1) | ||
280 | assetUuids[regionSettings.TerrainTexture1] = AssetType.Texture; | ||
281 | |||
282 | if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2) | ||
283 | assetUuids[regionSettings.TerrainTexture2] = AssetType.Texture; | ||
284 | |||
285 | if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3) | ||
286 | assetUuids[regionSettings.TerrainTexture3] = AssetType.Texture; | ||
287 | |||
288 | if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4) | ||
289 | assetUuids[regionSettings.TerrainTexture4] = AssetType.Texture; | ||
290 | |||
291 | Save(scene, sceneObjects, regionDir); | ||
292 | } | ||
293 | |||
294 | /// <summary> | ||
295 | /// Checks whether the user has permission to export an object group to an OAR. | ||
296 | /// </summary> | ||
297 | /// <param name="user">The user</param> | ||
298 | /// <param name="objGroup">The object group</param> | ||
299 | /// <param name="checkPermissions">Which permissions to check: "C" = Copy, "T" = Transfer</param> | ||
300 | /// <param name="permissionsModule">The scene's permissions module</param> | ||
301 | /// <returns>Whether the user is allowed to export the object to an OAR</returns> | ||
302 | private bool CanUserArchiveObject(UUID user, SceneObjectGroup objGroup, string checkPermissions, IPermissionsModule permissionsModule) | ||
303 | { | ||
304 | if (checkPermissions == null) | ||
305 | return true; | ||
306 | |||
307 | if (permissionsModule == null) | ||
308 | return true; // this shouldn't happen | ||
309 | |||
310 | // Check whether the user is permitted to export all of the parts in the SOG. If any | ||
311 | // part can't be exported then the entire SOG can't be exported. | ||
312 | |||
313 | bool permitted = true; | ||
314 | //int primNumber = 1; | ||
315 | |||
316 | foreach (SceneObjectPart obj in objGroup.Parts) | ||
317 | { | ||
318 | uint perm; | ||
319 | PermissionClass permissionClass = permissionsModule.GetPermissionClass(user, obj); | ||
320 | switch (permissionClass) | ||
321 | { | ||
322 | case PermissionClass.Owner: | ||
323 | perm = obj.BaseMask; | ||
324 | break; | ||
325 | case PermissionClass.Group: | ||
326 | perm = obj.GroupMask | obj.EveryoneMask; | ||
327 | break; | ||
328 | case PermissionClass.Everyone: | ||
329 | default: | ||
330 | perm = obj.EveryoneMask; | ||
331 | break; | ||
332 | } | ||
333 | |||
334 | bool canCopy = (perm & (uint)PermissionMask.Copy) != 0; | ||
335 | bool canTransfer = (perm & (uint)PermissionMask.Transfer) != 0; | ||
336 | |||
337 | // Special case: if Everyone can copy the object then this implies it can also be | ||
338 | // Transferred. | ||
339 | // However, if the user is the Owner then we don't check EveryoneMask, because it seems that the mask | ||
340 | // always (incorrectly) includes the Copy bit set in this case. But that's a mistake: the viewer | ||
341 | // does NOT show that the object has Everyone-Copy permissions, and doesn't allow it to be copied. | ||
342 | if (permissionClass != PermissionClass.Owner) | ||
343 | canTransfer |= (obj.EveryoneMask & (uint)PermissionMask.Copy) != 0; | ||
344 | |||
345 | bool partPermitted = true; | ||
346 | if (checkPermissions.Contains("C") && !canCopy) | ||
347 | partPermitted = false; | ||
348 | if (checkPermissions.Contains("T") && !canTransfer) | ||
349 | partPermitted = false; | ||
350 | |||
351 | // If the user is the Creator of the object then it can always be included in the OAR | ||
352 | bool creator = (obj.CreatorID.Guid == user.Guid); | ||
353 | if (creator) | ||
354 | partPermitted = true; | ||
355 | |||
356 | //string name = (objGroup.PrimCount == 1) ? objGroup.Name : string.Format("{0} ({1}/{2})", obj.Name, primNumber, objGroup.PrimCount); | ||
357 | //m_log.DebugFormat("[ARCHIVER]: Object permissions: {0}: Base={1:X4}, Owner={2:X4}, Everyone={3:X4}, permissionClass={4}, checkPermissions={5}, canCopy={6}, canTransfer={7}, creator={8}, permitted={9}", | ||
358 | // name, obj.BaseMask, obj.OwnerMask, obj.EveryoneMask, | ||
359 | // permissionClass, checkPermissions, canCopy, canTransfer, creator, partPermitted); | ||
360 | |||
361 | if (!partPermitted) | ||
362 | { | ||
363 | permitted = false; | ||
364 | break; | ||
365 | } | ||
366 | |||
367 | //++primNumber; | ||
368 | } | ||
369 | |||
370 | return permitted; | ||
371 | } | ||
372 | |||
373 | /// <summary> | ||
374 | /// Create the control file. | ||
375 | /// </summary> | ||
376 | /// <returns></returns> | ||
377 | public string CreateControlFile(ArchiveScenesGroup scenesGroup) | ||
378 | { | ||
379 | int majorVersion; | ||
380 | int minorVersion; | ||
381 | |||
382 | if (MultiRegionFormat) | ||
383 | { | ||
384 | majorVersion = MAX_MAJOR_VERSION; | ||
385 | minorVersion = 0; | ||
386 | } | ||
387 | else | ||
388 | { | ||
389 | // To support older versions of OpenSim, we continue to create single-region OARs | ||
390 | // using the old file format. In the future this format will be discontinued. | ||
391 | majorVersion = 0; | ||
392 | minorVersion = 8; | ||
393 | } | ||
394 | // | ||
395 | // if (m_options.ContainsKey("version")) | ||
396 | // { | ||
397 | // string[] parts = m_options["version"].ToString().Split('.'); | ||
398 | // if (parts.Length >= 1) | ||
399 | // { | ||
400 | // majorVersion = Int32.Parse(parts[0]); | ||
401 | // | ||
402 | // if (parts.Length >= 2) | ||
403 | // minorVersion = Int32.Parse(parts[1]); | ||
404 | // } | ||
405 | // } | ||
406 | // | ||
407 | // if (majorVersion < MIN_MAJOR_VERSION || majorVersion > MAX_MAJOR_VERSION) | ||
408 | // { | ||
409 | // throw new Exception( | ||
410 | // string.Format( | ||
411 | // "OAR version number for save must be between {0} and {1}", | ||
412 | // MIN_MAJOR_VERSION, MAX_MAJOR_VERSION)); | ||
413 | // } | ||
414 | // else if (majorVersion == MAX_MAJOR_VERSION) | ||
415 | // { | ||
416 | // // Force 1.0 | ||
417 | // minorVersion = 0; | ||
418 | // } | ||
419 | // else if (majorVersion == MIN_MAJOR_VERSION) | ||
420 | // { | ||
421 | // // Force 0.4 | ||
422 | // minorVersion = 4; | ||
423 | // } | ||
424 | |||
425 | m_log.InfoFormat("[ARCHIVER]: Creating version {0}.{1} OAR", majorVersion, minorVersion); | ||
426 | if (majorVersion == 1) | ||
427 | { | ||
428 | m_log.WarnFormat("[ARCHIVER]: Please be aware that version 1.0 OARs are not compatible with OpenSim versions prior to 0.7.4. Do not use the --all option if you want to produce a compatible OAR"); | ||
429 | } | ||
430 | |||
431 | String s; | ||
432 | |||
433 | using (StringWriter sw = new StringWriter()) | ||
434 | { | ||
435 | using (XmlTextWriter xtw = new XmlTextWriter(sw)) | ||
436 | { | ||
437 | xtw.Formatting = Formatting.Indented; | ||
438 | xtw.WriteStartDocument(); | ||
439 | xtw.WriteStartElement("archive"); | ||
440 | xtw.WriteAttributeString("major_version", majorVersion.ToString()); | ||
441 | xtw.WriteAttributeString("minor_version", minorVersion.ToString()); | ||
442 | |||
443 | xtw.WriteStartElement("creation_info"); | ||
444 | DateTime now = DateTime.UtcNow; | ||
445 | TimeSpan t = now - new DateTime(1970, 1, 1); | ||
446 | xtw.WriteElementString("datetime", ((int)t.TotalSeconds).ToString()); | ||
447 | if (!MultiRegionFormat) | ||
448 | xtw.WriteElementString("id", m_rootScene.RegionInfo.RegionID.ToString()); | ||
449 | xtw.WriteEndElement(); | ||
450 | |||
451 | xtw.WriteElementString("assets_included", SaveAssets.ToString()); | ||
452 | |||
453 | if (MultiRegionFormat) | ||
454 | { | ||
455 | WriteRegionsManifest(scenesGroup, xtw); | ||
456 | } | ||
457 | else | ||
458 | { | ||
459 | xtw.WriteStartElement("region_info"); | ||
460 | WriteRegionInfo(m_rootScene, xtw); | ||
461 | xtw.WriteEndElement(); | ||
462 | } | ||
463 | |||
464 | xtw.WriteEndElement(); | ||
465 | |||
466 | xtw.Flush(); | ||
467 | } | ||
468 | |||
469 | s = sw.ToString(); | ||
470 | } | ||
471 | |||
472 | return s; | ||
473 | } | ||
474 | |||
475 | /// <summary> | ||
476 | /// Writes the list of regions included in a multi-region OAR. | ||
477 | /// </summary> | ||
478 | private static void WriteRegionsManifest(ArchiveScenesGroup scenesGroup, XmlTextWriter xtw) | ||
479 | { | ||
480 | xtw.WriteStartElement("regions"); | ||
481 | |||
482 | // Write the regions in order: rows from South to North, then regions from West to East. | ||
483 | // The list of regions can have "holes"; we write empty elements in their position. | ||
484 | |||
485 | for (uint y = (uint)scenesGroup.Rect.Top; y < scenesGroup.Rect.Bottom; ++y) | ||
486 | { | ||
487 | SortedDictionary<uint, Scene> row; | ||
488 | if (scenesGroup.Regions.TryGetValue(y, out row)) | ||
489 | { | ||
490 | xtw.WriteStartElement("row"); | ||
491 | |||
492 | for (uint x = (uint)scenesGroup.Rect.Left; x < scenesGroup.Rect.Right; ++x) | ||
493 | { | ||
494 | Scene scene; | ||
495 | if (row.TryGetValue(x, out scene)) | ||
496 | { | ||
497 | xtw.WriteStartElement("region"); | ||
498 | xtw.WriteElementString("id", scene.RegionInfo.RegionID.ToString()); | ||
499 | xtw.WriteElementString("dir", scenesGroup.GetRegionDir(scene.RegionInfo.RegionID)); | ||
500 | WriteRegionInfo(scene, xtw); | ||
501 | xtw.WriteEndElement(); | ||
502 | } | ||
503 | else | ||
504 | { | ||
505 | // Write a placeholder for a missing region | ||
506 | xtw.WriteElementString("region", ""); | ||
507 | } | ||
508 | } | ||
509 | |||
510 | xtw.WriteEndElement(); | ||
511 | } | ||
512 | else | ||
513 | { | ||
514 | // Write a placeholder for a missing row | ||
515 | xtw.WriteElementString("row", ""); | ||
516 | } | ||
517 | } | ||
518 | |||
519 | xtw.WriteEndElement(); // "regions" | ||
520 | } | ||
521 | |||
522 | protected static void WriteRegionInfo(Scene scene, XmlTextWriter xtw) | ||
523 | { | ||
524 | bool isMegaregion; | ||
525 | Vector2 size; | ||
526 | |||
527 | IRegionCombinerModule rcMod = scene.RequestModuleInterface<IRegionCombinerModule>(); | ||
528 | |||
529 | if (rcMod != null) | ||
530 | isMegaregion = rcMod.IsRootForMegaregion(scene.RegionInfo.RegionID); | ||
531 | else | ||
532 | isMegaregion = false; | ||
533 | |||
534 | if (isMegaregion) | ||
535 | size = rcMod.GetSizeOfMegaregion(scene.RegionInfo.RegionID); | ||
536 | else | ||
537 | size = new Vector2((float)Constants.RegionSize, (float)Constants.RegionSize); | ||
538 | |||
539 | xtw.WriteElementString("is_megaregion", isMegaregion.ToString()); | ||
540 | xtw.WriteElementString("size_in_meters", string.Format("{0},{1}", size.X, size.Y)); | ||
541 | } | ||
542 | |||
543 | |||
544 | protected void Save(Scene scene, List<SceneObjectGroup> sceneObjects, string regionDir) | ||
545 | { | ||
546 | if (regionDir != string.Empty) | ||
547 | regionDir = ArchiveConstants.REGIONS_PATH + regionDir + "/"; | ||
548 | |||
549 | m_log.InfoFormat("[ARCHIVER]: Adding region settings to archive."); | ||
550 | |||
551 | // Write out region settings | ||
552 | string settingsPath = String.Format("{0}{1}{2}.xml", | ||
553 | regionDir, ArchiveConstants.SETTINGS_PATH, scene.RegionInfo.RegionName); | ||
554 | m_archiveWriter.WriteFile(settingsPath, RegionSettingsSerializer.Serialize(scene.RegionInfo.RegionSettings)); | ||
555 | |||
556 | m_log.InfoFormat("[ARCHIVER]: Adding parcel settings to archive."); | ||
557 | |||
558 | // Write out land data (aka parcel) settings | ||
559 | List<ILandObject> landObjects = scene.LandChannel.AllParcels(); | ||
560 | foreach (ILandObject lo in landObjects) | ||
561 | { | ||
562 | LandData landData = lo.LandData; | ||
563 | string landDataPath = String.Format("{0}{1}{2}.xml", | ||
564 | regionDir, ArchiveConstants.LANDDATA_PATH, landData.GlobalID.ToString()); | ||
565 | m_archiveWriter.WriteFile(landDataPath, LandDataSerializer.Serialize(landData, m_options)); | ||
566 | } | ||
567 | |||
568 | m_log.InfoFormat("[ARCHIVER]: Adding terrain information to archive."); | ||
569 | |||
570 | // Write out terrain | ||
571 | string terrainPath = String.Format("{0}{1}{2}.r32", | ||
572 | regionDir, ArchiveConstants.TERRAINS_PATH, scene.RegionInfo.RegionName); | ||
573 | |||
574 | MemoryStream ms = new MemoryStream(); | ||
575 | scene.RequestModuleInterface<ITerrainModule>().SaveToStream(terrainPath, ms); | ||
576 | m_archiveWriter.WriteFile(terrainPath, ms.ToArray()); | ||
577 | ms.Close(); | ||
578 | |||
579 | m_log.InfoFormat("[ARCHIVER]: Adding scene objects to archive."); | ||
580 | |||
581 | // Write out scene object metadata | ||
582 | IRegionSerialiserModule serializer = scene.RequestModuleInterface<IRegionSerialiserModule>(); | ||
583 | foreach (SceneObjectGroup sceneObject in sceneObjects) | ||
584 | { | ||
585 | //m_log.DebugFormat("[ARCHIVER]: Saving {0} {1}, {2}", entity.Name, entity.UUID, entity.GetType()); | ||
586 | |||
587 | string serializedObject = serializer.SerializeGroupToXml2(sceneObject, m_options); | ||
588 | string objectPath = string.Format("{0}{1}", regionDir, ArchiveHelpers.CreateObjectPath(sceneObject)); | ||
589 | m_archiveWriter.WriteFile(objectPath, serializedObject); | ||
590 | } | ||
591 | } | ||
592 | |||
593 | protected void ReceivedAllAssets( | ||
594 | ICollection<UUID> assetsFoundUuids, ICollection<UUID> assetsNotFoundUuids) | ||
595 | { | ||
596 | foreach (UUID uuid in assetsNotFoundUuids) | ||
597 | { | ||
598 | m_log.DebugFormat("[ARCHIVER]: Could not find asset {0}", uuid); | ||
599 | } | ||
600 | |||
601 | // m_log.InfoFormat( | ||
602 | // "[ARCHIVER]: Received {0} of {1} assets requested", | ||
603 | // assetsFoundUuids.Count, assetsFoundUuids.Count + assetsNotFoundUuids.Count); | ||
604 | |||
605 | CloseArchive(String.Empty); | ||
606 | } | ||
607 | |||
608 | |||
609 | /// <summary> | ||
610 | /// Closes the archive and notifies that we're done. | ||
611 | /// </summary> | ||
612 | /// <param name="errorMessage">The error that occurred, or empty for success</param> | ||
613 | protected void CloseArchive(string errorMessage) | ||
614 | { | ||
615 | try | ||
616 | { | ||
617 | if (m_archiveWriter != null) | ||
618 | m_archiveWriter.Close(); | ||
619 | m_saveStream.Close(); | ||
620 | } | ||
621 | catch (Exception e) | ||
622 | { | ||
623 | m_log.Error(string.Format("[ARCHIVER]: Error closing archive: {0} ", e.Message), e); | ||
624 | if (errorMessage == string.Empty) | ||
625 | errorMessage = e.Message; | ||
626 | } | ||
627 | |||
628 | m_log.InfoFormat("[ARCHIVER]: Finished writing out OAR for {0}", m_rootScene.RegionInfo.RegionName); | ||
629 | |||
630 | m_rootScene.EventManager.TriggerOarFileSaved(m_requestId, errorMessage); | ||
631 | } | ||
632 | |||
633 | } | ||
634 | } | ||
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestExecution.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestExecution.cs deleted file mode 100644 index 0780d86..0000000 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestExecution.cs +++ /dev/null | |||
@@ -1,153 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.IO; | ||
31 | using System.Reflection; | ||
32 | using System.Xml; | ||
33 | using log4net; | ||
34 | using OpenMetaverse; | ||
35 | using OpenSim.Framework; | ||
36 | using OpenSim.Framework.Serialization; | ||
37 | using OpenSim.Framework.Serialization.External; | ||
38 | using OpenSim.Region.CoreModules.World.Terrain; | ||
39 | using OpenSim.Region.Framework.Interfaces; | ||
40 | using OpenSim.Region.Framework.Scenes; | ||
41 | |||
42 | namespace OpenSim.Region.CoreModules.World.Archiver | ||
43 | { | ||
44 | /// <summary> | ||
45 | /// Method called when all the necessary assets for an archive request have been received. | ||
46 | /// </summary> | ||
47 | public delegate void AssetsRequestCallback( | ||
48 | ICollection<UUID> assetsFoundUuids, ICollection<UUID> assetsNotFoundUuids); | ||
49 | |||
50 | /// <summary> | ||
51 | /// Execute the write of an archive once we have received all the necessary data | ||
52 | /// </summary> | ||
53 | public class ArchiveWriteRequestExecution | ||
54 | { | ||
55 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
56 | |||
57 | protected ITerrainModule m_terrainModule; | ||
58 | protected IRegionSerialiserModule m_serialiser; | ||
59 | protected List<SceneObjectGroup> m_sceneObjects; | ||
60 | protected Scene m_scene; | ||
61 | protected TarArchiveWriter m_archiveWriter; | ||
62 | protected Guid m_requestId; | ||
63 | protected Dictionary<string, object> m_options; | ||
64 | |||
65 | public ArchiveWriteRequestExecution( | ||
66 | List<SceneObjectGroup> sceneObjects, | ||
67 | ITerrainModule terrainModule, | ||
68 | IRegionSerialiserModule serialiser, | ||
69 | Scene scene, | ||
70 | TarArchiveWriter archiveWriter, | ||
71 | Guid requestId, | ||
72 | Dictionary<string, object> options) | ||
73 | { | ||
74 | m_sceneObjects = sceneObjects; | ||
75 | m_terrainModule = terrainModule; | ||
76 | m_serialiser = serialiser; | ||
77 | m_scene = scene; | ||
78 | m_archiveWriter = archiveWriter; | ||
79 | m_requestId = requestId; | ||
80 | m_options = options; | ||
81 | } | ||
82 | |||
83 | protected internal void ReceivedAllAssets( | ||
84 | ICollection<UUID> assetsFoundUuids, ICollection<UUID> assetsNotFoundUuids) | ||
85 | { | ||
86 | try | ||
87 | { | ||
88 | Save(assetsFoundUuids, assetsNotFoundUuids); | ||
89 | } | ||
90 | finally | ||
91 | { | ||
92 | m_archiveWriter.Close(); | ||
93 | } | ||
94 | |||
95 | m_log.InfoFormat("[ARCHIVER]: Finished writing out OAR for {0}", m_scene.RegionInfo.RegionName); | ||
96 | |||
97 | m_scene.EventManager.TriggerOarFileSaved(m_requestId, String.Empty); | ||
98 | } | ||
99 | |||
100 | protected internal void Save(ICollection<UUID> assetsFoundUuids, ICollection<UUID> assetsNotFoundUuids) | ||
101 | { | ||
102 | foreach (UUID uuid in assetsNotFoundUuids) | ||
103 | { | ||
104 | m_log.DebugFormat("[ARCHIVER]: Could not find asset {0}", uuid); | ||
105 | } | ||
106 | |||
107 | // m_log.InfoFormat( | ||
108 | // "[ARCHIVER]: Received {0} of {1} assets requested", | ||
109 | // assetsFoundUuids.Count, assetsFoundUuids.Count + assetsNotFoundUuids.Count); | ||
110 | |||
111 | m_log.InfoFormat("[ARCHIVER]: Adding region settings to archive."); | ||
112 | |||
113 | // Write out region settings | ||
114 | string settingsPath | ||
115 | = String.Format("{0}{1}.xml", ArchiveConstants.SETTINGS_PATH, m_scene.RegionInfo.RegionName); | ||
116 | m_archiveWriter.WriteFile(settingsPath, RegionSettingsSerializer.Serialize(m_scene.RegionInfo.RegionSettings)); | ||
117 | |||
118 | m_log.InfoFormat("[ARCHIVER]: Adding parcel settings to archive."); | ||
119 | |||
120 | // Write out land data (aka parcel) settings | ||
121 | List<ILandObject>landObjects = m_scene.LandChannel.AllParcels(); | ||
122 | foreach (ILandObject lo in landObjects) | ||
123 | { | ||
124 | LandData landData = lo.LandData; | ||
125 | string landDataPath = String.Format("{0}{1}.xml", ArchiveConstants.LANDDATA_PATH, | ||
126 | landData.GlobalID.ToString()); | ||
127 | m_archiveWriter.WriteFile(landDataPath, LandDataSerializer.Serialize(landData, m_options)); | ||
128 | } | ||
129 | |||
130 | m_log.InfoFormat("[ARCHIVER]: Adding terrain information to archive."); | ||
131 | |||
132 | // Write out terrain | ||
133 | string terrainPath | ||
134 | = String.Format("{0}{1}.r32", ArchiveConstants.TERRAINS_PATH, m_scene.RegionInfo.RegionName); | ||
135 | |||
136 | MemoryStream ms = new MemoryStream(); | ||
137 | m_terrainModule.SaveToStream(terrainPath, ms); | ||
138 | m_archiveWriter.WriteFile(terrainPath, ms.ToArray()); | ||
139 | ms.Close(); | ||
140 | |||
141 | m_log.InfoFormat("[ARCHIVER]: Adding scene objects to archive."); | ||
142 | |||
143 | // Write out scene object metadata | ||
144 | foreach (SceneObjectGroup sceneObject in m_sceneObjects) | ||
145 | { | ||
146 | //m_log.DebugFormat("[ARCHIVER]: Saving {0} {1}, {2}", entity.Name, entity.UUID, entity.GetType()); | ||
147 | |||
148 | string serializedObject = m_serialiser.SerializeGroupToXml2(sceneObject, m_options); | ||
149 | m_archiveWriter.WriteFile(ArchiveHelpers.CreateObjectPath(sceneObject), serializedObject); | ||
150 | } | ||
151 | } | ||
152 | } | ||
153 | } \ No newline at end of file | ||
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs deleted file mode 100644 index 4edaaca..0000000 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs +++ /dev/null | |||
@@ -1,438 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.IO; | ||
31 | using System.IO.Compression; | ||
32 | using System.Reflection; | ||
33 | using System.Text.RegularExpressions; | ||
34 | using System.Threading; | ||
35 | using System.Xml; | ||
36 | using log4net; | ||
37 | using OpenMetaverse; | ||
38 | using OpenSim.Framework; | ||
39 | using OpenSim.Framework.Serialization; | ||
40 | using OpenSim.Region.CoreModules.World.Terrain; | ||
41 | using OpenSim.Region.Framework.Interfaces; | ||
42 | using OpenSim.Region.Framework.Scenes; | ||
43 | using Ionic.Zlib; | ||
44 | using GZipStream = Ionic.Zlib.GZipStream; | ||
45 | using CompressionMode = Ionic.Zlib.CompressionMode; | ||
46 | |||
47 | namespace OpenSim.Region.CoreModules.World.Archiver | ||
48 | { | ||
49 | /// <summary> | ||
50 | /// Prepare to write out an archive. | ||
51 | /// </summary> | ||
52 | public class ArchiveWriteRequestPreparation | ||
53 | { | ||
54 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
55 | |||
56 | /// <summary> | ||
57 | /// The minimum major version of OAR that we can write. | ||
58 | /// </summary> | ||
59 | public static int MIN_MAJOR_VERSION = 0; | ||
60 | |||
61 | /// <summary> | ||
62 | /// The maximum major version of OAR that we can write. | ||
63 | /// </summary> | ||
64 | public static int MAX_MAJOR_VERSION = 0; | ||
65 | |||
66 | /// <summary> | ||
67 | /// Determine whether this archive will save assets. Default is true. | ||
68 | /// </summary> | ||
69 | public bool SaveAssets { get; set; } | ||
70 | |||
71 | protected ArchiverModule m_module; | ||
72 | protected Scene m_scene; | ||
73 | protected Stream m_saveStream; | ||
74 | protected Guid m_requestId; | ||
75 | |||
76 | /// <summary> | ||
77 | /// Constructor | ||
78 | /// </summary> | ||
79 | /// <param name="module">Calling module</param> | ||
80 | /// <param name="savePath">The path to which to save data.</param> | ||
81 | /// <param name="requestId">The id associated with this request</param> | ||
82 | /// <exception cref="System.IO.IOException"> | ||
83 | /// If there was a problem opening a stream for the file specified by the savePath | ||
84 | /// </exception> | ||
85 | public ArchiveWriteRequestPreparation(ArchiverModule module, string savePath, Guid requestId) : this(module, requestId) | ||
86 | { | ||
87 | try | ||
88 | { | ||
89 | m_saveStream = new GZipStream(new FileStream(savePath, FileMode.Create), CompressionMode.Compress, CompressionLevel.BestCompression); | ||
90 | } | ||
91 | catch (EntryPointNotFoundException e) | ||
92 | { | ||
93 | m_log.ErrorFormat( | ||
94 | "[ARCHIVER]: Mismatch between Mono and zlib1g library version when trying to create compression stream." | ||
95 | + "If you've manually installed Mono, have you appropriately updated zlib1g as well?"); | ||
96 | m_log.ErrorFormat("{0} {1}", e.Message, e.StackTrace); | ||
97 | } | ||
98 | } | ||
99 | |||
100 | /// <summary> | ||
101 | /// Constructor. | ||
102 | /// </summary> | ||
103 | /// <param name="module">Calling module</param> | ||
104 | /// <param name="saveStream">The stream to which to save data.</param> | ||
105 | /// <param name="requestId">The id associated with this request</param> | ||
106 | public ArchiveWriteRequestPreparation(ArchiverModule module, Stream saveStream, Guid requestId) : this(module, requestId) | ||
107 | { | ||
108 | m_saveStream = saveStream; | ||
109 | } | ||
110 | |||
111 | protected ArchiveWriteRequestPreparation(ArchiverModule module, Guid requestId) | ||
112 | { | ||
113 | m_module = module; | ||
114 | |||
115 | // FIXME: This is only here for regression test purposes since they do not supply a module. Need to fix | ||
116 | // this. | ||
117 | if (m_module != null) | ||
118 | m_scene = m_module.Scene; | ||
119 | |||
120 | m_requestId = requestId; | ||
121 | |||
122 | SaveAssets = true; | ||
123 | } | ||
124 | |||
125 | /// <summary> | ||
126 | /// Archive the region requested. | ||
127 | /// </summary> | ||
128 | /// <exception cref="System.IO.IOException">if there was an io problem with creating the file</exception> | ||
129 | public void ArchiveRegion(Dictionary<string, object> options) | ||
130 | { | ||
131 | if (options.ContainsKey("noassets") && (bool)options["noassets"]) | ||
132 | SaveAssets = false; | ||
133 | |||
134 | try | ||
135 | { | ||
136 | Dictionary<UUID, AssetType> assetUuids = new Dictionary<UUID, AssetType>(); | ||
137 | |||
138 | EntityBase[] entities = m_scene.GetEntities(); | ||
139 | List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>(); | ||
140 | |||
141 | string checkPermissions = null; | ||
142 | int numObjectsSkippedPermissions = 0; | ||
143 | Object temp; | ||
144 | if (options.TryGetValue("checkPermissions", out temp)) | ||
145 | checkPermissions = (string)temp; | ||
146 | |||
147 | // Filter entities so that we only have scene objects. | ||
148 | // FIXME: Would be nicer to have this as a proper list in SceneGraph, since lots of methods | ||
149 | // end up having to do this | ||
150 | foreach (EntityBase entity in entities) | ||
151 | { | ||
152 | if (entity is SceneObjectGroup) | ||
153 | { | ||
154 | SceneObjectGroup sceneObject = (SceneObjectGroup)entity; | ||
155 | |||
156 | if (!sceneObject.IsDeleted && !sceneObject.IsAttachment) | ||
157 | { | ||
158 | if (!CanUserArchiveObject(m_scene.RegionInfo.EstateSettings.EstateOwner, sceneObject, checkPermissions)) | ||
159 | { | ||
160 | // The user isn't allowed to copy/transfer this object, so it will not be included in the OAR. | ||
161 | ++numObjectsSkippedPermissions; | ||
162 | } | ||
163 | else | ||
164 | { | ||
165 | sceneObjects.Add(sceneObject); | ||
166 | } | ||
167 | } | ||
168 | } | ||
169 | } | ||
170 | |||
171 | if (SaveAssets) | ||
172 | { | ||
173 | UuidGatherer assetGatherer = new UuidGatherer(m_scene.AssetService); | ||
174 | |||
175 | foreach (SceneObjectGroup sceneObject in sceneObjects) | ||
176 | { | ||
177 | assetGatherer.GatherAssetUuids(sceneObject, assetUuids); | ||
178 | } | ||
179 | |||
180 | m_log.DebugFormat( | ||
181 | "[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets", | ||
182 | sceneObjects.Count, assetUuids.Count); | ||
183 | } | ||
184 | else | ||
185 | { | ||
186 | m_log.DebugFormat("[ARCHIVER]: Not saving assets since --noassets was specified"); | ||
187 | } | ||
188 | |||
189 | if (numObjectsSkippedPermissions > 0) | ||
190 | { | ||
191 | m_log.DebugFormat( | ||
192 | "[ARCHIVER]: {0} scene objects skipped due to lack of permissions", | ||
193 | numObjectsSkippedPermissions); | ||
194 | } | ||
195 | |||
196 | // Make sure that we also request terrain texture assets | ||
197 | RegionSettings regionSettings = m_scene.RegionInfo.RegionSettings; | ||
198 | |||
199 | if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1) | ||
200 | assetUuids[regionSettings.TerrainTexture1] = AssetType.Texture; | ||
201 | |||
202 | if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2) | ||
203 | assetUuids[regionSettings.TerrainTexture2] = AssetType.Texture; | ||
204 | |||
205 | if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3) | ||
206 | assetUuids[regionSettings.TerrainTexture3] = AssetType.Texture; | ||
207 | |||
208 | if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4) | ||
209 | assetUuids[regionSettings.TerrainTexture4] = AssetType.Texture; | ||
210 | |||
211 | TarArchiveWriter archiveWriter = new TarArchiveWriter(m_saveStream); | ||
212 | |||
213 | // Asynchronously request all the assets required to perform this archive operation | ||
214 | ArchiveWriteRequestExecution awre | ||
215 | = new ArchiveWriteRequestExecution( | ||
216 | sceneObjects, | ||
217 | m_scene.RequestModuleInterface<ITerrainModule>(), | ||
218 | m_scene.RequestModuleInterface<IRegionSerialiserModule>(), | ||
219 | m_scene, | ||
220 | archiveWriter, | ||
221 | m_requestId, | ||
222 | options); | ||
223 | |||
224 | m_log.InfoFormat("[ARCHIVER]: Creating archive file. This may take some time."); | ||
225 | |||
226 | // Write out control file. This has to be done first so that subsequent loaders will see this file first | ||
227 | // XXX: I know this is a weak way of doing it since external non-OAR aware tar executables will not do this | ||
228 | archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, CreateControlFile(options)); | ||
229 | m_log.InfoFormat("[ARCHIVER]: Added control file to archive."); | ||
230 | |||
231 | if (SaveAssets) | ||
232 | { | ||
233 | AssetsRequest ar | ||
234 | = new AssetsRequest( | ||
235 | new AssetsArchiver(archiveWriter), assetUuids, | ||
236 | m_scene.AssetService, m_scene.UserAccountService, | ||
237 | m_scene.RegionInfo.ScopeID, options, awre.ReceivedAllAssets); | ||
238 | |||
239 | Util.FireAndForget(o => ar.Execute()); | ||
240 | } | ||
241 | else | ||
242 | { | ||
243 | awre.ReceivedAllAssets(new List<UUID>(), new List<UUID>()); | ||
244 | } | ||
245 | } | ||
246 | catch (Exception) | ||
247 | { | ||
248 | m_saveStream.Close(); | ||
249 | throw; | ||
250 | } | ||
251 | } | ||
252 | |||
253 | /// <summary> | ||
254 | /// Checks whether the user has permission to export an object group to an OAR. | ||
255 | /// </summary> | ||
256 | /// <param name="user">The user</param> | ||
257 | /// <param name="objGroup">The object group</param> | ||
258 | /// <param name="checkPermissions">Which permissions to check: "C" = Copy, "T" = Transfer</param> | ||
259 | /// <returns>Whether the user is allowed to export the object to an OAR</returns> | ||
260 | private bool CanUserArchiveObject(UUID user, SceneObjectGroup objGroup, string checkPermissions) | ||
261 | { | ||
262 | if (checkPermissions == null) | ||
263 | return true; | ||
264 | |||
265 | IPermissionsModule module = m_scene.RequestModuleInterface<IPermissionsModule>(); | ||
266 | if (module == null) | ||
267 | return true; // this shouldn't happen | ||
268 | |||
269 | // Check whether the user is permitted to export all of the parts in the SOG. If any | ||
270 | // part can't be exported then the entire SOG can't be exported. | ||
271 | |||
272 | bool permitted = true; | ||
273 | //int primNumber = 1; | ||
274 | |||
275 | foreach (SceneObjectPart obj in objGroup.Parts) | ||
276 | { | ||
277 | uint perm; | ||
278 | PermissionClass permissionClass = module.GetPermissionClass(user, obj); | ||
279 | switch (permissionClass) | ||
280 | { | ||
281 | case PermissionClass.Owner: | ||
282 | perm = obj.BaseMask; | ||
283 | break; | ||
284 | case PermissionClass.Group: | ||
285 | perm = obj.GroupMask | obj.EveryoneMask; | ||
286 | break; | ||
287 | case PermissionClass.Everyone: | ||
288 | default: | ||
289 | perm = obj.EveryoneMask; | ||
290 | break; | ||
291 | } | ||
292 | |||
293 | bool canCopy = (perm & (uint)PermissionMask.Copy) != 0; | ||
294 | bool canTransfer = (perm & (uint)PermissionMask.Transfer) != 0; | ||
295 | |||
296 | // Special case: if Everyone can copy the object then this implies it can also be | ||
297 | // Transferred. | ||
298 | // However, if the user is the Owner then we don't check EveryoneMask, because it seems that the mask | ||
299 | // always (incorrectly) includes the Copy bit set in this case. But that's a mistake: the viewer | ||
300 | // does NOT show that the object has Everyone-Copy permissions, and doesn't allow it to be copied. | ||
301 | if (permissionClass != PermissionClass.Owner) | ||
302 | canTransfer |= (obj.EveryoneMask & (uint)PermissionMask.Copy) != 0; | ||
303 | |||
304 | bool partPermitted = true; | ||
305 | if (checkPermissions.Contains("C") && !canCopy) | ||
306 | partPermitted = false; | ||
307 | if (checkPermissions.Contains("T") && !canTransfer) | ||
308 | partPermitted = false; | ||
309 | |||
310 | // If the user is the Creator of the object then it can always be included in the OAR | ||
311 | bool creator = (obj.CreatorID.Guid == user.Guid); | ||
312 | if (creator) | ||
313 | partPermitted = true; | ||
314 | |||
315 | //string name = (objGroup.PrimCount == 1) ? objGroup.Name : string.Format("{0} ({1}/{2})", obj.Name, primNumber, objGroup.PrimCount); | ||
316 | //m_log.DebugFormat("[ARCHIVER]: Object permissions: {0}: Base={1:X4}, Owner={2:X4}, Everyone={3:X4}, permissionClass={4}, checkPermissions={5}, canCopy={6}, canTransfer={7}, creator={8}, permitted={9}", | ||
317 | // name, obj.BaseMask, obj.OwnerMask, obj.EveryoneMask, | ||
318 | // permissionClass, checkPermissions, canCopy, canTransfer, creator, partPermitted); | ||
319 | |||
320 | if (!partPermitted) | ||
321 | { | ||
322 | permitted = false; | ||
323 | break; | ||
324 | } | ||
325 | |||
326 | //++primNumber; | ||
327 | } | ||
328 | |||
329 | return permitted; | ||
330 | } | ||
331 | |||
332 | /// <summary> | ||
333 | /// Create the control file for the most up to date archive | ||
334 | /// </summary> | ||
335 | /// <returns></returns> | ||
336 | public string CreateControlFile(Dictionary<string, object> options) | ||
337 | { | ||
338 | int majorVersion = MAX_MAJOR_VERSION, minorVersion = 8; | ||
339 | // | ||
340 | // if (options.ContainsKey("version")) | ||
341 | // { | ||
342 | // string[] parts = options["version"].ToString().Split('.'); | ||
343 | // if (parts.Length >= 1) | ||
344 | // { | ||
345 | // majorVersion = Int32.Parse(parts[0]); | ||
346 | // | ||
347 | // if (parts.Length >= 2) | ||
348 | // minorVersion = Int32.Parse(parts[1]); | ||
349 | // } | ||
350 | // } | ||
351 | // | ||
352 | // if (majorVersion < MIN_MAJOR_VERSION || majorVersion > MAX_MAJOR_VERSION) | ||
353 | // { | ||
354 | // throw new Exception( | ||
355 | // string.Format( | ||
356 | // "OAR version number for save must be between {0} and {1}", | ||
357 | // MIN_MAJOR_VERSION, MAX_MAJOR_VERSION)); | ||
358 | // } | ||
359 | // else if (majorVersion == MAX_MAJOR_VERSION) | ||
360 | // { | ||
361 | // // Force 1.0 | ||
362 | // minorVersion = 0; | ||
363 | // } | ||
364 | // else if (majorVersion == MIN_MAJOR_VERSION) | ||
365 | // { | ||
366 | // // Force 0.4 | ||
367 | // minorVersion = 4; | ||
368 | // } | ||
369 | |||
370 | m_log.InfoFormat("[ARCHIVER]: Creating version {0}.{1} OAR", majorVersion, minorVersion); | ||
371 | //if (majorVersion == 1) | ||
372 | //{ | ||
373 | // m_log.WarnFormat("[ARCHIVER]: Please be aware that version 1.0 OARs are not compatible with OpenSim 0.7.0.2 and earlier. Please use the --version=0 option if you want to produce a compatible OAR"); | ||
374 | //} | ||
375 | |||
376 | String s; | ||
377 | |||
378 | using (StringWriter sw = new StringWriter()) | ||
379 | { | ||
380 | using (XmlTextWriter xtw = new XmlTextWriter(sw)) | ||
381 | { | ||
382 | xtw.Formatting = Formatting.Indented; | ||
383 | xtw.WriteStartDocument(); | ||
384 | xtw.WriteStartElement("archive"); | ||
385 | xtw.WriteAttributeString("major_version", majorVersion.ToString()); | ||
386 | xtw.WriteAttributeString("minor_version", minorVersion.ToString()); | ||
387 | |||
388 | xtw.WriteStartElement("creation_info"); | ||
389 | DateTime now = DateTime.UtcNow; | ||
390 | TimeSpan t = now - new DateTime(1970, 1, 1); | ||
391 | xtw.WriteElementString("datetime", ((int)t.TotalSeconds).ToString()); | ||
392 | xtw.WriteElementString("id", UUID.Random().ToString()); | ||
393 | xtw.WriteEndElement(); | ||
394 | |||
395 | xtw.WriteStartElement("region_info"); | ||
396 | |||
397 | bool isMegaregion; | ||
398 | Vector2 size; | ||
399 | IRegionCombinerModule rcMod = null; | ||
400 | |||
401 | // FIXME: This is only here for regression test purposes since they do not supply a module. Need to fix | ||
402 | // this, possibly by doing control file creation somewhere else. | ||
403 | if (m_module != null) | ||
404 | rcMod = m_module.RegionCombinerModule; | ||
405 | |||
406 | if (rcMod != null) | ||
407 | isMegaregion = rcMod.IsRootForMegaregion(m_scene.RegionInfo.RegionID); | ||
408 | else | ||
409 | isMegaregion = false; | ||
410 | |||
411 | if (isMegaregion) | ||
412 | size = rcMod.GetSizeOfMegaregion(m_scene.RegionInfo.RegionID); | ||
413 | else | ||
414 | size = new Vector2((float)Constants.RegionSize, (float)Constants.RegionSize); | ||
415 | |||
416 | xtw.WriteElementString("is_megaregion", isMegaregion.ToString()); | ||
417 | xtw.WriteElementString("size_in_meters", string.Format("{0},{1}", size.X, size.Y)); | ||
418 | |||
419 | xtw.WriteEndElement(); | ||
420 | |||
421 | xtw.WriteElementString("assets_included", SaveAssets.ToString()); | ||
422 | |||
423 | xtw.WriteEndElement(); | ||
424 | |||
425 | xtw.Flush(); | ||
426 | } | ||
427 | |||
428 | s = sw.ToString(); | ||
429 | } | ||
430 | |||
431 | // if (m_scene != null) | ||
432 | // Console.WriteLine( | ||
433 | // "[ARCHIVE WRITE REQUEST PREPARATION]: Control file for {0} is: {1}", m_scene.RegionInfo.RegionName, s); | ||
434 | |||
435 | return s; | ||
436 | } | ||
437 | } | ||
438 | } | ||
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs index bf3b124..2a87dc2 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs | |||
@@ -146,6 +146,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
146 | ops.Add("noassets", delegate(string v) { options["noassets"] = v != null; }); | 146 | ops.Add("noassets", delegate(string v) { options["noassets"] = v != null; }); |
147 | ops.Add("publish", v => options["wipe-owners"] = v != null); | 147 | ops.Add("publish", v => options["wipe-owners"] = v != null); |
148 | ops.Add("perm=", delegate(string v) { options["checkPermissions"] = v; }); | 148 | ops.Add("perm=", delegate(string v) { options["checkPermissions"] = v; }); |
149 | ops.Add("all", delegate(string v) { options["all"] = v != null; }); | ||
149 | 150 | ||
150 | List<string> mainParams = ops.Parse(cmdparams); | 151 | List<string> mainParams = ops.Parse(cmdparams); |
151 | 152 | ||
@@ -169,7 +170,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
169 | m_log.InfoFormat( | 170 | m_log.InfoFormat( |
170 | "[ARCHIVER]: Writing archive for region {0} to {1}", Scene.RegionInfo.RegionName, savePath); | 171 | "[ARCHIVER]: Writing archive for region {0} to {1}", Scene.RegionInfo.RegionName, savePath); |
171 | 172 | ||
172 | new ArchiveWriteRequestPreparation(this, savePath, requestId).ArchiveRegion(options); | 173 | new ArchiveWriteRequest(Scene, savePath, requestId).ArchiveRegion(options); |
173 | } | 174 | } |
174 | 175 | ||
175 | public void ArchiveRegion(Stream saveStream) | 176 | public void ArchiveRegion(Stream saveStream) |
@@ -184,7 +185,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
184 | 185 | ||
185 | public void ArchiveRegion(Stream saveStream, Guid requestId, Dictionary<string, object> options) | 186 | public void ArchiveRegion(Stream saveStream, Guid requestId, Dictionary<string, object> options) |
186 | { | 187 | { |
187 | new ArchiveWriteRequestPreparation(this, saveStream, requestId).ArchiveRegion(options); | 188 | new ArchiveWriteRequest(Scene, saveStream, requestId).ArchiveRegion(options); |
188 | } | 189 | } |
189 | 190 | ||
190 | public void DearchiveRegion(string loadPath) | 191 | public void DearchiveRegion(string loadPath) |
diff --git a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs index 89e9593..bf58591 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs | |||
@@ -46,6 +46,12 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
46 | { | 46 | { |
47 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 47 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
48 | 48 | ||
49 | /// <summary> | ||
50 | /// Method called when all the necessary assets for an archive request have been received. | ||
51 | /// </summary> | ||
52 | public delegate void AssetsRequestCallback( | ||
53 | ICollection<UUID> assetsFoundUuids, ICollection<UUID> assetsNotFoundUuids); | ||
54 | |||
49 | enum RequestState | 55 | enum RequestState |
50 | { | 56 | { |
51 | Initial, | 57 | Initial, |
diff --git a/OpenSim/Region/CoreModules/World/Archiver/DearchiveScenesGroup.cs b/OpenSim/Region/CoreModules/World/Archiver/DearchiveScenesGroup.cs new file mode 100644 index 0000000..3dcc020 --- /dev/null +++ b/OpenSim/Region/CoreModules/World/Archiver/DearchiveScenesGroup.cs | |||
@@ -0,0 +1,232 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Linq; | ||
31 | using System.Text; | ||
32 | using OpenSim.Region.Framework.Scenes; | ||
33 | using OpenMetaverse; | ||
34 | using System.Drawing; | ||
35 | using log4net; | ||
36 | using System.Reflection; | ||
37 | using OpenSim.Framework.Serialization; | ||
38 | |||
39 | namespace OpenSim.Region.CoreModules.World.Archiver | ||
40 | { | ||
41 | /// <summary> | ||
42 | /// The regions included in an OAR file. | ||
43 | /// </summary> | ||
44 | public class DearchiveScenesInfo | ||
45 | { | ||
46 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
47 | |||
48 | /// <summary> | ||
49 | /// One region in the archive. | ||
50 | /// </summary> | ||
51 | public class RegionInfo | ||
52 | { | ||
53 | /// <summary> | ||
54 | /// The subdirectory in which the region is stored. | ||
55 | /// </summary> | ||
56 | public string Directory { get; set; } | ||
57 | |||
58 | /// <summary> | ||
59 | /// The region's coordinates (relative to the South-West corner of the block). | ||
60 | /// </summary> | ||
61 | public Point Location { get; set; } | ||
62 | |||
63 | /// <summary> | ||
64 | /// The UUID of the original scene from which this archived region was saved. | ||
65 | /// </summary> | ||
66 | public string OriginalID { get; set; } | ||
67 | |||
68 | /// <summary> | ||
69 | /// The scene in the current simulator into which this region is loaded. | ||
70 | /// If null then the region doesn't have a corresponding scene, and it won't be loaded. | ||
71 | /// </summary> | ||
72 | public Scene Scene { get; set; } | ||
73 | } | ||
74 | |||
75 | /// <summary> | ||
76 | /// Whether this archive uses the multi-region format. | ||
77 | /// </summary> | ||
78 | public Boolean MultiRegionFormat { get; set; } | ||
79 | |||
80 | /// <summary> | ||
81 | /// Maps (Region directory -> region) | ||
82 | /// </summary> | ||
83 | protected Dictionary<string, RegionInfo> m_directory2region = new Dictionary<string, RegionInfo>(); | ||
84 | |||
85 | /// <summary> | ||
86 | /// Maps (UUID of the scene in the simulator where the region will be loaded -> region) | ||
87 | /// </summary> | ||
88 | protected Dictionary<UUID, RegionInfo> m_newId2region = new Dictionary<UUID, RegionInfo>(); | ||
89 | |||
90 | public int LoadedCreationDateTime { get; set; } | ||
91 | public string DefaultOriginalID { get; set; } | ||
92 | |||
93 | // These variables are used while reading the archive control file | ||
94 | protected int? m_curY = null; | ||
95 | protected int? m_curX = null; | ||
96 | protected RegionInfo m_curRegion; | ||
97 | |||
98 | |||
99 | public DearchiveScenesInfo() | ||
100 | { | ||
101 | MultiRegionFormat = false; | ||
102 | } | ||
103 | |||
104 | |||
105 | // The following methods are used while reading the archive control file | ||
106 | |||
107 | public void StartRow() | ||
108 | { | ||
109 | m_curY = (m_curY == null) ? 0 : m_curY + 1; | ||
110 | m_curX = null; | ||
111 | } | ||
112 | |||
113 | public void StartRegion() | ||
114 | { | ||
115 | m_curX = (m_curX == null) ? 0 : m_curX + 1; | ||
116 | // Note: this doesn't mean we have a real region in this location; this could just be a "hole" | ||
117 | } | ||
118 | |||
119 | public void SetRegionOriginalID(string id) | ||
120 | { | ||
121 | m_curRegion = new RegionInfo(); | ||
122 | m_curRegion.Location = new Point((int)m_curX, (int)m_curY); | ||
123 | m_curRegion.OriginalID = id; | ||
124 | // 'curRegion' will be saved in 'm_directory2region' when SetRegionDir() is called | ||
125 | } | ||
126 | |||
127 | public void SetRegionDirectory(string directory) | ||
128 | { | ||
129 | m_curRegion.Directory = directory; | ||
130 | m_directory2region[directory] = m_curRegion; | ||
131 | } | ||
132 | |||
133 | |||
134 | /// <summary> | ||
135 | /// Sets all the scenes present in the simulator. | ||
136 | /// </summary> | ||
137 | /// <remarks> | ||
138 | /// This method matches regions in the archive to scenes in the simulator according to | ||
139 | /// their relative position. We only load regions if there's an existing Scene in the | ||
140 | /// grid location where the region should be loaded. | ||
141 | /// </remarks> | ||
142 | /// <param name="rootScene">The scene where the Load OAR operation was run</param> | ||
143 | /// <param name="simulatorScenes">All the scenes in the simulator</param> | ||
144 | public void SetSimulatorScenes(Scene rootScene, ArchiveScenesGroup simulatorScenes) | ||
145 | { | ||
146 | foreach (RegionInfo archivedRegion in m_directory2region.Values) | ||
147 | { | ||
148 | Point location = new Point((int)rootScene.RegionInfo.RegionLocX, (int)rootScene.RegionInfo.RegionLocY); | ||
149 | location.Offset(archivedRegion.Location); | ||
150 | |||
151 | Scene scene; | ||
152 | if (simulatorScenes.TryGetScene(location, out scene)) | ||
153 | { | ||
154 | archivedRegion.Scene = scene; | ||
155 | m_newId2region[scene.RegionInfo.RegionID] = archivedRegion; | ||
156 | } | ||
157 | else | ||
158 | { | ||
159 | m_log.WarnFormat("[ARCHIVER]: Not loading archived region {0} because there's no existing region at location {1},{2}", | ||
160 | archivedRegion.Directory, location.X, location.Y); | ||
161 | } | ||
162 | } | ||
163 | } | ||
164 | |||
165 | /// <summary> | ||
166 | /// Returns the archived region according to the path of a file in the archive. | ||
167 | /// Also, converts the full path into a path that is relative to the region's directory. | ||
168 | /// </summary> | ||
169 | /// <param name="fullPath">The path of a file in the archive</param> | ||
170 | /// <param name="scene">The corresponding Scene, or null if none</param> | ||
171 | /// <param name="relativePath">The path relative to the region's directory. (Or the original | ||
172 | /// path, if this file doesn't belong to a region.)</param> | ||
173 | /// <returns>True: use this file; False: skip it</returns> | ||
174 | public bool GetRegionFromPath(string fullPath, out Scene scene, out string relativePath) | ||
175 | { | ||
176 | scene = null; | ||
177 | relativePath = fullPath; | ||
178 | |||
179 | if (!MultiRegionFormat) | ||
180 | { | ||
181 | if (m_newId2region.Count > 0) | ||
182 | scene = m_newId2region.First().Value.Scene; | ||
183 | return true; | ||
184 | } | ||
185 | |||
186 | if (!fullPath.StartsWith(ArchiveConstants.REGIONS_PATH)) | ||
187 | return true; // this file doesn't belong to a region | ||
188 | |||
189 | string[] parts = fullPath.Split(new Char[] { '/' }, 3); | ||
190 | if (parts.Length != 3) | ||
191 | return false; | ||
192 | string regionDirectory = parts[1]; | ||
193 | relativePath = parts[2]; | ||
194 | |||
195 | RegionInfo region; | ||
196 | if (m_directory2region.TryGetValue(regionDirectory, out region)) | ||
197 | { | ||
198 | scene = region.Scene; | ||
199 | return (scene != null); | ||
200 | } | ||
201 | else | ||
202 | { | ||
203 | return false; | ||
204 | } | ||
205 | } | ||
206 | |||
207 | /// <summary> | ||
208 | /// Returns the original UUID of a region (from the simulator where the OAR was saved), | ||
209 | /// given the UUID of the scene it was loaded into in the current simulator. | ||
210 | /// </summary> | ||
211 | /// <param name="newID"></param> | ||
212 | /// <returns></returns> | ||
213 | public string GetOriginalRegionID(UUID newID) | ||
214 | { | ||
215 | RegionInfo region; | ||
216 | if (m_newId2region.TryGetValue(newID, out region)) | ||
217 | return region.OriginalID; | ||
218 | else | ||
219 | return DefaultOriginalID; | ||
220 | } | ||
221 | |||
222 | /// <summary> | ||
223 | /// Returns the scenes that have been (or will be) loaded. | ||
224 | /// </summary> | ||
225 | /// <returns></returns> | ||
226 | public List<UUID> GetLoadedScenes() | ||
227 | { | ||
228 | return m_newId2region.Keys.ToList(); | ||
229 | } | ||
230 | |||
231 | } | ||
232 | } | ||
diff --git a/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs b/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs index 5deaf52..82f49b0 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs | |||
@@ -47,32 +47,41 @@ using ArchiveConstants = OpenSim.Framework.Serialization.ArchiveConstants; | |||
47 | using TarArchiveReader = OpenSim.Framework.Serialization.TarArchiveReader; | 47 | using TarArchiveReader = OpenSim.Framework.Serialization.TarArchiveReader; |
48 | using TarArchiveWriter = OpenSim.Framework.Serialization.TarArchiveWriter; | 48 | using TarArchiveWriter = OpenSim.Framework.Serialization.TarArchiveWriter; |
49 | using RegionSettings = OpenSim.Framework.RegionSettings; | 49 | using RegionSettings = OpenSim.Framework.RegionSettings; |
50 | using OpenSim.Region.Framework.Interfaces; | ||
50 | 51 | ||
51 | namespace OpenSim.Region.CoreModules.World.Archiver.Tests | 52 | namespace OpenSim.Region.CoreModules.World.Archiver.Tests |
52 | { | 53 | { |
53 | [TestFixture] | 54 | [TestFixture] |
54 | public class ArchiverTests | 55 | public class ArchiverTests : OpenSimTestCase |
55 | { | 56 | { |
56 | private Guid m_lastRequestId; | 57 | private Guid m_lastRequestId; |
57 | private string m_lastErrorMessage; | 58 | private string m_lastErrorMessage; |
58 | 59 | ||
60 | protected SceneHelpers m_sceneHelpers; | ||
59 | protected TestScene m_scene; | 61 | protected TestScene m_scene; |
60 | protected ArchiverModule m_archiverModule; | 62 | protected ArchiverModule m_archiverModule; |
63 | protected SerialiserModule m_serialiserModule; | ||
61 | 64 | ||
62 | protected TaskInventoryItem m_soundItem; | 65 | protected TaskInventoryItem m_soundItem; |
63 | 66 | ||
64 | [SetUp] | 67 | [SetUp] |
65 | public void SetUp() | 68 | public override void SetUp() |
66 | { | 69 | { |
70 | base.SetUp(); | ||
71 | |||
72 | // FIXME: Do something about this - relying on statics in unit tests causes trouble sooner or later | ||
73 | new SceneManager(); | ||
74 | |||
67 | m_archiverModule = new ArchiverModule(); | 75 | m_archiverModule = new ArchiverModule(); |
68 | SerialiserModule serialiserModule = new SerialiserModule(); | 76 | m_serialiserModule = new SerialiserModule(); |
69 | TerrainModule terrainModule = new TerrainModule(); | 77 | TerrainModule terrainModule = new TerrainModule(); |
70 | 78 | ||
71 | m_scene = new SceneHelpers().SetupScene(); | 79 | m_sceneHelpers = new SceneHelpers(); |
72 | SceneHelpers.SetupSceneModules(m_scene, m_archiverModule, serialiserModule, terrainModule); | 80 | m_scene = m_sceneHelpers.SetupScene(); |
81 | SceneHelpers.SetupSceneModules(m_scene, m_archiverModule, m_serialiserModule, terrainModule); | ||
73 | } | 82 | } |
74 | 83 | ||
75 | private void LoadCompleted(Guid requestId, string errorMessage) | 84 | private void LoadCompleted(Guid requestId, List<UUID> loadedScenes, string errorMessage) |
76 | { | 85 | { |
77 | lock (this) | 86 | lock (this) |
78 | { | 87 | { |
@@ -128,26 +137,10 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests | |||
128 | TestHelpers.InMethod(); | 137 | TestHelpers.InMethod(); |
129 | // log4net.Config.XmlConfigurator.Configure(); | 138 | // log4net.Config.XmlConfigurator.Configure(); |
130 | 139 | ||
131 | SceneObjectPart part1 = CreateSceneObjectPart1(); | 140 | SceneObjectGroup sog1; |
132 | SceneObjectGroup sog1 = new SceneObjectGroup(part1); | 141 | SceneObjectGroup sog2; |
133 | m_scene.AddNewSceneObject(sog1, false); | 142 | UUID ncAssetUuid; |
134 | 143 | CreateTestObjects(m_scene, out sog1, out sog2, out ncAssetUuid); | |
135 | SceneObjectPart part2 = CreateSceneObjectPart2(); | ||
136 | |||
137 | AssetNotecard nc = new AssetNotecard(); | ||
138 | nc.BodyText = "Hello World!"; | ||
139 | nc.Encode(); | ||
140 | UUID ncAssetUuid = new UUID("00000000-0000-0000-1000-000000000000"); | ||
141 | UUID ncItemUuid = new UUID("00000000-0000-0000-1100-000000000000"); | ||
142 | AssetBase ncAsset | ||
143 | = AssetHelpers.CreateAsset(ncAssetUuid, AssetType.Notecard, nc.AssetData, UUID.Zero); | ||
144 | m_scene.AssetService.Store(ncAsset); | ||
145 | SceneObjectGroup sog2 = new SceneObjectGroup(part2); | ||
146 | TaskInventoryItem ncItem | ||
147 | = new TaskInventoryItem { Name = "ncItem", AssetID = ncAssetUuid, ItemID = ncItemUuid }; | ||
148 | part2.Inventory.AddInventoryItem(ncItem, true); | ||
149 | |||
150 | m_scene.AddNewSceneObject(sog2, false); | ||
151 | 144 | ||
152 | MemoryStream archiveWriteStream = new MemoryStream(); | 145 | MemoryStream archiveWriteStream = new MemoryStream(); |
153 | m_scene.EventManager.OnOarFileSaved += SaveCompleted; | 146 | m_scene.EventManager.OnOarFileSaved += SaveCompleted; |
@@ -186,7 +179,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests | |||
186 | Assert.That(filePath, Is.EqualTo(ArchiveConstants.CONTROL_FILE_PATH)); | 179 | Assert.That(filePath, Is.EqualTo(ArchiveConstants.CONTROL_FILE_PATH)); |
187 | 180 | ||
188 | ArchiveReadRequest arr = new ArchiveReadRequest(m_scene, (Stream)null, false, false, Guid.Empty); | 181 | ArchiveReadRequest arr = new ArchiveReadRequest(m_scene, (Stream)null, false, false, Guid.Empty); |
189 | arr.LoadControlFile(filePath, data); | 182 | arr.LoadControlFile(filePath, data, new DearchiveScenesInfo()); |
190 | 183 | ||
191 | Assert.That(arr.ControlFileLoaded, Is.True); | 184 | Assert.That(arr.ControlFileLoaded, Is.True); |
192 | 185 | ||
@@ -211,6 +204,30 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests | |||
211 | // TODO: Test presence of more files and contents of files. | 204 | // TODO: Test presence of more files and contents of files. |
212 | } | 205 | } |
213 | 206 | ||
207 | private void CreateTestObjects(Scene scene, out SceneObjectGroup sog1, out SceneObjectGroup sog2, out UUID ncAssetUuid) | ||
208 | { | ||
209 | SceneObjectPart part1 = CreateSceneObjectPart1(); | ||
210 | sog1 = new SceneObjectGroup(part1); | ||
211 | scene.AddNewSceneObject(sog1, false); | ||
212 | |||
213 | AssetNotecard nc = new AssetNotecard(); | ||
214 | nc.BodyText = "Hello World!"; | ||
215 | nc.Encode(); | ||
216 | ncAssetUuid = UUID.Random(); | ||
217 | UUID ncItemUuid = UUID.Random(); | ||
218 | AssetBase ncAsset | ||
219 | = AssetHelpers.CreateAsset(ncAssetUuid, AssetType.Notecard, nc.AssetData, UUID.Zero); | ||
220 | m_scene.AssetService.Store(ncAsset); | ||
221 | |||
222 | TaskInventoryItem ncItem | ||
223 | = new TaskInventoryItem { Name = "ncItem", AssetID = ncAssetUuid, ItemID = ncItemUuid }; | ||
224 | SceneObjectPart part2 = CreateSceneObjectPart2(); | ||
225 | sog2 = new SceneObjectGroup(part2); | ||
226 | part2.Inventory.AddInventoryItem(ncItem, true); | ||
227 | |||
228 | scene.AddNewSceneObject(sog2, false); | ||
229 | } | ||
230 | |||
214 | /// <summary> | 231 | /// <summary> |
215 | /// Test saving an OpenSim Region Archive with the no assets option | 232 | /// Test saving an OpenSim Region Archive with the no assets option |
216 | /// </summary> | 233 | /// </summary> |
@@ -270,7 +287,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests | |||
270 | Assert.That(filePath, Is.EqualTo(ArchiveConstants.CONTROL_FILE_PATH)); | 287 | Assert.That(filePath, Is.EqualTo(ArchiveConstants.CONTROL_FILE_PATH)); |
271 | 288 | ||
272 | ArchiveReadRequest arr = new ArchiveReadRequest(m_scene, (Stream)null, false, false, Guid.Empty); | 289 | ArchiveReadRequest arr = new ArchiveReadRequest(m_scene, (Stream)null, false, false, Guid.Empty); |
273 | arr.LoadControlFile(filePath, data); | 290 | arr.LoadControlFile(filePath, data, new DearchiveScenesInfo()); |
274 | 291 | ||
275 | Assert.That(arr.ControlFileLoaded, Is.True); | 292 | Assert.That(arr.ControlFileLoaded, Is.True); |
276 | 293 | ||
@@ -307,7 +324,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests | |||
307 | 324 | ||
308 | tar.WriteFile( | 325 | tar.WriteFile( |
309 | ArchiveConstants.CONTROL_FILE_PATH, | 326 | ArchiveConstants.CONTROL_FILE_PATH, |
310 | new ArchiveWriteRequestPreparation(null, (Stream)null, Guid.Empty).CreateControlFile(new Dictionary<string, Object>())); | 327 | new ArchiveWriteRequest(m_scene, (Stream)null, Guid.Empty).CreateControlFile(new ArchiveScenesGroup())); |
311 | 328 | ||
312 | SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(1, ownerId, "obj1-", 0x11); | 329 | SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(1, ownerId, "obj1-", 0x11); |
313 | SceneObjectPart sop2 | 330 | SceneObjectPart sop2 |
@@ -362,11 +379,10 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests | |||
362 | // Also check that direct entries which will also have a file entry containing that directory doesn't | 379 | // Also check that direct entries which will also have a file entry containing that directory doesn't |
363 | // upset load | 380 | // upset load |
364 | tar.WriteDir(ArchiveConstants.TERRAINS_PATH); | 381 | tar.WriteDir(ArchiveConstants.TERRAINS_PATH); |
365 | 382 | ||
366 | tar.WriteFile( | 383 | tar.WriteFile( |
367 | ArchiveConstants.CONTROL_FILE_PATH, | 384 | ArchiveConstants.CONTROL_FILE_PATH, |
368 | new ArchiveWriteRequestPreparation(null, (Stream)null, Guid.Empty).CreateControlFile(new Dictionary<string, Object>())); | 385 | new ArchiveWriteRequest(m_scene, (Stream)null, Guid.Empty).CreateControlFile(new ArchiveScenesGroup())); |
369 | |||
370 | SceneObjectPart part1 = CreateSceneObjectPart1(); | 386 | SceneObjectPart part1 = CreateSceneObjectPart1(); |
371 | 387 | ||
372 | part1.SitTargetOrientation = new Quaternion(0.2f, 0.3f, 0.4f, 0.5f); | 388 | part1.SitTargetOrientation = new Quaternion(0.2f, 0.3f, 0.4f, 0.5f); |
@@ -389,31 +405,12 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests | |||
389 | Assert.That(soundDataResourceName, Is.Not.Null); | 405 | Assert.That(soundDataResourceName, Is.Not.Null); |
390 | 406 | ||
391 | byte[] soundData; | 407 | byte[] soundData; |
392 | Console.WriteLine("Loading " + soundDataResourceName); | 408 | UUID soundUuid; |
393 | using (Stream resource = assembly.GetManifestResourceStream(soundDataResourceName)) | 409 | CreateSoundAsset(tar, assembly, soundDataResourceName, out soundData, out soundUuid); |
394 | { | 410 | |
395 | using (BinaryReader br = new BinaryReader(resource)) | 411 | TaskInventoryItem item1 |
396 | { | 412 | = new TaskInventoryItem { AssetID = soundUuid, ItemID = soundItemUuid, Name = soundItemName }; |
397 | // FIXME: Use the inspector instead | 413 | part1.Inventory.AddInventoryItem(item1, true); |
398 | soundData = br.ReadBytes(99999999); | ||
399 | UUID soundUuid = UUID.Parse("00000000-0000-0000-0000-000000000001"); | ||
400 | string soundAssetFileName | ||
401 | = ArchiveConstants.ASSETS_PATH + soundUuid | ||
402 | + ArchiveConstants.ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.SoundWAV]; | ||
403 | tar.WriteFile(soundAssetFileName, soundData); | ||
404 | |||
405 | /* | ||
406 | AssetBase soundAsset = AssetHelpers.CreateAsset(soundUuid, soundData); | ||
407 | scene.AssetService.Store(soundAsset); | ||
408 | asset1FileName = ArchiveConstants.ASSETS_PATH + soundUuid + ".wav"; | ||
409 | */ | ||
410 | |||
411 | TaskInventoryItem item1 | ||
412 | = new TaskInventoryItem { AssetID = soundUuid, ItemID = soundItemUuid, Name = soundItemName }; | ||
413 | part1.Inventory.AddInventoryItem(item1, true); | ||
414 | } | ||
415 | } | ||
416 | |||
417 | m_scene.AddNewSceneObject(object1, false); | 414 | m_scene.AddNewSceneObject(object1, false); |
418 | 415 | ||
419 | string object1FileName = string.Format( | 416 | string object1FileName = string.Format( |
@@ -435,6 +432,34 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests | |||
435 | 432 | ||
436 | Assert.That(m_lastErrorMessage, Is.Null); | 433 | Assert.That(m_lastErrorMessage, Is.Null); |
437 | 434 | ||
435 | TestLoadedRegion(part1, soundItemName, soundData); | ||
436 | } | ||
437 | |||
438 | private static void CreateSoundAsset(TarArchiveWriter tar, Assembly assembly, string soundDataResourceName, out byte[] soundData, out UUID soundUuid) | ||
439 | { | ||
440 | using (Stream resource = assembly.GetManifestResourceStream(soundDataResourceName)) | ||
441 | { | ||
442 | using (BinaryReader br = new BinaryReader(resource)) | ||
443 | { | ||
444 | // FIXME: Use the inspector instead | ||
445 | soundData = br.ReadBytes(99999999); | ||
446 | soundUuid = UUID.Parse("00000000-0000-0000-0000-000000000001"); | ||
447 | string soundAssetFileName | ||
448 | = ArchiveConstants.ASSETS_PATH + soundUuid | ||
449 | + ArchiveConstants.ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.SoundWAV]; | ||
450 | tar.WriteFile(soundAssetFileName, soundData); | ||
451 | |||
452 | /* | ||
453 | AssetBase soundAsset = AssetHelpers.CreateAsset(soundUuid, soundData); | ||
454 | scene.AssetService.Store(soundAsset); | ||
455 | asset1FileName = ArchiveConstants.ASSETS_PATH + soundUuid + ".wav"; | ||
456 | */ | ||
457 | } | ||
458 | } | ||
459 | } | ||
460 | |||
461 | private void TestLoadedRegion(SceneObjectPart part1, string soundItemName, byte[] soundData) | ||
462 | { | ||
438 | SceneObjectPart object1PartLoaded = m_scene.GetSceneObjectPart(part1.Name); | 463 | SceneObjectPart object1PartLoaded = m_scene.GetSceneObjectPart(part1.Name); |
439 | 464 | ||
440 | Assert.That(object1PartLoaded, Is.Not.Null, "object1 was not loaded"); | 465 | Assert.That(object1PartLoaded, Is.Not.Null, "object1 was not loaded"); |
@@ -454,9 +479,6 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests | |||
454 | Assert.That(loadedSoundAsset.Data, Is.EqualTo(soundData), "saved and loaded sound data do not match"); | 479 | Assert.That(loadedSoundAsset.Data, Is.EqualTo(soundData), "saved and loaded sound data do not match"); |
455 | 480 | ||
456 | Assert.Greater(m_scene.LandChannel.AllParcels().Count, 0, "incorrect number of parcels"); | 481 | Assert.Greater(m_scene.LandChannel.AllParcels().Count, 0, "incorrect number of parcels"); |
457 | |||
458 | // Temporary | ||
459 | Console.WriteLine("Successfully completed {0}", MethodBase.GetCurrentMethod()); | ||
460 | } | 482 | } |
461 | 483 | ||
462 | /// <summary> | 484 | /// <summary> |
@@ -516,7 +538,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests | |||
516 | SerialiserModule serialiserModule = new SerialiserModule(); | 538 | SerialiserModule serialiserModule = new SerialiserModule(); |
517 | TerrainModule terrainModule = new TerrainModule(); | 539 | TerrainModule terrainModule = new TerrainModule(); |
518 | 540 | ||
519 | TestScene scene2 = new SceneHelpers().SetupScene(); | 541 | m_sceneHelpers = new SceneHelpers(); |
542 | TestScene scene2 = m_sceneHelpers.SetupScene(); | ||
520 | SceneHelpers.SetupSceneModules(scene2, archiverModule, serialiserModule, terrainModule); | 543 | SceneHelpers.SetupSceneModules(scene2, archiverModule, serialiserModule, terrainModule); |
521 | 544 | ||
522 | // Make sure there's a valid owner for the owner we saved (this should have been wiped if the code is | 545 | // Make sure there's a valid owner for the owner we saved (this should have been wiped if the code is |
@@ -554,7 +577,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests | |||
554 | tar.WriteDir(ArchiveConstants.TERRAINS_PATH); | 577 | tar.WriteDir(ArchiveConstants.TERRAINS_PATH); |
555 | tar.WriteFile( | 578 | tar.WriteFile( |
556 | ArchiveConstants.CONTROL_FILE_PATH, | 579 | ArchiveConstants.CONTROL_FILE_PATH, |
557 | new ArchiveWriteRequestPreparation(null, (Stream)null, Guid.Empty).CreateControlFile(new Dictionary<string, Object>())); | 580 | new ArchiveWriteRequest(m_scene, (Stream)null, Guid.Empty).CreateControlFile(new ArchiveScenesGroup())); |
558 | 581 | ||
559 | RegionSettings rs = new RegionSettings(); | 582 | RegionSettings rs = new RegionSettings(); |
560 | rs.AgentLimit = 17; | 583 | rs.AgentLimit = 17; |
@@ -664,7 +687,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests | |||
664 | SerialiserModule serialiserModule = new SerialiserModule(); | 687 | SerialiserModule serialiserModule = new SerialiserModule(); |
665 | TerrainModule terrainModule = new TerrainModule(); | 688 | TerrainModule terrainModule = new TerrainModule(); |
666 | 689 | ||
667 | Scene scene = new SceneHelpers().SetupScene(); | 690 | Scene scene = m_sceneHelpers.SetupScene(); |
668 | SceneHelpers.SetupSceneModules(scene, archiverModule, serialiserModule, terrainModule); | 691 | SceneHelpers.SetupSceneModules(scene, archiverModule, serialiserModule, terrainModule); |
669 | 692 | ||
670 | m_scene.AddNewSceneObject(new SceneObjectGroup(part2), false); | 693 | m_scene.AddNewSceneObject(new SceneObjectGroup(part2), false); |
@@ -700,5 +723,258 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests | |||
700 | Assert.That(object2PartMerged.GroupPosition, Is.EqualTo(part2.GroupPosition), "object2 group position not equal after merge"); | 723 | Assert.That(object2PartMerged.GroupPosition, Is.EqualTo(part2.GroupPosition), "object2 group position not equal after merge"); |
701 | } | 724 | } |
702 | } | 725 | } |
726 | |||
727 | /// <summary> | ||
728 | /// Test saving a multi-region OAR. | ||
729 | /// </summary> | ||
730 | [Test] | ||
731 | public void TestSaveMultiRegionOar() | ||
732 | { | ||
733 | TestHelpers.InMethod(); | ||
734 | |||
735 | // Create test regions | ||
736 | |||
737 | int WIDTH = 2; | ||
738 | int HEIGHT = 2; | ||
739 | |||
740 | List<Scene> scenes = new List<Scene>(); | ||
741 | |||
742 | // Maps (Directory in OAR file -> scene) | ||
743 | Dictionary<string, Scene> regionPaths = new Dictionary<string, Scene>(); | ||
744 | |||
745 | // Maps (Scene -> expected object paths) | ||
746 | Dictionary<UUID, List<string>> expectedPaths = new Dictionary<UUID, List<string>>(); | ||
747 | |||
748 | // List of expected assets | ||
749 | List<UUID> expectedAssets = new List<UUID>(); | ||
750 | |||
751 | for (uint y = 0; y < HEIGHT; y++) | ||
752 | { | ||
753 | for (uint x = 0; x < WIDTH; x++) | ||
754 | { | ||
755 | Scene scene; | ||
756 | if (x == 0 && y == 0) | ||
757 | { | ||
758 | scene = m_scene; // this scene was already created in SetUp() | ||
759 | } | ||
760 | else | ||
761 | { | ||
762 | scene = m_sceneHelpers.SetupScene(string.Format("Unit test region {0}", (y * WIDTH) + x + 1), UUID.Random(), 1000 + x, 1000 + y); | ||
763 | SceneHelpers.SetupSceneModules(scene, new ArchiverModule(), m_serialiserModule, new TerrainModule()); | ||
764 | } | ||
765 | scenes.Add(scene); | ||
766 | |||
767 | string dir = String.Format("{0}_{1}_{2}", x + 1, y + 1, scene.RegionInfo.RegionName.Replace(" ", "_")); | ||
768 | regionPaths[dir] = scene; | ||
769 | |||
770 | SceneObjectGroup sog1; | ||
771 | SceneObjectGroup sog2; | ||
772 | UUID ncAssetUuid; | ||
773 | |||
774 | CreateTestObjects(scene, out sog1, out sog2, out ncAssetUuid); | ||
775 | |||
776 | expectedPaths[scene.RegionInfo.RegionID] = new List<string>(); | ||
777 | expectedPaths[scene.RegionInfo.RegionID].Add(ArchiveHelpers.CreateObjectPath(sog1)); | ||
778 | expectedPaths[scene.RegionInfo.RegionID].Add(ArchiveHelpers.CreateObjectPath(sog2)); | ||
779 | |||
780 | expectedAssets.Add(ncAssetUuid); | ||
781 | } | ||
782 | } | ||
783 | |||
784 | |||
785 | // Save OAR | ||
786 | |||
787 | MemoryStream archiveWriteStream = new MemoryStream(); | ||
788 | m_scene.EventManager.OnOarFileSaved += SaveCompleted; | ||
789 | |||
790 | Guid requestId = new Guid("00000000-0000-0000-0000-808080808080"); | ||
791 | |||
792 | Dictionary<string, Object> options = new Dictionary<string, Object>(); | ||
793 | options.Add("all", true); | ||
794 | |||
795 | lock (this) | ||
796 | { | ||
797 | m_archiverModule.ArchiveRegion(archiveWriteStream, requestId, options); | ||
798 | Monitor.Wait(this, 60000); | ||
799 | } | ||
800 | |||
801 | |||
802 | // Check that the OAR contains the expected data | ||
803 | |||
804 | Assert.That(m_lastRequestId, Is.EqualTo(requestId)); | ||
805 | |||
806 | byte[] archive = archiveWriteStream.ToArray(); | ||
807 | MemoryStream archiveReadStream = new MemoryStream(archive); | ||
808 | TarArchiveReader tar = new TarArchiveReader(archiveReadStream); | ||
809 | |||
810 | Dictionary<UUID, List<string>> foundPaths = new Dictionary<UUID, List<string>>(); | ||
811 | List<UUID> foundAssets = new List<UUID>(); | ||
812 | |||
813 | foreach (Scene scene in scenes) | ||
814 | { | ||
815 | foundPaths[scene.RegionInfo.RegionID] = new List<string>(); | ||
816 | } | ||
817 | |||
818 | string filePath; | ||
819 | TarArchiveReader.TarEntryType tarEntryType; | ||
820 | |||
821 | byte[] data = tar.ReadEntry(out filePath, out tarEntryType); | ||
822 | Assert.That(filePath, Is.EqualTo(ArchiveConstants.CONTROL_FILE_PATH)); | ||
823 | |||
824 | ArchiveReadRequest arr = new ArchiveReadRequest(m_scene, (Stream)null, false, false, Guid.Empty); | ||
825 | arr.LoadControlFile(filePath, data, new DearchiveScenesInfo()); | ||
826 | |||
827 | Assert.That(arr.ControlFileLoaded, Is.True); | ||
828 | |||
829 | while (tar.ReadEntry(out filePath, out tarEntryType) != null) | ||
830 | { | ||
831 | if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH)) | ||
832 | { | ||
833 | // Assets are shared, so this file doesn't belong to any specific region. | ||
834 | string fileName = filePath.Remove(0, ArchiveConstants.ASSETS_PATH.Length); | ||
835 | if (fileName.EndsWith("_notecard.txt")) | ||
836 | foundAssets.Add(UUID.Parse(fileName.Substring(0, fileName.Length - "_notecard.txt".Length))); | ||
837 | } | ||
838 | else | ||
839 | { | ||
840 | // This file belongs to one of the regions. Find out which one. | ||
841 | Assert.IsTrue(filePath.StartsWith(ArchiveConstants.REGIONS_PATH)); | ||
842 | string[] parts = filePath.Split(new Char[] { '/' }, 3); | ||
843 | Assert.AreEqual(3, parts.Length); | ||
844 | string regionDirectory = parts[1]; | ||
845 | string relativePath = parts[2]; | ||
846 | Scene scene = regionPaths[regionDirectory]; | ||
847 | |||
848 | if (relativePath.StartsWith(ArchiveConstants.OBJECTS_PATH)) | ||
849 | { | ||
850 | foundPaths[scene.RegionInfo.RegionID].Add(relativePath); | ||
851 | } | ||
852 | } | ||
853 | } | ||
854 | |||
855 | Assert.AreEqual(scenes.Count, foundPaths.Count); | ||
856 | foreach (Scene scene in scenes) | ||
857 | { | ||
858 | Assert.That(foundPaths[scene.RegionInfo.RegionID], Is.EquivalentTo(expectedPaths[scene.RegionInfo.RegionID])); | ||
859 | } | ||
860 | |||
861 | Assert.That(foundAssets, Is.EquivalentTo(expectedAssets)); | ||
862 | } | ||
863 | |||
864 | /// <summary> | ||
865 | /// Test loading a multi-region OAR. | ||
866 | /// </summary> | ||
867 | [Test] | ||
868 | public void TestLoadMultiRegionOar() | ||
869 | { | ||
870 | TestHelpers.InMethod(); | ||
871 | |||
872 | // Create an ArchiveScenesGroup with the regions in the OAR. This is needed to generate the control file. | ||
873 | |||
874 | int WIDTH = 2; | ||
875 | int HEIGHT = 2; | ||
876 | |||
877 | for (uint y = 0; y < HEIGHT; y++) | ||
878 | { | ||
879 | for (uint x = 0; x < WIDTH; x++) | ||
880 | { | ||
881 | Scene scene; | ||
882 | if (x == 0 && y == 0) | ||
883 | { | ||
884 | scene = m_scene; // this scene was already created in SetUp() | ||
885 | } | ||
886 | else | ||
887 | { | ||
888 | scene = m_sceneHelpers.SetupScene(string.Format("Unit test region {0}", (y * WIDTH) + x + 1), UUID.Random(), 1000 + x, 1000 + y); | ||
889 | SceneHelpers.SetupSceneModules(scene, new ArchiverModule(), m_serialiserModule, new TerrainModule()); | ||
890 | } | ||
891 | } | ||
892 | } | ||
893 | |||
894 | ArchiveScenesGroup scenesGroup = new ArchiveScenesGroup(); | ||
895 | SceneManager.Instance.ForEachScene(delegate(Scene scene) | ||
896 | { | ||
897 | scenesGroup.AddScene(scene); | ||
898 | }); | ||
899 | scenesGroup.CalcSceneLocations(); | ||
900 | |||
901 | // Generate the OAR file | ||
902 | |||
903 | MemoryStream archiveWriteStream = new MemoryStream(); | ||
904 | TarArchiveWriter tar = new TarArchiveWriter(archiveWriteStream); | ||
905 | |||
906 | ArchiveWriteRequest writeRequest = new ArchiveWriteRequest(m_scene, (Stream)null, Guid.Empty); | ||
907 | writeRequest.MultiRegionFormat = true; | ||
908 | tar.WriteFile( | ||
909 | ArchiveConstants.CONTROL_FILE_PATH, writeRequest.CreateControlFile(scenesGroup)); | ||
910 | |||
911 | SceneObjectPart part1 = CreateSceneObjectPart1(); | ||
912 | part1.SitTargetOrientation = new Quaternion(0.2f, 0.3f, 0.4f, 0.5f); | ||
913 | part1.SitTargetPosition = new Vector3(1, 2, 3); | ||
914 | |||
915 | SceneObjectGroup object1 = new SceneObjectGroup(part1); | ||
916 | |||
917 | // Let's put some inventory items into our object | ||
918 | string soundItemName = "sound-item1"; | ||
919 | UUID soundItemUuid = UUID.Parse("00000000-0000-0000-0000-000000000002"); | ||
920 | Type type = GetType(); | ||
921 | Assembly assembly = type.Assembly; | ||
922 | string soundDataResourceName = null; | ||
923 | string[] names = assembly.GetManifestResourceNames(); | ||
924 | foreach (string name in names) | ||
925 | { | ||
926 | if (name.EndsWith(".Resources.test-sound.wav")) | ||
927 | soundDataResourceName = name; | ||
928 | } | ||
929 | Assert.That(soundDataResourceName, Is.Not.Null); | ||
930 | |||
931 | byte[] soundData; | ||
932 | UUID soundUuid; | ||
933 | CreateSoundAsset(tar, assembly, soundDataResourceName, out soundData, out soundUuid); | ||
934 | |||
935 | TaskInventoryItem item1 | ||
936 | = new TaskInventoryItem { AssetID = soundUuid, ItemID = soundItemUuid, Name = soundItemName }; | ||
937 | part1.Inventory.AddInventoryItem(item1, true); | ||
938 | m_scene.AddNewSceneObject(object1, false); | ||
939 | |||
940 | string object1FileName = string.Format( | ||
941 | "{0}_{1:000}-{2:000}-{3:000}__{4}.xml", | ||
942 | part1.Name, | ||
943 | Math.Round(part1.GroupPosition.X), Math.Round(part1.GroupPosition.Y), Math.Round(part1.GroupPosition.Z), | ||
944 | part1.UUID); | ||
945 | string path = "regions/1_1_Unit_test_region/" + ArchiveConstants.OBJECTS_PATH + object1FileName; | ||
946 | tar.WriteFile(path, SceneObjectSerializer.ToXml2Format(object1)); | ||
947 | |||
948 | tar.Close(); | ||
949 | |||
950 | |||
951 | // Delete the current objects, to test that they're loaded from the OAR and didn't | ||
952 | // just remain in the scene. | ||
953 | SceneManager.Instance.ForEachScene(delegate(Scene scene) | ||
954 | { | ||
955 | scene.DeleteAllSceneObjects(); | ||
956 | }); | ||
957 | |||
958 | // Create a "hole", to test that that the corresponding region isn't loaded from the OAR | ||
959 | SceneManager.Instance.CloseScene(SceneManager.Instance.Scenes[1]); | ||
960 | |||
961 | |||
962 | // Check thay the OAR file contains the expected data | ||
963 | |||
964 | MemoryStream archiveReadStream = new MemoryStream(archiveWriteStream.ToArray()); | ||
965 | |||
966 | lock (this) | ||
967 | { | ||
968 | m_scene.EventManager.OnOarFileLoaded += LoadCompleted; | ||
969 | m_archiverModule.DearchiveRegion(archiveReadStream); | ||
970 | } | ||
971 | |||
972 | Assert.That(m_lastErrorMessage, Is.Null); | ||
973 | |||
974 | Assert.AreEqual(3, SceneManager.Instance.Scenes.Count); | ||
975 | |||
976 | TestLoadedRegion(part1, soundItemName, soundData); | ||
977 | } | ||
978 | |||
703 | } | 979 | } |
704 | } | 980 | } |
diff --git a/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs b/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs index 102b4d7..cbb3abe 100644 --- a/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs +++ b/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs | |||
@@ -69,7 +69,7 @@ namespace OpenSim.Region.CoreModules.World.Land | |||
69 | /// without recounting the whole sim. | 69 | /// without recounting the whole sim. |
70 | /// | 70 | /// |
71 | /// We start out tainted so that the first get call resets the various prim counts. | 71 | /// We start out tainted so that the first get call resets the various prim counts. |
72 | /// <value> | 72 | /// </value> |
73 | private bool m_Tainted = true; | 73 | private bool m_Tainted = true; |
74 | 74 | ||
75 | private Object m_TaintLock = new Object(); | 75 | private Object m_TaintLock = new Object(); |
diff --git a/OpenSim/Region/CoreModules/World/Sound/SoundModule.cs b/OpenSim/Region/CoreModules/World/Sound/SoundModule.cs index 14c1a39..a2f0950 100644 --- a/OpenSim/Region/CoreModules/World/Sound/SoundModule.cs +++ b/OpenSim/Region/CoreModules/World/Sound/SoundModule.cs | |||
@@ -85,13 +85,15 @@ namespace OpenSim.Region.CoreModules.World.Sound | |||
85 | dis = 0; | 85 | dis = 0; |
86 | } | 86 | } |
87 | 87 | ||
88 | float thisSpGain; | ||
89 | |||
88 | // Scale by distance | 90 | // Scale by distance |
89 | if (radius == 0) | 91 | if (radius == 0) |
90 | gain = (float)((double)gain * ((100.0 - dis) / 100.0)); | 92 | thisSpGain = (float)((double)gain * ((100.0 - dis) / 100.0)); |
91 | else | 93 | else |
92 | gain = (float)((double)gain * ((radius - dis) / radius)); | 94 | thisSpGain = (float)((double)gain * ((radius - dis) / radius)); |
93 | 95 | ||
94 | sp.ControllingClient.SendPlayAttachedSound(soundID, objectID, ownerID, (float)gain, flags); | 96 | sp.ControllingClient.SendPlayAttachedSound(soundID, objectID, ownerID, thisSpGain, flags); |
95 | }); | 97 | }); |
96 | } | 98 | } |
97 | 99 | ||
diff --git a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs index 402b9fb..d99567c 100644 --- a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs +++ b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs | |||
@@ -414,6 +414,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain | |||
414 | private void LoadPlugins() | 414 | private void LoadPlugins() |
415 | { | 415 | { |
416 | m_plugineffects = new Dictionary<string, ITerrainEffect>(); | 416 | m_plugineffects = new Dictionary<string, ITerrainEffect>(); |
417 | LoadPlugins(Assembly.GetCallingAssembly()); | ||
417 | string plugineffectsPath = "Terrain"; | 418 | string plugineffectsPath = "Terrain"; |
418 | 419 | ||
419 | // Load the files in the Terrain/ dir | 420 | // Load the files in the Terrain/ dir |
@@ -427,34 +428,39 @@ namespace OpenSim.Region.CoreModules.World.Terrain | |||
427 | try | 428 | try |
428 | { | 429 | { |
429 | Assembly library = Assembly.LoadFrom(file); | 430 | Assembly library = Assembly.LoadFrom(file); |
430 | foreach (Type pluginType in library.GetTypes()) | 431 | LoadPlugins(library); |
431 | { | 432 | } |
432 | try | 433 | catch (BadImageFormatException) |
433 | { | 434 | { |
434 | if (pluginType.IsAbstract || pluginType.IsNotPublic) | 435 | } |
435 | continue; | 436 | } |
437 | } | ||
436 | 438 | ||
437 | string typeName = pluginType.Name; | 439 | private void LoadPlugins(Assembly library) |
440 | { | ||
441 | foreach (Type pluginType in library.GetTypes()) | ||
442 | { | ||
443 | try | ||
444 | { | ||
445 | if (pluginType.IsAbstract || pluginType.IsNotPublic) | ||
446 | continue; | ||
438 | 447 | ||
439 | if (pluginType.GetInterface("ITerrainEffect", false) != null) | 448 | string typeName = pluginType.Name; |
440 | { | ||
441 | ITerrainEffect terEffect = (ITerrainEffect) Activator.CreateInstance(library.GetType(pluginType.ToString())); | ||
442 | 449 | ||
443 | InstallPlugin(typeName, terEffect); | 450 | if (pluginType.GetInterface("ITerrainEffect", false) != null) |
444 | } | 451 | { |
445 | else if (pluginType.GetInterface("ITerrainLoader", false) != null) | 452 | ITerrainEffect terEffect = (ITerrainEffect)Activator.CreateInstance(library.GetType(pluginType.ToString())); |
446 | { | 453 | |
447 | ITerrainLoader terLoader = (ITerrainLoader) Activator.CreateInstance(library.GetType(pluginType.ToString())); | 454 | InstallPlugin(typeName, terEffect); |
448 | m_loaders[terLoader.FileExtension] = terLoader; | 455 | } |
449 | m_log.Info("L ... " + typeName); | 456 | else if (pluginType.GetInterface("ITerrainLoader", false) != null) |
450 | } | 457 | { |
451 | } | 458 | ITerrainLoader terLoader = (ITerrainLoader)Activator.CreateInstance(library.GetType(pluginType.ToString())); |
452 | catch (AmbiguousMatchException) | 459 | m_loaders[terLoader.FileExtension] = terLoader; |
453 | { | 460 | m_log.Info("L ... " + typeName); |
454 | } | ||
455 | } | 461 | } |
456 | } | 462 | } |
457 | catch (BadImageFormatException) | 463 | catch (AmbiguousMatchException) |
458 | { | 464 | { |
459 | } | 465 | } |
460 | } | 466 | } |
@@ -1178,7 +1184,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain | |||
1178 | 1184 | ||
1179 | private void InterfaceRunPluginEffect(Object[] args) | 1185 | private void InterfaceRunPluginEffect(Object[] args) |
1180 | { | 1186 | { |
1181 | if ((string) args[0] == "list") | 1187 | string firstArg = (string)args[0]; |
1188 | if (firstArg == "list") | ||
1182 | { | 1189 | { |
1183 | m_log.Info("List of loaded plugins"); | 1190 | m_log.Info("List of loaded plugins"); |
1184 | foreach (KeyValuePair<string, ITerrainEffect> kvp in m_plugineffects) | 1191 | foreach (KeyValuePair<string, ITerrainEffect> kvp in m_plugineffects) |
@@ -1187,14 +1194,14 @@ namespace OpenSim.Region.CoreModules.World.Terrain | |||
1187 | } | 1194 | } |
1188 | return; | 1195 | return; |
1189 | } | 1196 | } |
1190 | if ((string) args[0] == "reload") | 1197 | if (firstArg == "reload") |
1191 | { | 1198 | { |
1192 | LoadPlugins(); | 1199 | LoadPlugins(); |
1193 | return; | 1200 | return; |
1194 | } | 1201 | } |
1195 | if (m_plugineffects.ContainsKey((string) args[0])) | 1202 | if (m_plugineffects.ContainsKey(firstArg)) |
1196 | { | 1203 | { |
1197 | m_plugineffects[(string) args[0]].RunEffect(m_channel); | 1204 | m_plugineffects[firstArg].RunEffect(m_channel); |
1198 | CheckForTerrainUpdates(); | 1205 | CheckForTerrainUpdates(); |
1199 | } | 1206 | } |
1200 | else | 1207 | else |
diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs index 3c48d07..33f6c3f 100644 --- a/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs +++ b/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs | |||
@@ -222,6 +222,13 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap | |||
222 | bitmap = ImageUtils.ResizeImage(origBitmap, viewport.Width, viewport.Height); | 222 | bitmap = ImageUtils.ResizeImage(origBitmap, viewport.Width, viewport.Height); |
223 | } | 223 | } |
224 | 224 | ||
225 | // XXX: It shouldn't really be necesary to force a GC here as one should occur anyway pretty shortly | ||
226 | // afterwards. It's generally regarded as a bad idea to manually GC. If Warp3D is using lots of memory | ||
227 | // then this may be some issue with the Warp3D code itself, though it's also quite possible that generating | ||
228 | // this map tile simply takes a lot of memory. | ||
229 | GC.Collect(); | ||
230 | m_log.Debug("[WARP 3D IMAGE MODULE]: GC.Collect()"); | ||
231 | |||
225 | return bitmap; | 232 | return bitmap; |
226 | } | 233 | } |
227 | 234 | ||
diff --git a/OpenSim/Region/Framework/Interfaces/IDynamicTextureManager.cs b/OpenSim/Region/Framework/Interfaces/IDynamicTextureManager.cs index 8954513..6df5cc2 100644 --- a/OpenSim/Region/Framework/Interfaces/IDynamicTextureManager.cs +++ b/OpenSim/Region/Framework/Interfaces/IDynamicTextureManager.cs | |||
@@ -25,6 +25,8 @@ | |||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | */ | 26 | */ |
27 | 27 | ||
28 | using System; | ||
29 | using System.Drawing; | ||
28 | using System.IO; | 30 | using System.IO; |
29 | using OpenMetaverse; | 31 | using OpenMetaverse; |
30 | 32 | ||
@@ -33,7 +35,14 @@ namespace OpenSim.Region.Framework.Interfaces | |||
33 | public interface IDynamicTextureManager | 35 | public interface IDynamicTextureManager |
34 | { | 36 | { |
35 | void RegisterRender(string handleType, IDynamicTextureRender render); | 37 | void RegisterRender(string handleType, IDynamicTextureRender render); |
36 | void ReturnData(UUID id, byte[] data); | 38 | |
39 | /// <summary> | ||
40 | /// Used by IDynamicTextureRender implementations to return renders | ||
41 | /// </summary> | ||
42 | /// <param name='id'></param> | ||
43 | /// <param name='data'></param> | ||
44 | /// <param name='isReuseable'></param> | ||
45 | void ReturnData(UUID id, IDynamicTexture texture); | ||
37 | 46 | ||
38 | UUID AddDynamicTextureURL(UUID simID, UUID primID, string contentType, string url, string extraParams, | 47 | UUID AddDynamicTextureURL(UUID simID, UUID primID, string contentType, string url, string extraParams, |
39 | int updateTimer); | 48 | int updateTimer); |
@@ -113,11 +122,65 @@ namespace OpenSim.Region.Framework.Interfaces | |||
113 | string GetName(); | 122 | string GetName(); |
114 | string GetContentType(); | 123 | string GetContentType(); |
115 | bool SupportsAsynchronous(); | 124 | bool SupportsAsynchronous(); |
116 | byte[] ConvertUrl(string url, string extraParams); | 125 | |
117 | byte[] ConvertStream(Stream data, string extraParams); | 126 | // /// <summary> |
127 | // /// Return true if converting the input body and extra params data will always result in the same byte[] array | ||
128 | // /// </summary> | ||
129 | // /// <remarks> | ||
130 | // /// This method allows the caller to use a previously generated asset if it has one. | ||
131 | // /// </remarks> | ||
132 | // /// <returns></returns> | ||
133 | // /// <param name='bodyData'></param> | ||
134 | // /// <param name='extraParams'></param> | ||
135 | // bool AlwaysIdenticalConversion(string bodyData, string extraParams); | ||
136 | |||
137 | IDynamicTexture ConvertUrl(string url, string extraParams); | ||
138 | IDynamicTexture ConvertData(string bodyData, string extraParams); | ||
139 | |||
118 | bool AsyncConvertUrl(UUID id, string url, string extraParams); | 140 | bool AsyncConvertUrl(UUID id, string url, string extraParams); |
119 | bool AsyncConvertData(UUID id, string bodyData, string extraParams); | 141 | bool AsyncConvertData(UUID id, string bodyData, string extraParams); |
142 | |||
120 | void GetDrawStringSize(string text, string fontName, int fontSize, | 143 | void GetDrawStringSize(string text, string fontName, int fontSize, |
121 | out double xSize, out double ySize); | 144 | out double xSize, out double ySize); |
122 | } | 145 | } |
146 | |||
147 | public interface IDynamicTexture | ||
148 | { | ||
149 | /// <summary> | ||
150 | /// Input commands used to generate this data. | ||
151 | /// </summary> | ||
152 | /// <remarks> | ||
153 | /// Null if input commands were not used. | ||
154 | /// </remarks> | ||
155 | string InputCommands { get; } | ||
156 | |||
157 | /// <summary> | ||
158 | /// Uri used to generate this data. | ||
159 | /// </summary> | ||
160 | /// <remarks> | ||
161 | /// Null if a uri was not used. | ||
162 | /// </remarks> | ||
163 | Uri InputUri { get; } | ||
164 | |||
165 | /// <summary> | ||
166 | /// Extra input params used to generate this data. | ||
167 | /// </summary> | ||
168 | string InputParams { get; } | ||
169 | |||
170 | /// <summary> | ||
171 | /// Texture data. | ||
172 | /// </summary> | ||
173 | byte[] Data { get; } | ||
174 | |||
175 | /// <summary> | ||
176 | /// Size of texture. | ||
177 | /// </summary> | ||
178 | Size Size { get; } | ||
179 | |||
180 | /// <summary> | ||
181 | /// Signal whether the texture is reuseable (i.e. whether the same input data will always generate the same | ||
182 | /// texture). | ||
183 | /// </summary> | ||
184 | bool IsReuseable { get; } | ||
185 | } | ||
123 | } | 186 | } |
diff --git a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs index ca2ad94..292efa4 100644 --- a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs | |||
@@ -46,6 +46,10 @@ namespace OpenSim.Region.Framework.Interfaces | |||
46 | /// </summary> | 46 | /// </summary> |
47 | void sendRegionHandshakeToAll(); | 47 | void sendRegionHandshakeToAll(); |
48 | void TriggerEstateInfoChange(); | 48 | void TriggerEstateInfoChange(); |
49 | |||
50 | /// <summary> | ||
51 | /// Fires the OnRegionInfoChange event. | ||
52 | /// </summary> | ||
49 | void TriggerRegionInfoChange(); | 53 | void TriggerRegionInfoChange(); |
50 | 54 | ||
51 | void setEstateTerrainBaseTexture(int level, UUID texture); | 55 | void setEstateTerrainBaseTexture(int level, UUID texture); |
diff --git a/OpenSim/Region/Framework/Interfaces/IJsonStoreModule.cs b/OpenSim/Region/Framework/Interfaces/IJsonStoreModule.cs index baac6e8..da39e95 100644 --- a/OpenSim/Region/Framework/Interfaces/IJsonStoreModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IJsonStoreModule.cs | |||
@@ -35,7 +35,7 @@ namespace OpenSim.Region.Framework.Interfaces | |||
35 | 35 | ||
36 | public interface IJsonStoreModule | 36 | public interface IJsonStoreModule |
37 | { | 37 | { |
38 | bool CreateStore(string value, out UUID result); | 38 | bool CreateStore(string value, ref UUID result); |
39 | bool DestroyStore(UUID storeID); | 39 | bool DestroyStore(UUID storeID); |
40 | bool TestPath(UUID storeID, string path, bool useJson); | 40 | bool TestPath(UUID storeID, string path, bool useJson); |
41 | bool SetValue(UUID storeID, string path, string value, bool useJson); | 41 | bool SetValue(UUID storeID, string path, string value, bool useJson); |
diff --git a/OpenSim/Region/Framework/Interfaces/IScriptModuleComms.cs b/OpenSim/Region/Framework/Interfaces/IScriptModuleComms.cs index ed71a95..93930ce 100644 --- a/OpenSim/Region/Framework/Interfaces/IScriptModuleComms.cs +++ b/OpenSim/Region/Framework/Interfaces/IScriptModuleComms.cs | |||
@@ -46,9 +46,46 @@ namespace OpenSim.Region.Framework.Interfaces | |||
46 | /// </summary> | 46 | /// </summary> |
47 | event ScriptCommand OnScriptCommand; | 47 | event ScriptCommand OnScriptCommand; |
48 | 48 | ||
49 | /// <summary> | ||
50 | /// Register an instance method as a script call by method name | ||
51 | /// </summary> | ||
52 | /// <param name="target"></param> | ||
53 | /// <param name="method"></param> | ||
49 | void RegisterScriptInvocation(object target, string method); | 54 | void RegisterScriptInvocation(object target, string method); |
55 | |||
56 | /// <summary> | ||
57 | /// Register a static or instance method as a script call by method info | ||
58 | /// </summary> | ||
59 | /// <param name="target">If target is a Type object, will assume method is static.</param> | ||
60 | /// <param name="method"></param> | ||
50 | void RegisterScriptInvocation(object target, MethodInfo method); | 61 | void RegisterScriptInvocation(object target, MethodInfo method); |
62 | |||
63 | /// <summary> | ||
64 | /// Register one or more instance methods as script calls by method name | ||
65 | /// </summary> | ||
66 | /// <param name="target"></param> | ||
67 | /// <param name="methods"></param> | ||
51 | void RegisterScriptInvocation(object target, string[] methods); | 68 | void RegisterScriptInvocation(object target, string[] methods); |
69 | |||
70 | /// <summary> | ||
71 | /// Register one or more static methods as script calls by method name | ||
72 | /// </summary> | ||
73 | /// <param name="target"></param> | ||
74 | /// <param name="methods"></param> | ||
75 | void RegisterScriptInvocation(Type target, string[] methods); | ||
76 | |||
77 | /// <summary> | ||
78 | /// Automatically register script invocations by checking for methods | ||
79 | /// with <see cref="ScriptInvocationAttribute"/>. Should only check | ||
80 | /// public methods. | ||
81 | /// </summary> | ||
82 | /// <param name="target"></param> | ||
83 | void RegisterScriptInvocations(IRegionModuleBase target); | ||
84 | |||
85 | /// <summary> | ||
86 | /// Returns an array of all registered script calls | ||
87 | /// </summary> | ||
88 | /// <returns></returns> | ||
52 | Delegate[] GetScriptInvocationList(); | 89 | Delegate[] GetScriptInvocationList(); |
53 | 90 | ||
54 | Delegate LookupScriptInvocation(string fname); | 91 | Delegate LookupScriptInvocation(string fname); |
@@ -67,11 +104,43 @@ namespace OpenSim.Region.Framework.Interfaces | |||
67 | /// <param name="key"></param> | 104 | /// <param name="key"></param> |
68 | void DispatchReply(UUID scriptId, int code, string text, string key); | 105 | void DispatchReply(UUID scriptId, int code, string text, string key); |
69 | 106 | ||
70 | /// For constants | 107 | /// <summary> |
108 | /// Operation to for a region module to register a constant to be used | ||
109 | /// by the script engine | ||
110 | /// </summary> | ||
111 | /// <param name="cname"> | ||
112 | /// The name of the constant. LSL convention is for constant names to | ||
113 | /// be uppercase. | ||
114 | /// </param> | ||
115 | /// <param name="value"> | ||
116 | /// The value of the constant. Should be of a type that can be | ||
117 | /// converted to one of <see cref="OpenSim.Region.ScriptEngine.Shared.LSL_Types"/> | ||
118 | /// </param> | ||
71 | void RegisterConstant(string cname, object value); | 119 | void RegisterConstant(string cname, object value); |
120 | |||
121 | /// <summary> | ||
122 | /// Automatically register all constants on a region module by | ||
123 | /// checking for fields with <see cref="ScriptConstantAttribute"/>. | ||
124 | /// </summary> | ||
125 | /// <param name="target"></param> | ||
126 | void RegisterConstants(IRegionModuleBase target); | ||
127 | |||
128 | /// <summary> | ||
129 | /// Operation to check for a registered constant | ||
130 | /// </summary> | ||
131 | /// <param name="cname">Name of constant</param> | ||
132 | /// <returns>Value of constant or null if none found.</returns> | ||
72 | object LookupModConstant(string cname); | 133 | object LookupModConstant(string cname); |
73 | 134 | ||
74 | // For use ONLY by the script API | 135 | // For use ONLY by the script API |
75 | void RaiseEvent(UUID script, string id, string module, string command, string key); | 136 | void RaiseEvent(UUID script, string id, string module, string command, string key); |
76 | } | 137 | } |
138 | |||
139 | [AttributeUsage(AttributeTargets.Method)] | ||
140 | public class ScriptInvocationAttribute : Attribute | ||
141 | { } | ||
142 | |||
143 | [AttributeUsage(AttributeTargets.Field)] | ||
144 | public class ScriptConstantAttribute : Attribute | ||
145 | { } | ||
77 | } | 146 | } |
diff --git a/OpenSim/Region/Framework/Interfaces/IUrlModule.cs b/OpenSim/Region/Framework/Interfaces/IUrlModule.cs index 457444c..79e9f9d 100644 --- a/OpenSim/Region/Framework/Interfaces/IUrlModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IUrlModule.cs | |||
@@ -39,6 +39,8 @@ namespace OpenSim.Region.Framework.Interfaces | |||
39 | UUID RequestSecureURL(IScriptModule engine, SceneObjectPart host, UUID itemID); | 39 | UUID RequestSecureURL(IScriptModule engine, SceneObjectPart host, UUID itemID); |
40 | void ReleaseURL(string url); | 40 | void ReleaseURL(string url); |
41 | void HttpResponse(UUID request, int status, string body); | 41 | void HttpResponse(UUID request, int status, string body); |
42 | void HttpContentType(UUID request, string type); | ||
43 | |||
42 | string GetHttpHeader(UUID request, string header); | 44 | string GetHttpHeader(UUID request, string header); |
43 | int GetFreeUrls(); | 45 | int GetFreeUrls(); |
44 | 46 | ||
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs index eee5960..7133817 100644 --- a/OpenSim/Region/Framework/Scenes/EventManager.cs +++ b/OpenSim/Region/Framework/Scenes/EventManager.cs | |||
@@ -47,30 +47,75 @@ namespace OpenSim.Region.Framework.Scenes | |||
47 | 47 | ||
48 | public delegate void OnFrameDelegate(); | 48 | public delegate void OnFrameDelegate(); |
49 | 49 | ||
50 | /// <summary> | ||
51 | /// Triggered on each sim frame. | ||
52 | /// </summary> | ||
53 | /// <remarks> | ||
54 | /// This gets triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.Update"/> | ||
55 | /// Core uses it for things like Sun, Wind & Clouds | ||
56 | /// The MRM module also uses it. | ||
57 | /// </remarks> | ||
50 | public event OnFrameDelegate OnFrame; | 58 | public event OnFrameDelegate OnFrame; |
51 | 59 | ||
52 | public delegate void ClientMovement(ScenePresence client); | 60 | public delegate void ClientMovement(ScenePresence client); |
53 | 61 | ||
62 | /// <summary> | ||
63 | /// Trigerred when an agent moves. | ||
64 | /// </summary> | ||
65 | /// <remarks> | ||
66 | /// This gets triggered in <see cref="OpenSim.Region.Framework.Scenes.ScenePresence.HandleAgentUpdate"/> | ||
67 | /// prior to <see cref="OpenSim.Region.Framework.Scenes.ScenePresence.TriggerScenePresenceUpdated"/> | ||
68 | /// </remarks> | ||
54 | public event ClientMovement OnClientMovement; | 69 | public event ClientMovement OnClientMovement; |
55 | 70 | ||
56 | public delegate void OnTerrainTaintedDelegate(); | 71 | public delegate void OnTerrainTaintedDelegate(); |
57 | 72 | ||
73 | /// <summary> | ||
74 | /// Triggered if the terrain has been edited | ||
75 | /// </summary> | ||
76 | /// <remarks> | ||
77 | /// This gets triggered in <see cref="OpenSim.Region.CoreModules.World.Terrain.CheckForTerrainUpdates"/> | ||
78 | /// after it determines that an update has been made. | ||
79 | /// </remarks> | ||
58 | public event OnTerrainTaintedDelegate OnTerrainTainted; | 80 | public event OnTerrainTaintedDelegate OnTerrainTainted; |
59 | 81 | ||
60 | public delegate void OnTerrainTickDelegate(); | 82 | public delegate void OnTerrainTickDelegate(); |
61 | 83 | ||
62 | public delegate void OnTerrainUpdateDelegate(); | 84 | /// <summary> |
63 | 85 | /// Triggered if the terrain has been edited | |
86 | /// </summary> | ||
87 | /// <remarks> | ||
88 | /// This gets triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.UpdateTerrain"/> | ||
89 | /// but is used by core solely to update the physics engine. | ||
90 | /// </remarks> | ||
64 | public event OnTerrainTickDelegate OnTerrainTick; | 91 | public event OnTerrainTickDelegate OnTerrainTick; |
65 | 92 | ||
93 | public delegate void OnTerrainUpdateDelegate(); | ||
94 | |||
66 | public event OnTerrainUpdateDelegate OnTerrainUpdate; | 95 | public event OnTerrainUpdateDelegate OnTerrainUpdate; |
67 | 96 | ||
68 | public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); | 97 | public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); |
69 | 98 | ||
99 | /// <summary> | ||
100 | /// Triggered when a region is backed up/persisted to storage | ||
101 | /// </summary> | ||
102 | /// <remarks> | ||
103 | /// This gets triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.Backup"/> | ||
104 | /// and is fired before the persistence occurs. | ||
105 | /// </remarks> | ||
70 | public event OnBackupDelegate OnBackup; | 106 | public event OnBackupDelegate OnBackup; |
71 | 107 | ||
72 | public delegate void OnClientConnectCoreDelegate(IClientCore client); | 108 | public delegate void OnClientConnectCoreDelegate(IClientCore client); |
73 | 109 | ||
110 | /// <summary> | ||
111 | /// Triggered when a new client connects to the scene. | ||
112 | /// </summary> | ||
113 | /// <remarks> | ||
114 | /// This gets triggered in <see cref="TriggerOnNewClient"/>, | ||
115 | /// which checks if an instance of <see cref="OpenSim.Framework.IClientAPI"/> | ||
116 | /// also implements <see cref="OpenSim.Framework.Client.IClientCore"/> and as such, | ||
117 | /// is not triggered by <see cref="OpenSim.Region.OptionalModules.World.NPC">NPCs</see>. | ||
118 | /// </remarks> | ||
74 | public event OnClientConnectCoreDelegate OnClientConnect; | 119 | public event OnClientConnectCoreDelegate OnClientConnect; |
75 | 120 | ||
76 | public delegate void OnNewClientDelegate(IClientAPI client); | 121 | public delegate void OnNewClientDelegate(IClientAPI client); |
@@ -91,22 +136,74 @@ namespace OpenSim.Region.Framework.Scenes | |||
91 | 136 | ||
92 | public delegate void OnNewPresenceDelegate(ScenePresence presence); | 137 | public delegate void OnNewPresenceDelegate(ScenePresence presence); |
93 | 138 | ||
139 | /// <summary> | ||
140 | /// Triggered when a new presence is added to the scene | ||
141 | /// </summary> | ||
142 | /// <remarks> | ||
143 | /// Triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.AddNewClient"/> which is used by both | ||
144 | /// <see cref="OpenSim.Framework.PresenceType.User">users</see> and <see cref="OpenSim.Framework.PresenceType.Npc">NPCs</see> | ||
145 | /// </remarks> | ||
94 | public event OnNewPresenceDelegate OnNewPresence; | 146 | public event OnNewPresenceDelegate OnNewPresence; |
95 | 147 | ||
96 | public delegate void OnRemovePresenceDelegate(UUID agentId); | 148 | public delegate void OnRemovePresenceDelegate(UUID agentId); |
97 | 149 | ||
150 | /// <summary> | ||
151 | /// Triggered when a presence is removed from the scene | ||
152 | /// </summary> | ||
153 | /// <remarks> | ||
154 | /// Triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.AddNewClient"/> which is used by both | ||
155 | /// <see cref="OpenSim.Framework.PresenceType.User">users</see> and <see cref="OpenSim.Framework.PresenceType.Npc">NPCs</see> | ||
156 | /// </remarks> | ||
98 | public event OnRemovePresenceDelegate OnRemovePresence; | 157 | public event OnRemovePresenceDelegate OnRemovePresence; |
99 | 158 | ||
100 | public delegate void OnParcelPrimCountUpdateDelegate(); | 159 | public delegate void OnParcelPrimCountUpdateDelegate(); |
101 | 160 | ||
161 | /// <summary> | ||
162 | /// Triggered whenever the prim count may have been altered, or prior | ||
163 | /// to an action that requires the current prim count to be accurate. | ||
164 | /// </summary> | ||
165 | /// <remarks> | ||
166 | /// Triggered by <see cref="TriggerParcelPrimCountUpdate"/> in | ||
167 | /// <see cref="OpenSim.OpenSimBase.CreateRegion"/>, | ||
168 | /// <see cref="OpenSim.Region.CoreModules.World.Land.LandManagementModule.EventManagerOnRequestParcelPrimCountUpdate"/>, | ||
169 | /// <see cref="OpenSim.Region.CoreModules.World.Land.LandManagementModule.ClientOnParcelObjectOwnerRequest"/>, | ||
170 | /// <see cref="OpenSim.Region.CoreModules.World.Land.LandObject.GetPrimsFree"/>, | ||
171 | /// <see cref="OpenSim.Region.CoreModules.World.Land.LandObject.UpdateLandSold"/>, | ||
172 | /// <see cref="OpenSim.Region.CoreModules.World.Land.LandObject.DeedToGroup"/>, | ||
173 | /// <see cref="OpenSim.Region.CoreModules.World.Land.LandObject.SendLandUpdateToClient"/> | ||
174 | /// </remarks> | ||
102 | public event OnParcelPrimCountUpdateDelegate OnParcelPrimCountUpdate; | 175 | public event OnParcelPrimCountUpdateDelegate OnParcelPrimCountUpdate; |
103 | 176 | ||
104 | public delegate void OnParcelPrimCountAddDelegate(SceneObjectGroup obj); | 177 | public delegate void OnParcelPrimCountAddDelegate(SceneObjectGroup obj); |
105 | 178 | ||
179 | /// <summary> | ||
180 | /// Triggered in response to <see cref="OnParcelPrimCountUpdate"/> for | ||
181 | /// objects that actually contribute to parcel prim count. | ||
182 | /// </summary> | ||
183 | /// <remarks> | ||
184 | /// Triggered by <see cref="TriggerParcelPrimCountAdd"/> in | ||
185 | /// <see cref="OpenSim.Region.CoreModules.World.Land.LandManagementModule.EventManagerOnParcelPrimCountUpdate"/> | ||
186 | /// </remarks> | ||
106 | public event OnParcelPrimCountAddDelegate OnParcelPrimCountAdd; | 187 | public event OnParcelPrimCountAddDelegate OnParcelPrimCountAdd; |
107 | 188 | ||
108 | public delegate void OnPluginConsoleDelegate(string[] args); | 189 | public delegate void OnPluginConsoleDelegate(string[] args); |
109 | 190 | ||
191 | /// <summary> | ||
192 | /// Triggered after <see cref="OpenSim.IApplicationPlugin.PostInitialise"/> | ||
193 | /// has been called for all <see cref="OpenSim.IApplicationPlugin"/> | ||
194 | /// loaded via <see cref="OpenSim.OpenSimBase.LoadPlugins"/>. | ||
195 | /// Handlers for this event are typically used to parse the arguments | ||
196 | /// from <see cref="OnPluginConsoleDelegate"/> in order to process or | ||
197 | /// filter the arguments and pass them onto <see cref="OpenSim.Region.CoreModules.Framework.InterfaceCommander.Commander.ProcessConsoleCommand"/> | ||
198 | /// </summary> | ||
199 | /// <remarks> | ||
200 | /// Triggered by <see cref="TriggerOnPluginConsole"/> in | ||
201 | /// <see cref="Scene.SendCommandToPlugins"/> via | ||
202 | /// <see cref="SceneManager.SendCommandToPluginModules"/> via | ||
203 | /// <see cref="OpenSim.OpenSimBase.HandleCommanderCommand"/> via | ||
204 | /// <see cref="OpenSim.OpenSimBase.AddPluginCommands"/> via | ||
205 | /// <see cref="OpenSim.OpenSimBase.StartupSpecific"/> | ||
206 | /// </remarks> | ||
110 | public event OnPluginConsoleDelegate OnPluginConsole; | 207 | public event OnPluginConsoleDelegate OnPluginConsole; |
111 | 208 | ||
112 | /// <summary> | 209 | /// <summary> |
@@ -121,8 +218,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
121 | 218 | ||
122 | public delegate void OnSetRootAgentSceneDelegate(UUID agentID, Scene scene); | 219 | public delegate void OnSetRootAgentSceneDelegate(UUID agentID, Scene scene); |
123 | 220 | ||
221 | /// <summary> | ||
222 | /// Triggered before the grunt work for adding a root agent to a | ||
223 | /// scene has been performed (resuming attachment scripts, physics, | ||
224 | /// animations etc.) | ||
225 | /// </summary> | ||
226 | /// <remarks> | ||
227 | /// Triggered before <see cref="OnMakeRootAgent"/> | ||
228 | /// by <see cref="TriggerSetRootAgentScene"/> | ||
229 | /// in <see cref="ScenePresence.MakeRootAgent"/> | ||
230 | /// via <see cref="Scene.AgentCrossing"/> | ||
231 | /// and <see cref="ScenePresence.CompleteMovement"/> | ||
232 | /// </remarks> | ||
124 | public event OnSetRootAgentSceneDelegate OnSetRootAgentScene; | 233 | public event OnSetRootAgentSceneDelegate OnSetRootAgentScene; |
125 | 234 | ||
235 | /// <summary> | ||
236 | /// Triggered after parcel properties have been updated. | ||
237 | /// </summary> | ||
238 | /// <remarks> | ||
239 | /// Triggered by <see cref="TriggerOnParcelPropertiesUpdateRequest"/> in | ||
240 | /// <see cref="OpenSim.Region.CoreModules.World.Land.LandManagementModule.ClientOnParcelPropertiesUpdateRequest"/>, | ||
241 | /// <see cref="OpenSim.Region.CoreModules.World.Land.LandManagementModule.ProcessPropertiesUpdate"/> | ||
242 | /// </remarks> | ||
126 | public event ParcelPropertiesUpdateRequest OnParcelPropertiesUpdateRequest; | 243 | public event ParcelPropertiesUpdateRequest OnParcelPropertiesUpdateRequest; |
127 | 244 | ||
128 | /// <summary> | 245 | /// <summary> |
@@ -137,13 +254,45 @@ namespace OpenSim.Region.Framework.Scenes | |||
137 | /// <summary> | 254 | /// <summary> |
138 | /// Fired when an object is touched/grabbed. | 255 | /// Fired when an object is touched/grabbed. |
139 | /// </summary> | 256 | /// </summary> |
257 | /// <remarks> | ||
140 | /// The originalID is the local ID of the part that was actually touched. The localID itself is always that of | 258 | /// The originalID is the local ID of the part that was actually touched. The localID itself is always that of |
141 | /// the root part. | 259 | /// the root part. |
260 | /// Triggerd in response to <see cref="OpenSim.Framework.IClientAPI.OnGrabObject"/> | ||
261 | /// via <see cref="TriggerObjectGrab"/> | ||
262 | /// in <see cref="Scene.ProcessObjectGrab"/> | ||
263 | /// </remarks> | ||
142 | public event ObjectGrabDelegate OnObjectGrab; | 264 | public event ObjectGrabDelegate OnObjectGrab; |
143 | public delegate void ObjectGrabDelegate(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs); | 265 | public delegate void ObjectGrabDelegate(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs); |
144 | 266 | ||
267 | /// <summary> | ||
268 | /// Triggered when an object is being touched/grabbed continuously. | ||
269 | /// </summary> | ||
270 | /// <remarks> | ||
271 | /// Triggered in response to <see cref="OpenSim.Framework.IClientAPI.OnGrabUpdate"/> | ||
272 | /// via <see cref="TriggerObjectGrabbing"/> | ||
273 | /// in <see cref="Scene.ProcessObjectGrabUpdate"/> | ||
274 | /// </remarks> | ||
145 | public event ObjectGrabDelegate OnObjectGrabbing; | 275 | public event ObjectGrabDelegate OnObjectGrabbing; |
276 | |||
277 | /// <summary> | ||
278 | /// Triggered when an object stops being touched/grabbed. | ||
279 | /// </summary> | ||
280 | /// <remarks> | ||
281 | /// Triggered in response to <see cref="OpenSim.Framework.IClientAPI.OnDeGrabObject"/> | ||
282 | /// via <see cref="TriggerObjectDeGrab"/> | ||
283 | /// in <see cref="Scene.ProcessObjectDeGrab"/> | ||
284 | /// </remarks> | ||
146 | public event ObjectDeGrabDelegate OnObjectDeGrab; | 285 | public event ObjectDeGrabDelegate OnObjectDeGrab; |
286 | |||
287 | /// <summary> | ||
288 | /// Triggered when a script resets. | ||
289 | /// </summary> | ||
290 | /// <remarks> | ||
291 | /// Triggered by <see cref="TriggerScriptReset"/> | ||
292 | /// in <see cref="Scene.ProcessScriptReset"/> | ||
293 | /// via <see cref="OpenSim.Framework.IClientAPI.OnScriptReset"/> | ||
294 | /// via <see cref="OpenSim.Region.ClientStack.LindenUDP.LLClientView.HandleScriptReset"/> | ||
295 | /// </remarks> | ||
147 | public event ScriptResetDelegate OnScriptReset; | 296 | public event ScriptResetDelegate OnScriptReset; |
148 | 297 | ||
149 | public event OnPermissionErrorDelegate OnPermissionError; | 298 | public event OnPermissionErrorDelegate OnPermissionError; |
@@ -153,29 +302,105 @@ namespace OpenSim.Region.Framework.Scenes | |||
153 | /// </summary> | 302 | /// </summary> |
154 | /// <remarks> | 303 | /// <remarks> |
155 | /// Occurs after OnNewScript. | 304 | /// Occurs after OnNewScript. |
305 | /// Triggered by <see cref="TriggerRezScript"/> | ||
306 | /// in <see cref="SceneObjectPartInventory.CreateScriptInstance"/> | ||
156 | /// </remarks> | 307 | /// </remarks> |
157 | public event NewRezScript OnRezScript; | 308 | public event NewRezScript OnRezScript; |
158 | public delegate void NewRezScript(uint localID, UUID itemID, string script, int startParam, bool postOnRez, string engine, int stateSource); | 309 | public delegate void NewRezScript(uint localID, UUID itemID, string script, int startParam, bool postOnRez, string engine, int stateSource); |
159 | 310 | ||
160 | public delegate void RemoveScript(uint localID, UUID itemID); | 311 | public delegate void RemoveScript(uint localID, UUID itemID); |
312 | |||
313 | /// <summary> | ||
314 | /// Triggered when a script is removed from an object. | ||
315 | /// </summary> | ||
316 | /// <remarks> | ||
317 | /// Triggered by <see cref="TriggerRemoveScript"/> | ||
318 | /// in <see cref="Scene.RemoveTaskInventory"/>, | ||
319 | /// <see cref="Scene.CreateAgentInventoryItemFromTask"/>, | ||
320 | /// <see cref="SceneObjectPartInventory.RemoveScriptInstance"/>, | ||
321 | /// <see cref="SceneObjectPartInventory.RemoveInventoryItem"/> | ||
322 | /// </remarks> | ||
161 | public event RemoveScript OnRemoveScript; | 323 | public event RemoveScript OnRemoveScript; |
162 | 324 | ||
163 | public delegate void StartScript(uint localID, UUID itemID); | 325 | public delegate void StartScript(uint localID, UUID itemID); |
326 | |||
327 | /// <summary> | ||
328 | /// Triggered when a script starts. | ||
329 | /// </summary> | ||
330 | /// <remarks> | ||
331 | /// Triggered by <see cref="TriggerStartScript"/> | ||
332 | /// in <see cref="Scene.SetScriptRunning"/> | ||
333 | /// via <see cref="OpenSim.Framework.IClientAPI.OnSetScriptRunning"/>, | ||
334 | /// via <see cref="OpenSim.Region.ClientStack.LindenUDP.HandleSetScriptRunning"/> | ||
335 | /// </remarks> | ||
164 | public event StartScript OnStartScript; | 336 | public event StartScript OnStartScript; |
165 | 337 | ||
166 | public delegate void StopScript(uint localID, UUID itemID); | 338 | public delegate void StopScript(uint localID, UUID itemID); |
339 | |||
340 | /// <summary> | ||
341 | /// Triggered when a script stops. | ||
342 | /// </summary> | ||
343 | /// <remarks> | ||
344 | /// Triggered by <see cref="TriggerStopScript"/>, | ||
345 | /// in <see cref="SceneObjectPartInventory.CreateScriptInstance"/>, | ||
346 | /// <see cref="SceneObjectPartInventory.StopScriptInstance"/>, | ||
347 | /// <see cref="Scene.SetScriptRunning"/> | ||
348 | /// </remarks> | ||
167 | public event StopScript OnStopScript; | 349 | public event StopScript OnStopScript; |
168 | 350 | ||
169 | public delegate bool SceneGroupMoved(UUID groupID, Vector3 delta); | 351 | public delegate bool SceneGroupMoved(UUID groupID, Vector3 delta); |
352 | |||
353 | /// <summary> | ||
354 | /// Triggered when an object is moved. | ||
355 | /// </summary> | ||
356 | /// <remarks> | ||
357 | /// Triggered by <see cref="TriggerGroupMove"/> | ||
358 | /// in <see cref="SceneObjectGroup.UpdateGroupPosition"/>, | ||
359 | /// <see cref="SceneObjectGroup.GrabMovement"/> | ||
360 | /// </remarks> | ||
170 | public event SceneGroupMoved OnSceneGroupMove; | 361 | public event SceneGroupMoved OnSceneGroupMove; |
171 | 362 | ||
172 | public delegate void SceneGroupGrabed(UUID groupID, Vector3 offset, UUID userID); | 363 | public delegate void SceneGroupGrabed(UUID groupID, Vector3 offset, UUID userID); |
364 | |||
365 | /// <summary> | ||
366 | /// Triggered when an object is grabbed. | ||
367 | /// </summary> | ||
368 | /// <remarks> | ||
369 | /// Triggered by <see cref="TriggerGroupGrab"/> | ||
370 | /// in <see cref="SceneObjectGroup.OnGrabGroup"/> | ||
371 | /// via <see cref="SceneObjectGroup.ObjectGrabHandler"/> | ||
372 | /// via <see cref="Scene.ProcessObjectGrab"/> | ||
373 | /// via <see cref="OpenSim.Framework.IClientAPI.OnGrabObject"/> | ||
374 | /// via <see cref="OpenSim.Region.ClientStack.LindenUDP.LLClientView.HandleObjectGrab"/> | ||
375 | /// </remarks> | ||
173 | public event SceneGroupGrabed OnSceneGroupGrab; | 376 | public event SceneGroupGrabed OnSceneGroupGrab; |
174 | 377 | ||
175 | public delegate bool SceneGroupSpinStarted(UUID groupID); | 378 | public delegate bool SceneGroupSpinStarted(UUID groupID); |
379 | |||
380 | /// <summary> | ||
381 | /// Triggered when an object starts to spin. | ||
382 | /// </summary> | ||
383 | /// <remarks> | ||
384 | /// Triggered by <see cref="TriggerGroupSpinStart"/> | ||
385 | /// in <see cref="SceneObjectGroup.SpinStart"/> | ||
386 | /// via <see cref="SceneGraph.SpinStart"/> | ||
387 | /// via <see cref="OpenSim.Framework.IClientAPI.OnSpinStart"/> | ||
388 | /// via <see cref="OpenSim.Region.ClientStack.LindenUDP.LLClientView.HandleObjectSpinStart"/> | ||
389 | /// </remarks> | ||
176 | public event SceneGroupSpinStarted OnSceneGroupSpinStart; | 390 | public event SceneGroupSpinStarted OnSceneGroupSpinStart; |
177 | 391 | ||
178 | public delegate bool SceneGroupSpun(UUID groupID, Quaternion rotation); | 392 | public delegate bool SceneGroupSpun(UUID groupID, Quaternion rotation); |
393 | |||
394 | /// <summary> | ||
395 | /// Triggered when an object is being spun. | ||
396 | /// </summary> | ||
397 | /// <remarks> | ||
398 | /// Triggered by <see cref="TriggerGroupSpin"/> | ||
399 | /// in <see cref="SceneObjectGroup.SpinMovement"/> | ||
400 | /// via <see cref="SceneGraph.SpinObject"/> | ||
401 | /// via <see cref="OpenSim.Framework.IClientAPI.OnSpinUpdate"/> | ||
402 | /// via <see cref="OpenSim.Region.ClientStack.LindenUDP.LLClientView.HandleObjectSpinUpdate"/> | ||
403 | /// </remarks> | ||
179 | public event SceneGroupSpun OnSceneGroupSpin; | 404 | public event SceneGroupSpun OnSceneGroupSpin; |
180 | 405 | ||
181 | public delegate void LandObjectAdded(ILandObject newParcel); | 406 | public delegate void LandObjectAdded(ILandObject newParcel); |
@@ -214,6 +439,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
214 | /// </summary> | 439 | /// </summary> |
215 | /// <remarks> | 440 | /// <remarks> |
216 | /// Occurs before OnRezScript | 441 | /// Occurs before OnRezScript |
442 | /// Triggered by <see cref="TriggerNewScript"/> | ||
443 | /// in <see cref="Scene.RezScriptFromAgentInventory"/>, | ||
444 | /// <see cref="Scene.RezNewScript"/> | ||
217 | /// </remarks> | 445 | /// </remarks> |
218 | public event NewScript OnNewScript; | 446 | public event NewScript OnNewScript; |
219 | 447 | ||
@@ -248,6 +476,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
248 | /// </summary> | 476 | /// </summary> |
249 | /// <remarks> | 477 | /// <remarks> |
250 | /// Triggered after the scene receives a client's upload of an updated script and has stored it in an asset. | 478 | /// Triggered after the scene receives a client's upload of an updated script and has stored it in an asset. |
479 | /// Triggered by <see cref="TriggerUpdateScript"/> | ||
480 | /// in <see cref="Scene.CapsUpdateTaskInventoryScriptAsset"/> | ||
481 | /// via <see cref="Scene.CapsUpdateTaskInventoryScriptAsset"/> | ||
482 | /// via <see cref="OpenSim.Region.ClientStack.Linden.BunchOfCaps.TaskScriptUpdated"/> | ||
483 | /// via <see cref="OpenSim.Region.ClientStack.Linden.TaskInventoryScriptUpdater.OnUpLoad"/> | ||
484 | /// via <see cref="OpenSim.Region.ClientStack.Linden.TaskInventoryScriptUpdater.uploaderCaps"/> | ||
251 | /// </remarks> | 485 | /// </remarks> |
252 | public event UpdateScript OnUpdateScript; | 486 | public event UpdateScript OnUpdateScript; |
253 | 487 | ||
@@ -273,48 +507,203 @@ namespace OpenSim.Region.Framework.Scenes | |||
273 | } | 507 | } |
274 | 508 | ||
275 | /// <summary> | 509 | /// <summary> |
510 | /// Triggered when some scene object properties change. | ||
511 | /// </summary> | ||
512 | /// <remarks> | ||
276 | /// ScriptChangedEvent is fired when a scene object property that a script might be interested | 513 | /// ScriptChangedEvent is fired when a scene object property that a script might be interested |
277 | /// in (such as color, scale or inventory) changes. Only enough information sent is for the LSL changed event. | 514 | /// in (such as color, scale or inventory) changes. Only enough information sent is for the LSL changed event. |
278 | /// This is not an indication that the script has changed (see OnUpdateScript for that). | 515 | /// This is not an indication that the script has changed (see OnUpdateScript for that). |
279 | /// This event is sent to a script to tell it that some property changed on | 516 | /// This event is sent to a script to tell it that some property changed on |
280 | /// the object the script is in. See http://lslwiki.net/lslwiki/wakka.php?wakka=changed . | 517 | /// the object the script is in. See http://lslwiki.net/lslwiki/wakka.php?wakka=changed . |
281 | /// </summary> | 518 | /// Triggered by <see cref="TriggerOnScriptChangedEvent"/> |
519 | /// in <see cref="OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule.TeleportAgentWithinRegion"/>, | ||
520 | /// <see cref="SceneObjectPart.TriggerScriptChangedEvent"/> | ||
521 | /// </remarks> | ||
282 | public event ScriptChangedEvent OnScriptChangedEvent; | 522 | public event ScriptChangedEvent OnScriptChangedEvent; |
283 | public delegate void ScriptChangedEvent(uint localID, uint change); | 523 | public delegate void ScriptChangedEvent(uint localID, uint change); |
284 | 524 | ||
285 | public delegate void ScriptControlEvent(UUID item, UUID avatarID, uint held, uint changed); | 525 | public delegate void ScriptControlEvent(UUID item, UUID avatarID, uint held, uint changed); |
526 | |||
527 | /// <summary> | ||
528 | /// Triggered when a script receives control input from an agent. | ||
529 | /// </summary> | ||
530 | /// <remarks> | ||
531 | /// Triggered by <see cref="TriggerControlEvent"/> | ||
532 | /// in <see cref="ScenePresence.SendControlsToScripts"/> | ||
533 | /// via <see cref="ScenePresence.HandleAgentUpdate"/> | ||
534 | /// via <see cref="OpenSim.Framework.IClientAPI.OnAgentUpdate"/> | ||
535 | /// via <see cref="OpenSim.Region.ClientStack.LindenUDP.LLClientView.HandleAgentUpdate"/> | ||
536 | /// </remarks> | ||
286 | public event ScriptControlEvent OnScriptControlEvent; | 537 | public event ScriptControlEvent OnScriptControlEvent; |
287 | 538 | ||
288 | public delegate void ScriptAtTargetEvent(uint localID, uint handle, Vector3 targetpos, Vector3 atpos); | 539 | public delegate void ScriptAtTargetEvent(uint localID, uint handle, Vector3 targetpos, Vector3 atpos); |
540 | |||
541 | /// <summary> | ||
542 | /// Triggered when an object has arrived within a tolerance distance | ||
543 | /// of a motion target. | ||
544 | /// </summary> | ||
545 | /// <remarks> | ||
546 | /// Triggered by <see cref="TriggerAtTargetEvent"/> | ||
547 | /// in <see cref="SceneObjectGroup.checkAtTargets"/> | ||
548 | /// via <see cref="SceneObjectGroup.ScheduleGroupForFullUpdate"/>, | ||
549 | /// <see cref="Scene.CheckAtTargets"/> via <see cref="Scene.Update"/> | ||
550 | /// </remarks> | ||
289 | public event ScriptAtTargetEvent OnScriptAtTargetEvent; | 551 | public event ScriptAtTargetEvent OnScriptAtTargetEvent; |
290 | 552 | ||
291 | public delegate void ScriptNotAtTargetEvent(uint localID); | 553 | public delegate void ScriptNotAtTargetEvent(uint localID); |
554 | |||
555 | /// <summary> | ||
556 | /// Triggered when an object has a motion target but has not arrived | ||
557 | /// within a tolerance distance. | ||
558 | /// </summary> | ||
559 | /// <remarks> | ||
560 | /// Triggered by <see cref="TriggerNotAtTargetEvent"/> | ||
561 | /// in <see cref="SceneObjectGroup.checkAtTargets"/> | ||
562 | /// via <see cref="SceneObjectGroup.ScheduleGroupForFullUpdate"/>, | ||
563 | /// <see cref="Scene.CheckAtTargets"/> via <see cref="Scene.Update"/> | ||
564 | /// </remarks> | ||
292 | public event ScriptNotAtTargetEvent OnScriptNotAtTargetEvent; | 565 | public event ScriptNotAtTargetEvent OnScriptNotAtTargetEvent; |
293 | 566 | ||
294 | public delegate void ScriptAtRotTargetEvent(uint localID, uint handle, Quaternion targetrot, Quaternion atrot); | 567 | public delegate void ScriptAtRotTargetEvent(uint localID, uint handle, Quaternion targetrot, Quaternion atrot); |
568 | |||
569 | /// <summary> | ||
570 | /// Triggered when an object has arrived within a tolerance rotation | ||
571 | /// of a rotation target. | ||
572 | /// </summary> | ||
573 | /// <remarks> | ||
574 | /// Triggered by <see cref="TriggerAtRotTargetEvent"/> | ||
575 | /// in <see cref="SceneObjectGroup.checkAtTargets"/> | ||
576 | /// via <see cref="SceneObjectGroup.ScheduleGroupForFullUpdate"/>, | ||
577 | /// <see cref="Scene.CheckAtTargets"/> via <see cref="Scene.Update"/> | ||
578 | /// </remarks> | ||
295 | public event ScriptAtRotTargetEvent OnScriptAtRotTargetEvent; | 579 | public event ScriptAtRotTargetEvent OnScriptAtRotTargetEvent; |
296 | 580 | ||
297 | public delegate void ScriptNotAtRotTargetEvent(uint localID); | 581 | public delegate void ScriptNotAtRotTargetEvent(uint localID); |
582 | |||
583 | /// <summary> | ||
584 | /// Triggered when an object has a rotation target but has not arrived | ||
585 | /// within a tolerance rotation. | ||
586 | /// </summary> | ||
587 | /// <remarks> | ||
588 | /// Triggered by <see cref="TriggerNotAtRotTargetEvent"/> | ||
589 | /// in <see cref="SceneObjectGroup.checkAtTargets"/> | ||
590 | /// via <see cref="SceneObjectGroup.ScheduleGroupForFullUpdate"/>, | ||
591 | /// <see cref="Scene.CheckAtTargets"/> via <see cref="Scene.Update"/> | ||
592 | /// </remarks> | ||
298 | public event ScriptNotAtRotTargetEvent OnScriptNotAtRotTargetEvent; | 593 | public event ScriptNotAtRotTargetEvent OnScriptNotAtRotTargetEvent; |
299 | 594 | ||
300 | public delegate void ScriptColliding(uint localID, ColliderArgs colliders); | 595 | public delegate void ScriptColliding(uint localID, ColliderArgs colliders); |
596 | |||
597 | /// <summary> | ||
598 | /// Triggered when a physical collision has started between a prim | ||
599 | /// and something other than the region terrain. | ||
600 | /// </summary> | ||
601 | /// <remarks> | ||
602 | /// Triggered by <see cref="TriggerScriptCollidingStart"/> | ||
603 | /// in <see cref="SceneObjectPart.SendCollisionEvent"/> | ||
604 | /// via <see cref="SceneObjectPart.PhysicsCollision"/> | ||
605 | /// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.OnCollisionUpdate"/> | ||
606 | /// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.SendCollisionUpdate"/> | ||
607 | /// </remarks> | ||
301 | public event ScriptColliding OnScriptColliderStart; | 608 | public event ScriptColliding OnScriptColliderStart; |
609 | |||
610 | /// <summary> | ||
611 | /// Triggered when something that previously collided with a prim has | ||
612 | /// not stopped colliding with it. | ||
613 | /// </summary> | ||
614 | /// <remarks> | ||
615 | /// <seealso cref="OnScriptColliderStart"/> | ||
616 | /// Triggered by <see cref="TriggerScriptColliding"/> | ||
617 | /// in <see cref="SceneObjectPart.SendCollisionEvent"/> | ||
618 | /// via <see cref="SceneObjectPart.PhysicsCollision"/> | ||
619 | /// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.OnCollisionUpdate"/> | ||
620 | /// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.SendCollisionUpdate"/> | ||
621 | /// </remarks> | ||
302 | public event ScriptColliding OnScriptColliding; | 622 | public event ScriptColliding OnScriptColliding; |
623 | |||
624 | /// <summary> | ||
625 | /// Triggered when something that previously collided with a prim has | ||
626 | /// stopped colliding with it. | ||
627 | /// </summary> | ||
628 | /// <remarks> | ||
629 | /// Triggered by <see cref="TriggerScriptCollidingEnd"/> | ||
630 | /// in <see cref="SceneObjectPart.SendCollisionEvent"/> | ||
631 | /// via <see cref="SceneObjectPart.PhysicsCollision"/> | ||
632 | /// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.OnCollisionUpdate"/> | ||
633 | /// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.SendCollisionUpdate"/> | ||
634 | /// </remarks> | ||
303 | public event ScriptColliding OnScriptCollidingEnd; | 635 | public event ScriptColliding OnScriptCollidingEnd; |
636 | |||
637 | /// <summary> | ||
638 | /// Triggered when a physical collision has started between an object | ||
639 | /// and the region terrain. | ||
640 | /// </summary> | ||
641 | /// <remarks> | ||
642 | /// Triggered by <see cref="TriggerScriptLandCollidingStart"/> | ||
643 | /// in <see cref="SceneObjectPart.SendLandCollisionEvent"/> | ||
644 | /// via <see cref="SceneObjectPart.PhysicsCollision"/> | ||
645 | /// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.OnCollisionUpdate"/> | ||
646 | /// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.SendCollisionUpdate"/> | ||
647 | /// </remarks> | ||
304 | public event ScriptColliding OnScriptLandColliderStart; | 648 | public event ScriptColliding OnScriptLandColliderStart; |
649 | |||
650 | /// <summary> | ||
651 | /// Triggered when an object that previously collided with the region | ||
652 | /// terrain has not yet stopped colliding with it. | ||
653 | /// </summary> | ||
654 | /// <remarks> | ||
655 | /// Triggered by <see cref="TriggerScriptLandColliding"/> | ||
656 | /// in <see cref="SceneObjectPart.SendLandCollisionEvent"/> | ||
657 | /// via <see cref="SceneObjectPart.PhysicsCollision"/> | ||
658 | /// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.OnCollisionUpdate"/> | ||
659 | /// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.SendCollisionUpdate"/> | ||
660 | /// </remarks> | ||
305 | public event ScriptColliding OnScriptLandColliding; | 661 | public event ScriptColliding OnScriptLandColliding; |
662 | |||
663 | /// <summary> | ||
664 | /// Triggered when an object that previously collided with the region | ||
665 | /// terrain has stopped colliding with it. | ||
666 | /// </summary> | ||
667 | /// <remarks> | ||
668 | /// Triggered by <see cref="TriggerScriptLandCollidingEnd"/> | ||
669 | /// in <see cref="SceneObjectPart.SendLandCollisionEvent"/> | ||
670 | /// via <see cref="SceneObjectPart.PhysicsCollision"/> | ||
671 | /// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.OnCollisionUpdate"/> | ||
672 | /// via <see cref="OpenSim.Region.Physics.Manager.PhysicsActor.SendCollisionUpdate"/> | ||
673 | /// </remarks> | ||
306 | public event ScriptColliding OnScriptLandColliderEnd; | 674 | public event ScriptColliding OnScriptLandColliderEnd; |
307 | 675 | ||
308 | public delegate void OnMakeChildAgentDelegate(ScenePresence presence); | 676 | public delegate void OnMakeChildAgentDelegate(ScenePresence presence); |
677 | |||
678 | /// <summary> | ||
679 | /// Triggered when an agent has been made a child agent of a scene. | ||
680 | /// </summary> | ||
681 | /// <remarks> | ||
682 | /// Triggered by <see cref="TriggerOnMakeChildAgent"/> | ||
683 | /// in <see cref="ScenePresence.MakeChildAgent"/> | ||
684 | /// via <see cref="OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule.CrossAgentToNewRegionAsync"/>, | ||
685 | /// <see cref="OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule.DoTeleport"/>, | ||
686 | /// <see cref="OpenSim.Region.CoreModules.InterGrid.KillAUser.ShutdownNoLogout"/> | ||
687 | /// </remarks> | ||
309 | public event OnMakeChildAgentDelegate OnMakeChildAgent; | 688 | public event OnMakeChildAgentDelegate OnMakeChildAgent; |
310 | 689 | ||
311 | public delegate void OnSaveNewWindlightProfileDelegate(); | 690 | public delegate void OnSaveNewWindlightProfileDelegate(); |
312 | public delegate void OnSendNewWindlightProfileTargetedDelegate(RegionLightShareData wl, UUID user); | 691 | public delegate void OnSendNewWindlightProfileTargetedDelegate(RegionLightShareData wl, UUID user); |
313 | 692 | ||
314 | /// <summary> | 693 | /// <summary> |
694 | /// Triggered after the grunt work for adding a root agent to a | ||
695 | /// scene has been performed (resuming attachment scripts, physics, | ||
696 | /// animations etc.) | ||
697 | /// </summary> | ||
698 | /// <remarks> | ||
315 | /// This event is on the critical path for transferring an avatar from one region to another. Try and do | 699 | /// This event is on the critical path for transferring an avatar from one region to another. Try and do |
316 | /// as little work on this event as possible, or do work asynchronously. | 700 | /// as little work on this event as possible, or do work asynchronously. |
317 | /// </summary> | 701 | /// Triggered after <see cref="OnSetRootAgentScene"/> |
702 | /// by <see cref="TriggerOnMakeRootAgent"/> | ||
703 | /// in <see cref="ScenePresence.MakeRootAgent"/> | ||
704 | /// via <see cref="Scene.AgentCrossing"/> | ||
705 | /// and <see cref="ScenePresence.CompleteMovement"/> | ||
706 | /// </remarks> | ||
318 | public event Action<ScenePresence> OnMakeRootAgent; | 707 | public event Action<ScenePresence> OnMakeRootAgent; |
319 | 708 | ||
320 | public event OnSendNewWindlightProfileTargetedDelegate OnSendNewWindlightProfileTargeted; | 709 | public event OnSendNewWindlightProfileTargetedDelegate OnSendNewWindlightProfileTargeted; |
@@ -340,9 +729,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
340 | public event AvatarKillData OnAvatarKilled; | 729 | public event AvatarKillData OnAvatarKilled; |
341 | public delegate void AvatarKillData(uint KillerLocalID, ScenePresence avatar); | 730 | public delegate void AvatarKillData(uint KillerLocalID, ScenePresence avatar); |
342 | 731 | ||
343 | // public delegate void ScriptTimerEvent(uint localID, double timerinterval); | 732 | /* |
344 | 733 | public delegate void ScriptTimerEvent(uint localID, double timerinterval); | |
345 | // public event ScriptTimerEvent OnScriptTimerEvent; | 734 | /// <summary> |
735 | /// Used to be triggered when the LSL timer event fires. | ||
736 | /// </summary> | ||
737 | /// <remarks> | ||
738 | /// Triggered by <see cref="TriggerTimerEvent"/> | ||
739 | /// via <see cref="SceneObjectPart.handleTimerAccounting"/> | ||
740 | /// </remarks> | ||
741 | public event ScriptTimerEvent OnScriptTimerEvent; | ||
742 | */ | ||
346 | 743 | ||
347 | public delegate void EstateToolsSunUpdate(ulong regionHandle, bool FixedTime, bool EstateSun, float LindenHour); | 744 | public delegate void EstateToolsSunUpdate(ulong regionHandle, bool FixedTime, bool EstateSun, float LindenHour); |
348 | public delegate void GetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID); | 745 | public delegate void GetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID); |
@@ -352,12 +749,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
352 | /// <summary> | 749 | /// <summary> |
353 | /// Triggered when an object is added to the scene. | 750 | /// Triggered when an object is added to the scene. |
354 | /// </summary> | 751 | /// </summary> |
752 | /// <remarks> | ||
753 | /// Triggered by <see cref="TriggerObjectAddedToScene"/> | ||
754 | /// in <see cref="Scene.AddNewSceneObject"/>, | ||
755 | /// <see cref="Scene.DuplicateObject"/>, | ||
756 | /// <see cref="Scene.doObjectDuplicateOnRay"/> | ||
757 | /// </remarks> | ||
355 | public event Action<SceneObjectGroup> OnObjectAddedToScene; | 758 | public event Action<SceneObjectGroup> OnObjectAddedToScene; |
356 | 759 | ||
357 | /// <summary> | 760 | /// <summary> |
358 | /// Triggered when an object is removed from the scene. | 761 | /// Delegate for <see cref="OnObjectBeingRemovedFromScene"/> |
359 | /// </summary> | 762 | /// </summary> |
763 | /// <param name="obj">The object being removed from the scene</param> | ||
360 | public delegate void ObjectBeingRemovedFromScene(SceneObjectGroup obj); | 764 | public delegate void ObjectBeingRemovedFromScene(SceneObjectGroup obj); |
765 | |||
766 | /// <summary> | ||
767 | /// Triggered when an object is removed from the scene. | ||
768 | /// </summary> | ||
769 | /// <remarks> | ||
770 | /// Triggered by <see cref="TriggerObjectBeingRemovedFromScene"/> | ||
771 | /// in <see cref="Scene.DeleteSceneObject"/> | ||
772 | /// </remarks> | ||
361 | public event ObjectBeingRemovedFromScene OnObjectBeingRemovedFromScene; | 773 | public event ObjectBeingRemovedFromScene OnObjectBeingRemovedFromScene; |
362 | 774 | ||
363 | public delegate void NoticeNoLandDataFromStorage(); | 775 | public delegate void NoticeNoLandDataFromStorage(); |
@@ -373,6 +785,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
373 | public event RequestParcelPrimCountUpdate OnRequestParcelPrimCountUpdate; | 785 | public event RequestParcelPrimCountUpdate OnRequestParcelPrimCountUpdate; |
374 | 786 | ||
375 | public delegate void ParcelPrimCountTainted(); | 787 | public delegate void ParcelPrimCountTainted(); |
788 | |||
789 | /// <summary> | ||
790 | /// Triggered when the parcel prim count has been altered. | ||
791 | /// </summary> | ||
792 | /// <remarks> | ||
793 | /// Triggered by <see cref="TriggerParcelPrimCountTainted"/> in | ||
794 | /// <see cref="OpenSim.Region.CoreModules.Avatar.Attachments.AttachmentsModule.DetachSingleAttachmentToGround"/>, | ||
795 | /// <see cref="OpenSim.Region.CoreModules.Avatar.Attachments.AttachmentsModule.AttachToAgent"/>, | ||
796 | /// <see cref="Scene.DeleteSceneObject"/>, | ||
797 | /// <see cref="Scene.SelectPrim"/>, | ||
798 | /// <see cref="Scene.DeselectPrim"/>, | ||
799 | /// <see cref="SceneObjectGroup.UpdatePrimFlags"/>, | ||
800 | /// <see cref="SceneObjectGroup.AbsolutePosition"/> | ||
801 | /// </remarks> | ||
376 | public event ParcelPrimCountTainted OnParcelPrimCountTainted; | 802 | public event ParcelPrimCountTainted OnParcelPrimCountTainted; |
377 | public event GetScriptRunning OnGetScriptRunning; | 803 | public event GetScriptRunning OnGetScriptRunning; |
378 | 804 | ||
@@ -432,7 +858,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
432 | /// the scripts may not have started yet | 858 | /// the scripts may not have started yet |
433 | /// Message is non empty string if there were problems loading the oar file | 859 | /// Message is non empty string if there were problems loading the oar file |
434 | /// </summary> | 860 | /// </summary> |
435 | public delegate void OarFileLoaded(Guid guid, string message); | 861 | public delegate void OarFileLoaded(Guid guid, List<UUID> loadedScenes, string message); |
436 | public event OarFileLoaded OnOarFileLoaded; | 862 | public event OarFileLoaded OnOarFileLoaded; |
437 | 863 | ||
438 | /// <summary> | 864 | /// <summary> |
@@ -485,6 +911,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
485 | /// <param name="copy"></param> | 911 | /// <param name="copy"></param> |
486 | /// <param name="original"></param> | 912 | /// <param name="original"></param> |
487 | /// <param name="userExposed">True if the duplicate will immediately be in the scene, false otherwise</param> | 913 | /// <param name="userExposed">True if the duplicate will immediately be in the scene, false otherwise</param> |
914 | /// <remarks> | ||
915 | /// Triggered in <see cref="OpenSim.Region.Framework.Scenes.SceneObjectPart.Copy"/> | ||
916 | /// </remarks> | ||
488 | public event SceneObjectPartCopyDelegate OnSceneObjectPartCopy; | 917 | public event SceneObjectPartCopyDelegate OnSceneObjectPartCopy; |
489 | public delegate void SceneObjectPartCopyDelegate(SceneObjectPart copy, SceneObjectPart original, bool userExposed); | 918 | public delegate void SceneObjectPartCopyDelegate(SceneObjectPart copy, SceneObjectPart original, bool userExposed); |
490 | 919 | ||
@@ -526,9 +955,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
526 | public event PrimsLoaded OnPrimsLoaded; | 955 | public event PrimsLoaded OnPrimsLoaded; |
527 | 956 | ||
528 | public delegate void TeleportStart(IClientAPI client, GridRegion destination, GridRegion finalDestination, uint teleportFlags, bool gridLogout); | 957 | public delegate void TeleportStart(IClientAPI client, GridRegion destination, GridRegion finalDestination, uint teleportFlags, bool gridLogout); |
958 | |||
959 | /// <summary> | ||
960 | /// Triggered when a teleport starts | ||
961 | /// </summary> | ||
962 | /// <remarks> | ||
963 | /// Triggered by <see cref="TriggerTeleportStart"/> | ||
964 | /// in <see cref="OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule.CreateAgent"/> | ||
965 | /// and <see cref="OpenSim.Region.CoreModules.Framework.EntityTransfer.HGEntityTransferModule.CreateAgent"/> | ||
966 | /// via <see cref="OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule.DoTeleport"/> | ||
967 | /// </remarks> | ||
529 | public event TeleportStart OnTeleportStart; | 968 | public event TeleportStart OnTeleportStart; |
530 | 969 | ||
531 | public delegate void TeleportFail(IClientAPI client, bool gridLogout); | 970 | public delegate void TeleportFail(IClientAPI client, bool gridLogout); |
971 | |||
972 | /// <summary> | ||
973 | /// Trigered when a teleport fails. | ||
974 | /// </summary> | ||
975 | /// <remarks> | ||
976 | /// Triggered by <see cref="TriggerTeleportFail"/> | ||
977 | /// in <see cref="OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule.Fail"/> | ||
978 | /// via <see cref="OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule.DoTeleport"/> | ||
979 | /// </remarks> | ||
532 | public event TeleportFail OnTeleportFail; | 980 | public event TeleportFail OnTeleportFail; |
533 | 981 | ||
534 | public class MoneyTransferArgs : EventArgs | 982 | public class MoneyTransferArgs : EventArgs |
@@ -536,7 +984,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
536 | public UUID sender; | 984 | public UUID sender; |
537 | public UUID receiver; | 985 | public UUID receiver; |
538 | 986 | ||
539 | // Always false. The SL protocol sucks. | 987 | /// <summary> |
988 | /// Always false. The SL protocol sucks. | ||
989 | /// </summary> | ||
540 | public bool authenticated = false; | 990 | public bool authenticated = false; |
541 | 991 | ||
542 | public int amount; | 992 | public int amount; |
@@ -593,8 +1043,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
593 | 1043 | ||
594 | public delegate void LandBuy(Object sender, LandBuyArgs e); | 1044 | public delegate void LandBuy(Object sender, LandBuyArgs e); |
595 | 1045 | ||
1046 | /// <summary> | ||
1047 | /// Triggered when an attempt to transfer grid currency occurs | ||
1048 | /// </summary> | ||
1049 | /// <remarks> | ||
1050 | /// Triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.ProcessMoneyTransferRequest"/> | ||
1051 | /// via <see cref="OpenSim.Region.Framework.Scenes.Scene.SubscribeToClientGridEvents"/> | ||
1052 | /// via <see cref="OpenSim.Region.Framework.Scenes.Scene.SubscribeToClientEvents"/> | ||
1053 | /// via <see cref="OpenSim.Region.Framework.Scenes.Scene.AddNewClient"/> | ||
1054 | /// </remarks> | ||
596 | public event MoneyTransferEvent OnMoneyTransfer; | 1055 | public event MoneyTransferEvent OnMoneyTransfer; |
1056 | |||
1057 | /// <summary> | ||
1058 | /// Triggered after after <see cref="OnValidateLandBuy"/> | ||
1059 | /// </summary> | ||
597 | public event LandBuy OnLandBuy; | 1060 | public event LandBuy OnLandBuy; |
1061 | |||
1062 | /// <summary> | ||
1063 | /// Triggered to allow or prevent a real estate transaction | ||
1064 | /// </summary> | ||
1065 | /// <remarks> | ||
1066 | /// Triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.ProcessParcelBuy"/> | ||
1067 | /// <seealso cref="OpenSim.Region.OptionalModules.World.MoneyModule.SampleMoneyModule.ValidateLandBuy"/> | ||
1068 | /// </remarks> | ||
598 | public event LandBuy OnValidateLandBuy; | 1069 | public event LandBuy OnValidateLandBuy; |
599 | 1070 | ||
600 | public void TriggerOnAttach(uint localID, UUID itemID, UUID avatarID) | 1071 | public void TriggerOnAttach(uint localID, UUID itemID, UUID avatarID) |
@@ -2031,7 +2502,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
2031 | } | 2502 | } |
2032 | } | 2503 | } |
2033 | 2504 | ||
2034 | // this lets us keep track of nasty script events like timer, etc. | 2505 | /// <summary> |
2506 | /// this lets us keep track of nasty script events like timer, etc. | ||
2507 | /// </summary> | ||
2508 | /// <param name="objLocalID"></param> | ||
2509 | /// <param name="Interval"></param> | ||
2035 | public void TriggerTimerEvent(uint objLocalID, double Interval) | 2510 | public void TriggerTimerEvent(uint objLocalID, double Interval) |
2036 | { | 2511 | { |
2037 | throw new NotImplementedException("TriggerTimerEvent was thought to be not used anymore and the registration for the event from scene object part has been commented out due to a memory leak"); | 2512 | throw new NotImplementedException("TriggerTimerEvent was thought to be not used anymore and the registration for the event from scene object part has been commented out due to a memory leak"); |
@@ -2093,7 +2568,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2093 | return 6; | 2568 | return 6; |
2094 | } | 2569 | } |
2095 | 2570 | ||
2096 | public void TriggerOarFileLoaded(Guid requestId, string message) | 2571 | public void TriggerOarFileLoaded(Guid requestId, List<UUID> loadedScenes, string message) |
2097 | { | 2572 | { |
2098 | OarFileLoaded handlerOarFileLoaded = OnOarFileLoaded; | 2573 | OarFileLoaded handlerOarFileLoaded = OnOarFileLoaded; |
2099 | if (handlerOarFileLoaded != null) | 2574 | if (handlerOarFileLoaded != null) |
@@ -2102,7 +2577,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2102 | { | 2577 | { |
2103 | try | 2578 | try |
2104 | { | 2579 | { |
2105 | d(requestId, message); | 2580 | d(requestId, loadedScenes, message); |
2106 | } | 2581 | } |
2107 | catch (Exception e) | 2582 | catch (Exception e) |
2108 | { | 2583 | { |
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index dd9210f..35df85c 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | |||
@@ -93,7 +93,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
93 | /// </summary> | 93 | /// </summary> |
94 | public void StartScripts() | 94 | public void StartScripts() |
95 | { | 95 | { |
96 | m_log.InfoFormat("[SCENE]: Starting scripts in {0}, please wait.", RegionInfo.RegionName); | 96 | // m_log.InfoFormat("[SCENE]: Starting scripts in {0}, please wait.", RegionInfo.RegionName); |
97 | 97 | ||
98 | IScriptModule[] engines = RequestModuleInterfaces<IScriptModule>(); | 98 | IScriptModule[] engines = RequestModuleInterfaces<IScriptModule>(); |
99 | 99 | ||
@@ -1997,6 +1997,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1997 | // If child prims have invalid perms, fix them | 1997 | // If child prims have invalid perms, fix them |
1998 | grp.AdjustChildPrimPermissions(); | 1998 | grp.AdjustChildPrimPermissions(); |
1999 | 1999 | ||
2000 | // If child prims have invalid perms, fix them | ||
2001 | grp.AdjustChildPrimPermissions(); | ||
2002 | |||
2000 | if (remoteClient == null) | 2003 | if (remoteClient == null) |
2001 | { | 2004 | { |
2002 | // Autoreturn has a null client. Nothing else does. So | 2005 | // Autoreturn has a null client. Nothing else does. So |
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs index e970543..16c0d25 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs | |||
@@ -543,7 +543,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
543 | if (!InventoryService.AddFolder(folder)) | 543 | if (!InventoryService.AddFolder(folder)) |
544 | { | 544 | { |
545 | m_log.WarnFormat( | 545 | m_log.WarnFormat( |
546 | "[AGENT INVENTORY]: Failed to move create folder for user {0} {1}", | 546 | "[AGENT INVENTORY]: Failed to create folder for user {0} {1}", |
547 | remoteClient.Name, remoteClient.AgentId); | 547 | remoteClient.Name, remoteClient.AgentId); |
548 | } | 548 | } |
549 | } | 549 | } |
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 8034bc6..29c8eb1 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -103,8 +103,31 @@ namespace OpenSim.Region.Framework.Scenes | |||
103 | /// </summary> | 103 | /// </summary> |
104 | public bool CollidablePrims { get; private set; } | 104 | public bool CollidablePrims { get; private set; } |
105 | 105 | ||
106 | /// <summary> | ||
107 | /// Minimum value of the size of a non-physical prim in each axis | ||
108 | /// </summary> | ||
109 | public float m_minNonphys = 0.001f; | ||
110 | |||
111 | /// <summary> | ||
112 | /// Maximum value of the size of a non-physical prim in each axis | ||
113 | /// </summary> | ||
106 | public float m_maxNonphys = 256; | 114 | public float m_maxNonphys = 256; |
115 | |||
116 | /// <summary> | ||
117 | /// Minimum value of the size of a physical prim in each axis | ||
118 | /// </summary> | ||
119 | public float m_minPhys = 0.01f; | ||
120 | |||
121 | /// <summary> | ||
122 | /// Maximum value of the size of a physical prim in each axis | ||
123 | /// </summary> | ||
107 | public float m_maxPhys = 10; | 124 | public float m_maxPhys = 10; |
125 | |||
126 | /// <summary> | ||
127 | /// Max prims an object will hold | ||
128 | /// </summary> | ||
129 | public int m_linksetCapacity = 0; | ||
130 | |||
108 | public bool m_clampPrimSize; | 131 | public bool m_clampPrimSize; |
109 | public bool m_trustBinaries; | 132 | public bool m_trustBinaries; |
110 | public bool m_allowScriptCrossings; | 133 | public bool m_allowScriptCrossings; |
@@ -746,12 +769,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
746 | PhysicalPrims = startupConfig.GetBoolean("physical_prim", true); | 769 | PhysicalPrims = startupConfig.GetBoolean("physical_prim", true); |
747 | CollidablePrims = startupConfig.GetBoolean("collidable_prim", true); | 770 | CollidablePrims = startupConfig.GetBoolean("collidable_prim", true); |
748 | 771 | ||
749 | m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys); | 772 | m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys); |
773 | if (RegionInfo.NonphysPrimMin > 0) | ||
774 | { | ||
775 | m_minNonphys = RegionInfo.NonphysPrimMin; | ||
776 | } | ||
777 | |||
778 | m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); | ||
750 | if (RegionInfo.NonphysPrimMax > 0) | 779 | if (RegionInfo.NonphysPrimMax > 0) |
751 | { | 780 | { |
752 | m_maxNonphys = RegionInfo.NonphysPrimMax; | 781 | m_maxNonphys = RegionInfo.NonphysPrimMax; |
753 | } | 782 | } |
754 | 783 | ||
784 | m_minPhys = startupConfig.GetFloat("PhysicalPrimMin", m_minPhys); | ||
785 | if (RegionInfo.PhysPrimMin > 0) | ||
786 | { | ||
787 | m_minPhys = RegionInfo.PhysPrimMin; | ||
788 | } | ||
789 | |||
755 | m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); | 790 | m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); |
756 | 791 | ||
757 | if (RegionInfo.PhysPrimMax > 0) | 792 | if (RegionInfo.PhysPrimMax > 0) |
@@ -759,6 +794,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
759 | m_maxPhys = RegionInfo.PhysPrimMax; | 794 | m_maxPhys = RegionInfo.PhysPrimMax; |
760 | } | 795 | } |
761 | 796 | ||
797 | m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity); | ||
798 | if (RegionInfo.LinksetCapacity > 0) | ||
799 | { | ||
800 | m_linksetCapacity = RegionInfo.LinksetCapacity; | ||
801 | } | ||
802 | |||
762 | SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest"); | 803 | SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest"); |
763 | TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false); | 804 | TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false); |
764 | 805 | ||
@@ -854,6 +895,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
854 | } | 895 | } |
855 | 896 | ||
856 | // FIXME: Ultimately this should be in a module. | 897 | // FIXME: Ultimately this should be in a module. |
898 | SendPeriodicAppearanceUpdates = true; | ||
899 | |||
857 | IConfig appearanceConfig = m_config.Configs["Appearance"]; | 900 | IConfig appearanceConfig = m_config.Configs["Appearance"]; |
858 | if (appearanceConfig != null) | 901 | if (appearanceConfig != null) |
859 | { | 902 | { |
@@ -3715,7 +3758,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3715 | "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.", | 3758 | "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.", |
3716 | sp.Name, sp.UUID, RegionInfo.RegionName); | 3759 | sp.Name, sp.UUID, RegionInfo.RegionName); |
3717 | 3760 | ||
3718 | sp.ControllingClient.Close(); | 3761 | sp.ControllingClient.Close(true, true); |
3719 | sp = null; | 3762 | sp = null; |
3720 | } | 3763 | } |
3721 | 3764 | ||
@@ -4318,15 +4361,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
4318 | /// Tell a single agent to disconnect from the region. | 4361 | /// Tell a single agent to disconnect from the region. |
4319 | /// </summary> | 4362 | /// </summary> |
4320 | /// <param name="agentID"></param> | 4363 | /// <param name="agentID"></param> |
4321 | /// <param name="childOnly"></param> | 4364 | /// <param name="force"> |
4322 | public bool IncomingCloseAgent(UUID agentID, bool childOnly) | 4365 | /// Force the agent to close even if it might be in the middle of some other operation. You do not want to |
4366 | /// force unless you are absolutely sure that the agent is dead and a normal close is not working. | ||
4367 | /// </param> | ||
4368 | public bool IncomingCloseAgent(UUID agentID, bool force) | ||
4323 | { | 4369 | { |
4324 | //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); | 4370 | //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); |
4325 | 4371 | ||
4326 | ScenePresence presence = m_sceneGraph.GetScenePresence(agentID); | 4372 | ScenePresence presence = m_sceneGraph.GetScenePresence(agentID); |
4327 | if (presence != null) | 4373 | if (presence != null) |
4328 | { | 4374 | { |
4329 | presence.ControllingClient.Close(false); | 4375 | presence.ControllingClient.Close(force, force); |
4330 | return true; | 4376 | return true; |
4331 | } | 4377 | } |
4332 | 4378 | ||
@@ -4532,6 +4578,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
4532 | return LandChannel.GetLandObject(x, y).LandData; | 4578 | return LandChannel.GetLandObject(x, y).LandData; |
4533 | } | 4579 | } |
4534 | 4580 | ||
4581 | /// <summary> | ||
4582 | /// Get LandData by position. | ||
4583 | /// </summary> | ||
4584 | /// <param name="pos"></param> | ||
4585 | /// <returns></returns> | ||
4586 | public LandData GetLandData(Vector3 pos) | ||
4587 | { | ||
4588 | return GetLandData(pos.X, pos.Y); | ||
4589 | } | ||
4590 | |||
4535 | public LandData GetLandData(uint x, uint y) | 4591 | public LandData GetLandData(uint x, uint y) |
4536 | { | 4592 | { |
4537 | m_log.DebugFormat("[SCENE]: returning land for {0},{1}", x, y); | 4593 | m_log.DebugFormat("[SCENE]: returning land for {0},{1}", x, y); |
@@ -4780,6 +4836,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
4780 | } | 4836 | } |
4781 | 4837 | ||
4782 | /// <summary> | 4838 | /// <summary> |
4839 | /// Attempt to get the SOG via its UUID | ||
4840 | /// </summary> | ||
4841 | /// <param name="fullID"></param> | ||
4842 | /// <param name="sog"></param> | ||
4843 | /// <returns></returns> | ||
4844 | public bool TryGetSceneObjectGroup(UUID fullID, out SceneObjectGroup sog) | ||
4845 | { | ||
4846 | sog = GetSceneObjectGroup(fullID); | ||
4847 | return sog != null; | ||
4848 | } | ||
4849 | |||
4850 | /// <summary> | ||
4783 | /// Get a prim by name from the scene (will return the first | 4851 | /// Get a prim by name from the scene (will return the first |
4784 | /// found, if there are more than one prim with the same name) | 4852 | /// found, if there are more than one prim with the same name) |
4785 | /// </summary> | 4853 | /// </summary> |
@@ -4811,6 +4879,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
4811 | } | 4879 | } |
4812 | 4880 | ||
4813 | /// <summary> | 4881 | /// <summary> |
4882 | /// Attempt to get a prim via its UUID | ||
4883 | /// </summary> | ||
4884 | /// <param name="fullID"></param> | ||
4885 | /// <param name="sop"></param> | ||
4886 | /// <returns></returns> | ||
4887 | public bool TryGetSceneObjectPart(UUID fullID, out SceneObjectPart sop) | ||
4888 | { | ||
4889 | sop = GetSceneObjectPart(fullID); | ||
4890 | return sop != null; | ||
4891 | } | ||
4892 | |||
4893 | /// <summary> | ||
4814 | /// Get a scene object group that contains the prim with the given local id | 4894 | /// Get a scene object group that contains the prim with the given local id |
4815 | /// </summary> | 4895 | /// </summary> |
4816 | /// <param name="localID"></param> | 4896 | /// <param name="localID"></param> |
@@ -5865,6 +5945,9 @@ Environment.Exit(1); | |||
5865 | 5945 | ||
5866 | public string GetExtraSetting(string name) | 5946 | public string GetExtraSetting(string name) |
5867 | { | 5947 | { |
5948 | if (m_extraSettings == null) | ||
5949 | return String.Empty; | ||
5950 | |||
5868 | string val; | 5951 | string val; |
5869 | 5952 | ||
5870 | if (!m_extraSettings.TryGetValue(name, out val)) | 5953 | if (!m_extraSettings.TryGetValue(name, out val)) |
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index e29b2c1..c4b7b27 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs | |||
@@ -342,7 +342,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
342 | public bool AddNewSceneObject( | 342 | public bool AddNewSceneObject( |
343 | SceneObjectGroup sceneObject, bool attachToBackup, Vector3? pos, Quaternion? rot, Vector3 vel) | 343 | SceneObjectGroup sceneObject, bool attachToBackup, Vector3? pos, Quaternion? rot, Vector3 vel) |
344 | { | 344 | { |
345 | AddNewSceneObject(sceneObject, true, false); | 345 | AddNewSceneObject(sceneObject, attachToBackup, false); |
346 | 346 | ||
347 | if (pos != null) | 347 | if (pos != null) |
348 | sceneObject.AbsolutePosition = (Vector3)pos; | 348 | sceneObject.AbsolutePosition = (Vector3)pos; |
@@ -421,12 +421,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
421 | { | 421 | { |
422 | Vector3 scale = part.Shape.Scale; | 422 | Vector3 scale = part.Shape.Scale; |
423 | 423 | ||
424 | if (scale.X > m_parentScene.m_maxNonphys) | 424 | scale.X = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.X)); |
425 | scale.X = m_parentScene.m_maxNonphys; | 425 | scale.Y = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.Y)); |
426 | if (scale.Y > m_parentScene.m_maxNonphys) | 426 | scale.Z = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.Z)); |
427 | scale.Y = m_parentScene.m_maxNonphys; | ||
428 | if (scale.Z > m_parentScene.m_maxNonphys) | ||
429 | scale.Z = m_parentScene.m_maxNonphys; | ||
430 | 427 | ||
431 | part.Shape.Scale = scale; | 428 | part.Shape.Scale = scale; |
432 | } | 429 | } |
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs index f1b09ca..dba3a61 100644 --- a/OpenSim/Region/Framework/Scenes/SceneManager.cs +++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs | |||
@@ -92,7 +92,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
92 | private static SceneManager m_instance = null; | 92 | private static SceneManager m_instance = null; |
93 | public static SceneManager Instance | 93 | public static SceneManager Instance |
94 | { | 94 | { |
95 | get { return m_instance; } | 95 | get { |
96 | if (m_instance == null) | ||
97 | m_instance = new SceneManager(); | ||
98 | return m_instance; | ||
99 | } | ||
96 | } | 100 | } |
97 | 101 | ||
98 | private readonly DoubleDictionary<UUID, string, Scene> m_localScenes = new DoubleDictionary<UUID, string, Scene>(); | 102 | private readonly DoubleDictionary<UUID, string, Scene> m_localScenes = new DoubleDictionary<UUID, string, Scene>(); |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 4798481..bf898bb 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -2742,6 +2742,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
2742 | if (objectGroup == this) | 2742 | if (objectGroup == this) |
2743 | return; | 2743 | return; |
2744 | 2744 | ||
2745 | // If the configured linkset capacity is greater than zero, | ||
2746 | // and the new linkset would have a prim count higher than this | ||
2747 | // value, do not link it. | ||
2748 | if (m_scene.m_linksetCapacity > 0 && | ||
2749 | (PrimCount + objectGroup.PrimCount) > | ||
2750 | m_scene.m_linksetCapacity) | ||
2751 | { | ||
2752 | m_log.DebugFormat( | ||
2753 | "[SCENE OBJECT GROUP]: Cannot link group with root" + | ||
2754 | " part {0}, {1} ({2} prims) to group with root part" + | ||
2755 | " {3}, {4} ({5} prims) because the new linkset" + | ||
2756 | " would exceed the configured maximum of {6}", | ||
2757 | objectGroup.RootPart.Name, objectGroup.RootPart.UUID, | ||
2758 | objectGroup.PrimCount, RootPart.Name, RootPart.UUID, | ||
2759 | PrimCount, m_scene.m_linksetCapacity); | ||
2760 | |||
2761 | return; | ||
2762 | } | ||
2763 | |||
2745 | // 'linkPart' == the root of the group being linked into this group | 2764 | // 'linkPart' == the root of the group being linked into this group |
2746 | SceneObjectPart linkPart = objectGroup.m_rootPart; | 2765 | SceneObjectPart linkPart = objectGroup.m_rootPart; |
2747 | 2766 | ||
@@ -3464,27 +3483,33 @@ namespace OpenSim.Region.Framework.Scenes | |||
3464 | /// <param name="scale"></param> | 3483 | /// <param name="scale"></param> |
3465 | public void GroupResize(Vector3 scale) | 3484 | public void GroupResize(Vector3 scale) |
3466 | { | 3485 | { |
3467 | scale.X = Math.Min(scale.X, Scene.m_maxNonphys); | 3486 | // m_log.DebugFormat( |
3468 | scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); | 3487 | // "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); |
3469 | scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys); | ||
3470 | 3488 | ||
3471 | PhysicsActor pa = m_rootPart.PhysActor; | 3489 | PhysicsActor pa = m_rootPart.PhysActor; |
3472 | 3490 | ||
3473 | if (pa != null && pa.IsPhysical) | 3491 | if (Scene != null) |
3474 | { | 3492 | { |
3475 | scale.X = Math.Min(scale.X, Scene.m_maxPhys); | 3493 | scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X)); |
3476 | scale.Y = Math.Min(scale.Y, Scene.m_maxPhys); | 3494 | scale.Y = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.Y)); |
3477 | scale.Z = Math.Min(scale.Z, Scene.m_maxPhys); | 3495 | scale.Z = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.Z)); |
3496 | |||
3497 | if (pa != null && pa.IsPhysical) | ||
3498 | { | ||
3499 | scale.X = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.X)); | ||
3500 | scale.Y = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.Y)); | ||
3501 | scale.Z = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.Z)); | ||
3502 | } | ||
3478 | } | 3503 | } |
3479 | 3504 | ||
3480 | float x = (scale.X / RootPart.Scale.X); | 3505 | float x = (scale.X / RootPart.Scale.X); |
3481 | float y = (scale.Y / RootPart.Scale.Y); | 3506 | float y = (scale.Y / RootPart.Scale.Y); |
3482 | float z = (scale.Z / RootPart.Scale.Z); | 3507 | float z = (scale.Z / RootPart.Scale.Z); |
3483 | 3508 | ||
3484 | SceneObjectPart[] parts; | 3509 | SceneObjectPart[] parts = m_parts.GetArray(); |
3485 | if (x > 1.0f || y > 1.0f || z > 1.0f) | 3510 | |
3511 | if (Scene != null & (x > 1.0f || y > 1.0f || z > 1.0f)) | ||
3486 | { | 3512 | { |
3487 | parts = m_parts.GetArray(); | ||
3488 | for (int i = 0; i < parts.Length; i++) | 3513 | for (int i = 0; i < parts.Length; i++) |
3489 | { | 3514 | { |
3490 | SceneObjectPart obPart = parts[i]; | 3515 | SceneObjectPart obPart = parts[i]; |
@@ -3497,7 +3522,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3497 | 3522 | ||
3498 | if (pa != null && pa.IsPhysical) | 3523 | if (pa != null && pa.IsPhysical) |
3499 | { | 3524 | { |
3500 | if (oldSize.X * x > m_scene.m_maxPhys) | 3525 | if (oldSize.X * x > Scene.m_maxPhys) |
3501 | { | 3526 | { |
3502 | f = m_scene.m_maxPhys / oldSize.X; | 3527 | f = m_scene.m_maxPhys / oldSize.X; |
3503 | a = f / x; | 3528 | a = f / x; |
@@ -3505,8 +3530,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
3505 | y *= a; | 3530 | y *= a; |
3506 | z *= a; | 3531 | z *= a; |
3507 | } | 3532 | } |
3533 | else if (oldSize.X * x < Scene.m_minPhys) | ||
3534 | { | ||
3535 | f = m_scene.m_minPhys / oldSize.X; | ||
3536 | a = f / x; | ||
3537 | x *= a; | ||
3538 | y *= a; | ||
3539 | z *= a; | ||
3540 | } | ||
3508 | 3541 | ||
3509 | if (oldSize.Y * y > m_scene.m_maxPhys) | 3542 | if (oldSize.Y * y > Scene.m_maxPhys) |
3510 | { | 3543 | { |
3511 | f = m_scene.m_maxPhys / oldSize.Y; | 3544 | f = m_scene.m_maxPhys / oldSize.Y; |
3512 | a = f / y; | 3545 | a = f / y; |
@@ -3514,8 +3547,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
3514 | y *= a; | 3547 | y *= a; |
3515 | z *= a; | 3548 | z *= a; |
3516 | } | 3549 | } |
3550 | else if (oldSize.Y * y < Scene.m_minPhys) | ||
3551 | { | ||
3552 | f = m_scene.m_minPhys / oldSize.Y; | ||
3553 | a = f / y; | ||
3554 | x *= a; | ||
3555 | y *= a; | ||
3556 | z *= a; | ||
3557 | } | ||
3517 | 3558 | ||
3518 | if (oldSize.Z * z > m_scene.m_maxPhys) | 3559 | if (oldSize.Z * z > Scene.m_maxPhys) |
3519 | { | 3560 | { |
3520 | f = m_scene.m_maxPhys / oldSize.Z; | 3561 | f = m_scene.m_maxPhys / oldSize.Z; |
3521 | a = f / z; | 3562 | a = f / z; |
@@ -3523,10 +3564,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
3523 | y *= a; | 3564 | y *= a; |
3524 | z *= a; | 3565 | z *= a; |
3525 | } | 3566 | } |
3567 | else if (oldSize.Z * z < Scene.m_minPhys) | ||
3568 | { | ||
3569 | f = m_scene.m_minPhys / oldSize.Z; | ||
3570 | a = f / z; | ||
3571 | x *= a; | ||
3572 | y *= a; | ||
3573 | z *= a; | ||
3574 | } | ||
3526 | } | 3575 | } |
3527 | else | 3576 | else |
3528 | { | 3577 | { |
3529 | if (oldSize.X * x > m_scene.m_maxNonphys) | 3578 | if (oldSize.X * x > Scene.m_maxNonphys) |
3530 | { | 3579 | { |
3531 | f = m_scene.m_maxNonphys / oldSize.X; | 3580 | f = m_scene.m_maxNonphys / oldSize.X; |
3532 | a = f / x; | 3581 | a = f / x; |
@@ -3534,8 +3583,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
3534 | y *= a; | 3583 | y *= a; |
3535 | z *= a; | 3584 | z *= a; |
3536 | } | 3585 | } |
3586 | else if (oldSize.X * x < Scene.m_minNonphys) | ||
3587 | { | ||
3588 | f = m_scene.m_minNonphys / oldSize.X; | ||
3589 | a = f / x; | ||
3590 | x *= a; | ||
3591 | y *= a; | ||
3592 | z *= a; | ||
3593 | } | ||
3537 | 3594 | ||
3538 | if (oldSize.Y * y > m_scene.m_maxNonphys) | 3595 | if (oldSize.Y * y > Scene.m_maxNonphys) |
3539 | { | 3596 | { |
3540 | f = m_scene.m_maxNonphys / oldSize.Y; | 3597 | f = m_scene.m_maxNonphys / oldSize.Y; |
3541 | a = f / y; | 3598 | a = f / y; |
@@ -3543,8 +3600,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
3543 | y *= a; | 3600 | y *= a; |
3544 | z *= a; | 3601 | z *= a; |
3545 | } | 3602 | } |
3603 | else if (oldSize.Y * y < Scene.m_minNonphys) | ||
3604 | { | ||
3605 | f = m_scene.m_minNonphys / oldSize.Y; | ||
3606 | a = f / y; | ||
3607 | x *= a; | ||
3608 | y *= a; | ||
3609 | z *= a; | ||
3610 | } | ||
3546 | 3611 | ||
3547 | if (oldSize.Z * z > m_scene.m_maxNonphys) | 3612 | if (oldSize.Z * z > Scene.m_maxNonphys) |
3548 | { | 3613 | { |
3549 | f = m_scene.m_maxNonphys / oldSize.Z; | 3614 | f = m_scene.m_maxNonphys / oldSize.Z; |
3550 | a = f / z; | 3615 | a = f / z; |
@@ -3552,6 +3617,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3552 | y *= a; | 3617 | y *= a; |
3553 | z *= a; | 3618 | z *= a; |
3554 | } | 3619 | } |
3620 | else if (oldSize.Z * z < Scene.m_minNonphys) | ||
3621 | { | ||
3622 | f = m_scene.m_minNonphys / oldSize.Z; | ||
3623 | a = f / z; | ||
3624 | x *= a; | ||
3625 | y *= a; | ||
3626 | z *= a; | ||
3627 | } | ||
3555 | } | 3628 | } |
3556 | } | 3629 | } |
3557 | } | 3630 | } |
@@ -3564,7 +3637,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3564 | 3637 | ||
3565 | RootPart.Resize(prevScale); | 3638 | RootPart.Resize(prevScale); |
3566 | 3639 | ||
3567 | parts = m_parts.GetArray(); | ||
3568 | for (int i = 0; i < parts.Length; i++) | 3640 | for (int i = 0; i < parts.Length; i++) |
3569 | { | 3641 | { |
3570 | SceneObjectPart obPart = parts[i]; | 3642 | SceneObjectPart obPart = parts[i]; |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index e6ad89c..a31a9ea 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -790,7 +790,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
790 | } | 790 | } |
791 | catch (Exception e) | 791 | catch (Exception e) |
792 | { | 792 | { |
793 | m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); | 793 | m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e); |
794 | } | 794 | } |
795 | } | 795 | } |
796 | } | 796 | } |
@@ -2972,17 +2972,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
2972 | /// <param name="scale"></param> | 2972 | /// <param name="scale"></param> |
2973 | public void Resize(Vector3 scale) | 2973 | public void Resize(Vector3 scale) |
2974 | { | 2974 | { |
2975 | scale.X = Math.Min(scale.X, ParentGroup.Scene.m_maxNonphys); | ||
2976 | scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxNonphys); | ||
2977 | scale.Z = Math.Min(scale.Z, ParentGroup.Scene.m_maxNonphys); | ||
2978 | |||
2979 | PhysicsActor pa = PhysActor; | 2975 | PhysicsActor pa = PhysActor; |
2980 | 2976 | ||
2981 | if (pa != null && pa.IsPhysical) | 2977 | if (ParentGroup.Scene != null) |
2982 | { | 2978 | { |
2983 | scale.X = Math.Min(scale.X, ParentGroup.Scene.m_maxPhys); | 2979 | scale.X = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.X)); |
2984 | scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxPhys); | 2980 | scale.Y = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.Y)); |
2985 | scale.Z = Math.Min(scale.Z, ParentGroup.Scene.m_maxPhys); | 2981 | scale.Z = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.Z)); |
2982 | |||
2983 | if (pa != null && pa.IsPhysical) | ||
2984 | { | ||
2985 | scale.X = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.X)); | ||
2986 | scale.Y = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.Y)); | ||
2987 | scale.Z = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.Z)); | ||
2988 | } | ||
2986 | } | 2989 | } |
2987 | 2990 | ||
2988 | // m_log.DebugFormat("[SCENE OBJECT PART]: Resizing {0} {1} to {2}", Name, LocalId, scale); | 2991 | // m_log.DebugFormat("[SCENE OBJECT PART]: Resizing {0} {1} to {2}", Name, LocalId, scale); |
@@ -3567,23 +3570,32 @@ namespace OpenSim.Region.Framework.Scenes | |||
3567 | } | 3570 | } |
3568 | 3571 | ||
3569 | /// <summary> | 3572 | /// <summary> |
3570 | /// Set the color of prim faces | 3573 | /// Set the color & alpha of prim faces |
3571 | /// </summary> | 3574 | /// </summary> |
3572 | /// <param name="color"></param> | ||
3573 | /// <param name="face"></param> | 3575 | /// <param name="face"></param> |
3574 | public void SetFaceColor(Vector3 color, int face) | 3576 | /// <param name="color"></param> |
3577 | /// <param name="alpha"></param> | ||
3578 | public void SetFaceColorAlpha(int face, Vector3 color, double ?alpha) | ||
3575 | { | 3579 | { |
3580 | Vector3 clippedColor = Util.Clip(color, 0.0f, 1.0f); | ||
3581 | float clippedAlpha = alpha.HasValue ? | ||
3582 | Util.Clip((float)alpha.Value, 0.0f, 1.0f) : 0; | ||
3583 | |||
3576 | // The only way to get a deep copy/ If we don't do this, we can | 3584 | // The only way to get a deep copy/ If we don't do this, we can |
3577 | // mever detect color changes further down. | 3585 | // never detect color changes further down. |
3578 | Byte[] buf = Shape.Textures.GetBytes(); | 3586 | Byte[] buf = Shape.Textures.GetBytes(); |
3579 | Primitive.TextureEntry tex = new Primitive.TextureEntry(buf, 0, buf.Length); | 3587 | Primitive.TextureEntry tex = new Primitive.TextureEntry(buf, 0, buf.Length); |
3580 | Color4 texcolor; | 3588 | Color4 texcolor; |
3581 | if (face >= 0 && face < GetNumberOfSides()) | 3589 | if (face >= 0 && face < GetNumberOfSides()) |
3582 | { | 3590 | { |
3583 | texcolor = tex.CreateFace((uint)face).RGBA; | 3591 | texcolor = tex.CreateFace((uint)face).RGBA; |
3584 | texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f); | 3592 | texcolor.R = clippedColor.X; |
3585 | texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f); | 3593 | texcolor.G = clippedColor.Y; |
3586 | texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f); | 3594 | texcolor.B = clippedColor.Z; |
3595 | if (alpha.HasValue) | ||
3596 | { | ||
3597 | texcolor.A = clippedAlpha; | ||
3598 | } | ||
3587 | tex.FaceTextures[face].RGBA = texcolor; | 3599 | tex.FaceTextures[face].RGBA = texcolor; |
3588 | UpdateTextureEntry(tex.GetBytes()); | 3600 | UpdateTextureEntry(tex.GetBytes()); |
3589 | return; | 3601 | return; |
@@ -3595,15 +3607,23 @@ namespace OpenSim.Region.Framework.Scenes | |||
3595 | if (tex.FaceTextures[i] != null) | 3607 | if (tex.FaceTextures[i] != null) |
3596 | { | 3608 | { |
3597 | texcolor = tex.FaceTextures[i].RGBA; | 3609 | texcolor = tex.FaceTextures[i].RGBA; |
3598 | texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f); | 3610 | texcolor.R = clippedColor.X; |
3599 | texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f); | 3611 | texcolor.G = clippedColor.Y; |
3600 | texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f); | 3612 | texcolor.B = clippedColor.Z; |
3613 | if (alpha.HasValue) | ||
3614 | { | ||
3615 | texcolor.A = clippedAlpha; | ||
3616 | } | ||
3601 | tex.FaceTextures[i].RGBA = texcolor; | 3617 | tex.FaceTextures[i].RGBA = texcolor; |
3602 | } | 3618 | } |
3603 | texcolor = tex.DefaultTexture.RGBA; | 3619 | texcolor = tex.DefaultTexture.RGBA; |
3604 | texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f); | 3620 | texcolor.R = clippedColor.X; |
3605 | texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f); | 3621 | texcolor.G = clippedColor.Y; |
3606 | texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f); | 3622 | texcolor.B = clippedColor.Z; |
3623 | if (alpha.HasValue) | ||
3624 | { | ||
3625 | texcolor.A = clippedAlpha; | ||
3626 | } | ||
3607 | tex.DefaultTexture.RGBA = texcolor; | 3627 | tex.DefaultTexture.RGBA = texcolor; |
3608 | } | 3628 | } |
3609 | UpdateTextureEntry(tex.GetBytes()); | 3629 | UpdateTextureEntry(tex.GetBytes()); |
@@ -4891,6 +4911,57 @@ namespace OpenSim.Region.Framework.Scenes | |||
4891 | ScheduleFullUpdate(); | 4911 | ScheduleFullUpdate(); |
4892 | } | 4912 | } |
4893 | 4913 | ||
4914 | public void UpdateSlice(float begin, float end) | ||
4915 | { | ||
4916 | if (end < begin) | ||
4917 | { | ||
4918 | float temp = begin; | ||
4919 | begin = end; | ||
4920 | end = temp; | ||
4921 | } | ||
4922 | end = Math.Min(1f, Math.Max(0f, end)); | ||
4923 | begin = Math.Min(Math.Min(1f, Math.Max(0f, begin)), end - 0.02f); | ||
4924 | if (begin < 0.02f && end < 0.02f) | ||
4925 | { | ||
4926 | begin = 0f; | ||
4927 | end = 0.02f; | ||
4928 | } | ||
4929 | |||
4930 | ushort uBegin = (ushort)(50000.0 * begin); | ||
4931 | ushort uEnd = (ushort)(50000.0 * (1f - end)); | ||
4932 | bool updatePossiblyNeeded = false; | ||
4933 | PrimType primType = GetPrimType(); | ||
4934 | if (primType == PrimType.SPHERE || primType == PrimType.TORUS || primType == PrimType.TUBE || primType == PrimType.RING) | ||
4935 | { | ||
4936 | if (m_shape.ProfileBegin != uBegin || m_shape.ProfileEnd != uEnd) | ||
4937 | { | ||
4938 | m_shape.ProfileBegin = uBegin; | ||
4939 | m_shape.ProfileEnd = uEnd; | ||
4940 | updatePossiblyNeeded = true; | ||
4941 | } | ||
4942 | } | ||
4943 | else if (m_shape.PathBegin != uBegin || m_shape.PathEnd != uEnd) | ||
4944 | { | ||
4945 | m_shape.PathBegin = uBegin; | ||
4946 | m_shape.PathEnd = uEnd; | ||
4947 | updatePossiblyNeeded = true; | ||
4948 | } | ||
4949 | |||
4950 | if (updatePossiblyNeeded && ParentGroup != null) | ||
4951 | { | ||
4952 | ParentGroup.HasGroupChanged = true; | ||
4953 | } | ||
4954 | if (updatePossiblyNeeded && PhysActor != null) | ||
4955 | { | ||
4956 | PhysActor.Shape = m_shape; | ||
4957 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); | ||
4958 | } | ||
4959 | if (updatePossiblyNeeded) | ||
4960 | { | ||
4961 | ScheduleFullUpdate(); | ||
4962 | } | ||
4963 | } | ||
4964 | |||
4894 | /// <summary> | 4965 | /// <summary> |
4895 | /// If the part is a sculpt/mesh, retrieve the mesh data and reinsert it into the shape so that the physics | 4966 | /// If the part is a sculpt/mesh, retrieve the mesh data and reinsert it into the shape so that the physics |
4896 | /// engine can use it. | 4967 | /// engine can use it. |
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index a8aa551..adb3d38 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -974,7 +974,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
974 | { | 974 | { |
975 | if (wasChild && HasAttachments()) | 975 | if (wasChild && HasAttachments()) |
976 | { | 976 | { |
977 | m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments..."); | 977 | m_log.DebugFormat( |
978 | "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name); | ||
979 | |||
978 | // Resume scripts | 980 | // Resume scripts |
979 | Util.FireAndForget(delegate(object x) { | 981 | Util.FireAndForget(delegate(object x) { |
980 | foreach (SceneObjectGroup sog in m_attachments) | 982 | foreach (SceneObjectGroup sog in m_attachments) |
@@ -1530,17 +1532,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
1530 | bool DCFlagKeyPressed = false; | 1532 | bool DCFlagKeyPressed = false; |
1531 | Vector3 agent_control_v3 = Vector3.Zero; | 1533 | Vector3 agent_control_v3 = Vector3.Zero; |
1532 | 1534 | ||
1533 | bool oldflying = Flying; | 1535 | bool newFlying = actor.Flying; |
1534 | 1536 | ||
1535 | if (ForceFly) | 1537 | if (ForceFly) |
1536 | actor.Flying = true; | 1538 | newFlying = true; |
1537 | else if (FlyDisabled) | 1539 | else if (FlyDisabled) |
1538 | actor.Flying = false; | 1540 | newFlying = false; |
1539 | else | 1541 | else |
1540 | actor.Flying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); | 1542 | newFlying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); |
1541 | 1543 | ||
1542 | if (actor.Flying != oldflying) | 1544 | if (actor.Flying != newFlying) |
1545 | { | ||
1546 | // Note: ScenePresence.Flying is actually fetched from the physical actor | ||
1547 | // so setting PhysActor.Flying here also sets the ScenePresence's value. | ||
1548 | actor.Flying = newFlying; | ||
1543 | update_movementflag = true; | 1549 | update_movementflag = true; |
1550 | } | ||
1544 | 1551 | ||
1545 | if (ParentID == 0) | 1552 | if (ParentID == 0) |
1546 | { | 1553 | { |
@@ -3627,13 +3634,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
3627 | public List<SceneObjectGroup> GetAttachments(uint attachmentPoint) | 3634 | public List<SceneObjectGroup> GetAttachments(uint attachmentPoint) |
3628 | { | 3635 | { |
3629 | List<SceneObjectGroup> attachments = new List<SceneObjectGroup>(); | 3636 | List<SceneObjectGroup> attachments = new List<SceneObjectGroup>(); |
3630 | 3637 | ||
3631 | lock (m_attachments) | 3638 | if (attachmentPoint >= 0) |
3632 | { | 3639 | { |
3633 | foreach (SceneObjectGroup so in m_attachments) | 3640 | lock (m_attachments) |
3634 | { | 3641 | { |
3635 | if (attachmentPoint == so.AttachmentPoint) | 3642 | foreach (SceneObjectGroup so in m_attachments) |
3636 | attachments.Add(so); | 3643 | { |
3644 | if (attachmentPoint == so.AttachmentPoint) | ||
3645 | attachments.Add(so); | ||
3646 | } | ||
3637 | } | 3647 | } |
3638 | } | 3648 | } |
3639 | 3649 | ||
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs index 5758869..5faf131 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs | |||
@@ -141,7 +141,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
141 | TestScene scene = new SceneHelpers().SetupScene(); | 141 | TestScene scene = new SceneHelpers().SetupScene(); |
142 | ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1)); | 142 | ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1)); |
143 | 143 | ||
144 | scene.IncomingCloseAgent(sp.UUID); | 144 | scene.IncomingCloseAgent(sp.UUID, false); |
145 | 145 | ||
146 | Assert.That(scene.GetScenePresence(sp.UUID), Is.Null); | 146 | Assert.That(scene.GetScenePresence(sp.UUID), Is.Null); |
147 | Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(sp.UUID), Is.Null); | 147 | Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(sp.UUID), Is.Null); |
diff --git a/OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs b/OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs index 44d2d45..9457ebb 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs | |||
@@ -50,9 +50,41 @@ using OpenSim.Tests.Common.Mock; | |||
50 | namespace OpenSim.Region.Framework.Tests | 50 | namespace OpenSim.Region.Framework.Tests |
51 | { | 51 | { |
52 | [TestFixture] | 52 | [TestFixture] |
53 | public class UserInventoryTests | 53 | public class UserInventoryTests : OpenSimTestCase |
54 | { | 54 | { |
55 | [Test] | 55 | [Test] |
56 | public void TestCreateInventoryFolders() | ||
57 | { | ||
58 | TestHelpers.InMethod(); | ||
59 | // TestHelpers.EnableLogging(); | ||
60 | |||
61 | // For this test both folders will have the same name which is legal in SL user inventories. | ||
62 | string foldersName = "f1"; | ||
63 | |||
64 | Scene scene = new SceneHelpers().SetupScene(); | ||
65 | UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(1001)); | ||
66 | |||
67 | UserInventoryHelpers.CreateInventoryFolder(scene.InventoryService, user1.PrincipalID, foldersName); | ||
68 | |||
69 | List<InventoryFolderBase> oneFolder | ||
70 | = UserInventoryHelpers.GetInventoryFolders(scene.InventoryService, user1.PrincipalID, foldersName); | ||
71 | |||
72 | Assert.That(oneFolder.Count, Is.EqualTo(1)); | ||
73 | InventoryFolderBase firstRetrievedFolder = oneFolder[0]; | ||
74 | Assert.That(firstRetrievedFolder.Name, Is.EqualTo(foldersName)); | ||
75 | |||
76 | UserInventoryHelpers.CreateInventoryFolder(scene.InventoryService, user1.PrincipalID, foldersName); | ||
77 | |||
78 | List<InventoryFolderBase> twoFolders | ||
79 | = UserInventoryHelpers.GetInventoryFolders(scene.InventoryService, user1.PrincipalID, foldersName); | ||
80 | |||
81 | Assert.That(twoFolders.Count, Is.EqualTo(2)); | ||
82 | Assert.That(twoFolders[0].Name, Is.EqualTo(foldersName)); | ||
83 | Assert.That(twoFolders[1].Name, Is.EqualTo(foldersName)); | ||
84 | Assert.That(twoFolders[0].ID, Is.Not.EqualTo(twoFolders[1].ID)); | ||
85 | } | ||
86 | |||
87 | [Test] | ||
56 | public void TestGiveInventoryItem() | 88 | public void TestGiveInventoryItem() |
57 | { | 89 | { |
58 | TestHelpers.InMethod(); | 90 | TestHelpers.InMethod(); |
@@ -83,7 +115,7 @@ namespace OpenSim.Region.Framework.Tests | |||
83 | public void TestGiveInventoryFolder() | 115 | public void TestGiveInventoryFolder() |
84 | { | 116 | { |
85 | TestHelpers.InMethod(); | 117 | TestHelpers.InMethod(); |
86 | // log4net.Config.XmlConfigurator.Configure(); | 118 | // TestHelpers.EnableLogging(); |
87 | 119 | ||
88 | Scene scene = new SceneHelpers().SetupScene(); | 120 | Scene scene = new SceneHelpers().SetupScene(); |
89 | UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(1001)); | 121 | UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(1001)); |
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs index 411e421..b5ef7b0 100644 --- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs +++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs | |||
@@ -52,26 +52,23 @@ namespace OpenSim.Region.Framework.Scenes | |||
52 | public class UuidGatherer | 52 | public class UuidGatherer |
53 | { | 53 | { |
54 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 54 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
55 | |||
56 | /// <summary> | ||
57 | /// Asset cache used for gathering assets | ||
58 | /// </summary> | ||
59 | protected IAssetService m_assetCache; | ||
60 | |||
61 | /// <summary> | ||
62 | /// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate | ||
63 | /// asset was found by the asset service. | ||
64 | /// </summary> | ||
65 | private AssetBase m_requestedObjectAsset; | ||
66 | 55 | ||
67 | /// <summary> | 56 | protected IAssetService m_assetService; |
68 | /// Signal whether we are currently waiting for the asset service to deliver an asset. | 57 | |
69 | /// </summary> | 58 | // /// <summary> |
70 | private bool m_waitingForObjectAsset; | 59 | // /// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate |
60 | // /// asset was found by the asset service. | ||
61 | // /// </summary> | ||
62 | // private AssetBase m_requestedObjectAsset; | ||
63 | // | ||
64 | // /// <summary> | ||
65 | // /// Signal whether we are currently waiting for the asset service to deliver an asset. | ||
66 | // /// </summary> | ||
67 | // private bool m_waitingForObjectAsset; | ||
71 | 68 | ||
72 | public UuidGatherer(IAssetService assetCache) | 69 | public UuidGatherer(IAssetService assetCache) |
73 | { | 70 | { |
74 | m_assetCache = assetCache; | 71 | m_assetService = assetCache; |
75 | } | 72 | } |
76 | 73 | ||
77 | /// <summary> | 74 | /// <summary> |
@@ -191,18 +188,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
191 | } | 188 | } |
192 | } | 189 | } |
193 | 190 | ||
194 | /// <summary> | 191 | // /// <summary> |
195 | /// The callback made when we request the asset for an object from the asset service. | 192 | // /// The callback made when we request the asset for an object from the asset service. |
196 | /// </summary> | 193 | // /// </summary> |
197 | private void AssetReceived(string id, Object sender, AssetBase asset) | 194 | // private void AssetReceived(string id, Object sender, AssetBase asset) |
198 | { | 195 | // { |
199 | lock (this) | 196 | // lock (this) |
200 | { | 197 | // { |
201 | m_requestedObjectAsset = asset; | 198 | // m_requestedObjectAsset = asset; |
202 | m_waitingForObjectAsset = false; | 199 | // m_waitingForObjectAsset = false; |
203 | Monitor.Pulse(this); | 200 | // Monitor.Pulse(this); |
204 | } | 201 | // } |
205 | } | 202 | // } |
206 | 203 | ||
207 | /// <summary> | 204 | /// <summary> |
208 | /// Get an asset synchronously, potentially using an asynchronous callback. If the | 205 | /// Get an asset synchronously, potentially using an asynchronous callback. If the |
@@ -212,25 +209,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
212 | /// <returns></returns> | 209 | /// <returns></returns> |
213 | protected virtual AssetBase GetAsset(UUID uuid) | 210 | protected virtual AssetBase GetAsset(UUID uuid) |
214 | { | 211 | { |
215 | m_waitingForObjectAsset = true; | 212 | return m_assetService.Get(uuid.ToString()); |
216 | m_assetCache.Get(uuid.ToString(), this, AssetReceived); | ||
217 | |||
218 | // The asset cache callback can either | ||
219 | // | ||
220 | // 1. Complete on the same thread (if the asset is already in the cache) or | ||
221 | // 2. Come in via a different thread (if we need to go fetch it). | ||
222 | // | ||
223 | // The code below handles both these alternatives. | ||
224 | lock (this) | ||
225 | { | ||
226 | if (m_waitingForObjectAsset) | ||
227 | { | ||
228 | Monitor.Wait(this); | ||
229 | m_waitingForObjectAsset = false; | ||
230 | } | ||
231 | } | ||
232 | 213 | ||
233 | return m_requestedObjectAsset; | 214 | // XXX: Switching to do this synchronously where the call was async before but we always waited for it |
215 | // to complete anyway! | ||
216 | // m_waitingForObjectAsset = true; | ||
217 | // m_assetCache.Get(uuid.ToString(), this, AssetReceived); | ||
218 | // | ||
219 | // // The asset cache callback can either | ||
220 | // // | ||
221 | // // 1. Complete on the same thread (if the asset is already in the cache) or | ||
222 | // // 2. Come in via a different thread (if we need to go fetch it). | ||
223 | // // | ||
224 | // // The code below handles both these alternatives. | ||
225 | // lock (this) | ||
226 | // { | ||
227 | // if (m_waitingForObjectAsset) | ||
228 | // { | ||
229 | // Monitor.Wait(this); | ||
230 | // m_waitingForObjectAsset = false; | ||
231 | // } | ||
232 | // } | ||
233 | // | ||
234 | // return m_requestedObjectAsset; | ||
234 | } | 235 | } |
235 | 236 | ||
236 | /// <summary> | 237 | /// <summary> |
@@ -361,4 +362,47 @@ namespace OpenSim.Region.Framework.Scenes | |||
361 | } | 362 | } |
362 | } | 363 | } |
363 | } | 364 | } |
365 | |||
366 | public class HGUuidGatherer : UuidGatherer | ||
367 | { | ||
368 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
369 | |||
370 | protected string m_assetServerURL; | ||
371 | |||
372 | public HGUuidGatherer(IAssetService assetService, string assetServerURL) | ||
373 | : base(assetService) | ||
374 | { | ||
375 | m_assetServerURL = assetServerURL; | ||
376 | if (!m_assetServerURL.EndsWith("/") && !m_assetServerURL.EndsWith("=")) | ||
377 | m_assetServerURL = m_assetServerURL + "/"; | ||
378 | } | ||
379 | |||
380 | protected override AssetBase GetAsset(UUID uuid) | ||
381 | { | ||
382 | if (string.Empty == m_assetServerURL) | ||
383 | return base.GetAsset(uuid); | ||
384 | else | ||
385 | return FetchAsset(uuid); | ||
386 | } | ||
387 | |||
388 | public AssetBase FetchAsset(UUID assetID) | ||
389 | { | ||
390 | |||
391 | // Test if it's already here | ||
392 | AssetBase asset = m_assetService.Get(assetID.ToString()); | ||
393 | if (asset == null) | ||
394 | { | ||
395 | // It's not, so fetch it from abroad | ||
396 | asset = m_assetService.Get(m_assetServerURL + assetID.ToString()); | ||
397 | if (asset != null) | ||
398 | m_log.DebugFormat("[HGUUIDGatherer]: Copied asset {0} from {1} to local asset server", assetID, m_assetServerURL); | ||
399 | else | ||
400 | m_log.DebugFormat("[HGUUIDGatherer]: Failed to fetch asset {0} from {1}", assetID, m_assetServerURL); | ||
401 | } | ||
402 | //else | ||
403 | // m_log.DebugFormat("[HGUUIDGatherer]: Asset {0} from {1} was already here", assetID, m_assetServerURL); | ||
404 | |||
405 | return asset; | ||
406 | } | ||
407 | } | ||
364 | } | 408 | } |
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs index a484300..f3382b2 100644 --- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs +++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs | |||
@@ -890,10 +890,10 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server | |||
890 | 890 | ||
891 | public void Close() | 891 | public void Close() |
892 | { | 892 | { |
893 | Close(true); | 893 | Close(true, false); |
894 | } | 894 | } |
895 | 895 | ||
896 | public void Close(bool sendStop) | 896 | public void Close(bool sendStop, bool force) |
897 | { | 897 | { |
898 | Disconnect(); | 898 | Disconnect(); |
899 | } | 899 | } |
diff --git a/OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs b/OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs index 31d0034..17971e3 100644 --- a/OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs +++ b/OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs | |||
@@ -130,37 +130,37 @@ namespace OpenSim.Region.OptionalModules.Avatar.Attachments | |||
130 | SendConsoleOutput(agentID, String.Format("auto_grant_attach_perms set to {0}", val)); | 130 | SendConsoleOutput(agentID, String.Format("auto_grant_attach_perms set to {0}", val)); |
131 | } | 131 | } |
132 | 132 | ||
133 | private void llAttachToAvatarTemp(UUID host, UUID script, int attachmentPoint) | 133 | private int llAttachToAvatarTemp(UUID host, UUID script, int attachmentPoint) |
134 | { | 134 | { |
135 | SceneObjectPart hostPart = m_scene.GetSceneObjectPart(host); | 135 | SceneObjectPart hostPart = m_scene.GetSceneObjectPart(host); |
136 | 136 | ||
137 | if (hostPart == null) | 137 | if (hostPart == null) |
138 | return; | 138 | return 0; |
139 | 139 | ||
140 | if (hostPart.ParentGroup.IsAttachment) | 140 | if (hostPart.ParentGroup.IsAttachment) |
141 | return; | 141 | return 0; |
142 | 142 | ||
143 | IAttachmentsModule attachmentsModule = m_scene.RequestModuleInterface<IAttachmentsModule>(); | 143 | IAttachmentsModule attachmentsModule = m_scene.RequestModuleInterface<IAttachmentsModule>(); |
144 | if (attachmentsModule == null) | 144 | if (attachmentsModule == null) |
145 | return; | 145 | return 0; |
146 | 146 | ||
147 | TaskInventoryItem item = hostPart.Inventory.GetInventoryItem(script); | 147 | TaskInventoryItem item = hostPart.Inventory.GetInventoryItem(script); |
148 | if (item == null) | 148 | if (item == null) |
149 | return; | 149 | return 0; |
150 | 150 | ||
151 | if ((item.PermsMask & 32) == 0) // PERMISSION_ATTACH | 151 | if ((item.PermsMask & 32) == 0) // PERMISSION_ATTACH |
152 | return; | 152 | return 0; |
153 | 153 | ||
154 | ScenePresence target; | 154 | ScenePresence target; |
155 | if (!m_scene.TryGetScenePresence(item.PermsGranter, out target)) | 155 | if (!m_scene.TryGetScenePresence(item.PermsGranter, out target)) |
156 | return; | 156 | return 0; |
157 | 157 | ||
158 | if (target.UUID != hostPart.ParentGroup.OwnerID) | 158 | if (target.UUID != hostPart.ParentGroup.OwnerID) |
159 | { | 159 | { |
160 | uint effectivePerms = hostPart.ParentGroup.GetEffectivePermissions(); | 160 | uint effectivePerms = hostPart.ParentGroup.GetEffectivePermissions(); |
161 | 161 | ||
162 | if ((effectivePerms & (uint)PermissionMask.Transfer) == 0) | 162 | if ((effectivePerms & (uint)PermissionMask.Transfer) == 0) |
163 | return; | 163 | return 0; |
164 | 164 | ||
165 | hostPart.ParentGroup.SetOwnerId(target.UUID); | 165 | hostPart.ParentGroup.SetOwnerId(target.UUID); |
166 | hostPart.ParentGroup.SetRootPartOwner(hostPart.ParentGroup.RootPart, target.UUID, target.ControllingClient.ActiveGroupId); | 166 | hostPart.ParentGroup.SetRootPartOwner(hostPart.ParentGroup.RootPart, target.UUID, target.ControllingClient.ActiveGroupId); |
@@ -183,7 +183,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Attachments | |||
183 | hostPart.ParentGroup.RootPart.ScheduleFullUpdate(); | 183 | hostPart.ParentGroup.RootPart.ScheduleFullUpdate(); |
184 | } | 184 | } |
185 | 185 | ||
186 | attachmentsModule.AttachObject(target, hostPart.ParentGroup, (uint)attachmentPoint, false, true, true); | 186 | return attachmentsModule.AttachObject(target, hostPart.ParentGroup, (uint)attachmentPoint, false, true, true) ? 1 : 0; |
187 | } | 187 | } |
188 | } | 188 | } |
189 | } | 189 | } |
diff --git a/OpenSim/Region/OptionalModules/Avatar/Chat/IRCConnector.cs b/OpenSim/Region/OptionalModules/Avatar/Chat/IRCConnector.cs index ca956fb..a014798 100644 --- a/OpenSim/Region/OptionalModules/Avatar/Chat/IRCConnector.cs +++ b/OpenSim/Region/OptionalModules/Avatar/Chat/IRCConnector.cs | |||
@@ -231,12 +231,12 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat | |||
231 | if (m_server == null || m_baseNick == null || m_ircChannel == null || m_user == null) | 231 | if (m_server == null || m_baseNick == null || m_ircChannel == null || m_user == null) |
232 | throw new Exception("Invalid connector configuration"); | 232 | throw new Exception("Invalid connector configuration"); |
233 | 233 | ||
234 | // Generate an initial nickname if randomizing is enabled | 234 | // Generate an initial nickname |
235 | 235 | ||
236 | if (m_randomizeNick) | 236 | if (m_randomizeNick) |
237 | { | ||
238 | m_nick = m_baseNick + Util.RandomClass.Next(1, 99); | 237 | m_nick = m_baseNick + Util.RandomClass.Next(1, 99); |
239 | } | 238 | else |
239 | m_nick = m_baseNick; | ||
240 | 240 | ||
241 | m_log.InfoFormat("[IRC-Connector-{0}]: Initialization complete", idn); | 241 | m_log.InfoFormat("[IRC-Connector-{0}]: Initialization complete", idn); |
242 | 242 | ||
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs index 7b20446..f292a75 100644 --- a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs +++ b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs | |||
@@ -447,7 +447,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice | |||
447 | // settings allow voice, then whether parcel allows | 447 | // settings allow voice, then whether parcel allows |
448 | // voice, if all do retrieve or obtain the parcel | 448 | // voice, if all do retrieve or obtain the parcel |
449 | // voice channel | 449 | // voice channel |
450 | LandData land = scene.GetLandData(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); | 450 | LandData land = scene.GetLandData(avatar.AbsolutePosition); |
451 | 451 | ||
452 | //m_log.DebugFormat("[FreeSwitchVoice][PARCELVOICE]: region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": request: {4}, path: {5}, param: {6}", | 452 | //m_log.DebugFormat("[FreeSwitchVoice][PARCELVOICE]: region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": request: {4}, path: {5}, param: {6}", |
453 | // scene.RegionInfo.RegionName, land.Name, land.LocalID, avatarName, request, path, param); | 453 | // scene.RegionInfo.RegionName, land.Name, land.LocalID, avatarName, request, path, param); |
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs index a30a38d..8a8a31c 100644 --- a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs +++ b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs | |||
@@ -623,7 +623,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice | |||
623 | // settings allow voice, then whether parcel allows | 623 | // settings allow voice, then whether parcel allows |
624 | // voice, if all do retrieve or obtain the parcel | 624 | // voice, if all do retrieve or obtain the parcel |
625 | // voice channel | 625 | // voice channel |
626 | LandData land = scene.GetLandData(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); | 626 | LandData land = scene.GetLandData(avatar.AbsolutePosition); |
627 | 627 | ||
628 | // m_log.DebugFormat("[VivoxVoice][PARCELVOICE]: region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": request: {4}, path: {5}, param: {6}", | 628 | // m_log.DebugFormat("[VivoxVoice][PARCELVOICE]: region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": request: {4}, path: {5}, param: {6}", |
629 | // scene.RegionInfo.RegionName, land.Name, land.LocalID, avatarName, request, path, param); | 629 | // scene.RegionInfo.RegionName, land.Name, land.LocalID, avatarName, request, path, param); |
diff --git a/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreModule.cs b/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreModule.cs index 311531c..732c28f 100644 --- a/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreModule.cs +++ b/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreModule.cs | |||
@@ -175,14 +175,15 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore | |||
175 | /// | 175 | /// |
176 | /// </summary> | 176 | /// </summary> |
177 | // ----------------------------------------------------------------- | 177 | // ----------------------------------------------------------------- |
178 | public bool CreateStore(string value, out UUID result) | 178 | public bool CreateStore(string value, ref UUID result) |
179 | { | 179 | { |
180 | result = UUID.Zero; | 180 | if (result == UUID.Zero) |
181 | result = UUID.Random(); | ||
182 | |||
183 | JsonStore map = null; | ||
181 | 184 | ||
182 | if (! m_enabled) return false; | 185 | if (! m_enabled) return false; |
183 | 186 | ||
184 | UUID uuid = UUID.Random(); | ||
185 | JsonStore map = null; | ||
186 | 187 | ||
187 | try | 188 | try |
188 | { | 189 | { |
@@ -195,9 +196,8 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore | |||
195 | } | 196 | } |
196 | 197 | ||
197 | lock (m_JsonValueStore) | 198 | lock (m_JsonValueStore) |
198 | m_JsonValueStore.Add(uuid,map); | 199 | m_JsonValueStore.Add(result,map); |
199 | 200 | ||
200 | result = uuid; | ||
201 | return true; | 201 | return true; |
202 | } | 202 | } |
203 | 203 | ||
@@ -231,7 +231,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore | |||
231 | if (! m_JsonValueStore.TryGetValue(storeID,out map)) | 231 | if (! m_JsonValueStore.TryGetValue(storeID,out map)) |
232 | { | 232 | { |
233 | m_log.InfoFormat("[JsonStore] Missing store {0}",storeID); | 233 | m_log.InfoFormat("[JsonStore] Missing store {0}",storeID); |
234 | return true; | 234 | return false; |
235 | } | 235 | } |
236 | } | 236 | } |
237 | 237 | ||
diff --git a/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreScriptModule.cs b/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreScriptModule.cs index eaba816..6910d14 100644 --- a/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreScriptModule.cs +++ b/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreScriptModule.cs | |||
@@ -227,7 +227,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore | |||
227 | protected UUID JsonCreateStore(UUID hostID, UUID scriptID, string value) | 227 | protected UUID JsonCreateStore(UUID hostID, UUID scriptID, string value) |
228 | { | 228 | { |
229 | UUID uuid = UUID.Zero; | 229 | UUID uuid = UUID.Zero; |
230 | if (! m_store.CreateStore(value, out uuid)) | 230 | if (! m_store.CreateStore(value, ref uuid)) |
231 | GenerateRuntimeError("Failed to create Json store"); | 231 | GenerateRuntimeError("Failed to create Json store"); |
232 | 232 | ||
233 | return uuid; | 233 | return uuid; |
diff --git a/OpenSim/Region/OptionalModules/Scripting/RegionReadyModule/RegionReadyModule.cs b/OpenSim/Region/OptionalModules/Scripting/RegionReadyModule/RegionReadyModule.cs index fff3a32..bad75f7 100644 --- a/OpenSim/Region/OptionalModules/Scripting/RegionReadyModule/RegionReadyModule.cs +++ b/OpenSim/Region/OptionalModules/Scripting/RegionReadyModule/RegionReadyModule.cs | |||
@@ -181,7 +181,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady | |||
181 | } | 181 | } |
182 | } | 182 | } |
183 | 183 | ||
184 | void OnOarFileLoaded(Guid requestId, string message) | 184 | void OnOarFileLoaded(Guid requestId, List<UUID> loadedScenes, string message) |
185 | { | 185 | { |
186 | m_oarFileLoading = true; | 186 | m_oarFileLoading = true; |
187 | 187 | ||
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs index 7c693b6..bb3748e 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs | |||
@@ -909,11 +909,13 @@ namespace OpenSim.Region.OptionalModules.World.NPC | |||
909 | 909 | ||
910 | public void Close() | 910 | public void Close() |
911 | { | 911 | { |
912 | Close(true); | 912 | Close(true, false); |
913 | } | 913 | } |
914 | 914 | ||
915 | public void Close(bool sendStop) | 915 | public void Close(bool sendStop, bool force) |
916 | { | 916 | { |
917 | // Remove ourselves from the scene | ||
918 | m_scene.RemoveClient(AgentId, false); | ||
917 | } | 919 | } |
918 | 920 | ||
919 | public void Start() | 921 | public void Start() |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BS6DofConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BS6DofConstraint.cs index 683bc51..3306a97 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BS6DofConstraint.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BS6DofConstraint.cs | |||
@@ -34,6 +34,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
34 | 34 | ||
35 | public class BS6DofConstraint : BSConstraint | 35 | public class BS6DofConstraint : BSConstraint |
36 | { | 36 | { |
37 | private static string LogHeader = "[BULLETSIM 6DOF CONSTRAINT]"; | ||
38 | |||
39 | public override ConstraintType Type { get { return ConstraintType.D6_CONSTRAINT_TYPE; } } | ||
40 | |||
37 | // Create a btGeneric6DofConstraint | 41 | // Create a btGeneric6DofConstraint |
38 | public BS6DofConstraint(BulletSim world, BulletBody obj1, BulletBody obj2, | 42 | public BS6DofConstraint(BulletSim world, BulletBody obj1, BulletBody obj2, |
39 | Vector3 frame1, Quaternion frame1rot, | 43 | Vector3 frame1, Quaternion frame1rot, |
@@ -44,11 +48,14 @@ public class BS6DofConstraint : BSConstraint | |||
44 | m_body1 = obj1; | 48 | m_body1 = obj1; |
45 | m_body2 = obj2; | 49 | m_body2 = obj2; |
46 | m_constraint = new BulletConstraint( | 50 | m_constraint = new BulletConstraint( |
47 | BulletSimAPI.Create6DofConstraint2(m_world.Ptr, m_body1.Ptr, m_body2.Ptr, | 51 | BulletSimAPI.Create6DofConstraint2(m_world.ptr, m_body1.ptr, m_body2.ptr, |
48 | frame1, frame1rot, | 52 | frame1, frame1rot, |
49 | frame2, frame2rot, | 53 | frame2, frame2rot, |
50 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); | 54 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); |
51 | m_enabled = true; | 55 | m_enabled = true; |
56 | world.physicsScene.DetailLog("{0},BS6DofConstraint,createFrame,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", | ||
57 | BSScene.DetailLogZero, world.worldID, | ||
58 | obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X")); | ||
52 | } | 59 | } |
53 | 60 | ||
54 | public BS6DofConstraint(BulletSim world, BulletBody obj1, BulletBody obj2, | 61 | public BS6DofConstraint(BulletSim world, BulletBody obj1, BulletBody obj2, |
@@ -58,11 +65,36 @@ public class BS6DofConstraint : BSConstraint | |||
58 | m_world = world; | 65 | m_world = world; |
59 | m_body1 = obj1; | 66 | m_body1 = obj1; |
60 | m_body2 = obj2; | 67 | m_body2 = obj2; |
61 | m_constraint = new BulletConstraint( | 68 | if (obj1.ptr == IntPtr.Zero || obj2.ptr == IntPtr.Zero) |
62 | BulletSimAPI.Create6DofConstraintToPoint2(m_world.Ptr, m_body1.Ptr, m_body2.Ptr, | 69 | { |
63 | joinPoint, | 70 | world.physicsScene.DetailLog("{0},BS6DOFConstraint,badBodyPtr,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", |
64 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); | 71 | BSScene.DetailLogZero, world.worldID, |
65 | m_enabled = true; | 72 | obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X")); |
73 | world.physicsScene.Logger.ErrorFormat("{0} Attempt to build 6DOF constraint with missing bodies: wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", | ||
74 | "[BULLETSIM 6DOF CONSTRAINT]", world.worldID, | ||
75 | obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X")); | ||
76 | m_enabled = false; | ||
77 | } | ||
78 | else | ||
79 | { | ||
80 | m_constraint = new BulletConstraint( | ||
81 | BulletSimAPI.Create6DofConstraintToPoint2(m_world.ptr, m_body1.ptr, m_body2.ptr, | ||
82 | joinPoint, | ||
83 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); | ||
84 | world.physicsScene.DetailLog("{0},BS6DofConstraint,createMidPoint,wID={1}, csrt={2}, rID={3}, rBody={4}, cID={5}, cBody={6}", | ||
85 | BSScene.DetailLogZero, world.worldID, m_constraint.ptr.ToString("X"), | ||
86 | obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X")); | ||
87 | if (m_constraint.ptr == IntPtr.Zero) | ||
88 | { | ||
89 | world.physicsScene.Logger.ErrorFormat("{0} Failed creation of 6Dof constraint. rootID={1}, childID={2}", | ||
90 | LogHeader, obj1.ID, obj2.ID); | ||
91 | m_enabled = false; | ||
92 | } | ||
93 | else | ||
94 | { | ||
95 | m_enabled = true; | ||
96 | } | ||
97 | } | ||
66 | } | 98 | } |
67 | 99 | ||
68 | public bool SetFrames(Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot) | 100 | public bool SetFrames(Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot) |
@@ -70,7 +102,7 @@ public class BS6DofConstraint : BSConstraint | |||
70 | bool ret = false; | 102 | bool ret = false; |
71 | if (m_enabled) | 103 | if (m_enabled) |
72 | { | 104 | { |
73 | BulletSimAPI.SetFrames2(m_constraint.Ptr, frameA, frameArot, frameB, frameBrot); | 105 | BulletSimAPI.SetFrames2(m_constraint.ptr, frameA, frameArot, frameB, frameBrot); |
74 | ret = true; | 106 | ret = true; |
75 | } | 107 | } |
76 | return ret; | 108 | return ret; |
@@ -81,9 +113,9 @@ public class BS6DofConstraint : BSConstraint | |||
81 | bool ret = false; | 113 | bool ret = false; |
82 | if (m_enabled) | 114 | if (m_enabled) |
83 | { | 115 | { |
84 | BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL); | 116 | BulletSimAPI.SetConstraintParam2(m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL); |
85 | BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL); | 117 | BulletSimAPI.SetConstraintParam2(m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL); |
86 | BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL); | 118 | BulletSimAPI.SetConstraintParam2(m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL); |
87 | ret = true; | 119 | ret = true; |
88 | } | 120 | } |
89 | return ret; | 121 | return ret; |
@@ -94,7 +126,7 @@ public class BS6DofConstraint : BSConstraint | |||
94 | bool ret = false; | 126 | bool ret = false; |
95 | float onOff = useOffset ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse; | 127 | float onOff = useOffset ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse; |
96 | if (m_enabled) | 128 | if (m_enabled) |
97 | ret = BulletSimAPI.UseFrameOffset2(m_constraint.Ptr, onOff); | 129 | ret = BulletSimAPI.UseFrameOffset2(m_constraint.ptr, onOff); |
98 | return ret; | 130 | return ret; |
99 | } | 131 | } |
100 | 132 | ||
@@ -103,7 +135,7 @@ public class BS6DofConstraint : BSConstraint | |||
103 | bool ret = false; | 135 | bool ret = false; |
104 | float onOff = enable ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse; | 136 | float onOff = enable ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse; |
105 | if (m_enabled) | 137 | if (m_enabled) |
106 | ret = BulletSimAPI.TranslationalLimitMotor2(m_constraint.Ptr, onOff, targetVelocity, maxMotorForce); | 138 | ret = BulletSimAPI.TranslationalLimitMotor2(m_constraint.ptr, onOff, targetVelocity, maxMotorForce); |
107 | return ret; | 139 | return ret; |
108 | } | 140 | } |
109 | 141 | ||
@@ -111,7 +143,7 @@ public class BS6DofConstraint : BSConstraint | |||
111 | { | 143 | { |
112 | bool ret = false; | 144 | bool ret = false; |
113 | if (m_enabled) | 145 | if (m_enabled) |
114 | ret = BulletSimAPI.SetBreakingImpulseThreshold2(m_constraint.Ptr, threshold); | 146 | ret = BulletSimAPI.SetBreakingImpulseThreshold2(m_constraint.ptr, threshold); |
115 | return ret; | 147 | return ret; |
116 | } | 148 | } |
117 | } | 149 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index e2f7af9..b88ec3c 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -28,62 +28,46 @@ using System; | |||
28 | using System.Collections.Generic; | 28 | using System.Collections.Generic; |
29 | using System.Reflection; | 29 | using System.Reflection; |
30 | using log4net; | 30 | using log4net; |
31 | using OpenMetaverse; | 31 | using OMV = OpenMetaverse; |
32 | using OpenSim.Framework; | 32 | using OpenSim.Framework; |
33 | using OpenSim.Region.Physics.Manager; | 33 | using OpenSim.Region.Physics.Manager; |
34 | 34 | ||
35 | namespace OpenSim.Region.Physics.BulletSPlugin | 35 | namespace OpenSim.Region.Physics.BulletSPlugin |
36 | { | 36 | { |
37 | public class BSCharacter : PhysicsActor | 37 | public class BSCharacter : BSPhysObject |
38 | { | 38 | { |
39 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 39 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
40 | private static readonly string LogHeader = "[BULLETS CHAR]"; | 40 | private static readonly string LogHeader = "[BULLETS CHAR]"; |
41 | 41 | ||
42 | private BSScene _scene; | ||
43 | public BSScene Scene { get { return _scene; } } | ||
44 | private String _avName; | ||
45 | // private bool _stopped; | 42 | // private bool _stopped; |
46 | private Vector3 _size; | 43 | private OMV.Vector3 _size; |
47 | private Vector3 _scale; | 44 | private OMV.Vector3 _scale; |
48 | private PrimitiveBaseShape _pbs; | 45 | private PrimitiveBaseShape _pbs; |
49 | private uint _localID = 0; | ||
50 | private bool _grabbed; | 46 | private bool _grabbed; |
51 | private bool _selected; | 47 | private bool _selected; |
52 | private Vector3 _position; | 48 | private OMV.Vector3 _position; |
53 | private float _mass; | 49 | private float _mass; |
54 | public float _density; | 50 | private float _avatarDensity; |
55 | public float _avatarVolume; | 51 | private float _avatarVolume; |
56 | private Vector3 _force; | 52 | private OMV.Vector3 _force; |
57 | private Vector3 _velocity; | 53 | private OMV.Vector3 _velocity; |
58 | private Vector3 _torque; | 54 | private OMV.Vector3 _torque; |
59 | private float _collisionScore; | 55 | private float _collisionScore; |
60 | private Vector3 _acceleration; | 56 | private OMV.Vector3 _acceleration; |
61 | private Quaternion _orientation; | 57 | private OMV.Quaternion _orientation; |
62 | private int _physicsActorType; | 58 | private int _physicsActorType; |
63 | private bool _isPhysical; | 59 | private bool _isPhysical; |
64 | private bool _flying; | 60 | private bool _flying; |
65 | private bool _setAlwaysRun; | 61 | private bool _setAlwaysRun; |
66 | private bool _throttleUpdates; | 62 | private bool _throttleUpdates; |
67 | private bool _isColliding; | 63 | private bool _isColliding; |
68 | private long _collidingStep; | ||
69 | private bool _collidingGround; | ||
70 | private long _collidingGroundStep; | ||
71 | private bool _collidingObj; | 64 | private bool _collidingObj; |
72 | private bool _floatOnWater; | 65 | private bool _floatOnWater; |
73 | private Vector3 _rotationalVelocity; | 66 | private OMV.Vector3 _rotationalVelocity; |
74 | private bool _kinematic; | 67 | private bool _kinematic; |
75 | private float _buoyancy; | 68 | private float _buoyancy; |
76 | 69 | ||
77 | private BulletBody m_body; | 70 | private OMV.Vector3 _PIDTarget; |
78 | public BulletBody Body { | ||
79 | get { return m_body; } | ||
80 | set { m_body = value; } | ||
81 | } | ||
82 | |||
83 | private int _subscribedEventsMs = 0; | ||
84 | private int _nextCollisionOkTime = 0; | ||
85 | |||
86 | private Vector3 _PIDTarget; | ||
87 | private bool _usePID; | 71 | private bool _usePID; |
88 | private float _PIDTau; | 72 | private float _PIDTau; |
89 | private bool _useHoverPID; | 73 | private bool _useHoverPID; |
@@ -91,25 +75,26 @@ public class BSCharacter : PhysicsActor | |||
91 | private PIDHoverType _PIDHoverType; | 75 | private PIDHoverType _PIDHoverType; |
92 | private float _PIDHoverTao; | 76 | private float _PIDHoverTao; |
93 | 77 | ||
94 | public BSCharacter(uint localID, String avName, BSScene parent_scene, Vector3 pos, Vector3 size, bool isFlying) | 78 | public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying) |
95 | { | 79 | { |
96 | _localID = localID; | 80 | base.BaseInitialize(parent_scene, localID, avName, "BSCharacter"); |
97 | _avName = avName; | 81 | _physicsActorType = (int)ActorTypes.Agent; |
98 | _scene = parent_scene; | ||
99 | _position = pos; | 82 | _position = pos; |
100 | _size = size; | 83 | _size = size; |
101 | _flying = isFlying; | 84 | _flying = isFlying; |
102 | _orientation = Quaternion.Identity; | 85 | _orientation = OMV.Quaternion.Identity; |
103 | _velocity = Vector3.Zero; | 86 | _velocity = OMV.Vector3.Zero; |
104 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); | 87 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); |
88 | |||
105 | // The dimensions of the avatar capsule are kept in the scale. | 89 | // The dimensions of the avatar capsule are kept in the scale. |
106 | // Physics creates a unit capsule which is scaled by the physics engine. | 90 | // Physics creates a unit capsule which is scaled by the physics engine. |
107 | _scale = new Vector3(_scene.Params.avatarCapsuleRadius, _scene.Params.avatarCapsuleRadius, size.Z); | 91 | ComputeAvatarScale(_size); |
108 | _density = _scene.Params.avatarDensity; | 92 | _avatarDensity = PhysicsScene.Params.avatarDensity; |
109 | ComputeAvatarVolumeAndMass(); // set _avatarVolume and _mass based on capsule size, _density and _scale | 93 | // set _avatarVolume and _mass based on capsule size, _density and _scale |
94 | ComputeAvatarVolumeAndMass(); | ||
110 | 95 | ||
111 | ShapeData shapeData = new ShapeData(); | 96 | ShapeData shapeData = new ShapeData(); |
112 | shapeData.ID = _localID; | 97 | shapeData.ID = LocalID; |
113 | shapeData.Type = ShapeData.PhysicsShapeType.SHAPE_AVATAR; | 98 | shapeData.Type = ShapeData.PhysicsShapeType.SHAPE_AVATAR; |
114 | shapeData.Position = _position; | 99 | shapeData.Position = _position; |
115 | shapeData.Rotation = _orientation; | 100 | shapeData.Rotation = _orientation; |
@@ -118,29 +103,35 @@ public class BSCharacter : PhysicsActor | |||
118 | shapeData.Mass = _mass; | 103 | shapeData.Mass = _mass; |
119 | shapeData.Buoyancy = _buoyancy; | 104 | shapeData.Buoyancy = _buoyancy; |
120 | shapeData.Static = ShapeData.numericFalse; | 105 | shapeData.Static = ShapeData.numericFalse; |
121 | shapeData.Friction = _scene.Params.avatarFriction; | 106 | shapeData.Friction = PhysicsScene.Params.avatarFriction; |
122 | shapeData.Restitution = _scene.Params.avatarRestitution; | 107 | shapeData.Restitution = PhysicsScene.Params.avatarRestitution; |
123 | 108 | ||
124 | // do actual create at taint time | 109 | // do actual create at taint time |
125 | _scene.TaintedObject("BSCharacter.create", delegate() | 110 | PhysicsScene.TaintedObject("BSCharacter.create", delegate() |
126 | { | 111 | { |
127 | BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData); | 112 | DetailLog("{0},BSCharacter.create,taint", LocalID); |
113 | BulletSimAPI.CreateObject(PhysicsScene.WorldID, shapeData); | ||
128 | 114 | ||
129 | m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); | 115 | // Set the buoyancy for flying. This will be refactored when all the settings happen in C#. |
130 | // avatars get all collisions no matter what | 116 | // If not set at creation, the avatar will stop flying when created after crossing a region boundry. |
131 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 117 | BulletSimAPI.SetObjectBuoyancy(PhysicsScene.WorldID, LocalID, _buoyancy); |
118 | |||
119 | BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(PhysicsScene.World.ptr, LocalID)); | ||
120 | |||
121 | // This works here because CreateObject has already put the character into the physical world. | ||
122 | BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr, | ||
123 | (uint)CollisionFilterGroups.AvatarFilter, (uint)CollisionFilterGroups.AvatarMask); | ||
132 | }); | 124 | }); |
133 | |||
134 | return; | 125 | return; |
135 | } | 126 | } |
136 | 127 | ||
137 | // called when this character is being destroyed and the resources should be released | 128 | // called when this character is being destroyed and the resources should be released |
138 | public void Destroy() | 129 | public override void Destroy() |
139 | { | 130 | { |
140 | // DetailLog("{0},BSCharacter.Destroy", LocalID); | 131 | DetailLog("{0},BSCharacter.Destroy", LocalID); |
141 | _scene.TaintedObject("BSCharacter.destroy", delegate() | 132 | PhysicsScene.TaintedObject("BSCharacter.destroy", delegate() |
142 | { | 133 | { |
143 | BulletSimAPI.DestroyObject(_scene.WorldID, _localID); | 134 | BulletSimAPI.DestroyObject(PhysicsScene.WorldID, LocalID); |
144 | }); | 135 | }); |
145 | } | 136 | } |
146 | 137 | ||
@@ -149,70 +140,83 @@ public class BSCharacter : PhysicsActor | |||
149 | base.RequestPhysicsterseUpdate(); | 140 | base.RequestPhysicsterseUpdate(); |
150 | } | 141 | } |
151 | // No one calls this method so I don't know what it could possibly mean | 142 | // No one calls this method so I don't know what it could possibly mean |
152 | public override bool Stopped { | 143 | public override bool Stopped { |
153 | get { return false; } | 144 | get { return false; } |
154 | } | 145 | } |
155 | public override Vector3 Size { | 146 | public override OMV.Vector3 Size { |
156 | get | 147 | get |
157 | { | 148 | { |
158 | // Avatar capsule size is kept in the scale parameter. | 149 | // Avatar capsule size is kept in the scale parameter. |
159 | return new Vector3(_scale.X * 2, _scale.Y * 2, _scale.Z); | 150 | return new OMV.Vector3(_scale.X * 2, _scale.Y * 2, _scale.Z); |
160 | } | 151 | } |
161 | 152 | ||
162 | set { | 153 | set { |
163 | // When an avatar's size is set, only the height is changed | 154 | // When an avatar's size is set, only the height is changed |
164 | // and that really only depends on the radius. | 155 | // and that really only depends on the radius. |
165 | _size = value; | 156 | _size = value; |
166 | _scale.Z = (_size.Z * 1.15f) - (_scale.X + _scale.Y); | 157 | ComputeAvatarScale(_size); |
167 | 158 | ||
168 | // TODO: something has to be done with the avatar's vertical position | 159 | // TODO: something has to be done with the avatar's vertical position |
169 | 160 | ||
170 | ComputeAvatarVolumeAndMass(); | 161 | ComputeAvatarVolumeAndMass(); |
171 | 162 | ||
172 | _scene.TaintedObject("BSCharacter.setSize", delegate() | 163 | PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() |
173 | { | 164 | { |
174 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, LocalID, _scale, _mass, true); | 165 | BulletSimAPI.SetObjectScaleMass(PhysicsScene.WorldID, LocalID, _scale, _mass, true); |
175 | }); | 166 | }); |
176 | 167 | ||
177 | } | 168 | } |
178 | } | ||
179 | public override PrimitiveBaseShape Shape { | ||
180 | set { _pbs = value; | ||
181 | } | ||
182 | } | 169 | } |
183 | public override uint LocalID { | 170 | public override PrimitiveBaseShape Shape { |
184 | set { _localID = value; | 171 | set { _pbs = value; |
185 | } | 172 | } |
186 | get { return _localID; } | ||
187 | } | 173 | } |
188 | public override bool Grabbed { | 174 | public override bool Grabbed { |
189 | set { _grabbed = value; | 175 | set { _grabbed = value; |
190 | } | 176 | } |
191 | } | 177 | } |
192 | public override bool Selected { | 178 | public override bool Selected { |
193 | set { _selected = value; | 179 | set { _selected = value; |
194 | } | 180 | } |
195 | } | 181 | } |
196 | public override void CrossingFailure() { return; } | 182 | public override void CrossingFailure() { return; } |
197 | public override void link(PhysicsActor obj) { return; } | 183 | public override void link(PhysicsActor obj) { return; } |
198 | public override void delink() { return; } | 184 | public override void delink() { return; } |
199 | public override void LockAngularMotion(Vector3 axis) { return; } | ||
200 | 185 | ||
201 | public override Vector3 Position { | 186 | // Set motion values to zero. |
187 | // Do it to the properties so the values get set in the physics engine. | ||
188 | // Push the setting of the values to the viewer. | ||
189 | // Called at taint time! | ||
190 | public override void ZeroMotion() | ||
191 | { | ||
192 | _velocity = OMV.Vector3.Zero; | ||
193 | _acceleration = OMV.Vector3.Zero; | ||
194 | _rotationalVelocity = OMV.Vector3.Zero; | ||
195 | |||
196 | // Zero some other properties directly into the physics engine | ||
197 | BulletSimAPI.SetLinearVelocity2(BSBody.ptr, OMV.Vector3.Zero); | ||
198 | BulletSimAPI.SetAngularVelocity2(BSBody.ptr, OMV.Vector3.Zero); | ||
199 | BulletSimAPI.SetInterpolationVelocity2(BSBody.ptr, OMV.Vector3.Zero, OMV.Vector3.Zero); | ||
200 | BulletSimAPI.ClearForces2(BSBody.ptr); | ||
201 | } | ||
202 | |||
203 | public override void LockAngularMotion(OMV.Vector3 axis) { return; } | ||
204 | |||
205 | public override OMV.Vector3 Position { | ||
202 | get { | 206 | get { |
203 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 207 | // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); |
204 | return _position; | 208 | return _position; |
205 | } | 209 | } |
206 | set { | 210 | set { |
207 | _position = value; | 211 | _position = value; |
208 | PositionSanityCheck(); | 212 | PositionSanityCheck(); |
209 | 213 | ||
210 | _scene.TaintedObject("BSCharacter.setPosition", delegate() | 214 | PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate() |
211 | { | 215 | { |
212 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 216 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
213 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 217 | BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation); |
214 | }); | 218 | }); |
215 | } | 219 | } |
216 | } | 220 | } |
217 | 221 | ||
218 | // Check that the current position is sane and, if not, modify the position to make it so. | 222 | // Check that the current position is sane and, if not, modify the position to make it so. |
@@ -221,202 +225,224 @@ public class BSCharacter : PhysicsActor | |||
221 | private bool PositionSanityCheck() | 225 | private bool PositionSanityCheck() |
222 | { | 226 | { |
223 | bool ret = false; | 227 | bool ret = false; |
224 | 228 | ||
225 | // If below the ground, move the avatar up | 229 | // If below the ground, move the avatar up |
226 | float terrainHeight = Scene.GetTerrainHeightAtXYZ(_position); | 230 | float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); |
227 | if (_position.Z < terrainHeight) | 231 | if (Position.Z < terrainHeight) |
228 | { | 232 | { |
229 | DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},orient={2}", LocalID, _position, _orientation); | 233 | DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight); |
230 | _position.Z = terrainHeight + 2.0f; | 234 | _position.Z = terrainHeight + 2.0f; |
231 | ret = true; | 235 | ret = true; |
232 | } | 236 | } |
233 | 237 | ||
234 | // TODO: check for out of bounds | 238 | // TODO: check for out of bounds |
239 | return ret; | ||
240 | } | ||
235 | 241 | ||
242 | // A version of the sanity check that also makes sure a new position value is | ||
243 | // pushed back to the physics engine. This routine would be used by anyone | ||
244 | // who is not already pushing the value. | ||
245 | private bool PositionSanityCheck2() | ||
246 | { | ||
247 | bool ret = false; | ||
248 | if (PositionSanityCheck()) | ||
249 | { | ||
250 | // The new position value must be pushed into the physics engine but we can't | ||
251 | // just assign to "Position" because of potential call loops. | ||
252 | PhysicsScene.TaintedObject("BSCharacter.PositionSanityCheck", delegate() | ||
253 | { | ||
254 | DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); | ||
255 | BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation); | ||
256 | }); | ||
257 | ret = true; | ||
258 | } | ||
236 | return ret; | 259 | return ret; |
237 | } | 260 | } |
238 | 261 | ||
239 | public override float Mass { | 262 | public override float Mass { |
240 | get { | 263 | get { |
241 | return _mass; | 264 | return _mass; |
242 | } | 265 | } |
243 | } | 266 | } |
244 | public override Vector3 Force { | 267 | |
245 | get { return _force; } | 268 | // used when we only want this prim's mass and not the linkset thing |
269 | public override float MassRaw { get {return _mass; } } | ||
270 | |||
271 | public override OMV.Vector3 Force { | ||
272 | get { return _force; } | ||
246 | set { | 273 | set { |
247 | _force = value; | 274 | _force = value; |
248 | // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); | 275 | // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); |
249 | Scene.TaintedObject("BSCharacter.SetForce", delegate() | 276 | PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate() |
250 | { | 277 | { |
251 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); | 278 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); |
252 | BulletSimAPI.SetObjectForce(Scene.WorldID, LocalID, _force); | 279 | BulletSimAPI.SetObjectForce(PhysicsScene.WorldID, LocalID, _force); |
253 | }); | 280 | }); |
254 | } | 281 | } |
255 | } | 282 | } |
256 | 283 | ||
257 | public override int VehicleType { | 284 | public override int VehicleType { |
258 | get { return 0; } | 285 | get { return 0; } |
259 | set { return; } | 286 | set { return; } |
260 | } | 287 | } |
261 | public override void VehicleFloatParam(int param, float value) { } | 288 | public override void VehicleFloatParam(int param, float value) { } |
262 | public override void VehicleVectorParam(int param, Vector3 value) {} | 289 | public override void VehicleVectorParam(int param, OMV.Vector3 value) {} |
263 | public override void VehicleRotationParam(int param, Quaternion rotation) { } | 290 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) { } |
264 | public override void VehicleFlags(int param, bool remove) { } | 291 | public override void VehicleFlags(int param, bool remove) { } |
265 | 292 | ||
266 | // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more | 293 | // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more |
267 | public override void SetVolumeDetect(int param) { return; } | 294 | public override void SetVolumeDetect(int param) { return; } |
268 | 295 | ||
269 | public override Vector3 GeometricCenter { get { return Vector3.Zero; } } | 296 | public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } } |
270 | public override Vector3 CenterOfMass { get { return Vector3.Zero; } } | 297 | public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } } |
271 | public override Vector3 Velocity { | 298 | public override OMV.Vector3 Velocity { |
272 | get { return _velocity; } | 299 | get { return _velocity; } |
273 | set { | 300 | set { |
274 | _velocity = value; | 301 | _velocity = value; |
275 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); | 302 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); |
276 | _scene.TaintedObject("BSCharacter.setVelocity", delegate() | 303 | PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate() |
277 | { | 304 | { |
278 | DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); | 305 | DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); |
279 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, _localID, _velocity); | 306 | BulletSimAPI.SetObjectVelocity(PhysicsScene.WorldID, LocalID, _velocity); |
280 | }); | 307 | }); |
281 | } | 308 | } |
282 | } | 309 | } |
283 | public override Vector3 Torque { | 310 | public override OMV.Vector3 Torque { |
284 | get { return _torque; } | 311 | get { return _torque; } |
285 | set { _torque = value; | 312 | set { _torque = value; |
286 | } | 313 | } |
287 | } | 314 | } |
288 | public override float CollisionScore { | 315 | public override float CollisionScore { |
289 | get { return _collisionScore; } | 316 | get { return _collisionScore; } |
290 | set { _collisionScore = value; | 317 | set { _collisionScore = value; |
291 | } | 318 | } |
292 | } | 319 | } |
293 | public override Vector3 Acceleration { | 320 | public override OMV.Vector3 Acceleration { |
294 | get { return _acceleration; } | 321 | get { return _acceleration; } |
295 | set { _acceleration = value; } | 322 | set { _acceleration = value; } |
296 | } | 323 | } |
297 | public override Quaternion Orientation { | 324 | public override OMV.Quaternion Orientation { |
298 | get { return _orientation; } | 325 | get { return _orientation; } |
299 | set { | 326 | set { |
300 | _orientation = value; | 327 | _orientation = value; |
301 | // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); | 328 | // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); |
302 | _scene.TaintedObject("BSCharacter.setOrientation", delegate() | 329 | PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate() |
303 | { | 330 | { |
304 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 331 | // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); |
305 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 332 | BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation); |
306 | }); | 333 | }); |
307 | } | 334 | } |
308 | } | 335 | } |
309 | public override int PhysicsActorType { | 336 | public override int PhysicsActorType { |
310 | get { return _physicsActorType; } | 337 | get { return _physicsActorType; } |
311 | set { _physicsActorType = value; | 338 | set { _physicsActorType = value; |
312 | } | 339 | } |
313 | } | 340 | } |
314 | public override bool IsPhysical { | 341 | public override bool IsPhysical { |
315 | get { return _isPhysical; } | 342 | get { return _isPhysical; } |
316 | set { _isPhysical = value; | 343 | set { _isPhysical = value; |
317 | } | 344 | } |
318 | } | 345 | } |
319 | public override bool Flying { | 346 | public override bool Flying { |
320 | get { return _flying; } | 347 | get { return _flying; } |
321 | set { | 348 | set { |
322 | if (_flying != value) | 349 | _flying = value; |
323 | { | 350 | // simulate flying by changing the effect of gravity |
324 | _flying = value; | 351 | this.Buoyancy = ComputeBuoyancyFromFlying(_flying); |
325 | // simulate flying by changing the effect of gravity | 352 | } |
326 | this.Buoyancy = ComputeBuoyancyFromFlying(_flying); | ||
327 | } | ||
328 | } | ||
329 | } | 353 | } |
354 | // Flying is implimented by changing the avatar's buoyancy. | ||
355 | // Would this be done better with a vehicle type? | ||
330 | private float ComputeBuoyancyFromFlying(bool ifFlying) { | 356 | private float ComputeBuoyancyFromFlying(bool ifFlying) { |
331 | return ifFlying ? 1f : 0f; | 357 | return ifFlying ? 1f : 0f; |
332 | } | 358 | } |
333 | public override bool | 359 | public override bool |
334 | SetAlwaysRun { | 360 | SetAlwaysRun { |
335 | get { return _setAlwaysRun; } | 361 | get { return _setAlwaysRun; } |
336 | set { _setAlwaysRun = value; } | 362 | set { _setAlwaysRun = value; } |
337 | } | 363 | } |
338 | public override bool ThrottleUpdates { | 364 | public override bool ThrottleUpdates { |
339 | get { return _throttleUpdates; } | 365 | get { return _throttleUpdates; } |
340 | set { _throttleUpdates = value; } | 366 | set { _throttleUpdates = value; } |
341 | } | 367 | } |
342 | public override bool IsColliding { | 368 | public override bool IsColliding { |
343 | get { return (_collidingStep == _scene.SimulationStep); } | 369 | get { return (CollidingStep == PhysicsScene.SimulationStep); } |
344 | set { _isColliding = value; } | 370 | set { _isColliding = value; } |
345 | } | 371 | } |
346 | public override bool CollidingGround { | 372 | public override bool CollidingGround { |
347 | get { return (_collidingGroundStep == _scene.SimulationStep); } | 373 | get { return (CollidingGroundStep == PhysicsScene.SimulationStep); } |
348 | set { _collidingGround = value; } | 374 | set { CollidingGround = value; } |
349 | } | 375 | } |
350 | public override bool CollidingObj { | 376 | public override bool CollidingObj { |
351 | get { return _collidingObj; } | 377 | get { return _collidingObj; } |
352 | set { _collidingObj = value; } | 378 | set { _collidingObj = value; } |
353 | } | 379 | } |
354 | public override bool FloatOnWater { | 380 | public override bool FloatOnWater { |
355 | set { _floatOnWater = value; } | 381 | set { _floatOnWater = value; } |
356 | } | 382 | } |
357 | public override Vector3 RotationalVelocity { | 383 | public override OMV.Vector3 RotationalVelocity { |
358 | get { return _rotationalVelocity; } | 384 | get { return _rotationalVelocity; } |
359 | set { _rotationalVelocity = value; } | 385 | set { _rotationalVelocity = value; } |
360 | } | 386 | } |
361 | public override bool Kinematic { | 387 | public override bool Kinematic { |
362 | get { return _kinematic; } | 388 | get { return _kinematic; } |
363 | set { _kinematic = value; } | 389 | set { _kinematic = value; } |
364 | } | 390 | } |
365 | // neg=fall quickly, 0=1g, 1=0g, pos=float up | 391 | // neg=fall quickly, 0=1g, 1=0g, pos=float up |
366 | public override float Buoyancy { | 392 | public override float Buoyancy { |
367 | get { return _buoyancy; } | 393 | get { return _buoyancy; } |
368 | set { _buoyancy = value; | 394 | set { _buoyancy = value; |
369 | _scene.TaintedObject("BSCharacter.setBuoyancy", delegate() | 395 | PhysicsScene.TaintedObject("BSCharacter.setBuoyancy", delegate() |
370 | { | 396 | { |
371 | DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 397 | DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
372 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy); | 398 | BulletSimAPI.SetObjectBuoyancy(PhysicsScene.WorldID, LocalID, _buoyancy); |
373 | }); | 399 | }); |
374 | } | 400 | } |
375 | } | 401 | } |
376 | 402 | ||
377 | // Used for MoveTo | 403 | // Used for MoveTo |
378 | public override Vector3 PIDTarget { | 404 | public override OMV.Vector3 PIDTarget { |
379 | set { _PIDTarget = value; } | 405 | set { _PIDTarget = value; } |
380 | } | 406 | } |
381 | public override bool PIDActive { | 407 | public override bool PIDActive { |
382 | set { _usePID = value; } | 408 | set { _usePID = value; } |
383 | } | 409 | } |
384 | public override float PIDTau { | 410 | public override float PIDTau { |
385 | set { _PIDTau = value; } | 411 | set { _PIDTau = value; } |
386 | } | 412 | } |
387 | 413 | ||
388 | // Used for llSetHoverHeight and maybe vehicle height | 414 | // Used for llSetHoverHeight and maybe vehicle height |
389 | // Hover Height will override MoveTo target's Z | 415 | // Hover Height will override MoveTo target's Z |
390 | public override bool PIDHoverActive { | 416 | public override bool PIDHoverActive { |
391 | set { _useHoverPID = value; } | 417 | set { _useHoverPID = value; } |
392 | } | 418 | } |
393 | public override float PIDHoverHeight { | 419 | public override float PIDHoverHeight { |
394 | set { _PIDHoverHeight = value; } | 420 | set { _PIDHoverHeight = value; } |
395 | } | 421 | } |
396 | public override PIDHoverType PIDHoverType { | 422 | public override PIDHoverType PIDHoverType { |
397 | set { _PIDHoverType = value; } | 423 | set { _PIDHoverType = value; } |
398 | } | 424 | } |
399 | public override float PIDHoverTau { | 425 | public override float PIDHoverTau { |
400 | set { _PIDHoverTao = value; } | 426 | set { _PIDHoverTao = value; } |
401 | } | 427 | } |
402 | 428 | ||
403 | // For RotLookAt | 429 | // For RotLookAt |
404 | public override Quaternion APIDTarget { set { return; } } | 430 | public override OMV.Quaternion APIDTarget { set { return; } } |
405 | public override bool APIDActive { set { return; } } | 431 | public override bool APIDActive { set { return; } } |
406 | public override float APIDStrength { set { return; } } | 432 | public override float APIDStrength { set { return; } } |
407 | public override float APIDDamping { set { return; } } | 433 | public override float APIDDamping { set { return; } } |
408 | 434 | ||
409 | public override void AddForce(Vector3 force, bool pushforce) { | 435 | public override void AddForce(OMV.Vector3 force, bool pushforce) { |
410 | if (force.IsFinite()) | 436 | if (force.IsFinite()) |
411 | { | 437 | { |
412 | _force.X += force.X; | 438 | _force.X += force.X; |
413 | _force.Y += force.Y; | 439 | _force.Y += force.Y; |
414 | _force.Z += force.Z; | 440 | _force.Z += force.Z; |
415 | // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force); | 441 | // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force); |
416 | _scene.TaintedObject("BSCharacter.AddForce", delegate() | 442 | PhysicsScene.TaintedObject("BSCharacter.AddForce", delegate() |
417 | { | 443 | { |
418 | DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force); | 444 | DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force); |
419 | BulletSimAPI.AddObjectForce2(Body.Ptr, _force); | 445 | BulletSimAPI.SetObjectForce2(BSBody.ptr, _force); |
420 | }); | 446 | }); |
421 | } | 447 | } |
422 | else | 448 | else |
@@ -426,37 +452,19 @@ public class BSCharacter : PhysicsActor | |||
426 | //m_lastUpdateSent = false; | 452 | //m_lastUpdateSent = false; |
427 | } | 453 | } |
428 | 454 | ||
429 | public override void AddAngularForce(Vector3 force, bool pushforce) { | 455 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { |
430 | } | 456 | } |
431 | public override void SetMomentum(Vector3 momentum) { | 457 | public override void SetMomentum(OMV.Vector3 momentum) { |
432 | } | 458 | } |
433 | 459 | ||
434 | // Turn on collision events at a rate no faster than one every the given milliseconds | 460 | private void ComputeAvatarScale(OMV.Vector3 size) |
435 | public override void SubscribeEvents(int ms) { | 461 | { |
436 | _subscribedEventsMs = ms; | 462 | _scale.X = PhysicsScene.Params.avatarCapsuleRadius; |
437 | if (ms > 0) | 463 | _scale.Y = PhysicsScene.Params.avatarCapsuleRadius; |
438 | { | ||
439 | // make sure first collision happens | ||
440 | _nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs; | ||
441 | 464 | ||
442 | Scene.TaintedObject("BSCharacter.SubscribeEvents", delegate() | 465 | // The 1.15 came from ODE but it seems to cause the avatar to float off the ground |
443 | { | 466 | // _scale.Z = (_size.Z * 1.15f) - (_scale.X + _scale.Y); |
444 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 467 | _scale.Z = (_size.Z) - (_scale.X + _scale.Y); |
445 | }); | ||
446 | } | ||
447 | } | ||
448 | // Stop collision events | ||
449 | public override void UnSubscribeEvents() { | ||
450 | _subscribedEventsMs = 0; | ||
451 | // Avatars get all their collision events | ||
452 | // Scene.TaintedObject("BSCharacter.UnSubscribeEvents", delegate() | ||
453 | // { | ||
454 | // BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
455 | // }); | ||
456 | } | ||
457 | // Return 'true' if someone has subscribed to events | ||
458 | public override bool SubscribedEvents() { | ||
459 | return (_subscribedEventsMs > 0); | ||
460 | } | 468 | } |
461 | 469 | ||
462 | // set _avatarVolume and _mass based on capsule size, _density and _scale | 470 | // set _avatarVolume and _mass based on capsule size, _density and _scale |
@@ -473,12 +481,12 @@ public class BSCharacter : PhysicsActor | |||
473 | * Math.Min(_scale.X, _scale.Y) | 481 | * Math.Min(_scale.X, _scale.Y) |
474 | * _scale.Y // plus the volume of the capsule end caps | 482 | * _scale.Y // plus the volume of the capsule end caps |
475 | ); | 483 | ); |
476 | _mass = _density * _avatarVolume; | 484 | _mass = _avatarDensity * _avatarVolume; |
477 | } | 485 | } |
478 | 486 | ||
479 | // The physics engine says that properties have updated. Update same and inform | 487 | // The physics engine says that properties have updated. Update same and inform |
480 | // the world that things have changed. | 488 | // the world that things have changed. |
481 | public void UpdateProperties(EntityProperties entprop) | 489 | public override void UpdateProperties(EntityProperties entprop) |
482 | { | 490 | { |
483 | _position = entprop.Position; | 491 | _position = entprop.Position; |
484 | _orientation = entprop.Rotation; | 492 | _orientation = entprop.Rotation; |
@@ -488,67 +496,12 @@ public class BSCharacter : PhysicsActor | |||
488 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. | 496 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. |
489 | // base.RequestPhysicsterseUpdate(); | 497 | // base.RequestPhysicsterseUpdate(); |
490 | 498 | ||
491 | /* | 499 | // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. |
492 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 500 | PositionSanityCheck2(); |
493 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, | ||
494 | entprop.Acceleration, entprop.RotationalVelocity); | ||
495 | */ | ||
496 | } | ||
497 | |||
498 | // Called by the scene when a collision with this object is reported | ||
499 | // The collision, if it should be reported to the character, is placed in a collection | ||
500 | // that will later be sent to the simulator when SendCollisions() is called. | ||
501 | CollisionEventUpdate collisionCollection = null; | ||
502 | public void Collide(uint collidingWith, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth) | ||
503 | { | ||
504 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); | ||
505 | 501 | ||
506 | // The following makes IsColliding() and IsCollidingGround() work | 502 | float heightHere = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); // only for debug |
507 | _collidingStep = _scene.SimulationStep; | 503 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5},terrain={6}", |
508 | if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID) | 504 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity, heightHere); |
509 | { | ||
510 | _collidingGroundStep = _scene.SimulationStep; | ||
511 | } | ||
512 | // DetailLog("{0},BSCharacter.Collison,call,with={1}", LocalID, collidingWith); | ||
513 | |||
514 | // throttle collisions to the rate specified in the subscription | ||
515 | if (_subscribedEventsMs != 0) { | ||
516 | int nowTime = _scene.SimulationNowTime; | ||
517 | if (nowTime >= _nextCollisionOkTime) { | ||
518 | _nextCollisionOkTime = nowTime + _subscribedEventsMs; | ||
519 | |||
520 | if (collisionCollection == null) | ||
521 | collisionCollection = new CollisionEventUpdate(); | ||
522 | collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | ||
523 | } | ||
524 | } | ||
525 | } | ||
526 | |||
527 | public void SendCollisions() | ||
528 | { | ||
529 | /* | ||
530 | if (collisionCollection != null && collisionCollection.Count > 0) | ||
531 | { | ||
532 | base.SendCollisionUpdate(collisionCollection); | ||
533 | collisionCollection = null; | ||
534 | } | ||
535 | */ | ||
536 | // Kludge to make a collision call even if there are no collisions. | ||
537 | // This causes the avatar animation to get updated. | ||
538 | if (collisionCollection == null) | ||
539 | collisionCollection = new CollisionEventUpdate(); | ||
540 | base.SendCollisionUpdate(collisionCollection); | ||
541 | // If there were any collisions in the collection, make sure we don't use the | ||
542 | // same instance next time. | ||
543 | if (collisionCollection.Count > 0) | ||
544 | collisionCollection = null; | ||
545 | // End kludge | ||
546 | } | ||
547 | |||
548 | // Invoke the detailed logger and output something if it's enabled. | ||
549 | private void DetailLog(string msg, params Object[] args) | ||
550 | { | ||
551 | Scene.PhysicsLogging.Write(msg, args); | ||
552 | } | 505 | } |
553 | } | 506 | } |
554 | } | 507 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs index 25084d8..63a4127 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs | |||
@@ -48,22 +48,24 @@ public abstract class BSConstraint : IDisposable | |||
48 | { | 48 | { |
49 | if (m_enabled) | 49 | if (m_enabled) |
50 | { | 50 | { |
51 | // BulletSimAPI.RemoveConstraint(m_world.ID, m_body1.ID, m_body2.ID); | ||
52 | bool success = BulletSimAPI.DestroyConstraint2(m_world.Ptr, m_constraint.Ptr); | ||
53 | m_world.scene.DetailLog("{0},BSConstraint.Dispose,taint,body1={1},body2={2},success={3}", BSScene.DetailLogZero, m_body1.ID, m_body2.ID, success); | ||
54 | m_constraint.Ptr = System.IntPtr.Zero; | ||
55 | m_enabled = false; | 51 | m_enabled = false; |
52 | bool success = BulletSimAPI.DestroyConstraint2(m_world.ptr, m_constraint.ptr); | ||
53 | m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,body1={1},body2={2},success={3}", BSScene.DetailLogZero, m_body1.ID, m_body2.ID, success); | ||
54 | m_constraint.ptr = System.IntPtr.Zero; | ||
56 | } | 55 | } |
57 | } | 56 | } |
58 | 57 | ||
59 | public BulletBody Body1 { get { return m_body1; } } | 58 | public BulletBody Body1 { get { return m_body1; } } |
60 | public BulletBody Body2 { get { return m_body2; } } | 59 | public BulletBody Body2 { get { return m_body2; } } |
60 | public BulletConstraint Constraint { get { return m_constraint; } } | ||
61 | public abstract ConstraintType Type { get; } | ||
62 | |||
61 | 63 | ||
62 | public virtual bool SetLinearLimits(Vector3 low, Vector3 high) | 64 | public virtual bool SetLinearLimits(Vector3 low, Vector3 high) |
63 | { | 65 | { |
64 | bool ret = false; | 66 | bool ret = false; |
65 | if (m_enabled) | 67 | if (m_enabled) |
66 | ret = BulletSimAPI.SetLinearLimits2(m_constraint.Ptr, low, high); | 68 | ret = BulletSimAPI.SetLinearLimits2(m_constraint.ptr, low, high); |
67 | return ret; | 69 | return ret; |
68 | } | 70 | } |
69 | 71 | ||
@@ -71,7 +73,18 @@ public abstract class BSConstraint : IDisposable | |||
71 | { | 73 | { |
72 | bool ret = false; | 74 | bool ret = false; |
73 | if (m_enabled) | 75 | if (m_enabled) |
74 | ret = BulletSimAPI.SetAngularLimits2(m_constraint.Ptr, low, high); | 76 | ret = BulletSimAPI.SetAngularLimits2(m_constraint.ptr, low, high); |
77 | return ret; | ||
78 | } | ||
79 | |||
80 | public virtual bool SetSolverIterations(float cnt) | ||
81 | { | ||
82 | bool ret = false; | ||
83 | if (m_enabled) | ||
84 | { | ||
85 | BulletSimAPI.SetConstraintNumSolverIterations2(m_constraint.ptr, cnt); | ||
86 | ret = true; | ||
87 | } | ||
75 | return ret; | 88 | return ret; |
76 | } | 89 | } |
77 | 90 | ||
@@ -81,7 +94,7 @@ public abstract class BSConstraint : IDisposable | |||
81 | if (m_enabled) | 94 | if (m_enabled) |
82 | { | 95 | { |
83 | // Recompute the internal transforms | 96 | // Recompute the internal transforms |
84 | BulletSimAPI.CalculateTransforms2(m_constraint.Ptr); | 97 | BulletSimAPI.CalculateTransforms2(m_constraint.ptr); |
85 | ret = true; | 98 | ret = true; |
86 | } | 99 | } |
87 | return ret; | 100 | return ret; |
@@ -97,13 +110,14 @@ public abstract class BSConstraint : IDisposable | |||
97 | ret = CalculateTransforms(); | 110 | ret = CalculateTransforms(); |
98 | if (ret) | 111 | if (ret) |
99 | { | 112 | { |
100 | // m_world.scene.PhysicsLogging.Write("{0},BSConstraint.RecomputeConstraintVariables,taint,enabling,A={1},B={2}", | 113 | // Setting an object's mass to zero (making it static like when it's selected) |
101 | // BSScene.DetailLogZero, Body1.ID, Body2.ID); | 114 | // automatically disables the constraints. |
102 | BulletSimAPI.SetConstraintEnable2(m_constraint.Ptr, m_world.scene.NumericBool(true)); | 115 | // If the link is enabled, be sure to set the constraint itself to enabled. |
116 | BulletSimAPI.SetConstraintEnable2(m_constraint.ptr, m_world.physicsScene.NumericBool(true)); | ||
103 | } | 117 | } |
104 | else | 118 | else |
105 | { | 119 | { |
106 | m_world.scene.Logger.ErrorFormat("[BULLETSIM CONSTRAINT] CalculateTransforms failed. A={0}, B={1}", Body1.ID, Body2.ID); | 120 | m_world.physicsScene.Logger.ErrorFormat("[BULLETSIM CONSTRAINT] CalculateTransforms failed. A={0}, B={1}", Body1.ID, Body2.ID); |
107 | } | 121 | } |
108 | } | 122 | } |
109 | return ret; | 123 | return ret; |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 5a9f135..65b38d6 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -54,17 +54,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
54 | { | 54 | { |
55 | public class BSDynamics | 55 | public class BSDynamics |
56 | { | 56 | { |
57 | private int frcount = 0; // Used to limit dynamics debug output to | 57 | private BSScene PhysicsScene { get; set; } |
58 | // every 100th frame | 58 | // the prim this dynamic controller belongs to |
59 | 59 | private BSPrim Prim { get; set; } | |
60 | private BSPrim m_prim; // the prim this dynamic controller belongs to | ||
61 | 60 | ||
62 | // Vehicle properties | 61 | // Vehicle properties |
63 | private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind | 62 | public Vehicle Type { get; set; } |
64 | public Vehicle Type | 63 | |
65 | { | ||
66 | get { return m_type; } | ||
67 | } | ||
68 | // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier | 64 | // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier |
69 | private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings: | 65 | private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings: |
70 | // HOVER_TERRAIN_ONLY | 66 | // HOVER_TERRAIN_ONLY |
@@ -74,13 +70,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
74 | // HOVER_UP_ONLY | 70 | // HOVER_UP_ONLY |
75 | // LIMIT_MOTOR_UP | 71 | // LIMIT_MOTOR_UP |
76 | // LIMIT_ROLL_ONLY | 72 | // LIMIT_ROLL_ONLY |
77 | private VehicleFlag m_Hoverflags = (VehicleFlag)0; | ||
78 | private Vector3 m_BlockingEndPoint = Vector3.Zero; | 73 | private Vector3 m_BlockingEndPoint = Vector3.Zero; |
79 | private Quaternion m_RollreferenceFrame = Quaternion.Identity; | 74 | private Quaternion m_RollreferenceFrame = Quaternion.Identity; |
80 | // Linear properties | 75 | // Linear properties |
81 | private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time | 76 | private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time |
82 | private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL | 77 | private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL |
83 | private Vector3 m_dir = Vector3.Zero; // velocity applied to body | 78 | private Vector3 m_newVelocity = Vector3.Zero; // velocity computed to be applied to body |
84 | private Vector3 m_linearFrictionTimescale = Vector3.Zero; | 79 | private Vector3 m_linearFrictionTimescale = Vector3.Zero; |
85 | private float m_linearMotorDecayTimescale = 0; | 80 | private float m_linearMotorDecayTimescale = 0; |
86 | private float m_linearMotorTimescale = 0; | 81 | private float m_linearMotorTimescale = 0; |
@@ -124,15 +119,22 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
124 | private float m_verticalAttractionEfficiency = 1.0f; // damped | 119 | private float m_verticalAttractionEfficiency = 1.0f; // damped |
125 | private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor. | 120 | private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor. |
126 | 121 | ||
127 | public BSDynamics(BSPrim myPrim) | 122 | public BSDynamics(BSScene myScene, BSPrim myPrim) |
128 | { | 123 | { |
129 | m_prim = myPrim; | 124 | PhysicsScene = myScene; |
130 | m_type = Vehicle.TYPE_NONE; | 125 | Prim = myPrim; |
126 | Type = Vehicle.TYPE_NONE; | ||
131 | } | 127 | } |
132 | 128 | ||
133 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue, float timestep) | 129 | // Return 'true' if this vehicle is doing vehicle things |
130 | public bool IsActive | ||
134 | { | 131 | { |
135 | DetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); | 132 | get { return Type != Vehicle.TYPE_NONE; } |
133 | } | ||
134 | |||
135 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue) | ||
136 | { | ||
137 | VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); | ||
136 | switch (pParam) | 138 | switch (pParam) |
137 | { | 139 | { |
138 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: | 140 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: |
@@ -229,9 +231,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
229 | } | 231 | } |
230 | }//end ProcessFloatVehicleParam | 232 | }//end ProcessFloatVehicleParam |
231 | 233 | ||
232 | internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue, float timestep) | 234 | internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue) |
233 | { | 235 | { |
234 | DetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); | 236 | VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); |
235 | switch (pParam) | 237 | switch (pParam) |
236 | { | 238 | { |
237 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | 239 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: |
@@ -266,7 +268,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
266 | 268 | ||
267 | internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) | 269 | internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) |
268 | { | 270 | { |
269 | DetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); | 271 | VDetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); |
270 | switch (pParam) | 272 | switch (pParam) |
271 | { | 273 | { |
272 | case Vehicle.REFERENCE_FRAME: | 274 | case Vehicle.REFERENCE_FRAME: |
@@ -280,166 +282,29 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
280 | 282 | ||
281 | internal void ProcessVehicleFlags(int pParam, bool remove) | 283 | internal void ProcessVehicleFlags(int pParam, bool remove) |
282 | { | 284 | { |
283 | DetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", m_prim.LocalID, pParam, remove); | 285 | VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", Prim.LocalID, pParam, remove); |
286 | VehicleFlag parm = (VehicleFlag)pParam; | ||
284 | if (remove) | 287 | if (remove) |
285 | { | 288 | { |
286 | if (pParam == -1) | 289 | if (pParam == -1) |
287 | { | 290 | { |
288 | m_flags = (VehicleFlag)0; | 291 | m_flags = (VehicleFlag)0; |
289 | m_Hoverflags = (VehicleFlag)0; | ||
290 | return; | ||
291 | } | ||
292 | if ((pParam & (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) == (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) | ||
293 | { | ||
294 | if ((m_Hoverflags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != (VehicleFlag)0) | ||
295 | m_Hoverflags &= ~(VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
296 | } | ||
297 | if ((pParam & (int)VehicleFlag.HOVER_TERRAIN_ONLY) == (int)VehicleFlag.HOVER_TERRAIN_ONLY) | ||
298 | { | ||
299 | if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != (VehicleFlag)0) | ||
300 | m_Hoverflags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY); | ||
301 | } | ||
302 | if ((pParam & (int)VehicleFlag.HOVER_UP_ONLY) == (int)VehicleFlag.HOVER_UP_ONLY) | ||
303 | { | ||
304 | if ((m_Hoverflags & VehicleFlag.HOVER_UP_ONLY) != (VehicleFlag)0) | ||
305 | m_Hoverflags &= ~(VehicleFlag.HOVER_UP_ONLY); | ||
306 | } | ||
307 | if ((pParam & (int)VehicleFlag.HOVER_WATER_ONLY) == (int)VehicleFlag.HOVER_WATER_ONLY) | ||
308 | { | ||
309 | if ((m_Hoverflags & VehicleFlag.HOVER_WATER_ONLY) != (VehicleFlag)0) | ||
310 | m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY); | ||
311 | } | ||
312 | if ((pParam & (int)VehicleFlag.LIMIT_MOTOR_UP) == (int)VehicleFlag.LIMIT_MOTOR_UP) | ||
313 | { | ||
314 | if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != (VehicleFlag)0) | ||
315 | m_flags &= ~(VehicleFlag.LIMIT_MOTOR_UP); | ||
316 | } | ||
317 | if ((pParam & (int)VehicleFlag.LIMIT_ROLL_ONLY) == (int)VehicleFlag.LIMIT_ROLL_ONLY) | ||
318 | { | ||
319 | if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) != (VehicleFlag)0) | ||
320 | m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY); | ||
321 | } | ||
322 | if ((pParam & (int)VehicleFlag.MOUSELOOK_BANK) == (int)VehicleFlag.MOUSELOOK_BANK) | ||
323 | { | ||
324 | if ((m_flags & VehicleFlag.MOUSELOOK_BANK) != (VehicleFlag)0) | ||
325 | m_flags &= ~(VehicleFlag.MOUSELOOK_BANK); | ||
326 | } | ||
327 | if ((pParam & (int)VehicleFlag.MOUSELOOK_STEER) == (int)VehicleFlag.MOUSELOOK_STEER) | ||
328 | { | ||
329 | if ((m_flags & VehicleFlag.MOUSELOOK_STEER) != (VehicleFlag)0) | ||
330 | m_flags &= ~(VehicleFlag.MOUSELOOK_STEER); | ||
331 | } | ||
332 | if ((pParam & (int)VehicleFlag.NO_DEFLECTION_UP) == (int)VehicleFlag.NO_DEFLECTION_UP) | ||
333 | { | ||
334 | if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) != (VehicleFlag)0) | ||
335 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP); | ||
336 | } | ||
337 | if ((pParam & (int)VehicleFlag.CAMERA_DECOUPLED) == (int)VehicleFlag.CAMERA_DECOUPLED) | ||
338 | { | ||
339 | if ((m_flags & VehicleFlag.CAMERA_DECOUPLED) != (VehicleFlag)0) | ||
340 | m_flags &= ~(VehicleFlag.CAMERA_DECOUPLED); | ||
341 | } | ||
342 | if ((pParam & (int)VehicleFlag.NO_X) == (int)VehicleFlag.NO_X) | ||
343 | { | ||
344 | if ((m_flags & VehicleFlag.NO_X) != (VehicleFlag)0) | ||
345 | m_flags &= ~(VehicleFlag.NO_X); | ||
346 | } | ||
347 | if ((pParam & (int)VehicleFlag.NO_Y) == (int)VehicleFlag.NO_Y) | ||
348 | { | ||
349 | if ((m_flags & VehicleFlag.NO_Y) != (VehicleFlag)0) | ||
350 | m_flags &= ~(VehicleFlag.NO_Y); | ||
351 | } | ||
352 | if ((pParam & (int)VehicleFlag.NO_Z) == (int)VehicleFlag.NO_Z) | ||
353 | { | ||
354 | if ((m_flags & VehicleFlag.NO_Z) != (VehicleFlag)0) | ||
355 | m_flags &= ~(VehicleFlag.NO_Z); | ||
356 | } | 292 | } |
357 | if ((pParam & (int)VehicleFlag.LOCK_HOVER_HEIGHT) == (int)VehicleFlag.LOCK_HOVER_HEIGHT) | 293 | else |
358 | { | ||
359 | if ((m_Hoverflags & VehicleFlag.LOCK_HOVER_HEIGHT) != (VehicleFlag)0) | ||
360 | m_Hoverflags &= ~(VehicleFlag.LOCK_HOVER_HEIGHT); | ||
361 | } | ||
362 | if ((pParam & (int)VehicleFlag.NO_DEFLECTION) == (int)VehicleFlag.NO_DEFLECTION) | ||
363 | { | ||
364 | if ((m_flags & VehicleFlag.NO_DEFLECTION) != (VehicleFlag)0) | ||
365 | m_flags &= ~(VehicleFlag.NO_DEFLECTION); | ||
366 | } | ||
367 | if ((pParam & (int)VehicleFlag.LOCK_ROTATION) == (int)VehicleFlag.LOCK_ROTATION) | ||
368 | { | 294 | { |
369 | if ((m_flags & VehicleFlag.LOCK_ROTATION) != (VehicleFlag)0) | 295 | m_flags &= ~parm; |
370 | m_flags &= ~(VehicleFlag.LOCK_ROTATION); | ||
371 | } | 296 | } |
372 | } | 297 | } |
373 | else | 298 | else { |
374 | { | 299 | m_flags |= parm; |
375 | if ((pParam & (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) == (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) | ||
376 | { | ||
377 | m_Hoverflags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT | m_flags); | ||
378 | } | ||
379 | if ((pParam & (int)VehicleFlag.HOVER_TERRAIN_ONLY) == (int)VehicleFlag.HOVER_TERRAIN_ONLY) | ||
380 | { | ||
381 | m_Hoverflags |= (VehicleFlag.HOVER_TERRAIN_ONLY | m_flags); | ||
382 | } | ||
383 | if ((pParam & (int)VehicleFlag.HOVER_UP_ONLY) == (int)VehicleFlag.HOVER_UP_ONLY) | ||
384 | { | ||
385 | m_Hoverflags |= (VehicleFlag.HOVER_UP_ONLY | m_flags); | ||
386 | } | ||
387 | if ((pParam & (int)VehicleFlag.HOVER_WATER_ONLY) == (int)VehicleFlag.HOVER_WATER_ONLY) | ||
388 | { | ||
389 | m_Hoverflags |= (VehicleFlag.HOVER_WATER_ONLY | m_flags); | ||
390 | } | ||
391 | if ((pParam & (int)VehicleFlag.LIMIT_MOTOR_UP) == (int)VehicleFlag.LIMIT_MOTOR_UP) | ||
392 | { | ||
393 | m_flags |= (VehicleFlag.LIMIT_MOTOR_UP | m_flags); | ||
394 | } | ||
395 | if ((pParam & (int)VehicleFlag.MOUSELOOK_BANK) == (int)VehicleFlag.MOUSELOOK_BANK) | ||
396 | { | ||
397 | m_flags |= (VehicleFlag.MOUSELOOK_BANK | m_flags); | ||
398 | } | ||
399 | if ((pParam & (int)VehicleFlag.MOUSELOOK_STEER) == (int)VehicleFlag.MOUSELOOK_STEER) | ||
400 | { | ||
401 | m_flags |= (VehicleFlag.MOUSELOOK_STEER | m_flags); | ||
402 | } | ||
403 | if ((pParam & (int)VehicleFlag.NO_DEFLECTION_UP) == (int)VehicleFlag.NO_DEFLECTION_UP) | ||
404 | { | ||
405 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | m_flags); | ||
406 | } | ||
407 | if ((pParam & (int)VehicleFlag.CAMERA_DECOUPLED) == (int)VehicleFlag.CAMERA_DECOUPLED) | ||
408 | { | ||
409 | m_flags |= (VehicleFlag.CAMERA_DECOUPLED | m_flags); | ||
410 | } | ||
411 | if ((pParam & (int)VehicleFlag.NO_X) == (int)VehicleFlag.NO_X) | ||
412 | { | ||
413 | m_flags |= (VehicleFlag.NO_X); | ||
414 | } | ||
415 | if ((pParam & (int)VehicleFlag.NO_Y) == (int)VehicleFlag.NO_Y) | ||
416 | { | ||
417 | m_flags |= (VehicleFlag.NO_Y); | ||
418 | } | ||
419 | if ((pParam & (int)VehicleFlag.NO_Z) == (int)VehicleFlag.NO_Z) | ||
420 | { | ||
421 | m_flags |= (VehicleFlag.NO_Z); | ||
422 | } | ||
423 | if ((pParam & (int)VehicleFlag.LOCK_HOVER_HEIGHT) == (int)VehicleFlag.LOCK_HOVER_HEIGHT) | ||
424 | { | ||
425 | m_Hoverflags |= (VehicleFlag.LOCK_HOVER_HEIGHT); | ||
426 | } | ||
427 | if ((pParam & (int)VehicleFlag.NO_DEFLECTION) == (int)VehicleFlag.NO_DEFLECTION) | ||
428 | { | ||
429 | m_flags |= (VehicleFlag.NO_DEFLECTION); | ||
430 | } | ||
431 | if ((pParam & (int)VehicleFlag.LOCK_ROTATION) == (int)VehicleFlag.LOCK_ROTATION) | ||
432 | { | ||
433 | m_flags |= (VehicleFlag.LOCK_ROTATION); | ||
434 | } | ||
435 | } | 300 | } |
436 | }//end ProcessVehicleFlags | 301 | }//end ProcessVehicleFlags |
437 | 302 | ||
438 | internal void ProcessTypeChange(Vehicle pType) | 303 | internal void ProcessTypeChange(Vehicle pType) |
439 | { | 304 | { |
440 | DetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType); | 305 | VDetailLog("{0},ProcessTypeChange,type={1}", Prim.LocalID, pType); |
441 | // Set Defaults For Type | 306 | // Set Defaults For Type |
442 | m_type = pType; | 307 | Type = pType; |
443 | switch (pType) | 308 | switch (pType) |
444 | { | 309 | { |
445 | case Vehicle.TYPE_NONE: | 310 | case Vehicle.TYPE_NONE: |
@@ -478,10 +343,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
478 | // m_bankingMix = 1; | 343 | // m_bankingMix = 1; |
479 | // m_bankingTimescale = 10; | 344 | // m_bankingTimescale = 10; |
480 | // m_referenceFrame = Quaternion.Identity; | 345 | // m_referenceFrame = Quaternion.Identity; |
481 | m_Hoverflags &= | 346 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP); |
347 | m_flags &= | ||
482 | ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | 348 | ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | |
483 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | 349 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); |
484 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP); | ||
485 | break; | 350 | break; |
486 | case Vehicle.TYPE_CAR: | 351 | case Vehicle.TYPE_CAR: |
487 | m_linearFrictionTimescale = new Vector3(100, 2, 1000); | 352 | m_linearFrictionTimescale = new Vector3(100, 2, 1000); |
@@ -506,10 +371,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
506 | // m_bankingMix = 1; | 371 | // m_bankingMix = 1; |
507 | // m_bankingTimescale = 1; | 372 | // m_bankingTimescale = 1; |
508 | // m_referenceFrame = Quaternion.Identity; | 373 | // m_referenceFrame = Quaternion.Identity; |
509 | m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
510 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | | 374 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | |
511 | VehicleFlag.LIMIT_MOTOR_UP); | 375 | VehicleFlag.LIMIT_MOTOR_UP); |
512 | m_Hoverflags |= (VehicleFlag.HOVER_UP_ONLY); | 376 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); |
377 | m_flags |= (VehicleFlag.HOVER_UP_ONLY); | ||
513 | break; | 378 | break; |
514 | case Vehicle.TYPE_BOAT: | 379 | case Vehicle.TYPE_BOAT: |
515 | m_linearFrictionTimescale = new Vector3(10, 3, 2); | 380 | m_linearFrictionTimescale = new Vector3(10, 3, 2); |
@@ -534,12 +399,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
534 | // m_bankingMix = 0.8f; | 399 | // m_bankingMix = 0.8f; |
535 | // m_bankingTimescale = 1; | 400 | // m_bankingTimescale = 1; |
536 | // m_referenceFrame = Quaternion.Identity; | 401 | // m_referenceFrame = Quaternion.Identity; |
537 | m_Hoverflags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | | 402 | m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | |
538 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | 403 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); |
539 | m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY); | 404 | m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY); |
540 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | | 405 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | |
541 | VehicleFlag.LIMIT_MOTOR_UP); | 406 | VehicleFlag.LIMIT_MOTOR_UP); |
542 | m_Hoverflags |= (VehicleFlag.HOVER_WATER_ONLY); | 407 | m_flags |= (VehicleFlag.HOVER_WATER_ONLY); |
543 | break; | 408 | break; |
544 | case Vehicle.TYPE_AIRPLANE: | 409 | case Vehicle.TYPE_AIRPLANE: |
545 | m_linearFrictionTimescale = new Vector3(200, 10, 5); | 410 | m_linearFrictionTimescale = new Vector3(200, 10, 5); |
@@ -564,7 +429,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
564 | // m_bankingMix = 0.7f; | 429 | // m_bankingMix = 0.7f; |
565 | // m_bankingTimescale = 2; | 430 | // m_bankingTimescale = 2; |
566 | // m_referenceFrame = Quaternion.Identity; | 431 | // m_referenceFrame = Quaternion.Identity; |
567 | m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | 432 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | |
568 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | 433 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); |
569 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP); | 434 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP); |
570 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); | 435 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); |
@@ -592,50 +457,63 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
592 | // m_bankingMix = 0.7f; | 457 | // m_bankingMix = 0.7f; |
593 | // m_bankingTimescale = 5; | 458 | // m_bankingTimescale = 5; |
594 | // m_referenceFrame = Quaternion.Identity; | 459 | // m_referenceFrame = Quaternion.Identity; |
595 | m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | 460 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | |
596 | VehicleFlag.HOVER_UP_ONLY); | 461 | VehicleFlag.HOVER_UP_ONLY); |
597 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP); | 462 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP); |
598 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); | 463 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); |
599 | m_Hoverflags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT); | 464 | m_flags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT); |
600 | break; | 465 | break; |
601 | } | 466 | } |
602 | }//end SetDefaultsForType | 467 | }//end SetDefaultsForType |
603 | 468 | ||
604 | internal void Step(float pTimestep) | 469 | // Some of the properties of this prim may have changed. |
470 | // Do any updating needed for a vehicle | ||
471 | public void Refresh() | ||
605 | { | 472 | { |
606 | if (m_type == Vehicle.TYPE_NONE) return; | 473 | if (Type == Vehicle.TYPE_NONE) return; |
474 | |||
475 | // Set the prim's inertia to zero. The vehicle code handles that and this | ||
476 | // removes the torque action introduced by Bullet. | ||
477 | Vector3 inertia = Vector3.Zero; | ||
478 | BulletSimAPI.SetMassProps2(Prim.BSBody.ptr, Prim.MassRaw, inertia); | ||
479 | BulletSimAPI.UpdateInertiaTensor2(Prim.BSBody.ptr); | ||
480 | } | ||
607 | 481 | ||
608 | frcount++; // used to limit debug comment output | 482 | // One step of the vehicle properties for the next 'pTimestep' seconds. |
609 | if (frcount > 100) | 483 | internal void Step(float pTimestep) |
610 | frcount = 0; | 484 | { |
485 | if (!IsActive) return; | ||
611 | 486 | ||
612 | MoveLinear(pTimestep); | 487 | MoveLinear(pTimestep); |
613 | MoveAngular(pTimestep); | 488 | MoveAngular(pTimestep); |
614 | LimitRotation(pTimestep); | 489 | LimitRotation(pTimestep); |
615 | 490 | ||
616 | DetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", | 491 | // remember the position so next step we can limit absolute movement effects |
617 | m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity); | 492 | m_lastPositionVector = Prim.Position; |
493 | |||
494 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", | ||
495 | Prim.LocalID, Prim.Position, Prim.Force, Prim.Velocity, Prim.RotationalVelocity); | ||
618 | }// end Step | 496 | }// end Step |
619 | 497 | ||
498 | // Apply the effect of the linear motor. | ||
499 | // Also does hover and float. | ||
620 | private void MoveLinear(float pTimestep) | 500 | private void MoveLinear(float pTimestep) |
621 | { | 501 | { |
622 | // requested m_linearMotorDirection is significant | 502 | // m_linearMotorDirection is the direction we are moving relative to the vehicle coordinates |
623 | // if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) | 503 | // m_lastLinearVelocityVector is the speed we are moving in that direction |
624 | if (m_linearMotorDirection.LengthSquared() > 0.0001f) | 504 | if (m_linearMotorDirection.LengthSquared() > 0.001f) |
625 | { | 505 | { |
626 | Vector3 origDir = m_linearMotorDirection; | 506 | Vector3 origDir = m_linearMotorDirection; |
627 | Vector3 origVel = m_lastLinearVelocityVector; | 507 | Vector3 origVel = m_lastLinearVelocityVector; |
628 | 508 | ||
629 | // add drive to body | 509 | // add drive to body |
630 | // Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep); | 510 | // Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale / pTimestep); |
631 | Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale); | 511 | Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/(m_linearMotorTimescale / pTimestep); |
632 | // lastLinearVelocityVector is the current body velocity vector? | 512 | // lastLinearVelocityVector is the current body velocity vector |
633 | // RA: Not sure what the *10 is for. A correction for pTimestep? | 513 | // RA: Not sure what the *10 is for. A correction for pTimestep? |
634 | // m_lastLinearVelocityVector += (addAmount*10); | 514 | // m_lastLinearVelocityVector += (addAmount*10); |
635 | m_lastLinearVelocityVector += addAmount; | 515 | m_lastLinearVelocityVector += addAmount; |
636 | 516 | ||
637 | // This will work temporarily, but we really need to compare speed on an axis | ||
638 | // KF: Limit body velocity to applied velocity? | ||
639 | // Limit the velocity vector to less than the last set linear motor direction | 517 | // Limit the velocity vector to less than the last set linear motor direction |
640 | if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X)) | 518 | if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X)) |
641 | m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X; | 519 | m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X; |
@@ -644,124 +522,87 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
644 | if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z)) | 522 | if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z)) |
645 | m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z; | 523 | m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z; |
646 | 524 | ||
525 | /* | ||
647 | // decay applied velocity | 526 | // decay applied velocity |
648 | Vector3 decayfraction = ((Vector3.One/(m_linearMotorDecayTimescale/pTimestep))); | 527 | Vector3 decayfraction = Vector3.One/(m_linearMotorDecayTimescale / pTimestep); |
528 | // (RA: do not know where the 0.5f comes from) | ||
649 | m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f; | 529 | m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f; |
650 | |||
651 | /* | ||
652 | Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/m_linearMotorTimescale; | ||
653 | m_lastLinearVelocityVector += addAmount; | ||
654 | |||
655 | float decayfraction = (1.0f - 1.0f / m_linearMotorDecayTimescale); | ||
656 | m_linearMotorDirection *= decayfraction; | ||
657 | |||
658 | */ | 530 | */ |
531 | float keepfraction = 1.0f - (1.0f / (m_linearMotorDecayTimescale / pTimestep)); | ||
532 | m_linearMotorDirection *= keepfraction; | ||
659 | 533 | ||
660 | DetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},decay={4},dir={5},vel={6}", | 534 | VDetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},notDecay={4},dir={5},vel={6}", |
661 | m_prim.LocalID, origDir, origVel, addAmount, decayfraction, m_linearMotorDirection, m_lastLinearVelocityVector); | 535 | Prim.LocalID, origDir, origVel, addAmount, keepfraction, m_linearMotorDirection, m_lastLinearVelocityVector); |
662 | } | 536 | } |
663 | else | 537 | else |
664 | { | 538 | { |
665 | // if what remains of applied is small, zero it. | 539 | // if what remains of direction is very small, zero it. |
666 | // if (m_lastLinearVelocityVector.ApproxEquals(Vector3.Zero, 0.01f)) | ||
667 | // m_lastLinearVelocityVector = Vector3.Zero; | ||
668 | m_linearMotorDirection = Vector3.Zero; | 540 | m_linearMotorDirection = Vector3.Zero; |
669 | m_lastLinearVelocityVector = Vector3.Zero; | 541 | m_lastLinearVelocityVector = Vector3.Zero; |
542 | VDetailLog("{0},MoveLinear,zeroed", Prim.LocalID); | ||
670 | } | 543 | } |
671 | 544 | ||
672 | // convert requested object velocity to world-referenced vector | 545 | // convert requested object velocity to object relative vector |
673 | Quaternion rotq = m_prim.Orientation; | 546 | Quaternion rotq = Prim.Orientation; |
674 | m_dir = m_lastLinearVelocityVector * rotq; | 547 | m_newVelocity = m_lastLinearVelocityVector * rotq; |
675 | 548 | ||
676 | // Add the various forces into m_dir which will be our new direction vector (velocity) | 549 | // Add the various forces into m_dir which will be our new direction vector (velocity) |
677 | 550 | ||
678 | // add Gravity and Buoyancy | 551 | // add Gravity and Buoyancy |
679 | // KF: So far I have found no good method to combine a script-requested | ||
680 | // .Z velocity and gravity. Therefore only 0g will used script-requested | ||
681 | // .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only. | ||
682 | Vector3 grav = Vector3.Zero; | ||
683 | // There is some gravity, make a gravity force vector that is applied after object velocity. | 552 | // There is some gravity, make a gravity force vector that is applied after object velocity. |
684 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; | 553 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; |
685 | grav.Z = m_prim.Scene.DefaultGravity.Z * m_prim.Mass * (1f - m_VehicleBuoyancy); | 554 | Vector3 grav = Prim.PhysicsScene.DefaultGravity * (Prim.Mass * (1f - m_VehicleBuoyancy)); |
555 | |||
556 | /* | ||
557 | * RA: Not sure why one would do this | ||
686 | // Preserve the current Z velocity | 558 | // Preserve the current Z velocity |
687 | Vector3 vel_now = m_prim.Velocity; | 559 | Vector3 vel_now = m_prim.Velocity; |
688 | m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity | 560 | m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity |
561 | */ | ||
689 | 562 | ||
690 | Vector3 pos = m_prim.Position; | 563 | Vector3 pos = Prim.Position; |
691 | Vector3 posChange = pos; | ||
692 | // Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f); | 564 | // Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f); |
693 | double Zchange = Math.Abs(posChange.Z); | ||
694 | if (m_BlockingEndPoint != Vector3.Zero) | ||
695 | { | ||
696 | bool changed = false; | ||
697 | if (pos.X >= (m_BlockingEndPoint.X - (float)1)) | ||
698 | { | ||
699 | pos.X -= posChange.X + 1; | ||
700 | changed = true; | ||
701 | } | ||
702 | if (pos.Y >= (m_BlockingEndPoint.Y - (float)1)) | ||
703 | { | ||
704 | pos.Y -= posChange.Y + 1; | ||
705 | changed = true; | ||
706 | } | ||
707 | if (pos.Z >= (m_BlockingEndPoint.Z - (float)1)) | ||
708 | { | ||
709 | pos.Z -= posChange.Z + 1; | ||
710 | changed = true; | ||
711 | } | ||
712 | if (pos.X <= 0) | ||
713 | { | ||
714 | pos.X += posChange.X + 1; | ||
715 | changed = true; | ||
716 | } | ||
717 | if (pos.Y <= 0) | ||
718 | { | ||
719 | pos.Y += posChange.Y + 1; | ||
720 | changed = true; | ||
721 | } | ||
722 | if (changed) | ||
723 | { | ||
724 | m_prim.Position = pos; | ||
725 | DetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", | ||
726 | m_prim.LocalID, m_BlockingEndPoint, posChange, pos); | ||
727 | } | ||
728 | } | ||
729 | 565 | ||
730 | // If below the terrain, move us above the ground a little. | 566 | // If below the terrain, move us above the ground a little. |
731 | if (pos.Z < m_prim.Scene.GetTerrainHeightAtXYZ(pos)) | 567 | float terrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); |
568 | // Taking the rotated size doesn't work here because m_prim.Size is the size of the root prim and not the linkset. | ||
569 | // Need to add a m_prim.LinkSet.Size similar to m_prim.LinkSet.Mass. | ||
570 | // Vector3 rotatedSize = m_prim.Size * m_prim.Orientation; | ||
571 | // if (rotatedSize.Z < terrainHeight) | ||
572 | if (pos.Z < terrainHeight) | ||
732 | { | 573 | { |
733 | pos.Z = m_prim.Scene.GetTerrainHeightAtXYZ(pos) + 2; | 574 | pos.Z = terrainHeight + 2; |
734 | m_prim.Position = pos; | 575 | Prim.Position = pos; |
735 | DetailLog("{0},MoveLinear,terrainHeight,pos={1}", m_prim.LocalID, pos); | 576 | VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, terrainHeight, pos); |
736 | } | 577 | } |
737 | 578 | ||
738 | // Check if hovering | 579 | // Check if hovering |
739 | if ((m_Hoverflags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) | 580 | if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) |
740 | { | 581 | { |
741 | // We should hover, get the target height | 582 | // We should hover, get the target height |
742 | if ((m_Hoverflags & VehicleFlag.HOVER_WATER_ONLY) != 0) | 583 | if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) |
743 | { | 584 | { |
744 | m_VhoverTargetHeight = m_prim.Scene.GetWaterLevel() + m_VhoverHeight; | 585 | m_VhoverTargetHeight = Prim.PhysicsScene.GetWaterLevelAtXYZ(pos) + m_VhoverHeight; |
745 | } | 586 | } |
746 | if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) | 587 | if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) |
747 | { | 588 | { |
748 | m_VhoverTargetHeight = m_prim.Scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight; | 589 | m_VhoverTargetHeight = terrainHeight + m_VhoverHeight; |
749 | } | 590 | } |
750 | if ((m_Hoverflags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) | 591 | if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) |
751 | { | 592 | { |
752 | m_VhoverTargetHeight = m_VhoverHeight; | 593 | m_VhoverTargetHeight = m_VhoverHeight; |
753 | } | 594 | } |
754 | 595 | ||
755 | if ((m_Hoverflags & VehicleFlag.HOVER_UP_ONLY) != 0) | 596 | if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0) |
756 | { | 597 | { |
757 | // If body is aready heigher, use its height as target height | 598 | // If body is aready heigher, use its height as target height |
758 | if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z; | 599 | if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z; |
759 | } | 600 | } |
760 | if ((m_Hoverflags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) | 601 | if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) |
761 | { | 602 | { |
762 | if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2) | 603 | if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2) |
763 | { | 604 | { |
764 | m_prim.Position = pos; | 605 | Prim.Position = pos; |
765 | } | 606 | } |
766 | } | 607 | } |
767 | else | 608 | else |
@@ -770,85 +611,96 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
770 | // Replace Vertical speed with correction figure if significant | 611 | // Replace Vertical speed with correction figure if significant |
771 | if (Math.Abs(herr0) > 0.01f) | 612 | if (Math.Abs(herr0) > 0.01f) |
772 | { | 613 | { |
773 | m_dir.Z = -((herr0 * pTimestep * 50.0f) / m_VhoverTimescale); | 614 | m_newVelocity.Z = -((herr0 * pTimestep * 50.0f) / m_VhoverTimescale); |
774 | //KF: m_VhoverEfficiency is not yet implemented | 615 | //KF: m_VhoverEfficiency is not yet implemented |
775 | } | 616 | } |
776 | else | 617 | else |
777 | { | 618 | { |
778 | m_dir.Z = 0f; | 619 | m_newVelocity.Z = 0f; |
779 | } | 620 | } |
780 | } | 621 | } |
781 | 622 | ||
782 | DetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_dir, m_VhoverHeight, m_VhoverTargetHeight); | 623 | VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", Prim.LocalID, pos, m_newVelocity, m_VhoverHeight, m_VhoverTargetHeight); |
624 | } | ||
783 | 625 | ||
784 | // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped | 626 | Vector3 posChange = pos - m_lastPositionVector; |
785 | // m_VhoverTimescale = 0f; // time to acheive height | 627 | if (m_BlockingEndPoint != Vector3.Zero) |
786 | // pTimestep is time since last frame,in secs | 628 | { |
629 | bool changed = false; | ||
630 | if (pos.X >= (m_BlockingEndPoint.X - (float)1)) | ||
631 | { | ||
632 | pos.X -= posChange.X + 1; | ||
633 | changed = true; | ||
634 | } | ||
635 | if (pos.Y >= (m_BlockingEndPoint.Y - (float)1)) | ||
636 | { | ||
637 | pos.Y -= posChange.Y + 1; | ||
638 | changed = true; | ||
639 | } | ||
640 | if (pos.Z >= (m_BlockingEndPoint.Z - (float)1)) | ||
641 | { | ||
642 | pos.Z -= posChange.Z + 1; | ||
643 | changed = true; | ||
644 | } | ||
645 | if (pos.X <= 0) | ||
646 | { | ||
647 | pos.X += posChange.X + 1; | ||
648 | changed = true; | ||
649 | } | ||
650 | if (pos.Y <= 0) | ||
651 | { | ||
652 | pos.Y += posChange.Y + 1; | ||
653 | changed = true; | ||
654 | } | ||
655 | if (changed) | ||
656 | { | ||
657 | Prim.Position = pos; | ||
658 | VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", | ||
659 | Prim.LocalID, m_BlockingEndPoint, posChange, pos); | ||
660 | } | ||
787 | } | 661 | } |
788 | 662 | ||
663 | float Zchange = Math.Abs(posChange.Z); | ||
789 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) | 664 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) |
790 | { | 665 | { |
791 | //Start Experimental Values | ||
792 | if (Zchange > .3) | 666 | if (Zchange > .3) |
793 | { | ||
794 | grav.Z = (float)(grav.Z * 3); | 667 | grav.Z = (float)(grav.Z * 3); |
795 | } | ||
796 | if (Zchange > .15) | 668 | if (Zchange > .15) |
797 | { | ||
798 | grav.Z = (float)(grav.Z * 2); | 669 | grav.Z = (float)(grav.Z * 2); |
799 | } | ||
800 | if (Zchange > .75) | 670 | if (Zchange > .75) |
801 | { | ||
802 | grav.Z = (float)(grav.Z * 1.5); | 671 | grav.Z = (float)(grav.Z * 1.5); |
803 | } | ||
804 | if (Zchange > .05) | 672 | if (Zchange > .05) |
805 | { | ||
806 | grav.Z = (float)(grav.Z * 1.25); | 673 | grav.Z = (float)(grav.Z * 1.25); |
807 | } | ||
808 | if (Zchange > .025) | 674 | if (Zchange > .025) |
809 | { | ||
810 | grav.Z = (float)(grav.Z * 1.125); | 675 | grav.Z = (float)(grav.Z * 1.125); |
811 | } | 676 | float postemp = (pos.Z - terrainHeight); |
812 | float terraintemp = m_prim.Scene.GetTerrainHeightAtXYZ(pos); | ||
813 | float postemp = (pos.Z - terraintemp); | ||
814 | if (postemp > 2.5f) | 677 | if (postemp > 2.5f) |
815 | { | ||
816 | grav.Z = (float)(grav.Z * 1.037125); | 678 | grav.Z = (float)(grav.Z * 1.037125); |
817 | } | 679 | VDetailLog("{0},MoveLinear,limitMotorUp,grav={1}", Prim.LocalID, grav); |
818 | DetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav); | ||
819 | //End Experimental Values | ||
820 | } | 680 | } |
821 | if ((m_flags & (VehicleFlag.NO_X)) != 0) | 681 | if ((m_flags & (VehicleFlag.NO_X)) != 0) |
822 | { | 682 | m_newVelocity.X = 0; |
823 | m_dir.X = 0; | ||
824 | } | ||
825 | if ((m_flags & (VehicleFlag.NO_Y)) != 0) | 683 | if ((m_flags & (VehicleFlag.NO_Y)) != 0) |
826 | { | 684 | m_newVelocity.Y = 0; |
827 | m_dir.Y = 0; | ||
828 | } | ||
829 | if ((m_flags & (VehicleFlag.NO_Z)) != 0) | 685 | if ((m_flags & (VehicleFlag.NO_Z)) != 0) |
830 | { | 686 | m_newVelocity.Z = 0; |
831 | m_dir.Z = 0; | ||
832 | } | ||
833 | |||
834 | m_lastPositionVector = m_prim.Position; | ||
835 | 687 | ||
836 | // Apply velocity | 688 | // Apply velocity |
837 | m_prim.Velocity = m_dir; | 689 | Prim.Velocity = m_newVelocity; |
838 | // apply gravity force | 690 | // apply gravity force |
839 | // Why is this set here? The physics engine already does gravity. | 691 | // Why is this set here? The physics engine already does gravity. |
840 | // m_prim.AddForce(grav, false); | 692 | // m_prim.AddForce(grav, false); |
841 | // m_prim.Force = grav; | ||
842 | 693 | ||
843 | // Apply friction | 694 | // Apply friction |
844 | Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep); | 695 | Vector3 keepFraction = Vector3.One - (Vector3.One / (m_linearFrictionTimescale / pTimestep)); |
845 | m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount; | 696 | m_lastLinearVelocityVector *= keepFraction; |
846 | 697 | ||
847 | DetailLog("{0},MoveLinear,done,pos={1},vel={2},force={3},decay={4}", | 698 | VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},grav={4},1Mdecay={5}", |
848 | m_prim.LocalID, m_lastPositionVector, m_dir, grav, decayamount); | 699 | Prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity, grav, keepFraction); |
849 | 700 | ||
850 | } // end MoveLinear() | 701 | } // end MoveLinear() |
851 | 702 | ||
703 | // Apply the effect of the angular motor. | ||
852 | private void MoveAngular(float pTimestep) | 704 | private void MoveAngular(float pTimestep) |
853 | { | 705 | { |
854 | // m_angularMotorDirection // angular velocity requested by LSL motor | 706 | // m_angularMotorDirection // angular velocity requested by LSL motor |
@@ -860,7 +712,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
860 | // m_lastAngularVelocity // what was last applied to body | 712 | // m_lastAngularVelocity // what was last applied to body |
861 | 713 | ||
862 | // Get what the body is doing, this includes 'external' influences | 714 | // Get what the body is doing, this includes 'external' influences |
863 | Vector3 angularVelocity = m_prim.RotationalVelocity; | 715 | Vector3 angularVelocity = Prim.RotationalVelocity; |
864 | 716 | ||
865 | if (m_angularMotorApply > 0) | 717 | if (m_angularMotorApply > 0) |
866 | { | 718 | { |
@@ -870,32 +722,35 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
870 | // There are m_angularMotorApply steps. | 722 | // There are m_angularMotorApply steps. |
871 | Vector3 origAngularVelocity = m_angularMotorVelocity; | 723 | Vector3 origAngularVelocity = m_angularMotorVelocity; |
872 | // ramp up to new value | 724 | // ramp up to new value |
873 | // current velocity += error / (time to get there / step interval) | 725 | // current velocity += error / ( time to get there / step interval) |
874 | // requested speed - last motor speed | 726 | // requested speed - last motor speed |
875 | m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep); | 727 | m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep); |
876 | m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); | 728 | m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); |
877 | m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); | 729 | m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); |
878 | 730 | ||
879 | DetailLog("{0},MoveAngular,angularMotorApply,apply={1},origvel={2},dir={3},vel={4}", | 731 | VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},angTScale={2},timeStep={3},origvel={4},dir={5},vel={6}", |
880 | m_prim.LocalID,m_angularMotorApply,origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity); | 732 | Prim.LocalID, m_angularMotorApply, m_angularMotorTimescale, pTimestep, origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity); |
881 | 733 | ||
882 | m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected | 734 | // This is done so that if script request rate is less than phys frame rate the expected |
883 | // velocity may still be acheived. | 735 | // velocity may still be acheived. |
736 | m_angularMotorApply--; | ||
884 | } | 737 | } |
885 | else | 738 | else |
886 | { | 739 | { |
887 | // No motor recently applied, keep the body velocity | 740 | // No motor recently applied, keep the body velocity |
888 | // and decay the velocity | 741 | // and decay the velocity |
889 | m_angularMotorVelocity -= m_angularMotorVelocity / (m_angularMotorDecayTimescale / pTimestep); | 742 | m_angularMotorVelocity -= m_angularMotorVelocity / (m_angularMotorDecayTimescale / pTimestep); |
743 | if (m_angularMotorVelocity.LengthSquared() < 0.00001) | ||
744 | m_angularMotorVelocity = Vector3.Zero; | ||
890 | } // end motor section | 745 | } // end motor section |
891 | 746 | ||
892 | // Vertical attractor section | 747 | // Vertical attractor section |
893 | Vector3 vertattr = Vector3.Zero; | 748 | Vector3 vertattr = Vector3.Zero; |
894 | if (m_verticalAttractionTimescale < 300) | 749 | if (m_verticalAttractionTimescale < 300) |
895 | { | 750 | { |
896 | float VAservo = 0.2f / (m_verticalAttractionTimescale * pTimestep); | 751 | float VAservo = 0.2f / (m_verticalAttractionTimescale / pTimestep); |
897 | // get present body rotation | 752 | // get present body rotation |
898 | Quaternion rotq = m_prim.Orientation; | 753 | Quaternion rotq = Prim.Orientation; |
899 | // make a vector pointing up | 754 | // make a vector pointing up |
900 | Vector3 verterr = Vector3.Zero; | 755 | Vector3 verterr = Vector3.Zero; |
901 | verterr.Z = 1.0f; | 756 | verterr.Z = 1.0f; |
@@ -924,8 +779,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
924 | vertattr.X += bounce * angularVelocity.X; | 779 | vertattr.X += bounce * angularVelocity.X; |
925 | vertattr.Y += bounce * angularVelocity.Y; | 780 | vertattr.Y += bounce * angularVelocity.Y; |
926 | 781 | ||
927 | DetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}", | 782 | VDetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}", |
928 | m_prim.LocalID, verterr, bounce, vertattr); | 783 | Prim.LocalID, verterr, bounce, vertattr); |
929 | 784 | ||
930 | } // else vertical attractor is off | 785 | } // else vertical attractor is off |
931 | 786 | ||
@@ -937,18 +792,18 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
937 | 792 | ||
938 | // Sum velocities | 793 | // Sum velocities |
939 | m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // + bank + deflection | 794 | m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // + bank + deflection |
940 | 795 | ||
941 | if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) | 796 | if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) |
942 | { | 797 | { |
943 | m_lastAngularVelocity.X = 0; | 798 | m_lastAngularVelocity.X = 0; |
944 | m_lastAngularVelocity.Y = 0; | 799 | m_lastAngularVelocity.Y = 0; |
945 | DetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity); | 800 | VDetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity); |
946 | } | 801 | } |
947 | 802 | ||
948 | if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) | 803 | if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) |
949 | { | 804 | { |
950 | m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. | 805 | m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. |
951 | DetailLog("{0},MoveAngular,zeroSmallValues,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity); | 806 | VDetailLog("{0},MoveAngular,zeroSmallValues,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity); |
952 | } | 807 | } |
953 | 808 | ||
954 | // apply friction | 809 | // apply friction |
@@ -956,14 +811,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
956 | m_lastAngularVelocity -= m_lastAngularVelocity * decayamount; | 811 | m_lastAngularVelocity -= m_lastAngularVelocity * decayamount; |
957 | 812 | ||
958 | // Apply to the body | 813 | // Apply to the body |
959 | m_prim.RotationalVelocity = m_lastAngularVelocity; | 814 | Prim.RotationalVelocity = m_lastAngularVelocity; |
960 | 815 | ||
961 | DetailLog("{0},MoveAngular,done,decay={1},lastAngular={2}", m_prim.LocalID, decayamount, m_lastAngularVelocity); | 816 | VDetailLog("{0},MoveAngular,done,decay={1},lastAngular={2}", Prim.LocalID, decayamount, m_lastAngularVelocity); |
962 | } //end MoveAngular | 817 | } //end MoveAngular |
963 | 818 | ||
964 | internal void LimitRotation(float timestep) | 819 | internal void LimitRotation(float timestep) |
965 | { | 820 | { |
966 | Quaternion rotq = m_prim.Orientation; | 821 | Quaternion rotq = Prim.Orientation; |
967 | Quaternion m_rot = rotq; | 822 | Quaternion m_rot = rotq; |
968 | bool changed = false; | 823 | bool changed = false; |
969 | if (m_RollreferenceFrame != Quaternion.Identity) | 824 | if (m_RollreferenceFrame != Quaternion.Identity) |
@@ -996,23 +851,19 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
996 | m_rot.Y = 0; | 851 | m_rot.Y = 0; |
997 | changed = true; | 852 | changed = true; |
998 | } | 853 | } |
999 | if ((m_flags & VehicleFlag.LOCK_ROTATION) != 0) | 854 | if (changed) |
1000 | { | 855 | { |
1001 | m_rot.X = 0; | 856 | Prim.Orientation = m_rot; |
1002 | m_rot.Y = 0; | 857 | VDetailLog("{0},LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot); |
1003 | changed = true; | ||
1004 | } | 858 | } |
1005 | if (changed) | ||
1006 | m_prim.Orientation = m_rot; | ||
1007 | 859 | ||
1008 | DetailLog("{0},LimitRotation,done,changed={1},orig={2},new={3}", m_prim.LocalID, changed, rotq, m_rot); | ||
1009 | } | 860 | } |
1010 | 861 | ||
1011 | // Invoke the detailed logger and output something if it's enabled. | 862 | // Invoke the detailed logger and output something if it's enabled. |
1012 | private void DetailLog(string msg, params Object[] args) | 863 | private void VDetailLog(string msg, params Object[] args) |
1013 | { | 864 | { |
1014 | if (m_prim.Scene.VehicleLoggingEnabled) | 865 | if (Prim.PhysicsScene.VehicleLoggingEnabled) |
1015 | m_prim.Scene.PhysicsLogging.Write(msg, args); | 866 | Prim.PhysicsScene.PhysicsLogging.Write(msg, args); |
1016 | } | 867 | } |
1017 | } | 868 | } |
1018 | } | 869 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSHingeConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSHingeConstraint.cs index d68048b..7c8a215 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSHingeConstraint.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSHingeConstraint.cs | |||
@@ -1,55 +1,57 @@ | |||
1 | /* | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ | 2 | * Copyright (c) Contributors, http://opensimulator.org/ |
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
4 | * | 4 | * |
5 | * Redistribution and use in source and binary forms, with or without | 5 | * Redistribution and use in source and binary forms, with or without |
6 | * modification, are permitted provided that the following conditions are met: | 6 | * modification, are permitted provided that the following conditions are met: |
7 | * * Redistributions of source code must retain the above copyright | 7 | * * Redistributions of source code must retain the above copyright |
8 | * notice, this list of conditions and the following disclaimer. | 8 | * notice, this list of conditions and the following disclaimer. |
9 | * * Redistributions in binary form must reproduce the above copyrightD | 9 | * * Redistributions in binary form must reproduce the above copyrightD |
10 | * notice, this list of conditions and the following disclaimer in the | 10 | * notice, this list of conditions and the following disclaimer in the |
11 | * documentation and/or other materials provided with the distribution. | 11 | * documentation and/or other materials provided with the distribution. |
12 | * * Neither the name of the OpenSimulator Project nor the | 12 | * * Neither the name of the OpenSimulator Project nor the |
13 | * names of its contributors may be used to endorse or promote products | 13 | * names of its contributors may be used to endorse or promote products |
14 | * derived from this software without specific prior written permission. | 14 | * derived from this software without specific prior written permission. |
15 | * | 15 | * |
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | 16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | 17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | 18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | 19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | 20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | 21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | 22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | 23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | 24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | */ | 26 | */ |
27 | using System; | 27 | using System; |
28 | using System.Collections.Generic; | 28 | using System.Collections.Generic; |
29 | using System.Text; | 29 | using System.Text; |
30 | using OpenMetaverse; | 30 | using OpenMetaverse; |
31 | 31 | ||
32 | namespace OpenSim.Region.Physics.BulletSPlugin | 32 | namespace OpenSim.Region.Physics.BulletSPlugin |
33 | { | 33 | { |
34 | 34 | ||
35 | class BSHingeConstraint : BSConstraint | 35 | class BSHingeConstraint : BSConstraint |
36 | { | 36 | { |
37 | public BSHingeConstraint(BulletSim world, BulletBody obj1, BulletBody obj2, | 37 | public override ConstraintType Type { get { return ConstraintType.HINGE_CONSTRAINT_TYPE; } } |
38 | Vector3 pivotInA, Vector3 pivotInB, | 38 | |
39 | Vector3 axisInA, Vector3 axisInB, | 39 | public BSHingeConstraint(BulletSim world, BulletBody obj1, BulletBody obj2, |
40 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) | 40 | Vector3 pivotInA, Vector3 pivotInB, |
41 | { | 41 | Vector3 axisInA, Vector3 axisInB, |
42 | m_world = world; | 42 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) |
43 | m_body1 = obj1; | 43 | { |
44 | m_body2 = obj2; | 44 | m_world = world; |
45 | m_constraint = new BulletConstraint( | 45 | m_body1 = obj1; |
46 | BulletSimAPI.CreateHingeConstraint2(m_world.Ptr, m_body1.Ptr, m_body2.Ptr, | 46 | m_body2 = obj2; |
47 | pivotInA, pivotInB, | 47 | m_constraint = new BulletConstraint( |
48 | axisInA, axisInB, | 48 | BulletSimAPI.CreateHingeConstraint2(m_world.ptr, m_body1.ptr, m_body2.ptr, |
49 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); | 49 | pivotInA, pivotInB, |
50 | m_enabled = true; | 50 | axisInA, axisInB, |
51 | } | 51 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); |
52 | 52 | m_enabled = true; | |
53 | } | 53 | } |
54 | 54 | ||
55 | } | 55 | } |
56 | |||
57 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 087b9bb..4f225ae 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |||
@@ -36,14 +36,24 @@ public class BSLinkset | |||
36 | { | 36 | { |
37 | private static string LogHeader = "[BULLETSIM LINKSET]"; | 37 | private static string LogHeader = "[BULLETSIM LINKSET]"; |
38 | 38 | ||
39 | private BSPrim m_linksetRoot; | 39 | public BSPhysObject LinksetRoot { get; protected set; } |
40 | public BSPrim LinksetRoot { get { return m_linksetRoot; } } | ||
41 | 40 | ||
42 | private BSScene m_physicsScene; | 41 | public BSScene PhysicsScene { get; private set; } |
43 | public BSScene PhysicsScene { get { return m_physicsScene; } } | ||
44 | 42 | ||
45 | // The children under the root in this linkset | 43 | static int m_nextLinksetID = 1; |
46 | private List<BSPrim> m_children; | 44 | public int LinksetID { get; private set; } |
45 | |||
46 | // The children under the root in this linkset. | ||
47 | // There are two lists of children: the current children at runtime | ||
48 | // and the children at taint-time. For instance, if you delink a | ||
49 | // child from the linkset, the child is removed from m_children | ||
50 | // but the constraint won't be removed until taint time. | ||
51 | // Two lists lets this track the 'current' children and | ||
52 | // the physical 'taint' children separately. | ||
53 | // After taint processing and before the simulation step, these | ||
54 | // two lists must be the same. | ||
55 | private List<BSPhysObject> m_children; | ||
56 | private List<BSPhysObject> m_taintChildren; | ||
47 | 57 | ||
48 | // We lock the diddling of linkset classes to prevent any badness. | 58 | // We lock the diddling of linkset classes to prevent any badness. |
49 | // This locks the modification of the instances of this class. Changes | 59 | // This locks the modification of the instances of this class. Changes |
@@ -52,9 +62,9 @@ public class BSLinkset | |||
52 | 62 | ||
53 | // We keep the prim's mass in the linkset structure since it could be dependent on other prims | 63 | // We keep the prim's mass in the linkset structure since it could be dependent on other prims |
54 | private float m_mass; | 64 | private float m_mass; |
55 | public float LinksetMass | 65 | public float LinksetMass |
56 | { | 66 | { |
57 | get | 67 | get |
58 | { | 68 | { |
59 | m_mass = ComputeLinksetMass(); | 69 | m_mass = ComputeLinksetMass(); |
60 | return m_mass; | 70 | return m_mass; |
@@ -71,23 +81,31 @@ public class BSLinkset | |||
71 | get { return ComputeLinksetGeometricCenter(); } | 81 | get { return ComputeLinksetGeometricCenter(); } |
72 | } | 82 | } |
73 | 83 | ||
74 | public BSLinkset(BSScene scene, BSPrim parent) | 84 | public BSLinkset(BSScene scene, BSPhysObject parent) |
75 | { | 85 | { |
76 | // A simple linkset of one (no children) | 86 | // A simple linkset of one (no children) |
77 | m_physicsScene = scene; | 87 | LinksetID = m_nextLinksetID++; |
78 | m_linksetRoot = parent; | 88 | // We create LOTS of linksets. |
79 | m_children = new List<BSPrim>(); | 89 | if (m_nextLinksetID <= 0) |
90 | m_nextLinksetID = 1; | ||
91 | PhysicsScene = scene; | ||
92 | LinksetRoot = parent; | ||
93 | m_children = new List<BSPhysObject>(); | ||
94 | m_taintChildren = new List<BSPhysObject>(); | ||
80 | m_mass = parent.MassRaw; | 95 | m_mass = parent.MassRaw; |
81 | } | 96 | } |
82 | 97 | ||
83 | // Link to a linkset where the child knows the parent. | 98 | // Link to a linkset where the child knows the parent. |
84 | // Parent changing should not happen so do some sanity checking. | 99 | // Parent changing should not happen so do some sanity checking. |
85 | // We return the parent's linkset so the child can track its membership. | 100 | // We return the parent's linkset so the child can track its membership. |
86 | public BSLinkset AddMeToLinkset(BSPrim child) | 101 | // Called at runtime. |
102 | public BSLinkset AddMeToLinkset(BSPhysObject child) | ||
87 | { | 103 | { |
88 | lock (m_linksetActivityLock) | 104 | lock (m_linksetActivityLock) |
89 | { | 105 | { |
90 | AddChildToLinkset(child); | 106 | // Don't add the root to its own linkset |
107 | if (!IsRoot(child)) | ||
108 | AddChildToLinkset(child); | ||
91 | } | 109 | } |
92 | return this; | 110 | return this; |
93 | } | 111 | } |
@@ -95,26 +113,18 @@ public class BSLinkset | |||
95 | // Remove a child from a linkset. | 113 | // Remove a child from a linkset. |
96 | // Returns a new linkset for the child which is a linkset of one (just the | 114 | // Returns a new linkset for the child which is a linkset of one (just the |
97 | // orphened child). | 115 | // orphened child). |
98 | public BSLinkset RemoveMeFromLinkset(BSPrim child) | 116 | // Called at runtime. |
117 | public BSLinkset RemoveMeFromLinkset(BSPhysObject child) | ||
99 | { | 118 | { |
100 | lock (m_linksetActivityLock) | 119 | lock (m_linksetActivityLock) |
101 | { | 120 | { |
102 | if (IsRoot(child)) | 121 | if (IsRoot(child)) |
103 | { | 122 | { |
104 | // if root of linkset, take the linkset apart | 123 | // Cannot remove the root from a linkset. |
105 | while (m_children.Count > 0) | 124 | return this; |
106 | { | ||
107 | // Note that we don't do a foreach because the remove routine | ||
108 | // takes it out of the list. | ||
109 | RemoveChildFromOtherLinkset(m_children[0]); | ||
110 | } | ||
111 | m_children.Clear(); // just to make sure | ||
112 | } | ||
113 | else | ||
114 | { | ||
115 | // Just removing a child from an existing linkset | ||
116 | RemoveChildFromLinkset(child); | ||
117 | } | 125 | } |
126 | |||
127 | RemoveChildFromLinkset(child); | ||
118 | } | 128 | } |
119 | 129 | ||
120 | // The child is down to a linkset of just itself | 130 | // The child is down to a linkset of just itself |
@@ -122,9 +132,9 @@ public class BSLinkset | |||
122 | } | 132 | } |
123 | 133 | ||
124 | // Return 'true' if the passed object is the root object of this linkset | 134 | // Return 'true' if the passed object is the root object of this linkset |
125 | public bool IsRoot(BSPrim requestor) | 135 | public bool IsRoot(BSPhysObject requestor) |
126 | { | 136 | { |
127 | return (requestor.LocalID == m_linksetRoot.LocalID); | 137 | return (requestor.LocalID == LinksetRoot.LocalID); |
128 | } | 138 | } |
129 | 139 | ||
130 | public int NumberOfChildren { get { return m_children.Count; } } | 140 | public int NumberOfChildren { get { return m_children.Count; } } |
@@ -133,12 +143,12 @@ public class BSLinkset | |||
133 | public bool HasAnyChildren { get { return (m_children.Count > 0); } } | 143 | public bool HasAnyChildren { get { return (m_children.Count > 0); } } |
134 | 144 | ||
135 | // Return 'true' if this child is in this linkset | 145 | // Return 'true' if this child is in this linkset |
136 | public bool HasChild(BSPrim child) | 146 | public bool HasChild(BSPhysObject child) |
137 | { | 147 | { |
138 | bool ret = false; | 148 | bool ret = false; |
139 | lock (m_linksetActivityLock) | 149 | lock (m_linksetActivityLock) |
140 | { | 150 | { |
141 | foreach (BSPrim bp in m_children) | 151 | foreach (BSPhysObject bp in m_children) |
142 | { | 152 | { |
143 | if (child.LocalID == bp.LocalID) | 153 | if (child.LocalID == bp.LocalID) |
144 | { | 154 | { |
@@ -150,117 +160,192 @@ public class BSLinkset | |||
150 | return ret; | 160 | return ret; |
151 | } | 161 | } |
152 | 162 | ||
153 | private float ComputeLinksetMass() | 163 | // The object is going dynamic (physical). Do any setup necessary |
164 | // for a dynamic linkset. | ||
165 | // Only the state of the passed object can be modified. The rest of the linkset | ||
166 | // has not yet been fully constructed. | ||
167 | // Return 'true' if any properties updated on the passed object. | ||
168 | // Called at taint-time! | ||
169 | public bool MakeDynamic(BSPhysObject child) | ||
170 | { | ||
171 | // What is done for each object in BSPrim is what we want. | ||
172 | return false; | ||
173 | } | ||
174 | |||
175 | // The object is going static (non-physical). Do any setup necessary | ||
176 | // for a static linkset. | ||
177 | // Return 'true' if any properties updated on the passed object. | ||
178 | // Called at taint-time! | ||
179 | public bool MakeStatic(BSPhysObject child) | ||
180 | { | ||
181 | // What is done for each object in BSPrim is what we want. | ||
182 | return false; | ||
183 | } | ||
184 | |||
185 | // When physical properties are changed the linkset needs to recalculate | ||
186 | // its internal properties. | ||
187 | // Called at runtime. | ||
188 | public void Refresh(BSPhysObject requestor) | ||
154 | { | 189 | { |
155 | float mass = m_linksetRoot.MassRaw; | 190 | // If there are no children, there can't be any constraints to recompute |
156 | foreach (BSPrim bp in m_children) | 191 | if (!HasAnyChildren) |
192 | return; | ||
193 | |||
194 | // Only the root does the recomputation | ||
195 | if (IsRoot(requestor)) | ||
157 | { | 196 | { |
158 | mass += bp.MassRaw; | 197 | PhysicsScene.TaintedObject("BSLinkSet.Refresh", delegate() |
198 | { | ||
199 | RecomputeLinksetConstraintVariables(); | ||
200 | }); | ||
159 | } | 201 | } |
160 | return mass; | ||
161 | } | 202 | } |
162 | 203 | ||
163 | private OMV.Vector3 ComputeLinksetCenterOfMass() | 204 | // Routine used when rebuilding the body of the root of the linkset |
205 | // Destroy all the constraints have have been made to root. | ||
206 | // This is called when the root body is changing. | ||
207 | // Returns 'true' of something eas actually removed and would need restoring | ||
208 | // Called at taint-time!! | ||
209 | public bool RemoveBodyDependencies(BSPrim child) | ||
164 | { | 210 | { |
165 | OMV.Vector3 com = m_linksetRoot.Position * m_linksetRoot.MassRaw; | 211 | bool ret = false; |
166 | float totalMass = m_linksetRoot.MassRaw; | ||
167 | 212 | ||
168 | lock (m_linksetActivityLock) | 213 | lock (m_linksetActivityLock) |
169 | { | 214 | { |
170 | foreach (BSPrim bp in m_children) | 215 | if (IsRoot(child)) |
171 | { | 216 | { |
172 | com += bp.Position * bp.MassRaw; | 217 | // If the one with the dependency is root, must undo all children |
173 | totalMass += bp.MassRaw; | 218 | DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeChildrenForRoot,rID={1},numChild={2}", |
219 | child.LocalID, LinksetRoot.LocalID, m_taintChildren.Count); | ||
220 | foreach (BSPhysObject bpo in m_taintChildren) | ||
221 | { | ||
222 | PhysicallyUnlinkAChildFromRoot(LinksetRoot, LinksetRoot.BSBody, bpo, bpo.BSBody); | ||
223 | ret = true; | ||
224 | } | ||
225 | } | ||
226 | else | ||
227 | { | ||
228 | DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeSingleChild,rID={1},rBody={2},cID={3},cBody={4}", | ||
229 | child.LocalID, | ||
230 | LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"), | ||
231 | child.LocalID, child.BSBody.ptr.ToString("X")); | ||
232 | // Remove the dependency on the body of this one | ||
233 | if (m_taintChildren.Contains(child)) | ||
234 | { | ||
235 | PhysicallyUnlinkAChildFromRoot(LinksetRoot, LinksetRoot.BSBody, child, child.BSBody); | ||
236 | ret = true; | ||
237 | } | ||
174 | } | 238 | } |
175 | if (totalMass != 0f) | ||
176 | com /= totalMass; | ||
177 | } | 239 | } |
178 | 240 | return ret; | |
179 | return com; | ||
180 | } | 241 | } |
181 | 242 | ||
182 | private OMV.Vector3 ComputeLinksetGeometricCenter() | 243 | // Routine used when rebuilding the body of the root of the linkset |
244 | // This is called after RemoveAllLinksToRoot() to restore all the constraints. | ||
245 | // This is called when the root body has been changed. | ||
246 | // Called at taint-time!! | ||
247 | public void RestoreBodyDependencies(BSPrim child) | ||
183 | { | 248 | { |
184 | OMV.Vector3 com = m_linksetRoot.Position; | ||
185 | |||
186 | lock (m_linksetActivityLock) | 249 | lock (m_linksetActivityLock) |
187 | { | 250 | { |
188 | foreach (BSPrim bp in m_children) | 251 | if (IsRoot(child)) |
189 | { | 252 | { |
190 | com += bp.Position * bp.MassRaw; | 253 | DetailLog("{0},BSLinkset.RestoreBodyDependencies,restoreChildrenForRoot,rID={1},numChild={2}", |
254 | child.LocalID, LinksetRoot.LocalID, m_taintChildren.Count); | ||
255 | foreach (BSPhysObject bpo in m_taintChildren) | ||
256 | { | ||
257 | PhysicallyLinkAChildToRoot(LinksetRoot, LinksetRoot.BSBody, bpo, bpo.BSBody); | ||
258 | } | ||
259 | } | ||
260 | else | ||
261 | { | ||
262 | DetailLog("{0},BSLinkset.RestoreBodyDependencies,restoreSingleChild,rID={1},rBody={2},cID={3},cBody={4}", | ||
263 | LinksetRoot.LocalID, | ||
264 | LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"), | ||
265 | child.LocalID, child.BSBody.ptr.ToString("X")); | ||
266 | PhysicallyLinkAChildToRoot(LinksetRoot, LinksetRoot.BSBody, child, child.BSBody); | ||
191 | } | 267 | } |
192 | com /= (m_children.Count + 1); | ||
193 | } | 268 | } |
194 | |||
195 | return com; | ||
196 | } | 269 | } |
197 | 270 | ||
198 | // When physical properties are changed the linkset needs to recalculate | 271 | // ================================================================ |
199 | // its internal properties. | 272 | // Below this point is internal magic |
200 | public void Refresh(BSPrim requestor) | 273 | |
274 | private float ComputeLinksetMass() | ||
201 | { | 275 | { |
202 | // If there are no children, there aren't any constraints to recompute | 276 | float mass; |
203 | if (!HasAnyChildren) | 277 | lock (m_linksetActivityLock) |
204 | return; | 278 | { |
279 | mass = LinksetRoot.MassRaw; | ||
280 | foreach (BSPhysObject bp in m_taintChildren) | ||
281 | { | ||
282 | mass += bp.MassRaw; | ||
283 | } | ||
284 | } | ||
285 | return mass; | ||
286 | } | ||
205 | 287 | ||
206 | // Only the root does the recomputation | 288 | private OMV.Vector3 ComputeLinksetCenterOfMass() |
207 | if (IsRoot(requestor)) | 289 | { |
290 | OMV.Vector3 com; | ||
291 | lock (m_linksetActivityLock) | ||
208 | { | 292 | { |
209 | PhysicsScene.TaintedObject("BSLinkSet.Refresh", delegate() | 293 | com = LinksetRoot.Position * LinksetRoot.MassRaw; |
294 | float totalMass = LinksetRoot.MassRaw; | ||
295 | |||
296 | foreach (BSPhysObject bp in m_taintChildren) | ||
210 | { | 297 | { |
211 | RecomputeLinksetConstraintVariables(); | 298 | com += bp.Position * bp.MassRaw; |
212 | }); | 299 | totalMass += bp.MassRaw; |
300 | } | ||
301 | if (totalMass != 0f) | ||
302 | com /= totalMass; | ||
213 | } | 303 | } |
304 | |||
305 | return com; | ||
214 | } | 306 | } |
215 | 307 | ||
216 | // Call each of the constraints that make up this linkset and recompute the | 308 | private OMV.Vector3 ComputeLinksetGeometricCenter() |
217 | // various transforms and variables. Used when objects are added or removed | ||
218 | // from a linkset to make sure the constraints know about the new mass and | ||
219 | // geometry. | ||
220 | // Must only be called at taint time!! | ||
221 | private bool RecomputeLinksetConstraintVariables() | ||
222 | { | 309 | { |
223 | float linksetMass = LinksetMass; | 310 | OMV.Vector3 com; |
224 | lock (m_linksetActivityLock) | 311 | lock (m_linksetActivityLock) |
225 | { | 312 | { |
226 | foreach (BSPrim child in m_children) | 313 | com = LinksetRoot.Position; |
314 | |||
315 | foreach (BSPhysObject bp in m_taintChildren) | ||
227 | { | 316 | { |
228 | BSConstraint constrain; | 317 | com += bp.Position * bp.MassRaw; |
229 | if (m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.Body, child.Body, out constrain)) | ||
230 | { | ||
231 | // DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}", | ||
232 | // LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID); | ||
233 | constrain.RecomputeConstraintVariables(linksetMass); | ||
234 | } | ||
235 | else | ||
236 | { | ||
237 | // Non-fatal error that can happen when children are being added to the linkset but | ||
238 | // their constraints have not been created yet. | ||
239 | // Caused by the fact that m_children is built at run time but building constraints | ||
240 | // happens at taint time. | ||
241 | // m_physicsScene.Logger.ErrorFormat("[BULLETSIM LINKSET] RecomputeLinksetConstraintVariables: constraint not found for root={0}, child={1}", | ||
242 | // m_linksetRoot.Body.ID, child.Body.ID); | ||
243 | } | ||
244 | } | 318 | } |
319 | com /= (m_taintChildren.Count + 1); | ||
245 | } | 320 | } |
246 | return false; | 321 | |
322 | return com; | ||
247 | } | 323 | } |
248 | 324 | ||
249 | // I am the root of a linkset and a new child is being added | 325 | // I am the root of a linkset and a new child is being added |
250 | // Called while LinkActivity is locked. | 326 | // Called while LinkActivity is locked. |
251 | private void AddChildToLinkset(BSPrim child) | 327 | private void AddChildToLinkset(BSPhysObject child) |
252 | { | 328 | { |
253 | if (!HasChild(child)) | 329 | if (!HasChild(child)) |
254 | { | 330 | { |
255 | m_children.Add(child); | 331 | m_children.Add(child); |
256 | 332 | ||
257 | BSPrim rootx = LinksetRoot; // capture the root as of now | 333 | BSPhysObject rootx = LinksetRoot; // capture the root and body as of now |
258 | BSPrim childx = child; | 334 | BulletBody rootBodyx = LinksetRoot.BSBody; |
259 | m_physicsScene.TaintedObject("AddChildToLinkset", delegate() | 335 | BSPhysObject childx = child; |
336 | BulletBody childBodyx = child.BSBody; | ||
337 | |||
338 | DetailLog("{0},AddChildToLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", | ||
339 | rootx.LocalID, | ||
340 | rootx.LocalID, rootBodyx.ptr.ToString("X"), | ||
341 | childx.LocalID, childBodyx.ptr.ToString("X")); | ||
342 | |||
343 | PhysicsScene.TaintedObject("AddChildToLinkset", delegate() | ||
260 | { | 344 | { |
261 | // DebugLog("{0}: AddChildToLinkset: adding child {1} to {2}", LogHeader, child.LocalID, m_linksetRoot.LocalID); | 345 | DetailLog("{0},AddChildToLinkset,taint,child={1}", LinksetRoot.LocalID, child.LocalID); |
262 | // DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); | 346 | // build the physical binding between me and the child |
263 | PhysicallyLinkAChildToRoot(rootx, childx); // build the physical binding between me and the child | 347 | m_taintChildren.Add(childx); |
348 | PhysicallyLinkAChildToRoot(rootx, rootBodyx, childx, childBodyx); | ||
264 | }); | 349 | }); |
265 | } | 350 | } |
266 | return; | 351 | return; |
@@ -270,30 +355,38 @@ public class BSLinkset | |||
270 | // This is not being called by the child so we have to make sure the child doesn't think | 355 | // This is not being called by the child so we have to make sure the child doesn't think |
271 | // it's still connected to the linkset. | 356 | // it's still connected to the linkset. |
272 | // Normal OpenSimulator operation will never do this because other SceneObjectPart information | 357 | // Normal OpenSimulator operation will never do this because other SceneObjectPart information |
273 | // has to be updated also (like pointer to prim's parent). | 358 | // also has to be updated (like pointer to prim's parent). |
274 | private void RemoveChildFromOtherLinkset(BSPrim pchild) | 359 | private void RemoveChildFromOtherLinkset(BSPhysObject pchild) |
275 | { | 360 | { |
276 | pchild.Linkset = new BSLinkset(m_physicsScene, pchild); | 361 | pchild.Linkset = new BSLinkset(PhysicsScene, pchild); |
277 | RemoveChildFromLinkset(pchild); | 362 | RemoveChildFromLinkset(pchild); |
278 | } | 363 | } |
279 | 364 | ||
280 | // I am the root of a linkset and one of my children is being removed. | 365 | // I am the root of a linkset and one of my children is being removed. |
281 | // Safe to call even if the child is not really in my linkset. | 366 | // Safe to call even if the child is not really in my linkset. |
282 | private void RemoveChildFromLinkset(BSPrim child) | 367 | private void RemoveChildFromLinkset(BSPhysObject child) |
283 | { | 368 | { |
284 | if (m_children.Remove(child)) | 369 | if (m_children.Remove(child)) |
285 | { | 370 | { |
286 | BSPrim rootx = LinksetRoot; // capture the root as of now | 371 | BSPhysObject rootx = LinksetRoot; // capture the root and body as of now |
287 | BSPrim childx = child; | 372 | BulletBody rootBodyx = LinksetRoot.BSBody; |
288 | m_physicsScene.TaintedObject("RemoveChildFromLinkset", delegate() | 373 | BSPhysObject childx = child; |
374 | BulletBody childBodyx = child.BSBody; | ||
375 | |||
376 | DetailLog("{0},RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", | ||
377 | childx.LocalID, | ||
378 | rootx.LocalID, rootBodyx.ptr.ToString("X"), | ||
379 | childx.LocalID, childBodyx.ptr.ToString("X")); | ||
380 | |||
381 | PhysicsScene.TaintedObject("RemoveChildFromLinkset", delegate() | ||
289 | { | 382 | { |
290 | // DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID); | 383 | if (m_taintChildren.Contains(childx)) |
291 | // DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); | 384 | m_taintChildren.Remove(childx); |
292 | 385 | ||
293 | PhysicallyUnlinkAChildFromRoot(rootx, childx); | 386 | PhysicallyUnlinkAChildFromRoot(rootx, rootBodyx, childx, childBodyx); |
387 | RecomputeLinksetConstraintVariables(); | ||
294 | }); | 388 | }); |
295 | 389 | ||
296 | RecomputeLinksetConstraintVariables(); | ||
297 | } | 390 | } |
298 | else | 391 | else |
299 | { | 392 | { |
@@ -305,7 +398,8 @@ public class BSLinkset | |||
305 | 398 | ||
306 | // Create a constraint between me (root of linkset) and the passed prim (the child). | 399 | // Create a constraint between me (root of linkset) and the passed prim (the child). |
307 | // Called at taint time! | 400 | // Called at taint time! |
308 | private void PhysicallyLinkAChildToRoot(BSPrim rootPrim, BSPrim childPrim) | 401 | private void PhysicallyLinkAChildToRoot(BSPhysObject rootPrim, BulletBody rootBody, |
402 | BSPhysObject childPrim, BulletBody childBody) | ||
309 | { | 403 | { |
310 | // Zero motion for children so they don't interpolate | 404 | // Zero motion for children so they don't interpolate |
311 | childPrim.ZeroMotion(); | 405 | childPrim.ZeroMotion(); |
@@ -317,21 +411,38 @@ public class BSLinkset | |||
317 | // real world coordinate of midpoint between the two objects | 411 | // real world coordinate of midpoint between the two objects |
318 | OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2); | 412 | OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2); |
319 | 413 | ||
414 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}", | ||
415 | rootPrim.LocalID, | ||
416 | rootPrim.LocalID, rootBody.ptr.ToString("X"), | ||
417 | childPrim.LocalID, childBody.ptr.ToString("X"), | ||
418 | rootPrim.Position, childPrim.Position, midPoint); | ||
419 | |||
320 | // create a constraint that allows no freedom of movement between the two objects | 420 | // create a constraint that allows no freedom of movement between the two objects |
321 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | 421 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 |
322 | // DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID); | 422 | |
323 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2},rLoc={3},cLoc={4},midLoc={5}", | 423 | // There is great subtlty in these paramters. Notice the check for a ptr of zero. |
324 | rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID, rootPrim.Position, childPrim.Position, midPoint); | 424 | // We pass the BulletBody structure into the taint in order to capture the pointer |
425 | // of the body at the time of constraint creation. This doesn't work for the very first | ||
426 | // construction because there is no body yet. The body | ||
427 | // is constructed later at taint time. Thus we use the body address at time of the | ||
428 | // taint creation but, if it is zero, use what's in the prim at the moment. | ||
429 | // There is a possible race condition since shape can change without a taint call | ||
430 | // (like changing to a mesh that is already constructed). The fix for that would be | ||
431 | // to only change BSShape at taint time thus syncronizing these operations at | ||
432 | // the cost of efficiency and lag. | ||
325 | BS6DofConstraint constrain = new BS6DofConstraint( | 433 | BS6DofConstraint constrain = new BS6DofConstraint( |
326 | m_physicsScene.World, rootPrim.Body, childPrim.Body, | 434 | PhysicsScene.World, |
435 | rootBody.ptr == IntPtr.Zero ? rootPrim.BSBody : rootBody, | ||
436 | childBody.ptr == IntPtr.Zero ? childPrim.BSBody : childBody, | ||
327 | midPoint, | 437 | midPoint, |
328 | true, | 438 | true, |
329 | true | 439 | true |
330 | ); | 440 | ); |
331 | /* NOTE: attempt to build constraint with full frame computation, etc. | 441 | |
332 | * Using the midpoint is easier since it lets the Bullet code use the transforms | 442 | /* NOTE: below is an attempt to build constraint with full frame computation, etc. |
443 | * Using the midpoint is easier since it lets the Bullet code manipulate the transforms | ||
333 | * of the objects. | 444 | * of the objects. |
334 | * Code left here as an example. | 445 | * Code left as a warning to future programmers. |
335 | // ================================================================================== | 446 | // ================================================================================== |
336 | // relative position normalized to the root prim | 447 | // relative position normalized to the root prim |
337 | OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation); | 448 | OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation); |
@@ -343,7 +454,6 @@ public class BSLinkset | |||
343 | 454 | ||
344 | // create a constraint that allows no freedom of movement between the two objects | 455 | // create a constraint that allows no freedom of movement between the two objects |
345 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | 456 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 |
346 | // DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID); | ||
347 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); | 457 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); |
348 | BS6DofConstraint constrain = new BS6DofConstraint( | 458 | BS6DofConstraint constrain = new BS6DofConstraint( |
349 | PhysicsScene.World, rootPrim.Body, childPrim.Body, | 459 | PhysicsScene.World, rootPrim.Body, childPrim.Body, |
@@ -362,7 +472,7 @@ public class BSLinkset | |||
362 | // ================================================================================== | 472 | // ================================================================================== |
363 | */ | 473 | */ |
364 | 474 | ||
365 | m_physicsScene.Constraints.AddConstraint(constrain); | 475 | PhysicsScene.Constraints.AddConstraint(constrain); |
366 | 476 | ||
367 | // zero linear and angular limits makes the objects unable to move in relation to each other | 477 | // zero linear and angular limits makes the objects unable to move in relation to each other |
368 | constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); | 478 | constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); |
@@ -374,46 +484,88 @@ public class BSLinkset | |||
374 | PhysicsScene.Params.linkConstraintTransMotorMaxVel, | 484 | PhysicsScene.Params.linkConstraintTransMotorMaxVel, |
375 | PhysicsScene.Params.linkConstraintTransMotorMaxForce); | 485 | PhysicsScene.Params.linkConstraintTransMotorMaxForce); |
376 | constrain.SetCFMAndERP(PhysicsScene.Params.linkConstraintCFM, PhysicsScene.Params.linkConstraintERP); | 486 | constrain.SetCFMAndERP(PhysicsScene.Params.linkConstraintCFM, PhysicsScene.Params.linkConstraintERP); |
487 | if (PhysicsScene.Params.linkConstraintSolverIterations != 0f) | ||
488 | { | ||
489 | constrain.SetSolverIterations(PhysicsScene.Params.linkConstraintSolverIterations); | ||
490 | } | ||
377 | 491 | ||
378 | RecomputeLinksetConstraintVariables(); | 492 | RecomputeLinksetConstraintVariables(); |
379 | } | 493 | } |
380 | 494 | ||
381 | // Remove linkage between myself and a particular child | 495 | // Remove linkage between myself and a particular child |
496 | // The root and child bodies are passed in because we need to remove the constraint between | ||
497 | // the bodies that were at unlink time. | ||
382 | // Called at taint time! | 498 | // Called at taint time! |
383 | private void PhysicallyUnlinkAChildFromRoot(BSPrim rootPrim, BSPrim childPrim) | 499 | private void PhysicallyUnlinkAChildFromRoot(BSPhysObject rootPrim, BulletBody rootBody, |
500 | BSPhysObject childPrim, BulletBody childBody) | ||
384 | { | 501 | { |
385 | // DebugLog("{0}: PhysicallyUnlinkAChildFromRoot: RemoveConstraint between root prim {1} and child prim {2}", | 502 | DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}", |
386 | // LogHeader, rootPrim.LocalID, childPrim.LocalID); | 503 | rootPrim.LocalID, |
387 | DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); | 504 | rootPrim.LocalID, rootBody.ptr.ToString("X"), |
505 | childPrim.LocalID, childBody.ptr.ToString("X")); | ||
388 | 506 | ||
389 | // Find the constraint for this link and get rid of it from the overall collection and from my list | 507 | // Find the constraint for this link and get rid of it from the overall collection and from my list |
390 | m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body, childPrim.Body); | 508 | PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootBody, childBody); |
391 | 509 | ||
392 | // Make the child refresh its location | 510 | // Make the child refresh its location |
393 | BulletSimAPI.PushUpdate2(childPrim.Body.Ptr); | 511 | BulletSimAPI.PushUpdate2(childPrim.BSBody.ptr); |
394 | } | 512 | } |
395 | 513 | ||
396 | // Remove linkage between myself and any possible children I might have | 514 | /* |
515 | // Remove linkage between myself and any possible children I might have. | ||
397 | // Called at taint time! | 516 | // Called at taint time! |
398 | private void PhysicallyUnlinkAllChildrenFromRoot(BSPrim rootPrim) | 517 | private void PhysicallyUnlinkAllChildrenFromRoot(BSPhysObject rootPrim) |
399 | { | 518 | { |
400 | // DebugLog("{0}: PhysicallyUnlinkAllChildren:", LogHeader); | ||
401 | DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); | 519 | DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); |
402 | 520 | ||
403 | m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body); | 521 | PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody); |
404 | } | 522 | } |
523 | */ | ||
405 | 524 | ||
406 | // Invoke the detailed logger and output something if it's enabled. | 525 | // Call each of the constraints that make up this linkset and recompute the |
407 | private void DebugLog(string msg, params Object[] args) | 526 | // various transforms and variables. Used when objects are added or removed |
527 | // from a linkset to make sure the constraints know about the new mass and | ||
528 | // geometry. | ||
529 | // Must only be called at taint time!! | ||
530 | private void RecomputeLinksetConstraintVariables() | ||
408 | { | 531 | { |
409 | if (m_physicsScene.ShouldDebugLog) | 532 | float linksetMass = LinksetMass; |
410 | m_physicsScene.Logger.DebugFormat(msg, args); | 533 | foreach (BSPhysObject child in m_taintChildren) |
534 | { | ||
535 | BSConstraint constrain; | ||
536 | if (PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.BSBody, child.BSBody, out constrain)) | ||
537 | { | ||
538 | // DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}", | ||
539 | // LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID); | ||
540 | constrain.RecomputeConstraintVariables(linksetMass); | ||
541 | } | ||
542 | else | ||
543 | { | ||
544 | // Non-fatal error that happens when children are being added to the linkset but | ||
545 | // their constraints have not been created yet. | ||
546 | break; | ||
547 | } | ||
548 | } | ||
549 | |||
550 | // If the whole linkset is not here, doesn't make sense to recompute linkset wide values | ||
551 | if (m_children.Count == m_taintChildren.Count) | ||
552 | { | ||
553 | // If this is a multiple object linkset, set everybody's center of mass to the set's center of mass | ||
554 | OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass(); | ||
555 | BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.ptr, centerOfMass, OMV.Quaternion.Identity); | ||
556 | foreach (BSPhysObject child in m_taintChildren) | ||
557 | { | ||
558 | BulletSimAPI.SetCenterOfMassByPosRot2(child.BSBody.ptr, centerOfMass, OMV.Quaternion.Identity); | ||
559 | } | ||
560 | } | ||
561 | return; | ||
411 | } | 562 | } |
412 | 563 | ||
564 | |||
413 | // Invoke the detailed logger and output something if it's enabled. | 565 | // Invoke the detailed logger and output something if it's enabled. |
414 | private void DetailLog(string msg, params Object[] args) | 566 | private void DetailLog(string msg, params Object[] args) |
415 | { | 567 | { |
416 | m_physicsScene.PhysicsLogging.Write(msg, args); | 568 | PhysicsScene.PhysicsLogging.Write(msg, args); |
417 | } | 569 | } |
418 | 570 | ||
419 | } | 571 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs new file mode 100755 index 0000000..d9b738b --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -0,0 +1,209 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | |||
31 | using OMV = OpenMetaverse; | ||
32 | using OpenSim.Framework; | ||
33 | using OpenSim.Region.Physics.Manager; | ||
34 | |||
35 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
36 | { | ||
37 | // Class to wrap all objects. | ||
38 | // The rest of BulletSim doesn't need to keep checking for avatars or prims | ||
39 | // unless the difference is significant. | ||
40 | public abstract class BSPhysObject : PhysicsActor | ||
41 | { | ||
42 | protected void BaseInitialize(BSScene parentScene, uint localID, string name, string typeName) | ||
43 | { | ||
44 | PhysicsScene = parentScene; | ||
45 | LocalID = localID; | ||
46 | PhysObjectName = name; | ||
47 | TypeName = typeName; | ||
48 | |||
49 | Linkset = new BSLinkset(PhysicsScene, this); | ||
50 | |||
51 | CollisionCollection = new CollisionEventUpdate(); | ||
52 | SubscribedEventsMs = 0; | ||
53 | CollidingStep = 0; | ||
54 | CollidingGroundStep = 0; | ||
55 | } | ||
56 | |||
57 | public BSScene PhysicsScene { get; protected set; } | ||
58 | // public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor | ||
59 | public string PhysObjectName { get; protected set; } | ||
60 | public string TypeName { get; protected set; } | ||
61 | |||
62 | public BSLinkset Linkset { get; set; } | ||
63 | |||
64 | // Return the object mass without calculating it or having side effects | ||
65 | public abstract float MassRaw { get; } | ||
66 | |||
67 | // Reference to the physical body (btCollisionObject) of this object | ||
68 | public BulletBody BSBody; | ||
69 | // Reference to the physical shape (btCollisionShape) of this object | ||
70 | public BulletShape BSShape; | ||
71 | |||
72 | // Stop all physical motion. | ||
73 | public abstract void ZeroMotion(); | ||
74 | |||
75 | // Step the vehicle simulation for this object. A NOOP if the vehicle was not configured. | ||
76 | public virtual void StepVehicle(float timeStep) { } | ||
77 | |||
78 | // Update the physical location and motion of the object. Called with data from Bullet. | ||
79 | public abstract void UpdateProperties(EntityProperties entprop); | ||
80 | |||
81 | // Tell the object to clean up. | ||
82 | public abstract void Destroy(); | ||
83 | |||
84 | #region Collisions | ||
85 | |||
86 | // Requested number of milliseconds between collision events. Zero means disabled. | ||
87 | protected int SubscribedEventsMs { get; set; } | ||
88 | // Given subscription, the time that a collision may be passed up | ||
89 | protected int NextCollisionOkTime { get; set; } | ||
90 | // The simulation step that last had a collision | ||
91 | protected long CollidingStep { get; set; } | ||
92 | // The simulation step that last had a collision with the ground | ||
93 | protected long CollidingGroundStep { get; set; } | ||
94 | // The collision flags we think are set in Bullet | ||
95 | protected CollisionFlags CurrentCollisionFlags { get; set; } | ||
96 | |||
97 | // The collisions that have been collected this tick | ||
98 | protected CollisionEventUpdate CollisionCollection; | ||
99 | |||
100 | // The simulation step is telling this object about a collision. | ||
101 | // Return 'true' if a collision was processed and should be sent up. | ||
102 | // Called at taint time from within the Step() function | ||
103 | public virtual bool Collide(uint collidingWith, BSPhysObject collidee, | ||
104 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | ||
105 | { | ||
106 | bool ret = false; | ||
107 | |||
108 | // The following lines make IsColliding() and IsCollidingGround() work | ||
109 | CollidingStep = PhysicsScene.SimulationStep; | ||
110 | if (collidingWith <= PhysicsScene.TerrainManager.HighestTerrainID) | ||
111 | { | ||
112 | CollidingGroundStep = PhysicsScene.SimulationStep; | ||
113 | } | ||
114 | |||
115 | // prims in the same linkset cannot collide with each other | ||
116 | if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID)) | ||
117 | { | ||
118 | return ret; | ||
119 | } | ||
120 | |||
121 | // if someone has subscribed for collision events.... | ||
122 | if (SubscribedEvents()) { | ||
123 | CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | ||
124 | // DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}", | ||
125 | // LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth); | ||
126 | |||
127 | ret = true; | ||
128 | } | ||
129 | return ret; | ||
130 | } | ||
131 | |||
132 | // Routine to send the collected collisions into the simulator. | ||
133 | // Also handles removal of this from the collection of objects with collisions if | ||
134 | // there are no collisions from this object. Mechanism is create one last | ||
135 | // collision event to make collision_end work. | ||
136 | // Called at taint time from within the Step() function thus no locking problems | ||
137 | // with CollisionCollection and ObjectsWithNoMoreCollisions. | ||
138 | // Return 'true' if there were some actual collisions passed up | ||
139 | public virtual bool SendCollisions() | ||
140 | { | ||
141 | bool ret = true; | ||
142 | |||
143 | // throttle the collisions to the number of milliseconds specified in the subscription | ||
144 | int nowTime = PhysicsScene.SimulationNowTime; | ||
145 | if (nowTime >= NextCollisionOkTime) | ||
146 | { | ||
147 | NextCollisionOkTime = nowTime + SubscribedEventsMs; | ||
148 | |||
149 | // We are called if we previously had collisions. If there are no collisions | ||
150 | // this time, send up one last empty event so OpenSim can sense collision end. | ||
151 | if (CollisionCollection.Count == 0) | ||
152 | { | ||
153 | // If I have no collisions this time, remove me from the list of objects with collisions. | ||
154 | ret = false; | ||
155 | } | ||
156 | |||
157 | // DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count); | ||
158 | base.SendCollisionUpdate(CollisionCollection); | ||
159 | |||
160 | // The collisionCollection structure is passed around in the simulator. | ||
161 | // Make sure we don't have a handle to that one and that a new one is used for next time. | ||
162 | CollisionCollection = new CollisionEventUpdate(); | ||
163 | } | ||
164 | return ret; | ||
165 | } | ||
166 | |||
167 | // Subscribe for collision events. | ||
168 | // Parameter is the millisecond rate the caller wishes collision events to occur. | ||
169 | public override void SubscribeEvents(int ms) { | ||
170 | // DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms); | ||
171 | SubscribedEventsMs = ms; | ||
172 | if (ms > 0) | ||
173 | { | ||
174 | // make sure first collision happens | ||
175 | NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs); | ||
176 | |||
177 | PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate() | ||
178 | { | ||
179 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
180 | }); | ||
181 | } | ||
182 | else | ||
183 | { | ||
184 | // Subscribing for zero or less is the same as unsubscribing | ||
185 | UnSubscribeEvents(); | ||
186 | } | ||
187 | } | ||
188 | public override void UnSubscribeEvents() { | ||
189 | // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName); | ||
190 | SubscribedEventsMs = 0; | ||
191 | PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate() | ||
192 | { | ||
193 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
194 | }); | ||
195 | } | ||
196 | // Return 'true' if the simulator wants collision events | ||
197 | public override bool SubscribedEvents() { | ||
198 | return (SubscribedEventsMs > 0); | ||
199 | } | ||
200 | |||
201 | #endregion // Collisions | ||
202 | |||
203 | // High performance detailed logging routine used by the physical objects. | ||
204 | protected void DetailLog(string msg, params Object[] args) | ||
205 | { | ||
206 | PhysicsScene.PhysicsLogging.Write(msg, args); | ||
207 | } | ||
208 | } | ||
209 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs index 0f027b8..20f5180 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs | |||
@@ -33,7 +33,7 @@ using OpenMetaverse; | |||
33 | namespace OpenSim.Region.Physics.BulletSPlugin | 33 | namespace OpenSim.Region.Physics.BulletSPlugin |
34 | { | 34 | { |
35 | /// <summary> | 35 | /// <summary> |
36 | /// Entry for a port of Bullet (http://bulletphysics.org/) to OpenSim. | 36 | /// Entry for a port of Bullet (http://bulletphysics.org/) to OpenSim. |
37 | /// This module interfaces to an unmanaged C++ library which makes the | 37 | /// This module interfaces to an unmanaged C++ library which makes the |
38 | /// actual calls into the Bullet physics engine. | 38 | /// actual calls into the Bullet physics engine. |
39 | /// The unmanaged library is found in opensim-libs::trunk/unmanaged/BulletSim/. | 39 | /// The unmanaged library is found in opensim-libs::trunk/unmanaged/BulletSim/. |
@@ -62,7 +62,7 @@ public class BSPlugin : IPhysicsPlugin | |||
62 | if (Util.IsWindows()) | 62 | if (Util.IsWindows()) |
63 | Util.LoadArchSpecificWindowsDll("BulletSim.dll"); | 63 | Util.LoadArchSpecificWindowsDll("BulletSim.dll"); |
64 | // If not Windows, loading is performed by the | 64 | // If not Windows, loading is performed by the |
65 | // Mono loader as specified in | 65 | // Mono loader as specified in |
66 | // "bin/Physics/OpenSim.Region.Physics.BulletSPlugin.dll.config". | 66 | // "bin/Physics/OpenSim.Region.Physics.BulletSPlugin.dll.config". |
67 | 67 | ||
68 | _mScene = new BSScene(sceneIdentifier); | 68 | _mScene = new BSScene(sceneIdentifier); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 9c20004..a0e627e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -24,6 +24,9 @@ | |||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | 24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | */ | 26 | */ |
27 | |||
28 | // Uncomment this it enable code to do all shape an body memory management | ||
29 | // in the C# code. | ||
27 | using System; | 30 | using System; |
28 | using System.Reflection; | 31 | using System.Reflection; |
29 | using System.Collections.Generic; | 32 | using System.Collections.Generic; |
@@ -36,14 +39,13 @@ using OpenSim.Region.Physics.ConvexDecompositionDotNet; | |||
36 | 39 | ||
37 | namespace OpenSim.Region.Physics.BulletSPlugin | 40 | namespace OpenSim.Region.Physics.BulletSPlugin |
38 | { | 41 | { |
42 | |||
39 | [Serializable] | 43 | [Serializable] |
40 | public sealed class BSPrim : PhysicsActor | 44 | public sealed class BSPrim : BSPhysObject |
41 | { | 45 | { |
42 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 46 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
43 | private static readonly string LogHeader = "[BULLETS PRIM]"; | 47 | private static readonly string LogHeader = "[BULLETS PRIM]"; |
44 | 48 | ||
45 | private void DebugLog(string mm, params Object[] xx) { if (_scene.ShouldDebugLog) m_log.DebugFormat(mm, xx); } | ||
46 | |||
47 | private IMesh _mesh; | 49 | private IMesh _mesh; |
48 | private PrimitiveBaseShape _pbs; | 50 | private PrimitiveBaseShape _pbs; |
49 | private ShapeData.PhysicsShapeType _shapeType; | 51 | private ShapeData.PhysicsShapeType _shapeType; |
@@ -51,11 +53,6 @@ public sealed class BSPrim : PhysicsActor | |||
51 | private ulong _hullKey; | 53 | private ulong _hullKey; |
52 | private List<ConvexResult> _hulls; | 54 | private List<ConvexResult> _hulls; |
53 | 55 | ||
54 | private BSScene _scene; | ||
55 | public BSScene Scene { get { return _scene; } } | ||
56 | private String _avName; | ||
57 | private uint _localID = 0; | ||
58 | |||
59 | // _size is what the user passed. _scale is what we pass to the physics engine with the mesh. | 56 | // _size is what the user passed. _scale is what we pass to the physics engine with the mesh. |
60 | // Often _scale is unity because the meshmerizer will apply _size when creating the mesh. | 57 | // Often _scale is unity because the meshmerizer will apply _size when creating the mesh. |
61 | private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user | 58 | private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user |
@@ -89,25 +86,6 @@ public sealed class BSPrim : PhysicsActor | |||
89 | private bool _kinematic; | 86 | private bool _kinematic; |
90 | private float _buoyancy; | 87 | private float _buoyancy; |
91 | 88 | ||
92 | // Membership in a linkset is controlled by this class. | ||
93 | private BSLinkset _linkset; | ||
94 | public BSLinkset Linkset | ||
95 | { | ||
96 | get { return _linkset; } | ||
97 | set { _linkset = value; } | ||
98 | } | ||
99 | |||
100 | private int _subscribedEventsMs = 0; | ||
101 | private int _nextCollisionOkTime = 0; | ||
102 | long _collidingStep; | ||
103 | long _collidingGroundStep; | ||
104 | |||
105 | private BulletBody m_body; | ||
106 | public BulletBody Body { | ||
107 | get { return m_body; } | ||
108 | set { m_body = value; } | ||
109 | } | ||
110 | |||
111 | private BSDynamics _vehicle; | 89 | private BSDynamics _vehicle; |
112 | 90 | ||
113 | private OMV.Vector3 _PIDTarget; | 91 | private OMV.Vector3 _PIDTarget; |
@@ -122,9 +100,8 @@ public sealed class BSPrim : PhysicsActor | |||
122 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) | 100 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) |
123 | { | 101 | { |
124 | // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); | 102 | // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); |
125 | _localID = localID; | 103 | base.BaseInitialize(parent_scene, localID, primName, "BSPrim"); |
126 | _avName = primName; | 104 | _physicsActorType = (int)ActorTypes.Prim; |
127 | _scene = parent_scene; | ||
128 | _position = pos; | 105 | _position = pos; |
129 | _size = size; | 106 | _size = size; |
130 | _scale = new OMV.Vector3(1f, 1f, 1f); // the scale will be set by CreateGeom depending on object type | 107 | _scale = new OMV.Vector3(1f, 1f, 1f); // the scale will be set by CreateGeom depending on object type |
@@ -137,93 +114,99 @@ public sealed class BSPrim : PhysicsActor | |||
137 | _pbs = pbs; | 114 | _pbs = pbs; |
138 | _isPhysical = pisPhysical; | 115 | _isPhysical = pisPhysical; |
139 | _isVolumeDetect = false; | 116 | _isVolumeDetect = false; |
140 | _subscribedEventsMs = 0; | 117 | _friction = PhysicsScene.Params.defaultFriction; // TODO: compute based on object material |
141 | _friction = _scene.Params.defaultFriction; // TODO: compute based on object material | 118 | _density = PhysicsScene.Params.defaultDensity; // TODO: compute based on object material |
142 | _density = _scene.Params.defaultDensity; // TODO: compute based on object material | 119 | _restitution = PhysicsScene.Params.defaultRestitution; |
143 | _restitution = _scene.Params.defaultRestitution; | 120 | _vehicle = new BSDynamics(PhysicsScene, this); // add vehicleness |
144 | _linkset = new BSLinkset(_scene, this); // a linkset of one | ||
145 | _vehicle = new BSDynamics(this); // add vehicleness | ||
146 | _mass = CalculateMass(); | 121 | _mass = CalculateMass(); |
147 | // do the actual object creation at taint time | 122 | |
123 | // No body or shape yet | ||
124 | BSBody = new BulletBody(LocalID, IntPtr.Zero); | ||
125 | BSShape = new BulletShape(IntPtr.Zero); | ||
126 | |||
148 | DetailLog("{0},BSPrim.constructor,call", LocalID); | 127 | DetailLog("{0},BSPrim.constructor,call", LocalID); |
149 | _scene.TaintedObject("BSPrim.create", delegate() | 128 | // do the actual object creation at taint time |
129 | PhysicsScene.TaintedObject("BSPrim.create", delegate() | ||
150 | { | 130 | { |
151 | RecreateGeomAndObject(); | 131 | CreateGeomAndObject(true); |
152 | 132 | ||
153 | // Get the pointer to the physical body for this object. | 133 | CurrentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.ptr); |
154 | // At the moment, we're still letting BulletSim manage the creation and destruction | ||
155 | // of the object. Someday we'll move that into the C# code. | ||
156 | m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); | ||
157 | }); | 134 | }); |
158 | } | 135 | } |
159 | 136 | ||
160 | // called when this prim is being destroyed and we should free all the resources | 137 | // called when this prim is being destroyed and we should free all the resources |
161 | public void Destroy() | 138 | public override void Destroy() |
162 | { | 139 | { |
163 | // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); | 140 | // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); |
164 | 141 | ||
165 | // Undo any links between me and any other object | 142 | // Undo any links between me and any other object |
166 | BSPrim parentBefore = _linkset.LinksetRoot; | 143 | BSPhysObject parentBefore = Linkset.LinksetRoot; |
167 | int childrenBefore = _linkset.NumberOfChildren; | 144 | int childrenBefore = Linkset.NumberOfChildren; |
168 | 145 | ||
169 | _linkset = _linkset.RemoveMeFromLinkset(this); | 146 | Linkset = Linkset.RemoveMeFromLinkset(this); |
170 | 147 | ||
171 | DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}", | 148 | DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}", |
172 | LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren); | 149 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); |
173 | 150 | ||
174 | // Undo any vehicle properties | 151 | // Undo any vehicle properties |
175 | this.VehicleType = (int)Vehicle.TYPE_NONE; | 152 | this.VehicleType = (int)Vehicle.TYPE_NONE; |
176 | 153 | ||
177 | _scene.TaintedObject("BSPrim.destroy", delegate() | 154 | PhysicsScene.TaintedObject("BSPrim.destroy", delegate() |
178 | { | 155 | { |
179 | DetailLog("{0},BSPrim.Destroy,taint,", LocalID); | 156 | DetailLog("{0},BSPrim.Destroy,taint,", LocalID); |
180 | // everything in the C# world will get garbage collected. Tell the C++ world to free stuff. | 157 | // If there are physical body and shape, release my use of same. |
181 | BulletSimAPI.DestroyObject(_scene.WorldID, LocalID); | 158 | PhysicsScene.Shapes.DereferenceBody(BSBody, true, null); |
159 | PhysicsScene.Shapes.DereferenceShape(BSShape, true, null); | ||
182 | }); | 160 | }); |
183 | } | 161 | } |
184 | 162 | ||
185 | public override bool Stopped { | 163 | public override bool Stopped { |
186 | get { return _stopped; } | 164 | get { return _stopped; } |
187 | } | 165 | } |
188 | public override OMV.Vector3 Size { | 166 | public override OMV.Vector3 Size { |
189 | get { return _size; } | 167 | get { return _size; } |
190 | set { | 168 | set { |
191 | _size = value; | 169 | _size = value; |
192 | _scene.TaintedObject("BSPrim.setSize", delegate() | 170 | PhysicsScene.TaintedObject("BSPrim.setSize", delegate() |
193 | { | 171 | { |
194 | _mass = CalculateMass(); // changing size changes the mass | 172 | _mass = CalculateMass(); // changing size changes the mass |
195 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical); | 173 | // Since _size changed, the mesh needs to be rebuilt. If rebuilt, all the correct |
196 | // DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical); | 174 | // scale and margins are set. |
197 | RecreateGeomAndObject(); | 175 | CreateGeomAndObject(true); |
176 | // DetailLog("{0},BSPrim.setSize,size={1},scale={2},mass={3},physical={4}", LocalID, _size, _scale, _mass, IsPhysical); | ||
198 | }); | 177 | }); |
199 | } | 178 | } |
179 | } | ||
180 | // Scale is what we set in the physics engine. It is different than 'size' in that | ||
181 | // 'size' can be encorporated into the mesh. In that case, the scale is <1,1,1>. | ||
182 | public OMV.Vector3 Scale | ||
183 | { | ||
184 | get { return _scale; } | ||
185 | set { _scale = value; } | ||
200 | } | 186 | } |
201 | public override PrimitiveBaseShape Shape { | 187 | public override PrimitiveBaseShape Shape { |
202 | set { | 188 | set { |
203 | _pbs = value; | 189 | _pbs = value; |
204 | _scene.TaintedObject("BSPrim.setShape", delegate() | 190 | PhysicsScene.TaintedObject("BSPrim.setShape", delegate() |
205 | { | 191 | { |
206 | _mass = CalculateMass(); // changing the shape changes the mass | 192 | _mass = CalculateMass(); // changing the shape changes the mass |
207 | RecreateGeomAndObject(); | 193 | CreateGeomAndObject(true); |
208 | }); | 194 | }); |
209 | } | 195 | } |
210 | } | ||
211 | public override uint LocalID { | ||
212 | set { _localID = value; } | ||
213 | get { return _localID; } | ||
214 | } | 196 | } |
215 | public override bool Grabbed { | 197 | public override bool Grabbed { |
216 | set { _grabbed = value; | 198 | set { _grabbed = value; |
217 | } | 199 | } |
218 | } | 200 | } |
219 | public override bool Selected { | 201 | public override bool Selected { |
220 | set { | 202 | set { |
221 | _isSelected = value; | 203 | _isSelected = value; |
222 | _scene.TaintedObject("BSPrim.setSelected", delegate() | 204 | PhysicsScene.TaintedObject("BSPrim.setSelected", delegate() |
223 | { | 205 | { |
224 | SetObjectDynamic(); | 206 | // DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected); |
207 | SetObjectDynamic(false); | ||
225 | }); | 208 | }); |
226 | } | 209 | } |
227 | } | 210 | } |
228 | public override void CrossingFailure() { return; } | 211 | public override void CrossingFailure() { return; } |
229 | 212 | ||
@@ -232,158 +215,152 @@ public sealed class BSPrim : PhysicsActor | |||
232 | BSPrim parent = obj as BSPrim; | 215 | BSPrim parent = obj as BSPrim; |
233 | if (parent != null) | 216 | if (parent != null) |
234 | { | 217 | { |
235 | DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, parent.LocalID); | 218 | BSPhysObject parentBefore = Linkset.LinksetRoot; |
236 | BSPrim parentBefore = _linkset.LinksetRoot; | 219 | int childrenBefore = Linkset.NumberOfChildren; |
237 | int childrenBefore = _linkset.NumberOfChildren; | ||
238 | 220 | ||
239 | _linkset = parent.Linkset.AddMeToLinkset(this); | 221 | Linkset = parent.Linkset.AddMeToLinkset(this); |
240 | 222 | ||
241 | DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", | 223 | DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", |
242 | LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren); | 224 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); |
243 | } | 225 | } |
244 | return; | 226 | return; |
245 | } | 227 | } |
246 | 228 | ||
247 | // delink me from my linkset | 229 | // delink me from my linkset |
248 | public override void delink() { | 230 | public override void delink() { |
249 | // TODO: decide if this parent checking needs to happen at taint time | 231 | // TODO: decide if this parent checking needs to happen at taint time |
250 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen | 232 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen |
251 | DebugLog("{0}: delink {1}/{2}. Parent={3}", LogHeader, _avName, _localID, | ||
252 | _linkset.LinksetRoot._avName+"/"+_linkset.LinksetRoot.LocalID.ToString()); | ||
253 | 233 | ||
254 | BSPrim parentBefore = _linkset.LinksetRoot; | 234 | BSPhysObject parentBefore = Linkset.LinksetRoot; |
255 | int childrenBefore = _linkset.NumberOfChildren; | 235 | int childrenBefore = Linkset.NumberOfChildren; |
256 | 236 | ||
257 | _linkset = _linkset.RemoveMeFromLinkset(this); | 237 | Linkset = Linkset.RemoveMeFromLinkset(this); |
258 | 238 | ||
259 | DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", | 239 | DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", |
260 | LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren); | 240 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); |
261 | return; | 241 | return; |
262 | } | 242 | } |
263 | 243 | ||
264 | // Set motion values to zero. | 244 | // Set motion values to zero. |
265 | // Do it to the properties so the values get set in the physics engine. | 245 | // Do it to the properties so the values get set in the physics engine. |
266 | // Push the setting of the values to the viewer. | 246 | // Push the setting of the values to the viewer. |
267 | // Called at taint time! | 247 | // Called at taint time! |
268 | public void ZeroMotion() | 248 | public override void ZeroMotion() |
269 | { | 249 | { |
270 | _velocity = OMV.Vector3.Zero; | 250 | _velocity = OMV.Vector3.Zero; |
271 | _acceleration = OMV.Vector3.Zero; | 251 | _acceleration = OMV.Vector3.Zero; |
272 | _rotationalVelocity = OMV.Vector3.Zero; | 252 | _rotationalVelocity = OMV.Vector3.Zero; |
273 | 253 | ||
274 | // Zero some other properties directly into the physics engine | 254 | // Zero some other properties directly into the physics engine |
275 | BulletSimAPI.SetVelocity2(Body.Ptr, OMV.Vector3.Zero); | 255 | BulletSimAPI.ClearForces2(BSBody.ptr); |
276 | BulletSimAPI.SetAngularVelocity2(Body.Ptr, OMV.Vector3.Zero); | ||
277 | BulletSimAPI.SetInterpolation2(Body.Ptr, OMV.Vector3.Zero, OMV.Vector3.Zero); | ||
278 | BulletSimAPI.ClearForces2(Body.Ptr); | ||
279 | } | 256 | } |
280 | 257 | ||
281 | public override void LockAngularMotion(OMV.Vector3 axis) | 258 | public override void LockAngularMotion(OMV.Vector3 axis) |
282 | { | 259 | { |
283 | // DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); | 260 | DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); |
284 | return; | 261 | return; |
285 | } | 262 | } |
286 | 263 | ||
287 | public override OMV.Vector3 Position { | 264 | public override OMV.Vector3 Position { |
288 | get { | 265 | get { |
289 | if (!_linkset.IsRoot(this)) | 266 | if (!Linkset.IsRoot(this)) |
290 | // child prims move around based on their parent. Need to get the latest location | 267 | // child prims move around based on their parent. Need to get the latest location |
291 | _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 268 | _position = BulletSimAPI.GetPosition2(BSBody.ptr); |
292 | 269 | ||
293 | // don't do the GetObjectPosition for root elements because this function is called a zillion times | 270 | // don't do the GetObjectPosition for root elements because this function is called a zillion times |
294 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 271 | // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); |
295 | return _position; | 272 | return _position; |
296 | } | 273 | } |
297 | set { | 274 | set { |
298 | _position = value; | 275 | _position = value; |
299 | // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? | 276 | // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? |
300 | _scene.TaintedObject("BSPrim.setPosition", delegate() | 277 | PhysicsScene.TaintedObject("BSPrim.setPosition", delegate() |
301 | { | 278 | { |
302 | // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 279 | // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
303 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 280 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); |
304 | }); | 281 | }); |
305 | } | 282 | } |
306 | } | 283 | } |
307 | 284 | ||
308 | // Return the effective mass of the object. | 285 | // Return the effective mass of the object. |
309 | // If there are multiple items in the linkset, add them together for the root | 286 | // If there are multiple items in the linkset, add them together for the root |
310 | public override float Mass | 287 | public override float Mass |
311 | { | 288 | { |
312 | get | 289 | get |
313 | { | 290 | { |
314 | return _linkset.LinksetMass; | 291 | // return Linkset.LinksetMass; |
292 | return _mass; | ||
315 | } | 293 | } |
316 | } | 294 | } |
317 | 295 | ||
318 | // used when we only want this prim's mass and not the linkset thing | 296 | // used when we only want this prim's mass and not the linkset thing |
319 | public float MassRaw { get { return _mass; } } | 297 | public override float MassRaw { get { return _mass; } } |
320 | 298 | ||
321 | // Is this used? | 299 | // Is this used? |
322 | public override OMV.Vector3 CenterOfMass | 300 | public override OMV.Vector3 CenterOfMass |
323 | { | 301 | { |
324 | get { return _linkset.CenterOfMass; } | 302 | get { return Linkset.CenterOfMass; } |
325 | } | 303 | } |
326 | 304 | ||
327 | // Is this used? | 305 | // Is this used? |
328 | public override OMV.Vector3 GeometricCenter | 306 | public override OMV.Vector3 GeometricCenter |
329 | { | 307 | { |
330 | get { return _linkset.GeometricCenter; } | 308 | get { return Linkset.GeometricCenter; } |
331 | } | 309 | } |
332 | 310 | ||
333 | public override OMV.Vector3 Force { | 311 | public override OMV.Vector3 Force { |
334 | get { return _force; } | 312 | get { return _force; } |
335 | set { | 313 | set { |
336 | _force = value; | 314 | _force = value; |
337 | _scene.TaintedObject("BSPrim.setForce", delegate() | 315 | PhysicsScene.TaintedObject("BSPrim.setForce", delegate() |
338 | { | 316 | { |
339 | // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); | 317 | // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); |
340 | // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); | 318 | BulletSimAPI.SetObjectForce2(BSBody.ptr, _force); |
341 | BulletSimAPI.SetObjectForce2(Body.Ptr, _force); | ||
342 | }); | 319 | }); |
343 | } | 320 | } |
344 | } | 321 | } |
345 | 322 | ||
346 | public override int VehicleType { | 323 | public override int VehicleType { |
347 | get { | 324 | get { |
348 | return (int)_vehicle.Type; // if we are a vehicle, return that type | 325 | return (int)_vehicle.Type; // if we are a vehicle, return that type |
349 | } | 326 | } |
350 | set { | 327 | set { |
351 | Vehicle type = (Vehicle)value; | 328 | Vehicle type = (Vehicle)value; |
352 | BSPrim vehiclePrim = this; | 329 | BSPrim vehiclePrim = this; |
353 | _scene.TaintedObject("setVehicleType", delegate() | 330 | PhysicsScene.TaintedObject("setVehicleType", delegate() |
354 | { | 331 | { |
355 | // Done at taint time so we're sure the physics engine is not using the variables | 332 | // Done at taint time so we're sure the physics engine is not using the variables |
356 | // Vehicle code changes the parameters for this vehicle type. | 333 | // Vehicle code changes the parameters for this vehicle type. |
357 | _vehicle.ProcessTypeChange(type); | 334 | _vehicle.ProcessTypeChange(type); |
358 | // Tell the scene about the vehicle so it will get processing each frame. | 335 | // Tell the scene about the vehicle so it will get processing each frame. |
359 | _scene.VehicleInSceneTypeChanged(this, type); | 336 | PhysicsScene.VehicleInSceneTypeChanged(this, type); |
360 | }); | 337 | }); |
361 | } | 338 | } |
362 | } | 339 | } |
363 | public override void VehicleFloatParam(int param, float value) | 340 | public override void VehicleFloatParam(int param, float value) |
364 | { | 341 | { |
365 | _scene.TaintedObject("BSPrim.VehicleFloatParam", delegate() | 342 | PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() |
366 | { | 343 | { |
367 | _vehicle.ProcessFloatVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); | 344 | _vehicle.ProcessFloatVehicleParam((Vehicle)param, value); |
368 | }); | 345 | }); |
369 | } | 346 | } |
370 | public override void VehicleVectorParam(int param, OMV.Vector3 value) | 347 | public override void VehicleVectorParam(int param, OMV.Vector3 value) |
371 | { | 348 | { |
372 | _scene.TaintedObject("BSPrim.VehicleVectorParam", delegate() | 349 | PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() |
373 | { | 350 | { |
374 | _vehicle.ProcessVectorVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); | 351 | _vehicle.ProcessVectorVehicleParam((Vehicle)param, value); |
375 | }); | 352 | }); |
376 | } | 353 | } |
377 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) | 354 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) |
378 | { | 355 | { |
379 | _scene.TaintedObject("BSPrim.VehicleRotationParam", delegate() | 356 | PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() |
380 | { | 357 | { |
381 | _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); | 358 | _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); |
382 | }); | 359 | }); |
383 | } | 360 | } |
384 | public override void VehicleFlags(int param, bool remove) | 361 | public override void VehicleFlags(int param, bool remove) |
385 | { | 362 | { |
386 | _scene.TaintedObject("BSPrim.VehicleFlags", delegate() | 363 | PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate() |
387 | { | 364 | { |
388 | _vehicle.ProcessVehicleFlags(param, remove); | 365 | _vehicle.ProcessVehicleFlags(param, remove); |
389 | }); | 366 | }); |
@@ -391,7 +368,7 @@ public sealed class BSPrim : PhysicsActor | |||
391 | 368 | ||
392 | // Called each simulation step to advance vehicle characteristics. | 369 | // Called each simulation step to advance vehicle characteristics. |
393 | // Called from Scene when doing simulation step so we're in taint processing time. | 370 | // Called from Scene when doing simulation step so we're in taint processing time. |
394 | public void StepVehicle(float timeStep) | 371 | public override void StepVehicle(float timeStep) |
395 | { | 372 | { |
396 | if (IsPhysical) | 373 | if (IsPhysical) |
397 | _vehicle.Step(timeStep); | 374 | _vehicle.Step(timeStep); |
@@ -400,74 +377,81 @@ public sealed class BSPrim : PhysicsActor | |||
400 | // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more | 377 | // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more |
401 | public override void SetVolumeDetect(int param) { | 378 | public override void SetVolumeDetect(int param) { |
402 | bool newValue = (param != 0); | 379 | bool newValue = (param != 0); |
403 | _isVolumeDetect = newValue; | 380 | if (_isVolumeDetect != newValue) |
404 | _scene.TaintedObject("BSPrim.SetVolumeDetect", delegate() | ||
405 | { | 381 | { |
406 | SetObjectDynamic(); | 382 | _isVolumeDetect = newValue; |
407 | }); | 383 | PhysicsScene.TaintedObject("BSPrim.SetVolumeDetect", delegate() |
408 | return; | 384 | { |
385 | // DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect); | ||
386 | SetObjectDynamic(true); | ||
387 | }); | ||
388 | } | ||
389 | return; | ||
409 | } | 390 | } |
410 | 391 | ||
411 | public override OMV.Vector3 Velocity { | 392 | public override OMV.Vector3 Velocity { |
412 | get { return _velocity; } | 393 | get { return _velocity; } |
413 | set { | 394 | set { |
414 | _velocity = value; | 395 | _velocity = value; |
415 | _scene.TaintedObject("BSPrim.setVelocity", delegate() | 396 | PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate() |
416 | { | 397 | { |
417 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); | 398 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); |
418 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); | 399 | BulletSimAPI.SetLinearVelocity2(BSBody.ptr, _velocity); |
419 | }); | 400 | }); |
420 | } | 401 | } |
421 | } | 402 | } |
422 | public override OMV.Vector3 Torque { | 403 | public override OMV.Vector3 Torque { |
423 | get { return _torque; } | 404 | get { return _torque; } |
424 | set { _torque = value; | 405 | set { _torque = value; |
425 | // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); | 406 | // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); |
426 | } | 407 | } |
427 | } | 408 | } |
428 | public override float CollisionScore { | 409 | public override float CollisionScore { |
429 | get { return _collisionScore; } | 410 | get { return _collisionScore; } |
430 | set { _collisionScore = value; | 411 | set { _collisionScore = value; |
431 | } | 412 | } |
432 | } | 413 | } |
433 | public override OMV.Vector3 Acceleration { | 414 | public override OMV.Vector3 Acceleration { |
434 | get { return _acceleration; } | 415 | get { return _acceleration; } |
435 | set { _acceleration = value; } | 416 | set { _acceleration = value; } |
436 | } | 417 | } |
437 | public override OMV.Quaternion Orientation { | 418 | public override OMV.Quaternion Orientation { |
438 | get { | 419 | get { |
439 | if (!_linkset.IsRoot(this)) | 420 | if (!Linkset.IsRoot(this)) |
440 | { | 421 | { |
441 | // Children move around because tied to parent. Get a fresh value. | 422 | // Children move around because tied to parent. Get a fresh value. |
442 | _orientation = BulletSimAPI.GetObjectOrientation(_scene.WorldID, LocalID); | 423 | _orientation = BulletSimAPI.GetOrientation2(BSBody.ptr); |
443 | } | 424 | } |
444 | return _orientation; | 425 | return _orientation; |
445 | } | 426 | } |
446 | set { | 427 | set { |
447 | _orientation = value; | 428 | _orientation = value; |
448 | // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint? | 429 | // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint? |
449 | _scene.TaintedObject("BSPrim.setOrientation", delegate() | 430 | PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate() |
450 | { | 431 | { |
451 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 432 | // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); |
452 | // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 433 | // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
453 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 434 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); |
454 | }); | 435 | }); |
455 | } | 436 | } |
456 | } | 437 | } |
457 | public override int PhysicsActorType { | 438 | public override int PhysicsActorType { |
458 | get { return _physicsActorType; } | 439 | get { return _physicsActorType; } |
459 | set { _physicsActorType = value; | 440 | set { _physicsActorType = value; } |
460 | } | ||
461 | } | 441 | } |
462 | public override bool IsPhysical { | 442 | public override bool IsPhysical { |
463 | get { return _isPhysical; } | 443 | get { return _isPhysical; } |
464 | set { | 444 | set { |
465 | _isPhysical = value; | 445 | if (_isPhysical != value) |
466 | _scene.TaintedObject("BSPrim.setIsPhysical", delegate() | ||
467 | { | 446 | { |
468 | SetObjectDynamic(); | 447 | _isPhysical = value; |
469 | }); | 448 | PhysicsScene.TaintedObject("BSPrim.setIsPhysical", delegate() |
470 | } | 449 | { |
450 | // DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical); | ||
451 | SetObjectDynamic(true); | ||
452 | }); | ||
453 | } | ||
454 | } | ||
471 | } | 455 | } |
472 | 456 | ||
473 | // An object is static (does not move) if selected or not physical | 457 | // An object is static (does not move) if selected or not physical |
@@ -477,57 +461,198 @@ public sealed class BSPrim : PhysicsActor | |||
477 | } | 461 | } |
478 | 462 | ||
479 | // An object is solid if it's not phantom and if it's not doing VolumeDetect | 463 | // An object is solid if it's not phantom and if it's not doing VolumeDetect |
480 | private bool IsSolid | 464 | public bool IsSolid |
481 | { | 465 | { |
482 | get { return !IsPhantom && !_isVolumeDetect; } | 466 | get { return !IsPhantom && !_isVolumeDetect; } |
483 | } | 467 | } |
484 | 468 | ||
485 | // Make gravity work if the object is physical and not selected | 469 | // Make gravity work if the object is physical and not selected |
486 | // No locking here because only called when it is safe | 470 | // Called at taint-time!! |
487 | private void SetObjectDynamic() | 471 | private void SetObjectDynamic(bool forceRebuild) |
488 | { | 472 | { |
489 | // RA: remove this for the moment. | 473 | // Recreate the physical object if necessary |
490 | // The problem is that dynamic objects are hulls so if we are becoming physical | 474 | CreateGeomAndObject(forceRebuild); |
491 | // the shape has to be checked and possibly built. | 475 | } |
492 | // Maybe a VerifyCorrectPhysicalShape() routine? | 476 | |
493 | // RecreateGeomAndObject(); | 477 | // Convert the simulator's physical properties into settings on BulletSim objects. |
478 | // There are four flags we're interested in: | ||
479 | // IsStatic: Object does not move, otherwise the object has mass and moves | ||
480 | // isSolid: other objects bounce off of this object | ||
481 | // isVolumeDetect: other objects pass through but can generate collisions | ||
482 | // collisionEvents: whether this object returns collision events | ||
483 | private void UpdatePhysicalParameters() | ||
484 | { | ||
485 | // DetailLog("{0},BSPrim.UpdatePhysicalParameters,entry,body={1},shape={2}", LocalID, BSBody, BSShape); | ||
486 | |||
487 | // Mangling all the physical properties requires the object not be in the physical world. | ||
488 | // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found). | ||
489 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, BSBody.ptr); | ||
490 | |||
491 | |||
492 | // Set up the object physicalness (does gravity and collisions move this object) | ||
493 | MakeDynamic(IsStatic); | ||
494 | |||
495 | // Do any vehicle stuff | ||
496 | _vehicle.Refresh(); | ||
494 | 497 | ||
495 | // Bullet wants static objects to have a mass of zero | 498 | // Arrange for collision events if the simulator wants them |
496 | float mass = IsStatic ? 0f : _mass; | 499 | EnableCollisions(SubscribedEvents()); |
497 | 500 | ||
498 | BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); | 501 | // Make solid or not (do things bounce off or pass through this object). |
502 | MakeSolid(IsSolid); | ||
499 | 503 | ||
500 | // recompute any linkset parameters | 504 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, BSBody.ptr); |
501 | _linkset.Refresh(this); | ||
502 | 505 | ||
503 | CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr); | 506 | // Rebuild its shape |
504 | // DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf); | 507 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, BSBody.ptr); |
508 | |||
509 | // Collision filter can be set only when the object is in the world | ||
510 | if (BSBody.collisionFilter != 0 || BSBody.collisionMask != 0) | ||
511 | { | ||
512 | BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr, (uint)BSBody.collisionFilter, (uint)BSBody.collisionMask); | ||
513 | } | ||
514 | |||
515 | // Recompute any linkset parameters. | ||
516 | // When going from non-physical to physical, this re-enables the constraints that | ||
517 | // had been automatically disabled when the mass was set to zero. | ||
518 | Linkset.Refresh(this); | ||
519 | |||
520 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,exit,static={1},solid={2},mass={3},collide={4},cf={5:X},body={6},shape={7}", | ||
521 | LocalID, IsStatic, IsSolid, _mass, SubscribedEvents(), CurrentCollisionFlags, BSBody, BSShape); | ||
522 | } | ||
523 | |||
524 | // "Making dynamic" means changing to and from static. | ||
525 | // When static, gravity does not effect the object and it is fixed in space. | ||
526 | // When dynamic, the object can fall and be pushed by others. | ||
527 | // This is independent of its 'solidness' which controls what passes through | ||
528 | // this object and what interacts with it. | ||
529 | private void MakeDynamic(bool makeStatic) | ||
530 | { | ||
531 | if (makeStatic) | ||
532 | { | ||
533 | // Become a Bullet 'static' object type | ||
534 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | ||
535 | // Stop all movement | ||
536 | BulletSimAPI.ClearAllForces2(BSBody.ptr); | ||
537 | // Center of mass is at the center of the object | ||
538 | BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.BSBody.ptr, _position, _orientation); | ||
539 | // Mass is zero which disables a bunch of physics stuff in Bullet | ||
540 | BulletSimAPI.SetMassProps2(BSBody.ptr, 0f, OMV.Vector3.Zero); | ||
541 | // There is no inertia in a static object | ||
542 | BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr); | ||
543 | // There can be special things needed for implementing linksets | ||
544 | Linkset.MakeStatic(this); | ||
545 | // The activation state is 'disabled' so Bullet will not try to act on it | ||
546 | BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.DISABLE_SIMULATION); | ||
547 | |||
548 | BSBody.collisionFilter = CollisionFilterGroups.StaticObjectFilter; | ||
549 | BSBody.collisionMask = CollisionFilterGroups.StaticObjectMask; | ||
550 | } | ||
551 | else | ||
552 | { | ||
553 | // Not a Bullet static object | ||
554 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | ||
555 | |||
556 | // Set various physical properties so internal dynamic properties will get computed correctly as they are set | ||
557 | BulletSimAPI.SetFriction2(BSBody.ptr, PhysicsScene.Params.defaultFriction); | ||
558 | BulletSimAPI.SetRestitution2(BSBody.ptr, PhysicsScene.Params.defaultRestitution); | ||
559 | |||
560 | // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382 | ||
561 | BulletSimAPI.ClearAllForces2(BSBody.ptr); | ||
562 | |||
563 | // A dynamic object has mass | ||
564 | IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.ptr); | ||
565 | OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, Mass); | ||
566 | // OMV.Vector3 inertia = OMV.Vector3.Zero; | ||
567 | BulletSimAPI.SetMassProps2(BSBody.ptr, _mass, inertia); | ||
568 | BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr); | ||
569 | |||
570 | // Various values for simulation limits | ||
571 | BulletSimAPI.SetDamping2(BSBody.ptr, PhysicsScene.Params.linearDamping, PhysicsScene.Params.angularDamping); | ||
572 | BulletSimAPI.SetDeactivationTime2(BSBody.ptr, PhysicsScene.Params.deactivationTime); | ||
573 | BulletSimAPI.SetSleepingThresholds2(BSBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold); | ||
574 | BulletSimAPI.SetContactProcessingThreshold2(BSBody.ptr, PhysicsScene.Params.contactProcessingThreshold); | ||
575 | |||
576 | // There can be special things needed for implementing linksets. | ||
577 | Linkset.MakeDynamic(this); | ||
578 | |||
579 | // Force activation of the object so Bullet will act on it. | ||
580 | // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects. | ||
581 | BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ISLAND_SLEEPING); | ||
582 | BulletSimAPI.Activate2(BSBody.ptr, true); | ||
583 | |||
584 | BSBody.collisionFilter = CollisionFilterGroups.ObjectFilter; | ||
585 | BSBody.collisionMask = CollisionFilterGroups.ObjectMask; | ||
586 | } | ||
587 | } | ||
588 | |||
589 | // "Making solid" means that other object will not pass through this object. | ||
590 | // To make transparent, we create a Bullet ghost object. | ||
591 | // Note: This expects to be called from the UpdatePhysicalParameters() routine as | ||
592 | // the functions after this one set up the state of a possibly newly created collision body. | ||
593 | private void MakeSolid(bool makeSolid) | ||
594 | { | ||
595 | CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(BSBody.ptr); | ||
596 | if (makeSolid) | ||
597 | { | ||
598 | // Verify the previous code created the correct shape for this type of thing. | ||
599 | if ((bodyType & CollisionObjectTypes.CO_RIGID_BODY) == 0) | ||
600 | { | ||
601 | m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType); | ||
602 | } | ||
603 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | ||
604 | } | ||
605 | else | ||
606 | { | ||
607 | if ((bodyType & CollisionObjectTypes.CO_GHOST_OBJECT) == 0) | ||
608 | { | ||
609 | m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType); | ||
610 | } | ||
611 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | ||
612 | BSBody.collisionFilter = CollisionFilterGroups.VolumeDetectFilter; | ||
613 | BSBody.collisionMask = CollisionFilterGroups.VolumeDetectMask; | ||
614 | } | ||
615 | } | ||
616 | |||
617 | // Turn on or off the flag controlling whether collision events are returned to the simulator. | ||
618 | private void EnableCollisions(bool wantsCollisionEvents) | ||
619 | { | ||
620 | if (wantsCollisionEvents) | ||
621 | { | ||
622 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
623 | } | ||
624 | else | ||
625 | { | ||
626 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
627 | } | ||
505 | } | 628 | } |
506 | 629 | ||
507 | // prims don't fly | 630 | // prims don't fly |
508 | public override bool Flying { | 631 | public override bool Flying { |
509 | get { return _flying; } | 632 | get { return _flying; } |
510 | set { _flying = value; } | 633 | set { |
634 | _flying = value; | ||
635 | } | ||
511 | } | 636 | } |
512 | public override bool SetAlwaysRun { | 637 | public override bool SetAlwaysRun { |
513 | get { return _setAlwaysRun; } | 638 | get { return _setAlwaysRun; } |
514 | set { _setAlwaysRun = value; } | 639 | set { _setAlwaysRun = value; } |
515 | } | 640 | } |
516 | public override bool ThrottleUpdates { | 641 | public override bool ThrottleUpdates { |
517 | get { return _throttleUpdates; } | 642 | get { return _throttleUpdates; } |
518 | set { _throttleUpdates = value; } | 643 | set { _throttleUpdates = value; } |
519 | } | 644 | } |
520 | public override bool IsColliding { | 645 | public override bool IsColliding { |
521 | get { return (_collidingStep == _scene.SimulationStep); } | 646 | get { return (CollidingStep == PhysicsScene.SimulationStep); } |
522 | set { _isColliding = value; } | 647 | set { _isColliding = value; } |
523 | } | 648 | } |
524 | public override bool CollidingGround { | 649 | public override bool CollidingGround { |
525 | get { return (_collidingGroundStep == _scene.SimulationStep); } | 650 | get { return (CollidingGroundStep == PhysicsScene.SimulationStep); } |
526 | set { _collidingGround = value; } | 651 | set { _collidingGround = value; } |
527 | } | 652 | } |
528 | public override bool CollidingObj { | 653 | public override bool CollidingObj { |
529 | get { return _collidingObj; } | 654 | get { return _collidingObj; } |
530 | set { _collidingObj = value; } | 655 | set { _collidingObj = value; } |
531 | } | 656 | } |
532 | public bool IsPhantom { | 657 | public bool IsPhantom { |
533 | get { | 658 | get { |
@@ -537,10 +662,10 @@ public sealed class BSPrim : PhysicsActor | |||
537 | return false; | 662 | return false; |
538 | } | 663 | } |
539 | } | 664 | } |
540 | public override bool FloatOnWater { | 665 | public override bool FloatOnWater { |
541 | set { _floatOnWater = value; } | 666 | set { _floatOnWater = value; } |
542 | } | 667 | } |
543 | public override OMV.Vector3 RotationalVelocity { | 668 | public override OMV.Vector3 RotationalVelocity { |
544 | get { | 669 | get { |
545 | /* | 670 | /* |
546 | OMV.Vector3 pv = OMV.Vector3.Zero; | 671 | OMV.Vector3 pv = OMV.Vector3.Zero; |
@@ -552,58 +677,60 @@ public sealed class BSPrim : PhysicsActor | |||
552 | */ | 677 | */ |
553 | 678 | ||
554 | return _rotationalVelocity; | 679 | return _rotationalVelocity; |
555 | } | 680 | } |
556 | set { | 681 | set { |
557 | _rotationalVelocity = value; | 682 | _rotationalVelocity = value; |
558 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); | 683 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); |
559 | _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() | 684 | PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate() |
560 | { | 685 | { |
561 | // DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); | 686 | // DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); |
562 | BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); | 687 | BulletSimAPI.SetAngularVelocity2(BSBody.ptr, _rotationalVelocity); |
563 | }); | 688 | }); |
564 | } | 689 | } |
565 | } | 690 | } |
566 | public override bool Kinematic { | 691 | public override bool Kinematic { |
567 | get { return _kinematic; } | 692 | get { return _kinematic; } |
568 | set { _kinematic = value; | 693 | set { _kinematic = value; |
569 | // m_log.DebugFormat("{0}: Kinematic={1}", LogHeader, _kinematic); | 694 | // m_log.DebugFormat("{0}: Kinematic={1}", LogHeader, _kinematic); |
570 | } | 695 | } |
571 | } | 696 | } |
572 | public override float Buoyancy { | 697 | public override float Buoyancy { |
573 | get { return _buoyancy; } | 698 | get { return _buoyancy; } |
574 | set { | 699 | set { |
575 | _buoyancy = value; | 700 | _buoyancy = value; |
576 | _scene.TaintedObject("BSPrim.setBuoyancy", delegate() | 701 | PhysicsScene.TaintedObject("BSPrim.setBuoyancy", delegate() |
577 | { | 702 | { |
578 | // DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 703 | // DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
579 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); | 704 | // Buoyancy is faked by changing the gravity applied to the object |
705 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); | ||
706 | BulletSimAPI.SetGravity2(BSBody.ptr, new OMV.Vector3(0f, 0f, grav)); | ||
580 | }); | 707 | }); |
581 | } | 708 | } |
582 | } | 709 | } |
583 | 710 | ||
584 | // Used for MoveTo | 711 | // Used for MoveTo |
585 | public override OMV.Vector3 PIDTarget { | 712 | public override OMV.Vector3 PIDTarget { |
586 | set { _PIDTarget = value; } | 713 | set { _PIDTarget = value; } |
587 | } | 714 | } |
588 | public override bool PIDActive { | 715 | public override bool PIDActive { |
589 | set { _usePID = value; } | 716 | set { _usePID = value; } |
590 | } | 717 | } |
591 | public override float PIDTau { | 718 | public override float PIDTau { |
592 | set { _PIDTau = value; } | 719 | set { _PIDTau = value; } |
593 | } | 720 | } |
594 | 721 | ||
595 | // Used for llSetHoverHeight and maybe vehicle height | 722 | // Used for llSetHoverHeight and maybe vehicle height |
596 | // Hover Height will override MoveTo target's Z | 723 | // Hover Height will override MoveTo target's Z |
597 | public override bool PIDHoverActive { | 724 | public override bool PIDHoverActive { |
598 | set { _useHoverPID = value; } | 725 | set { _useHoverPID = value; } |
599 | } | 726 | } |
600 | public override float PIDHoverHeight { | 727 | public override float PIDHoverHeight { |
601 | set { _PIDHoverHeight = value; } | 728 | set { _PIDHoverHeight = value; } |
602 | } | 729 | } |
603 | public override PIDHoverType PIDHoverType { | 730 | public override PIDHoverType PIDHoverType { |
604 | set { _PIDHoverType = value; } | 731 | set { _PIDHoverType = value; } |
605 | } | 732 | } |
606 | public override float PIDHoverTau { | 733 | public override float PIDHoverTau { |
607 | set { _PIDHoverTao = value; } | 734 | set { _PIDHoverTao = value; } |
608 | } | 735 | } |
609 | 736 | ||
@@ -624,10 +751,10 @@ public sealed class BSPrim : PhysicsActor | |||
624 | } | 751 | } |
625 | else | 752 | else |
626 | { | 753 | { |
627 | m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader); | 754 | m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID); |
628 | return; | 755 | return; |
629 | } | 756 | } |
630 | _scene.TaintedObject("BSPrim.AddForce", delegate() | 757 | PhysicsScene.TaintedObject("BSPrim.AddForce", delegate() |
631 | { | 758 | { |
632 | OMV.Vector3 fSum = OMV.Vector3.Zero; | 759 | OMV.Vector3 fSum = OMV.Vector3.Zero; |
633 | lock (m_accumulatedForces) | 760 | lock (m_accumulatedForces) |
@@ -638,42 +765,19 @@ public sealed class BSPrim : PhysicsActor | |||
638 | } | 765 | } |
639 | m_accumulatedForces.Clear(); | 766 | m_accumulatedForces.Clear(); |
640 | } | 767 | } |
641 | // DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force); | 768 | // DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, fSum); |
642 | BulletSimAPI.AddObjectForce2(Body.Ptr, fSum); | 769 | // For unknown reasons, "ApplyCentralForce" adds this force to the total force on the object. |
770 | BulletSimAPI.ApplyCentralForce2(BSBody.ptr, fSum); | ||
643 | }); | 771 | }); |
644 | } | 772 | } |
645 | 773 | ||
646 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { | 774 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { |
647 | // DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); | 775 | // DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); |
648 | // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); | 776 | // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); |
649 | } | 777 | } |
650 | public override void SetMomentum(OMV.Vector3 momentum) { | 778 | public override void SetMomentum(OMV.Vector3 momentum) { |
651 | // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); | 779 | // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); |
652 | } | 780 | } |
653 | public override void SubscribeEvents(int ms) { | ||
654 | _subscribedEventsMs = ms; | ||
655 | if (ms > 0) | ||
656 | { | ||
657 | // make sure first collision happens | ||
658 | _nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs; | ||
659 | |||
660 | Scene.TaintedObject("BSPrim.SubscribeEvents", delegate() | ||
661 | { | ||
662 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
663 | }); | ||
664 | } | ||
665 | } | ||
666 | public override void UnSubscribeEvents() { | ||
667 | _subscribedEventsMs = 0; | ||
668 | Scene.TaintedObject("BSPrim.UnSubscribeEvents", delegate() | ||
669 | { | ||
670 | BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
671 | }); | ||
672 | } | ||
673 | public override bool SubscribedEvents() { | ||
674 | return (_subscribedEventsMs > 0); | ||
675 | } | ||
676 | |||
677 | #region Mass Calculation | 781 | #region Mass Calculation |
678 | 782 | ||
679 | private float CalculateMass() | 783 | private float CalculateMass() |
@@ -683,8 +787,8 @@ public sealed class BSPrim : PhysicsActor | |||
683 | 787 | ||
684 | float returnMass = 0; | 788 | float returnMass = 0; |
685 | float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f; | 789 | float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f; |
686 | float hollowVolume = hollowAmount * hollowAmount; | 790 | float hollowVolume = hollowAmount * hollowAmount; |
687 | 791 | ||
688 | switch (_pbs.ProfileShape) | 792 | switch (_pbs.ProfileShape) |
689 | { | 793 | { |
690 | case ProfileShape.Square: | 794 | case ProfileShape.Square: |
@@ -720,16 +824,16 @@ public sealed class BSPrim : PhysicsActor | |||
720 | 824 | ||
721 | else if (_pbs.PathCurve == (byte)Extrusion.Curve1) | 825 | else if (_pbs.PathCurve == (byte)Extrusion.Curve1) |
722 | { | 826 | { |
723 | //a tube | 827 | //a tube |
724 | 828 | ||
725 | volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX); | 829 | volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX); |
726 | tmp= 1.0f -2.0e-2f * (float)(200 - _pbs.PathScaleY); | 830 | tmp= 1.0f -2.0e-2f * (float)(200 - _pbs.PathScaleY); |
727 | volume -= volume*tmp*tmp; | 831 | volume -= volume*tmp*tmp; |
728 | 832 | ||
729 | if (hollowAmount > 0.0) | 833 | if (hollowAmount > 0.0) |
730 | { | 834 | { |
731 | hollowVolume *= hollowAmount; | 835 | hollowVolume *= hollowAmount; |
732 | 836 | ||
733 | switch (_pbs.HollowShape) | 837 | switch (_pbs.HollowShape) |
734 | { | 838 | { |
735 | case HollowShape.Square: | 839 | case HollowShape.Square: |
@@ -788,7 +892,7 @@ public sealed class BSPrim : PhysicsActor | |||
788 | volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX); | 892 | volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX); |
789 | tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); | 893 | tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); |
790 | volume *= (1.0f - tmp * tmp); | 894 | volume *= (1.0f - tmp * tmp); |
791 | 895 | ||
792 | if (hollowAmount > 0.0) | 896 | if (hollowAmount > 0.0) |
793 | { | 897 | { |
794 | 898 | ||
@@ -967,272 +1071,17 @@ public sealed class BSPrim : PhysicsActor | |||
967 | if (returnMass <= 0) | 1071 | if (returnMass <= 0) |
968 | returnMass = 0.0001f; | 1072 | returnMass = 0.0001f; |
969 | 1073 | ||
970 | if (returnMass > _scene.MaximumObjectMass) | 1074 | if (returnMass > PhysicsScene.MaximumObjectMass) |
971 | returnMass = _scene.MaximumObjectMass; | 1075 | returnMass = PhysicsScene.MaximumObjectMass; |
972 | 1076 | ||
973 | return returnMass; | 1077 | return returnMass; |
974 | }// end CalculateMass | 1078 | }// end CalculateMass |
975 | #endregion Mass Calculation | 1079 | #endregion Mass Calculation |
976 | 1080 | ||
977 | // Create the geometry information in Bullet for later use | ||
978 | // The objects needs a hull if it's physical otherwise a mesh is enough | ||
979 | // No locking here because this is done when we know physics is not simulating | ||
980 | // if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used | ||
981 | // Returns 'true' if the geometry was rebuilt | ||
982 | private bool CreateGeom(bool forceRebuild) | ||
983 | { | ||
984 | // the mesher thought this was too simple to mesh. Use a native Bullet collision shape. | ||
985 | bool ret = false; | ||
986 | if (!_scene.NeedsMeshing(_pbs)) | ||
987 | { | ||
988 | if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) | ||
989 | { | ||
990 | // if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) | ||
991 | // { | ||
992 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size); | ||
993 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) | ||
994 | { | ||
995 | // DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); | ||
996 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; | ||
997 | // Bullet native objects are scaled by the Bullet engine so pass the size in | ||
998 | _scale = _size; | ||
999 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? | ||
1000 | ret = true; | ||
1001 | } | ||
1002 | // } | ||
1003 | } | ||
1004 | else | ||
1005 | { | ||
1006 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); | ||
1007 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)) | ||
1008 | { | ||
1009 | // DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); | ||
1010 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; | ||
1011 | _scale = _size; | ||
1012 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? | ||
1013 | ret = true; | ||
1014 | } | ||
1015 | } | ||
1016 | } | ||
1017 | else | ||
1018 | { | ||
1019 | if (IsPhysical) | ||
1020 | { | ||
1021 | if (forceRebuild || _hullKey == 0) | ||
1022 | { | ||
1023 | // physical objects require a hull for interaction. | ||
1024 | // This will create the mesh if it doesn't already exist | ||
1025 | CreateGeomHull(); | ||
1026 | ret = true; | ||
1027 | } | ||
1028 | } | ||
1029 | else | ||
1030 | { | ||
1031 | if (forceRebuild || _meshKey == 0) | ||
1032 | { | ||
1033 | // Static (non-physical) objects only need a mesh for bumping into | ||
1034 | CreateGeomMesh(); | ||
1035 | ret = true; | ||
1036 | } | ||
1037 | } | ||
1038 | } | ||
1039 | return ret; | ||
1040 | } | ||
1041 | |||
1042 | // No locking here because this is done when we know physics is not simulating | ||
1043 | private void CreateGeomMesh() | ||
1044 | { | ||
1045 | float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD; | ||
1046 | ulong newMeshKey = (ulong)_pbs.GetMeshKey(_size, lod); | ||
1047 | // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey); | ||
1048 | |||
1049 | // if this new shape is the same as last time, don't recreate the mesh | ||
1050 | if (_meshKey == newMeshKey) return; | ||
1051 | |||
1052 | // DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey); | ||
1053 | // Since we're recreating new, get rid of any previously generated shape | ||
1054 | if (_meshKey != 0) | ||
1055 | { | ||
1056 | // m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey); | ||
1057 | // DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey); | ||
1058 | BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey); | ||
1059 | _mesh = null; | ||
1060 | _meshKey = 0; | ||
1061 | } | ||
1062 | |||
1063 | _meshKey = newMeshKey; | ||
1064 | // always pass false for physicalness as this creates some sort of bounding box which we don't need | ||
1065 | _mesh = _scene.mesher.CreateMesh(_avName, _pbs, _size, lod, false); | ||
1066 | |||
1067 | int[] indices = _mesh.getIndexListAsInt(); | ||
1068 | List<OMV.Vector3> vertices = _mesh.getVertexList(); | ||
1069 | |||
1070 | float[] verticesAsFloats = new float[vertices.Count * 3]; | ||
1071 | int vi = 0; | ||
1072 | foreach (OMV.Vector3 vv in vertices) | ||
1073 | { | ||
1074 | verticesAsFloats[vi++] = vv.X; | ||
1075 | verticesAsFloats[vi++] = vv.Y; | ||
1076 | verticesAsFloats[vi++] = vv.Z; | ||
1077 | } | ||
1078 | |||
1079 | // m_log.DebugFormat("{0}: CreateGeomMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}", | ||
1080 | // LogHeader, _localID, _meshKey, indices.Length, vertices.Count); | ||
1081 | BulletSimAPI.CreateMesh(_scene.WorldID, _meshKey, indices.GetLength(0), indices, | ||
1082 | vertices.Count, verticesAsFloats); | ||
1083 | |||
1084 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; | ||
1085 | // meshes are already scaled by the meshmerizer | ||
1086 | _scale = new OMV.Vector3(1f, 1f, 1f); | ||
1087 | // DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID); | ||
1088 | return; | ||
1089 | } | ||
1090 | |||
1091 | // No locking here because this is done when we know physics is not simulating | ||
1092 | private void CreateGeomHull() | ||
1093 | { | ||
1094 | float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD; | ||
1095 | ulong newHullKey = (ulong)_pbs.GetMeshKey(_size, lod); | ||
1096 | // m_log.DebugFormat("{0}: CreateGeomHull: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _hullKey, newHullKey); | ||
1097 | |||
1098 | // if the hull hasn't changed, don't rebuild it | ||
1099 | if (newHullKey == _hullKey) return; | ||
1100 | |||
1101 | // DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); | ||
1102 | |||
1103 | // Since we're recreating new, get rid of any previously generated shape | ||
1104 | if (_hullKey != 0) | ||
1105 | { | ||
1106 | // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); | ||
1107 | // DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _hullKey); | ||
1108 | BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); | ||
1109 | _hullKey = 0; | ||
1110 | } | ||
1111 | |||
1112 | _hullKey = newHullKey; | ||
1113 | |||
1114 | // Make sure the underlying mesh exists and is correct | ||
1115 | CreateGeomMesh(); | ||
1116 | |||
1117 | int[] indices = _mesh.getIndexListAsInt(); | ||
1118 | List<OMV.Vector3> vertices = _mesh.getVertexList(); | ||
1119 | |||
1120 | //format conversion from IMesh format to DecompDesc format | ||
1121 | List<int> convIndices = new List<int>(); | ||
1122 | List<float3> convVertices = new List<float3>(); | ||
1123 | for (int ii = 0; ii < indices.GetLength(0); ii++) | ||
1124 | { | ||
1125 | convIndices.Add(indices[ii]); | ||
1126 | } | ||
1127 | foreach (OMV.Vector3 vv in vertices) | ||
1128 | { | ||
1129 | convVertices.Add(new float3(vv.X, vv.Y, vv.Z)); | ||
1130 | } | ||
1131 | |||
1132 | // setup and do convex hull conversion | ||
1133 | _hulls = new List<ConvexResult>(); | ||
1134 | DecompDesc dcomp = new DecompDesc(); | ||
1135 | dcomp.mIndices = convIndices; | ||
1136 | dcomp.mVertices = convVertices; | ||
1137 | ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn); | ||
1138 | // create the hull into the _hulls variable | ||
1139 | convexBuilder.process(dcomp); | ||
1140 | |||
1141 | // Convert the vertices and indices for passing to unmanaged. | ||
1142 | // The hull information is passed as a large floating point array. | ||
1143 | // The format is: | ||
1144 | // convHulls[0] = number of hulls | ||
1145 | // convHulls[1] = number of vertices in first hull | ||
1146 | // convHulls[2] = hull centroid X coordinate | ||
1147 | // convHulls[3] = hull centroid Y coordinate | ||
1148 | // convHulls[4] = hull centroid Z coordinate | ||
1149 | // convHulls[5] = first hull vertex X | ||
1150 | // convHulls[6] = first hull vertex Y | ||
1151 | // convHulls[7] = first hull vertex Z | ||
1152 | // convHulls[8] = second hull vertex X | ||
1153 | // ... | ||
1154 | // convHulls[n] = number of vertices in second hull | ||
1155 | // convHulls[n+1] = second hull centroid X coordinate | ||
1156 | // ... | ||
1157 | // | ||
1158 | // TODO: is is very inefficient. Someday change the convex hull generator to return | ||
1159 | // data structures that do not need to be converted in order to pass to Bullet. | ||
1160 | // And maybe put the values directly into pinned memory rather than marshaling. | ||
1161 | int hullCount = _hulls.Count; | ||
1162 | int totalVertices = 1; // include one for the count of the hulls | ||
1163 | foreach (ConvexResult cr in _hulls) | ||
1164 | { | ||
1165 | totalVertices += 4; // add four for the vertex count and centroid | ||
1166 | totalVertices += cr.HullIndices.Count * 3; // we pass just triangles | ||
1167 | } | ||
1168 | float[] convHulls = new float[totalVertices]; | ||
1169 | |||
1170 | convHulls[0] = (float)hullCount; | ||
1171 | int jj = 1; | ||
1172 | foreach (ConvexResult cr in _hulls) | ||
1173 | { | ||
1174 | // copy vertices for index access | ||
1175 | float3[] verts = new float3[cr.HullVertices.Count]; | ||
1176 | int kk = 0; | ||
1177 | foreach (float3 ff in cr.HullVertices) | ||
1178 | { | ||
1179 | verts[kk++] = ff; | ||
1180 | } | ||
1181 | |||
1182 | // add to the array one hull's worth of data | ||
1183 | convHulls[jj++] = cr.HullIndices.Count; | ||
1184 | convHulls[jj++] = 0f; // centroid x,y,z | ||
1185 | convHulls[jj++] = 0f; | ||
1186 | convHulls[jj++] = 0f; | ||
1187 | foreach (int ind in cr.HullIndices) | ||
1188 | { | ||
1189 | convHulls[jj++] = verts[ind].x; | ||
1190 | convHulls[jj++] = verts[ind].y; | ||
1191 | convHulls[jj++] = verts[ind].z; | ||
1192 | } | ||
1193 | } | ||
1194 | |||
1195 | // create the hull definition in Bullet | ||
1196 | // m_log.DebugFormat("{0}: CreateGeom: calling CreateHull. lid={1}, key={2}, hulls={3}", LogHeader, _localID, _hullKey, hullCount); | ||
1197 | BulletSimAPI.CreateHull(_scene.WorldID, _hullKey, hullCount, convHulls); | ||
1198 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; | ||
1199 | // meshes are already scaled by the meshmerizer | ||
1200 | _scale = new OMV.Vector3(1f, 1f, 1f); | ||
1201 | // DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID); | ||
1202 | return; | ||
1203 | } | ||
1204 | |||
1205 | // Callback from convex hull creater with a newly created hull. | ||
1206 | // Just add it to the collection of hulls for this shape. | ||
1207 | private void HullReturn(ConvexResult result) | ||
1208 | { | ||
1209 | _hulls.Add(result); | ||
1210 | return; | ||
1211 | } | ||
1212 | |||
1213 | // Create an object in Bullet if it has not already been created | ||
1214 | // No locking here because this is done when the physics engine is not simulating | ||
1215 | // Returns 'true' if an object was actually created. | ||
1216 | private bool CreateObject() | ||
1217 | { | ||
1218 | // this routine is called when objects are rebuilt. | ||
1219 | |||
1220 | // the mesh or hull must have already been created in Bullet | ||
1221 | ShapeData shape; | ||
1222 | FillShapeInfo(out shape); | ||
1223 | // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type); | ||
1224 | bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape); | ||
1225 | |||
1226 | // the CreateObject() may have recreated the rigid body. Make sure we have the latest. | ||
1227 | Body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); | ||
1228 | |||
1229 | return ret; | ||
1230 | } | ||
1231 | |||
1232 | // Copy prim's info into the BulletSim shape description structure | 1081 | // Copy prim's info into the BulletSim shape description structure |
1233 | public void FillShapeInfo(out ShapeData shape) | 1082 | public void FillShapeInfo(out ShapeData shape) |
1234 | { | 1083 | { |
1235 | shape.ID = _localID; | 1084 | shape.ID = LocalID; |
1236 | shape.Type = _shapeType; | 1085 | shape.Type = _shapeType; |
1237 | shape.Position = _position; | 1086 | shape.Position = _position; |
1238 | shape.Rotation = _orientation; | 1087 | shape.Rotation = _orientation; |
@@ -1246,17 +1095,39 @@ public sealed class BSPrim : PhysicsActor | |||
1246 | shape.Restitution = _restitution; | 1095 | shape.Restitution = _restitution; |
1247 | shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse; | 1096 | shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse; |
1248 | shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue; | 1097 | shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue; |
1098 | shape.Solid = IsSolid ? ShapeData.numericFalse : ShapeData.numericTrue; | ||
1099 | shape.Size = _size; | ||
1249 | } | 1100 | } |
1250 | |||
1251 | |||
1252 | // Rebuild the geometry and object. | 1101 | // Rebuild the geometry and object. |
1253 | // This is called when the shape changes so we need to recreate the mesh/hull. | 1102 | // This is called when the shape changes so we need to recreate the mesh/hull. |
1254 | // No locking here because this is done when the physics engine is not simulating | 1103 | // Called at taint-time!!! |
1255 | private void RecreateGeomAndObject() | 1104 | private void CreateGeomAndObject(bool forceRebuild) |
1256 | { | 1105 | { |
1257 | // m_log.DebugFormat("{0}: RecreateGeomAndObject. lID={1}", LogHeader, _localID); | 1106 | ShapeData shapeData; |
1258 | if (CreateGeom(true)) | 1107 | FillShapeInfo(out shapeData); |
1259 | CreateObject(); | 1108 | |
1109 | // If this prim is part of a linkset, we must remove and restore the physical | ||
1110 | // links of the body is rebuilt. | ||
1111 | bool needToRestoreLinkset = false; | ||
1112 | |||
1113 | // Create the correct physical representation for this type of object. | ||
1114 | // Updates BSBody and BSShape with the new information. | ||
1115 | PhysicsScene.Shapes.GetBodyAndShape(forceRebuild, PhysicsScene.World, this, shapeData, _pbs, | ||
1116 | null, delegate(BulletBody dBody) | ||
1117 | { | ||
1118 | // Called if the current prim body is about to be destroyed. | ||
1119 | // Remove all the physical dependencies on the old body. | ||
1120 | needToRestoreLinkset = Linkset.RemoveBodyDependencies(this); | ||
1121 | }); | ||
1122 | |||
1123 | if (needToRestoreLinkset) | ||
1124 | { | ||
1125 | // If physical body dependencies were removed, restore them | ||
1126 | Linkset.RestoreBodyDependencies(this); | ||
1127 | } | ||
1128 | |||
1129 | // Make sure the properties are set on the new object | ||
1130 | UpdatePhysicalParameters(); | ||
1260 | return; | 1131 | return; |
1261 | } | 1132 | } |
1262 | 1133 | ||
@@ -1277,7 +1148,7 @@ public sealed class BSPrim : PhysicsActor | |||
1277 | const float ACCELERATION_TOLERANCE = 0.01f; | 1148 | const float ACCELERATION_TOLERANCE = 0.01f; |
1278 | const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f; | 1149 | const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f; |
1279 | 1150 | ||
1280 | public void UpdateProperties(EntityProperties entprop) | 1151 | public override void UpdateProperties(EntityProperties entprop) |
1281 | { | 1152 | { |
1282 | /* | 1153 | /* |
1283 | UpdatedProperties changed = 0; | 1154 | UpdatedProperties changed = 0; |
@@ -1325,7 +1196,7 @@ public sealed class BSPrim : PhysicsActor | |||
1325 | // Don't check for damping here -- it's done in BulletSim and SceneObjectPart. | 1196 | // Don't check for damping here -- it's done in BulletSim and SceneObjectPart. |
1326 | 1197 | ||
1327 | // Updates only for individual prims and for the root object of a linkset. | 1198 | // Updates only for individual prims and for the root object of a linkset. |
1328 | if (_linkset.IsRoot(this)) | 1199 | if (Linkset.IsRoot(this)) |
1329 | { | 1200 | { |
1330 | // Assign to the local variables so the normal set action does not happen | 1201 | // Assign to the local variables so the normal set action does not happen |
1331 | _position = entprop.Position; | 1202 | _position = entprop.Position; |
@@ -1334,69 +1205,22 @@ public sealed class BSPrim : PhysicsActor | |||
1334 | _acceleration = entprop.Acceleration; | 1205 | _acceleration = entprop.Acceleration; |
1335 | _rotationalVelocity = entprop.RotationalVelocity; | 1206 | _rotationalVelocity = entprop.RotationalVelocity; |
1336 | 1207 | ||
1337 | // m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}", | 1208 | DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
1338 | // LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); | 1209 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); |
1339 | // DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 1210 | |
1340 | // LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); | 1211 | // BulletSimAPI.DumpRigidBody2(Scene.World.Ptr, BSBody.Ptr); |
1341 | 1212 | ||
1342 | base.RequestPhysicsterseUpdate(); | 1213 | base.RequestPhysicsterseUpdate(); |
1343 | } | 1214 | } |
1344 | /* | 1215 | /* |
1345 | else | 1216 | else |
1346 | { | 1217 | { |
1347 | // For debugging, we also report the movement of children | 1218 | // For debugging, we can also report the movement of children |
1348 | DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 1219 | DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
1349 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, | 1220 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, |
1350 | entprop.Acceleration, entprop.RotationalVelocity); | 1221 | entprop.Acceleration, entprop.RotationalVelocity); |
1351 | } | 1222 | } |
1352 | */ | 1223 | */ |
1353 | } | 1224 | } |
1354 | |||
1355 | // I've collided with something | ||
1356 | CollisionEventUpdate collisionCollection; | ||
1357 | public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | ||
1358 | { | ||
1359 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); | ||
1360 | |||
1361 | // The following lines make IsColliding() and IsCollidingGround() work | ||
1362 | _collidingStep = _scene.SimulationStep; | ||
1363 | if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID) | ||
1364 | { | ||
1365 | _collidingGroundStep = _scene.SimulationStep; | ||
1366 | } | ||
1367 | |||
1368 | // DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith); | ||
1369 | |||
1370 | // if someone is subscribed to collision events.... | ||
1371 | if (_subscribedEventsMs != 0) { | ||
1372 | // throttle the collisions to the number of milliseconds specified in the subscription | ||
1373 | int nowTime = _scene.SimulationNowTime; | ||
1374 | if (nowTime >= _nextCollisionOkTime) { | ||
1375 | _nextCollisionOkTime = nowTime + _subscribedEventsMs; | ||
1376 | |||
1377 | if (collisionCollection == null) | ||
1378 | collisionCollection = new CollisionEventUpdate(); | ||
1379 | collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | ||
1380 | } | ||
1381 | } | ||
1382 | } | ||
1383 | |||
1384 | // The scene is telling us it's time to pass our collected collisions into the simulator | ||
1385 | public void SendCollisions() | ||
1386 | { | ||
1387 | if (collisionCollection != null && collisionCollection.Count > 0) | ||
1388 | { | ||
1389 | base.SendCollisionUpdate(collisionCollection); | ||
1390 | // The collisionCollection structure is passed around in the simulator. | ||
1391 | // Make sure we don't have a handle to that one and that a new one is used next time. | ||
1392 | collisionCollection = null; | ||
1393 | } | ||
1394 | } | ||
1395 | |||
1396 | // Invoke the detailed logger and output something if it's enabled. | ||
1397 | private void DetailLog(string msg, params Object[] args) | ||
1398 | { | ||
1399 | Scene.PhysicsLogging.Write(msg, args); | ||
1400 | } | ||
1401 | } | 1225 | } |
1402 | } | 1226 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index a31c578..0cf8c91 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -39,33 +39,28 @@ using log4net; | |||
39 | using OpenMetaverse; | 39 | using OpenMetaverse; |
40 | 40 | ||
41 | // TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim) | 41 | // TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim) |
42 | // Debug linkset | 42 | // Move all logic out of the C++ code and into the C# code for easier future modifications. |
43 | // Test with multiple regions in one simulator | 43 | // Test sculpties (verified that they don't work) |
44 | // Adjust character capsule size when height is adjusted (ScenePresence.SetHeight) | ||
45 | // Test sculpties | ||
46 | // Compute physics FPS reasonably | 44 | // Compute physics FPS reasonably |
47 | // Based on material, set density and friction | 45 | // Based on material, set density and friction |
48 | // More efficient memory usage when passing hull information from BSPrim to BulletSim | 46 | // Don't use constraints in linksets of non-physical objects. Means having to move children manually. |
49 | // Move all logic out of the C++ code and into the C# code for easier future modifications. | ||
50 | // Four states of prim: Physical, regular, phantom and selected. Are we modeling these correctly? | 47 | // Four states of prim: Physical, regular, phantom and selected. Are we modeling these correctly? |
51 | // In SL one can set both physical and phantom (gravity, does not effect others, makes collisions with ground) | 48 | // In SL one can set both physical and phantom (gravity, does not effect others, makes collisions with ground) |
52 | // At the moment, physical and phantom causes object to drop through the terrain | 49 | // At the moment, physical and phantom causes object to drop through the terrain |
53 | // Physical phantom objects and related typing (collision options ) | 50 | // Physical phantom objects and related typing (collision options ) |
54 | // Use collision masks for collision with terrain and phantom objects | ||
55 | // Check out llVolumeDetect. Must do something for that. | 51 | // Check out llVolumeDetect. Must do something for that. |
52 | // Use collision masks for collision with terrain and phantom objects | ||
53 | // More efficient memory usage when passing hull information from BSPrim to BulletSim | ||
56 | // Should prim.link() and prim.delink() membership checking happen at taint time? | 54 | // Should prim.link() and prim.delink() membership checking happen at taint time? |
57 | // changing the position and orientation of a linked prim must rebuild the constraint with the root. | 55 | // Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once. |
58 | // Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once | ||
59 | // Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect | 56 | // Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect |
60 | // Implement the genCollisions feature in BulletSim::SetObjectProperties (don't pass up unneeded collisions) | ||
61 | // Implement LockAngularMotion | 57 | // Implement LockAngularMotion |
62 | // Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation) | 58 | // Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation) |
63 | // Does NeedsMeshing() really need to exclude all the different shapes? | ||
64 | // Remove mesh and Hull stuff. Use mesh passed to bullet and use convexdecom from bullet. | 59 | // Remove mesh and Hull stuff. Use mesh passed to bullet and use convexdecom from bullet. |
65 | // Add PID movement operations. What does ScenePresence.MoveToTarget do? | 60 | // Add PID movement operations. What does ScenePresence.MoveToTarget do? |
66 | // Check terrain size. 128 or 127? | 61 | // Check terrain size. 128 or 127? |
67 | // Raycast | 62 | // Raycast |
68 | // | 63 | // |
69 | namespace OpenSim.Region.Physics.BulletSPlugin | 64 | namespace OpenSim.Region.Physics.BulletSPlugin |
70 | { | 65 | { |
71 | public class BSScene : PhysicsScene, IPhysicsParameters | 66 | public class BSScene : PhysicsScene, IPhysicsParameters |
@@ -73,62 +68,59 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
73 | private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | 68 | private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); |
74 | private static readonly string LogHeader = "[BULLETS SCENE]"; | 69 | private static readonly string LogHeader = "[BULLETS SCENE]"; |
75 | 70 | ||
76 | public void DebugLog(string mm, params Object[] xx) { if (ShouldDebugLog) m_log.DebugFormat(mm, xx); } | 71 | // The name of the region we're working for. |
72 | public string RegionName { get; private set; } | ||
77 | 73 | ||
78 | public string BulletSimVersion = "?"; | 74 | public string BulletSimVersion = "?"; |
79 | 75 | ||
80 | private Dictionary<uint, BSCharacter> m_avatars = new Dictionary<uint, BSCharacter>(); | 76 | public Dictionary<uint, BSPhysObject> PhysObjects; |
81 | private Dictionary<uint, BSPrim> m_prims = new Dictionary<uint, BSPrim>(); | 77 | public BSShapeCollection Shapes; |
82 | private HashSet<BSCharacter> m_avatarsWithCollisions = new HashSet<BSCharacter>(); | 78 | |
83 | private HashSet<BSPrim> m_primsWithCollisions = new HashSet<BSPrim>(); | 79 | // Keeping track of the objects with collisions so we can report begin and end of a collision |
84 | private List<BSPrim> m_vehicles = new List<BSPrim>(); | 80 | public HashSet<BSPhysObject> ObjectsWithCollisions = new HashSet<BSPhysObject>(); |
85 | private float[] m_heightMap; | 81 | public HashSet<BSPhysObject> ObjectsWithNoMoreCollisions = new HashSet<BSPhysObject>(); |
86 | private float m_waterLevel; | 82 | // Keep track of all the avatars so we can send them a collision event |
87 | private uint m_worldID; | 83 | // every tick so OpenSim will update its animation. |
88 | public uint WorldID { get { return m_worldID; } } | 84 | private HashSet<BSPhysObject> m_avatars = new HashSet<BSPhysObject>(); |
85 | |||
86 | // List of all the objects that have vehicle properties and should be called | ||
87 | // to update each physics step. | ||
88 | private List<BSPhysObject> m_vehicles = new List<BSPhysObject>(); | ||
89 | 89 | ||
90 | // let my minuions use my logger | 90 | // let my minuions use my logger |
91 | public ILog Logger { get { return m_log; } } | 91 | public ILog Logger { get { return m_log; } } |
92 | 92 | ||
93 | private bool m_initialized = false; | 93 | // If non-zero, the number of simulation steps between calls to the physics |
94 | 94 | // engine to output detailed physics stats. Debug logging level must be on also. | |
95 | private int m_detailedStatsStep = 0; | 95 | private int m_detailedStatsStep = 0; |
96 | 96 | ||
97 | public IMesher mesher; | 97 | public IMesher mesher; |
98 | private float m_meshLOD; | 98 | // Level of Detail values kept as float because that's what the Meshmerizer wants |
99 | public float MeshLOD | 99 | public float MeshLOD { get; private set; } |
100 | { | 100 | public float MeshMegaPrimLOD { get; private set; } |
101 | get { return m_meshLOD; } | 101 | public float MeshMegaPrimThreshold { get; private set; } |
102 | } | 102 | public float SculptLOD { get; private set; } |
103 | private float m_sculptLOD; | ||
104 | public float SculptLOD | ||
105 | { | ||
106 | get { return m_sculptLOD; } | ||
107 | } | ||
108 | 103 | ||
109 | private BulletSim m_worldSim; | 104 | public uint WorldID { get; private set; } |
110 | public BulletSim World | 105 | public BulletSim World { get; private set; } |
111 | { | ||
112 | get { return m_worldSim; } | ||
113 | } | ||
114 | private BSConstraintCollection m_constraintCollection; | ||
115 | public BSConstraintCollection Constraints | ||
116 | { | ||
117 | get { return m_constraintCollection; } | ||
118 | } | ||
119 | 106 | ||
107 | // All the constraints that have been allocated in this instance. | ||
108 | public BSConstraintCollection Constraints { get; private set; } | ||
109 | |||
110 | // Simulation parameters | ||
120 | private int m_maxSubSteps; | 111 | private int m_maxSubSteps; |
121 | private float m_fixedTimeStep; | 112 | private float m_fixedTimeStep; |
122 | private long m_simulationStep = 0; | 113 | private long m_simulationStep = 0; |
123 | public long SimulationStep { get { return m_simulationStep; } } | 114 | public long SimulationStep { get { return m_simulationStep; } } |
124 | 115 | ||
125 | public float LastSimulatedTimestep { get; private set; } | ||
126 | |||
127 | // A value of the time now so all the collision and update routines do not have to get their own | 116 | // A value of the time now so all the collision and update routines do not have to get their own |
128 | // Set to 'now' just before all the prims and actors are called for collisions and updates | 117 | // Set to 'now' just before all the prims and actors are called for collisions and updates |
129 | private int m_simulationNowTime; | 118 | public int SimulationNowTime { get; private set; } |
130 | public int SimulationNowTime { get { return m_simulationNowTime; } } | 119 | |
120 | // True if initialized and ready to do simulation steps | ||
121 | private bool m_initialized = false; | ||
131 | 122 | ||
123 | // Pinned memory used to pass step information between managed and unmanaged | ||
132 | private int m_maxCollisionsPerFrame; | 124 | private int m_maxCollisionsPerFrame; |
133 | private CollisionDesc[] m_collisionArray; | 125 | private CollisionDesc[] m_collisionArray; |
134 | private GCHandle m_collisionArrayPinnedHandle; | 126 | private GCHandle m_collisionArrayPinnedHandle; |
@@ -137,14 +129,18 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
137 | private EntityProperties[] m_updateArray; | 129 | private EntityProperties[] m_updateArray; |
138 | private GCHandle m_updateArrayPinnedHandle; | 130 | private GCHandle m_updateArrayPinnedHandle; |
139 | 131 | ||
140 | private bool _meshSculptedPrim = true; // cause scuplted prims to get meshed | 132 | public bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed |
141 | private bool _forceSimplePrimMeshing = false; // if a cube or sphere, let Bullet do internal shapes | 133 | public bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes |
142 | 134 | ||
143 | public float PID_D { get; private set; } // derivative | 135 | public float PID_D { get; private set; } // derivative |
144 | public float PID_P { get; private set; } // proportional | 136 | public float PID_P { get; private set; } // proportional |
145 | 137 | ||
146 | public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero | 138 | public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero |
147 | public const uint GROUNDPLANE_ID = 1; | 139 | public const uint GROUNDPLANE_ID = 1; |
140 | public const uint CHILDTERRAIN_ID = 2; // Terrain allocated based on our mega-prim childre start here | ||
141 | |||
142 | private float m_waterLevel; | ||
143 | public BSTerrainManager TerrainManager { get; private set; } | ||
148 | 144 | ||
149 | public ConfigurationParameters Params | 145 | public ConfigurationParameters Params |
150 | { | 146 | { |
@@ -154,13 +150,18 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
154 | { | 150 | { |
155 | get { return new Vector3(0f, 0f, Params.gravity); } | 151 | get { return new Vector3(0f, 0f, Params.gravity); } |
156 | } | 152 | } |
157 | 153 | // Just the Z value of the gravity | |
158 | private float m_maximumObjectMass; | 154 | public float DefaultGravityZ |
159 | public float MaximumObjectMass | ||
160 | { | 155 | { |
161 | get { return m_maximumObjectMass; } | 156 | get { return Params.gravity; } |
162 | } | 157 | } |
163 | 158 | ||
159 | public float MaximumObjectMass { get; private set; } | ||
160 | |||
161 | // When functions in the unmanaged code must be called, it is only | ||
162 | // done at a known time just before the simulation step. The taint | ||
163 | // system saves all these function calls and executes them in | ||
164 | // order before the simulation. | ||
164 | public delegate void TaintCallback(); | 165 | public delegate void TaintCallback(); |
165 | private struct TaintCallbackEntry | 166 | private struct TaintCallbackEntry |
166 | { | 167 | { |
@@ -172,15 +173,17 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
172 | callback = c; | 173 | callback = c; |
173 | } | 174 | } |
174 | } | 175 | } |
176 | private Object _taintLock = new Object(); // lock for using the next object | ||
175 | private List<TaintCallbackEntry> _taintedObjects; | 177 | private List<TaintCallbackEntry> _taintedObjects; |
176 | private Object _taintLock = new Object(); | ||
177 | 178 | ||
178 | // A pointer to an instance if this structure is passed to the C++ code | 179 | // A pointer to an instance if this structure is passed to the C++ code |
180 | // Used to pass basic configuration values to the unmanaged code. | ||
179 | ConfigurationParameters[] m_params; | 181 | ConfigurationParameters[] m_params; |
180 | GCHandle m_paramsHandle; | 182 | GCHandle m_paramsHandle; |
181 | 183 | ||
182 | public bool ShouldDebugLog { get; private set; } | 184 | // Handle to the callback used by the unmanaged code to call into the managed code. |
183 | 185 | // Used for debug logging. | |
186 | // Need to store the handle in a persistant variable so it won't be freed. | ||
184 | private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle; | 187 | private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle; |
185 | 188 | ||
186 | // Sometimes you just have to log everything. | 189 | // Sometimes you just have to log everything. |
@@ -189,17 +192,24 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
189 | private string m_physicsLoggingDir; | 192 | private string m_physicsLoggingDir; |
190 | private string m_physicsLoggingPrefix; | 193 | private string m_physicsLoggingPrefix; |
191 | private int m_physicsLoggingFileMinutes; | 194 | private int m_physicsLoggingFileMinutes; |
195 | // 'true' of the vehicle code is to log lots of details | ||
196 | public bool VehicleLoggingEnabled { get; private set; } | ||
192 | 197 | ||
193 | private bool m_vehicleLoggingEnabled; | 198 | #region Construction and Initialization |
194 | public bool VehicleLoggingEnabled { get { return m_vehicleLoggingEnabled; } } | ||
195 | |||
196 | public BSScene(string identifier) | 199 | public BSScene(string identifier) |
197 | { | 200 | { |
198 | m_initialized = false; | 201 | m_initialized = false; |
202 | // we are passed the name of the region we're working for. | ||
203 | RegionName = identifier; | ||
199 | } | 204 | } |
200 | 205 | ||
201 | public override void Initialise(IMesher meshmerizer, IConfigSource config) | 206 | public override void Initialise(IMesher meshmerizer, IConfigSource config) |
202 | { | 207 | { |
208 | mesher = meshmerizer; | ||
209 | _taintedObjects = new List<TaintCallbackEntry>(); | ||
210 | PhysObjects = new Dictionary<uint, BSPhysObject>(); | ||
211 | Shapes = new BSShapeCollection(this); | ||
212 | |||
203 | // Allocate pinned memory to pass parameters. | 213 | // Allocate pinned memory to pass parameters. |
204 | m_params = new ConfigurationParameters[1]; | 214 | m_params = new ConfigurationParameters[1]; |
205 | m_paramsHandle = GCHandle.Alloc(m_params, GCHandleType.Pinned); | 215 | m_paramsHandle = GCHandle.Alloc(m_params, GCHandleType.Pinned); |
@@ -215,7 +225,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
215 | 225 | ||
216 | // Enable very detailed logging. | 226 | // Enable very detailed logging. |
217 | // By creating an empty logger when not logging, the log message invocation code | 227 | // By creating an empty logger when not logging, the log message invocation code |
218 | // can be left in and every call doesn't have to check for null. | 228 | // can be left in and every call doesn't have to check for null. |
219 | if (m_physicsLoggingEnabled) | 229 | if (m_physicsLoggingEnabled) |
220 | { | 230 | { |
221 | PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes); | 231 | PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes); |
@@ -225,38 +235,43 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
225 | PhysicsLogging = new Logging.LogWriter(); | 235 | PhysicsLogging = new Logging.LogWriter(); |
226 | } | 236 | } |
227 | 237 | ||
228 | // Get the version of the DLL | 238 | // If Debug logging level, enable logging from the unmanaged code |
229 | // TODO: this doesn't work yet. Something wrong with marshaling the returned string. | 239 | m_DebugLogCallbackHandle = null; |
230 | // BulletSimVersion = BulletSimAPI.GetVersion(); | ||
231 | // m_log.WarnFormat("{0}: BulletSim.dll version='{1}'", LogHeader, BulletSimVersion); | ||
232 | |||
233 | // if Debug, enable logging from the unmanaged code | ||
234 | if (m_log.IsDebugEnabled || PhysicsLogging.Enabled) | 240 | if (m_log.IsDebugEnabled || PhysicsLogging.Enabled) |
235 | { | 241 | { |
236 | m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader); | 242 | m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader); |
237 | if (PhysicsLogging.Enabled) | 243 | if (PhysicsLogging.Enabled) |
244 | // The handle is saved in a variable to make sure it doesn't get freed after this call | ||
238 | m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLoggerPhysLog); | 245 | m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLoggerPhysLog); |
239 | else | 246 | else |
240 | m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger); | 247 | m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger); |
241 | // the handle is saved in a variable to make sure it doesn't get freed after this call | ||
242 | BulletSimAPI.SetDebugLogCallback(m_DebugLogCallbackHandle); | ||
243 | } | 248 | } |
244 | 249 | ||
245 | _taintedObjects = new List<TaintCallbackEntry>(); | 250 | // Get the version of the DLL |
251 | // TODO: this doesn't work yet. Something wrong with marshaling the returned string. | ||
252 | // BulletSimVersion = BulletSimAPI.GetVersion(); | ||
253 | // m_log.WarnFormat("{0}: BulletSim.dll version='{1}'", LogHeader, BulletSimVersion); | ||
246 | 254 | ||
247 | mesher = meshmerizer; | 255 | // The bounding box for the simulated world. The origin is 0,0,0 unless we're |
248 | // The bounding box for the simulated world | 256 | // a child in a mega-region. |
249 | Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, 8192f); | 257 | // Turns out that Bullet really doesn't care about the extents of the simulated |
258 | // area. It tracks active objects no matter where they are. | ||
259 | Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); | ||
250 | 260 | ||
251 | // m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader); | 261 | // m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader); |
252 | m_worldID = BulletSimAPI.Initialize(worldExtent, m_paramsHandle.AddrOfPinnedObject(), | 262 | WorldID = BulletSimAPI.Initialize(worldExtent, m_paramsHandle.AddrOfPinnedObject(), |
253 | m_maxCollisionsPerFrame, m_collisionArrayPinnedHandle.AddrOfPinnedObject(), | 263 | m_maxCollisionsPerFrame, m_collisionArrayPinnedHandle.AddrOfPinnedObject(), |
254 | m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject()); | 264 | m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject(), |
265 | m_DebugLogCallbackHandle); | ||
255 | 266 | ||
256 | // Initialization to support the transition to a new API which puts most of the logic | 267 | // Initialization to support the transition to a new API which puts most of the logic |
257 | // into the C# code so it is easier to modify and add to. | 268 | // into the C# code so it is easier to modify and add to. |
258 | m_worldSim = new BulletSim(m_worldID, this, BulletSimAPI.GetSimHandle2(m_worldID)); | 269 | World = new BulletSim(WorldID, this, BulletSimAPI.GetSimHandle2(WorldID)); |
259 | m_constraintCollection = new BSConstraintCollection(World); | 270 | |
271 | Constraints = new BSConstraintCollection(World); | ||
272 | |||
273 | TerrainManager = new BSTerrainManager(this); | ||
274 | TerrainManager.CreateInitialGroundPlaneAndTerrain(); | ||
260 | 275 | ||
261 | m_initialized = true; | 276 | m_initialized = true; |
262 | } | 277 | } |
@@ -281,10 +296,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
281 | // Very detailed logging for physics debugging | 296 | // Very detailed logging for physics debugging |
282 | m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false); | 297 | m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false); |
283 | m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", "."); | 298 | m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", "."); |
284 | m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-"); | 299 | m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-"); |
285 | m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5); | 300 | m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5); |
286 | // Very detailed logging for vehicle debugging | 301 | // Very detailed logging for vehicle debugging |
287 | m_vehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false); | 302 | VehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false); |
303 | |||
304 | // Do any replacements in the parameters | ||
305 | m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName); | ||
288 | } | 306 | } |
289 | } | 307 | } |
290 | } | 308 | } |
@@ -309,13 +327,51 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
309 | { | 327 | { |
310 | m_log.Debug("[BULLETS UNMANAGED]:" + msg); | 328 | m_log.Debug("[BULLETS UNMANAGED]:" + msg); |
311 | } | 329 | } |
312 | 330 | ||
313 | // Called directly from unmanaged code so don't do much | 331 | // Called directly from unmanaged code so don't do much |
314 | private void BulletLoggerPhysLog(string msg) | 332 | private void BulletLoggerPhysLog(string msg) |
315 | { | 333 | { |
316 | PhysicsLogging.Write("[BULLETS UNMANAGED]:" + msg); | 334 | PhysicsLogging.Write("[BULLETS UNMANAGED]:" + msg); |
317 | } | 335 | } |
318 | 336 | ||
337 | public override void Dispose() | ||
338 | { | ||
339 | // m_log.DebugFormat("{0}: Dispose()", LogHeader); | ||
340 | |||
341 | // make sure no stepping happens while we're deleting stuff | ||
342 | m_initialized = false; | ||
343 | |||
344 | TerrainManager.ReleaseGroundPlaneAndTerrain(); | ||
345 | |||
346 | foreach (KeyValuePair<uint, BSPhysObject> kvp in PhysObjects) | ||
347 | { | ||
348 | kvp.Value.Destroy(); | ||
349 | } | ||
350 | PhysObjects.Clear(); | ||
351 | |||
352 | // Now that the prims are all cleaned up, there should be no constraints left | ||
353 | if (Constraints != null) | ||
354 | { | ||
355 | Constraints.Dispose(); | ||
356 | Constraints = null; | ||
357 | } | ||
358 | |||
359 | if (Shapes != null) | ||
360 | { | ||
361 | Shapes.Dispose(); | ||
362 | Shapes = null; | ||
363 | } | ||
364 | |||
365 | // Anything left in the unmanaged code should be cleaned out | ||
366 | BulletSimAPI.Shutdown(WorldID); | ||
367 | |||
368 | // Not logging any more | ||
369 | PhysicsLogging.Close(); | ||
370 | } | ||
371 | #endregion // Construction and Initialization | ||
372 | |||
373 | #region Prim and Avatar addition and removal | ||
374 | |||
319 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) | 375 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) |
320 | { | 376 | { |
321 | m_log.ErrorFormat("{0}: CALL TO AddAvatar in BSScene. NOT IMPLEMENTED", LogHeader); | 377 | m_log.ErrorFormat("{0}: CALL TO AddAvatar in BSScene. NOT IMPLEMENTED", LogHeader); |
@@ -329,7 +385,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
329 | if (!m_initialized) return null; | 385 | if (!m_initialized) return null; |
330 | 386 | ||
331 | BSCharacter actor = new BSCharacter(localID, avName, this, position, size, isFlying); | 387 | BSCharacter actor = new BSCharacter(localID, avName, this, position, size, isFlying); |
332 | lock (m_avatars) m_avatars.Add(localID, actor); | 388 | lock (PhysObjects) PhysObjects.Add(localID, actor); |
389 | |||
390 | // TODO: Remove kludge someday. | ||
391 | // We must generate a collision for avatars whether they collide or not. | ||
392 | // This is required by OpenSim to update avatar animations, etc. | ||
393 | lock (m_avatars) m_avatars.Add(actor); | ||
394 | |||
333 | return actor; | 395 | return actor; |
334 | } | 396 | } |
335 | 397 | ||
@@ -344,7 +406,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
344 | { | 406 | { |
345 | try | 407 | try |
346 | { | 408 | { |
347 | lock (m_avatars) m_avatars.Remove(actor.LocalID); | 409 | lock (PhysObjects) PhysObjects.Remove(actor.LocalID); |
410 | // Remove kludge someday | ||
411 | lock (m_avatars) m_avatars.Remove(bsactor); | ||
348 | } | 412 | } |
349 | catch (Exception e) | 413 | catch (Exception e) |
350 | { | 414 | { |
@@ -362,11 +426,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
362 | BSPrim bsprim = prim as BSPrim; | 426 | BSPrim bsprim = prim as BSPrim; |
363 | if (bsprim != null) | 427 | if (bsprim != null) |
364 | { | 428 | { |
365 | // DetailLog("{0},RemovePrim,call", bsprim.LocalID); | 429 | DetailLog("{0},RemovePrim,call", bsprim.LocalID); |
366 | // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID); | 430 | // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID); |
367 | try | 431 | try |
368 | { | 432 | { |
369 | lock (m_prims) m_prims.Remove(bsprim.LocalID); | 433 | lock (PhysObjects) PhysObjects.Remove(bsprim.LocalID); |
370 | } | 434 | } |
371 | catch (Exception e) | 435 | catch (Exception e) |
372 | { | 436 | { |
@@ -388,18 +452,21 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
388 | 452 | ||
389 | if (!m_initialized) return null; | 453 | if (!m_initialized) return null; |
390 | 454 | ||
391 | // DetailLog("{0},AddPrimShape,call", localID); | 455 | DetailLog("{0},AddPrimShape,call", localID); |
392 | 456 | ||
393 | BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); | 457 | BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); |
394 | lock (m_prims) m_prims.Add(localID, prim); | 458 | lock (PhysObjects) PhysObjects.Add(localID, prim); |
395 | return prim; | 459 | return prim; |
396 | } | 460 | } |
397 | 461 | ||
398 | // This is a call from the simulator saying that some physical property has been updated. | 462 | // This is a call from the simulator saying that some physical property has been updated. |
399 | // The BulletSim driver senses the changing of relevant properties so this taint | 463 | // The BulletSim driver senses the changing of relevant properties so this taint |
400 | // information call is not needed. | 464 | // information call is not needed. |
401 | public override void AddPhysicsActorTaint(PhysicsActor prim) { } | 465 | public override void AddPhysicsActorTaint(PhysicsActor prim) { } |
402 | 466 | ||
467 | #endregion // Prim and Avatar addition and removal | ||
468 | |||
469 | #region Simulation | ||
403 | // Simulate one timestep | 470 | // Simulate one timestep |
404 | public override float Simulate(float timeStep) | 471 | public override float Simulate(float timeStep) |
405 | { | 472 | { |
@@ -408,18 +475,19 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
408 | int collidersCount = 0; | 475 | int collidersCount = 0; |
409 | IntPtr collidersPtr; | 476 | IntPtr collidersPtr; |
410 | 477 | ||
411 | LastSimulatedTimestep = timeStep; | 478 | int beforeTime = 0; |
479 | int simTime = 0; | ||
412 | 480 | ||
413 | // prevent simulation until we've been initialized | 481 | // prevent simulation until we've been initialized |
414 | if (!m_initialized) return 10.0f; | 482 | if (!m_initialized) return 5.0f; |
415 | |||
416 | int simulateStartTime = Util.EnvironmentTickCount(); | ||
417 | 483 | ||
418 | // update the prim states while we know the physics engine is not busy | 484 | // update the prim states while we know the physics engine is not busy |
485 | int numTaints = _taintedObjects.Count; | ||
419 | ProcessTaints(); | 486 | ProcessTaints(); |
420 | 487 | ||
421 | // Some of the prims operate with special vehicle properties | 488 | // Some of the prims operate with special vehicle properties |
422 | ProcessVehicles(timeStep); | 489 | ProcessVehicles(timeStep); |
490 | numTaints += _taintedObjects.Count; | ||
423 | ProcessTaints(); // the vehicles might have added taints | 491 | ProcessTaints(); // the vehicles might have added taints |
424 | 492 | ||
425 | // step the physical world one interval | 493 | // step the physical world one interval |
@@ -427,15 +495,22 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
427 | int numSubSteps = 0; | 495 | int numSubSteps = 0; |
428 | try | 496 | try |
429 | { | 497 | { |
430 | numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep, | 498 | if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount(); |
499 | |||
500 | numSubSteps = BulletSimAPI.PhysicsStep(WorldID, timeStep, m_maxSubSteps, m_fixedTimeStep, | ||
431 | out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); | 501 | out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); |
432 | // DetailLog("{0},Simulate,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount); | 502 | |
503 | if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime); | ||
504 | DetailLog("{0},Simulate,call, nTaints={1}, simTime={2}, substeps={3}, updates={4}, colliders={5}", | ||
505 | DetailLogZero, numTaints, simTime, numSubSteps, updatedEntityCount, collidersCount); | ||
433 | } | 506 | } |
434 | catch (Exception e) | 507 | catch (Exception e) |
435 | { | 508 | { |
436 | m_log.WarnFormat("{0},PhysicsStep Exception: substeps={1}, updates={2}, colliders={3}, e={4}", LogHeader, numSubSteps, updatedEntityCount, collidersCount, e); | 509 | m_log.WarnFormat("{0},PhysicsStep Exception: nTaints={1}, substeps={2}, updates={3}, colliders={4}, e={5}", |
437 | // DetailLog("{0},PhysicsStepException,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount); | 510 | LogHeader, numTaints, numSubSteps, updatedEntityCount, collidersCount, e); |
438 | // updatedEntityCount = 0; | 511 | DetailLog("{0},PhysicsStepException,call, nTaints={1}, substeps={2}, updates={3}, colliders={4}", |
512 | DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount); | ||
513 | updatedEntityCount = 0; | ||
439 | collidersCount = 0; | 514 | collidersCount = 0; |
440 | } | 515 | } |
441 | 516 | ||
@@ -443,7 +518,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
443 | // Don't have to use the pointers passed back since we know it is the same pinned memory we passed in | 518 | // Don't have to use the pointers passed back since we know it is the same pinned memory we passed in |
444 | 519 | ||
445 | // Get a value for 'now' so all the collision and update routines don't have to get their own | 520 | // Get a value for 'now' so all the collision and update routines don't have to get their own |
446 | m_simulationNowTime = Util.EnvironmentTickCount(); | 521 | SimulationNowTime = Util.EnvironmentTickCount(); |
447 | 522 | ||
448 | // If there were collisions, process them by sending the event to the prim. | 523 | // If there were collisions, process them by sending the event to the prim. |
449 | // Collisions must be processed before updates. | 524 | // Collisions must be processed before updates. |
@@ -460,21 +535,34 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
460 | } | 535 | } |
461 | } | 536 | } |
462 | 537 | ||
538 | // This is a kludge to get avatar movement updates. | ||
539 | // ODE sends collisions for avatars even if there are have been no collisions. This updates | ||
540 | // avatar animations and stuff. | ||
541 | // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. | ||
542 | foreach (BSPhysObject bsp in m_avatars) | ||
543 | bsp.SendCollisions(); | ||
544 | |||
463 | // The above SendCollision's batch up the collisions on the objects. | 545 | // The above SendCollision's batch up the collisions on the objects. |
464 | // Now push the collisions into the simulator. | 546 | // Now push the collisions into the simulator. |
465 | foreach (BSPrim bsp in m_primsWithCollisions) | 547 | if (ObjectsWithCollisions.Count > 0) |
466 | bsp.SendCollisions(); | 548 | { |
467 | m_primsWithCollisions.Clear(); | 549 | foreach (BSPhysObject bsp in ObjectsWithCollisions) |
550 | if (!m_avatars.Contains(bsp)) // don't call avatars twice | ||
551 | if (!bsp.SendCollisions()) | ||
552 | { | ||
553 | // If the object is done colliding, see that it's removed from the colliding list | ||
554 | ObjectsWithNoMoreCollisions.Add(bsp); | ||
555 | } | ||
556 | } | ||
468 | 557 | ||
469 | // This is a kludge to get avatar movement updated. | 558 | // Objects that are done colliding are removed from the ObjectsWithCollisions list. |
470 | // Don't send collisions only if there were collisions -- send everytime. | 559 | // This can't be done by SendCollisions because it is inside an iteration of ObjectWithCollisions. |
471 | // ODE sends collisions even if there are none and this is used to update | 560 | if (ObjectsWithNoMoreCollisions.Count > 0) |
472 | // avatar animations and stuff. | 561 | { |
473 | // foreach (BSCharacter bsc in m_avatarsWithCollisions) | 562 | foreach (BSPhysObject po in ObjectsWithNoMoreCollisions) |
474 | // bsc.SendCollisions(); | 563 | ObjectsWithCollisions.Remove(po); |
475 | foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars) | 564 | ObjectsWithNoMoreCollisions.Clear(); |
476 | kvp.Value.SendCollisions(); | 565 | } |
477 | m_avatarsWithCollisions.Clear(); | ||
478 | 566 | ||
479 | // If any of the objects had updated properties, tell the object it has been changed by the physics engine | 567 | // If any of the objects had updated properties, tell the object it has been changed by the physics engine |
480 | if (updatedEntityCount > 0) | 568 | if (updatedEntityCount > 0) |
@@ -482,17 +570,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
482 | for (int ii = 0; ii < updatedEntityCount; ii++) | 570 | for (int ii = 0; ii < updatedEntityCount; ii++) |
483 | { | 571 | { |
484 | EntityProperties entprop = m_updateArray[ii]; | 572 | EntityProperties entprop = m_updateArray[ii]; |
485 | BSPrim prim; | 573 | BSPhysObject pobj; |
486 | if (m_prims.TryGetValue(entprop.ID, out prim)) | 574 | if (PhysObjects.TryGetValue(entprop.ID, out pobj)) |
487 | { | 575 | { |
488 | prim.UpdateProperties(entprop); | 576 | pobj.UpdateProperties(entprop); |
489 | continue; | ||
490 | } | ||
491 | BSCharacter actor; | ||
492 | if (m_avatars.TryGetValue(entprop.ID, out actor)) | ||
493 | { | ||
494 | actor.UpdateProperties(entprop); | ||
495 | continue; | ||
496 | } | 577 | } |
497 | } | 578 | } |
498 | } | 579 | } |
@@ -506,121 +587,89 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
506 | } | 587 | } |
507 | } | 588 | } |
508 | 589 | ||
509 | // this is a waste since the outside routine also calcuates the physics simulation | 590 | // The physics engine returns the number of milliseconds it simulated this call. |
510 | // period. TODO: There should be a way of computing physics frames from simulator computation. | 591 | // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. |
511 | // long simulateTotalTime = Util.EnvironmentTickCountSubtract(simulateStartTime); | 592 | // Since Bullet normally does 5 or 6 substeps, this will normally sum to about 60 FPS. |
512 | // return (timeStep * (float)simulateTotalTime); | 593 | return numSubSteps * m_fixedTimeStep * 1000; |
513 | |||
514 | // TODO: FIX THIS: fps calculation possibly wrong. | ||
515 | // This calculation says 1/timeStep is the ideal frame rate. Any time added to | ||
516 | // that by the physics simulation gives a slower frame rate. | ||
517 | long totalSimulationTime = Util.EnvironmentTickCountSubtract(simulateStartTime); | ||
518 | if (totalSimulationTime >= timeStep) | ||
519 | return 0; | ||
520 | return 1f / (timeStep + totalSimulationTime); | ||
521 | } | 594 | } |
522 | 595 | ||
523 | // Something has collided | 596 | // Something has collided |
524 | private void SendCollision(uint localID, uint collidingWith, Vector3 collidePoint, Vector3 collideNormal, float penitration) | 597 | private void SendCollision(uint localID, uint collidingWith, Vector3 collidePoint, Vector3 collideNormal, float penetration) |
525 | { | 598 | { |
526 | if (localID == TERRAIN_ID || localID == GROUNDPLANE_ID) | 599 | if (localID <= TerrainManager.HighestTerrainID) |
527 | { | 600 | { |
528 | return; // don't send collisions to the terrain | 601 | return; // don't send collisions to the terrain |
529 | } | 602 | } |
530 | 603 | ||
531 | ActorTypes type = ActorTypes.Prim; | 604 | BSPhysObject collider; |
532 | if (collidingWith == TERRAIN_ID || collidingWith == GROUNDPLANE_ID) | 605 | if (!PhysObjects.TryGetValue(localID, out collider)) |
533 | type = ActorTypes.Ground; | 606 | { |
534 | else if (m_avatars.ContainsKey(collidingWith)) | 607 | // If the object that is colliding cannot be found, just ignore the collision. |
535 | type = ActorTypes.Agent; | 608 | DetailLog("{0},BSScene.SendCollision,colliderNotInObjectList,id={1},with={2}", DetailLogZero, localID, collidingWith); |
536 | |||
537 | BSPrim prim; | ||
538 | if (m_prims.TryGetValue(localID, out prim)) { | ||
539 | prim.Collide(collidingWith, type, collidePoint, collideNormal, penitration); | ||
540 | m_primsWithCollisions.Add(prim); | ||
541 | return; | 609 | return; |
542 | } | 610 | } |
543 | BSCharacter actor; | 611 | |
544 | if (m_avatars.TryGetValue(localID, out actor)) { | 612 | // The terrain is not in the physical object list so 'collidee' can be null when Collide() is called. |
545 | actor.Collide(collidingWith, type, collidePoint, collideNormal, penitration); | 613 | BSPhysObject collidee = null; |
546 | m_avatarsWithCollisions.Add(actor); | 614 | PhysObjects.TryGetValue(collidingWith, out collidee); |
547 | return; | 615 | |
616 | DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); | ||
617 | |||
618 | if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration)) | ||
619 | { | ||
620 | // If a collision was posted, remember to send it to the simulator | ||
621 | ObjectsWithCollisions.Add(collider); | ||
548 | } | 622 | } |
623 | |||
549 | return; | 624 | return; |
550 | } | 625 | } |
551 | 626 | ||
552 | public override void GetResults() { } | 627 | #endregion // Simulation |
553 | 628 | ||
554 | public override void SetTerrain(float[] heightMap) { | 629 | public override void GetResults() { } |
555 | m_heightMap = heightMap; | ||
556 | this.TaintedObject("BSScene.SetTerrain", delegate() | ||
557 | { | ||
558 | BulletSimAPI.SetHeightmap(m_worldID, m_heightMap); | ||
559 | }); | ||
560 | } | ||
561 | 630 | ||
562 | // Someday we will have complex terrain with caves and tunnels | 631 | #region Terrain |
563 | // For the moment, it's flat and convex | ||
564 | public float GetTerrainHeightAtXYZ(Vector3 loc) | ||
565 | { | ||
566 | return GetTerrainHeightAtXY(loc.X, loc.Y); | ||
567 | } | ||
568 | 632 | ||
569 | public float GetTerrainHeightAtXY(float tX, float tY) | 633 | public override void SetTerrain(float[] heightMap) { |
570 | { | 634 | TerrainManager.SetTerrain(heightMap); |
571 | if (tX < 0 || tX >= Constants.RegionSize || tY < 0 || tY >= Constants.RegionSize) | ||
572 | return 30; | ||
573 | return m_heightMap[((int)tX) * Constants.RegionSize + ((int)tY)]; | ||
574 | } | 635 | } |
575 | 636 | ||
576 | public override void SetWaterLevel(float baseheight) | 637 | public override void SetWaterLevel(float baseheight) |
577 | { | 638 | { |
578 | m_waterLevel = baseheight; | 639 | m_waterLevel = baseheight; |
579 | // TODO: pass to physics engine so things will float? | ||
580 | } | 640 | } |
581 | public float GetWaterLevel() | 641 | // Someday.... |
642 | public float GetWaterLevelAtXYZ(Vector3 loc) | ||
582 | { | 643 | { |
583 | return m_waterLevel; | 644 | return m_waterLevel; |
584 | } | 645 | } |
585 | 646 | ||
586 | public override void DeleteTerrain() | 647 | public override void DeleteTerrain() |
587 | { | 648 | { |
588 | // m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader); | 649 | // m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader); |
589 | } | 650 | } |
590 | 651 | ||
591 | public override void Dispose() | 652 | // Although no one seems to check this, I do support combining. |
653 | public override bool SupportsCombining() | ||
592 | { | 654 | { |
593 | // m_log.DebugFormat("{0}: Dispose()", LogHeader); | 655 | return TerrainManager.SupportsCombining(); |
594 | 656 | } | |
595 | // make sure no stepping happens while we're deleting stuff | 657 | // This call says I am a child to region zero in a mega-region. 'pScene' is that |
596 | m_initialized = false; | 658 | // of region zero, 'offset' is my offset from regions zero's origin, and |
597 | 659 | // 'extents' is the largest XY that is handled in my region. | |
598 | foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars) | 660 | public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) |
599 | { | 661 | { |
600 | kvp.Value.Destroy(); | 662 | TerrainManager.Combine(pScene, offset, extents); |
601 | } | 663 | } |
602 | m_avatars.Clear(); | ||
603 | |||
604 | foreach (KeyValuePair<uint, BSPrim> kvp in m_prims) | ||
605 | { | ||
606 | kvp.Value.Destroy(); | ||
607 | } | ||
608 | m_prims.Clear(); | ||
609 | |||
610 | // Now that the prims are all cleaned up, there should be no constraints left | ||
611 | if (m_constraintCollection != null) | ||
612 | { | ||
613 | m_constraintCollection.Dispose(); | ||
614 | m_constraintCollection = null; | ||
615 | } | ||
616 | |||
617 | // Anything left in the unmanaged code should be cleaned out | ||
618 | BulletSimAPI.Shutdown(WorldID); | ||
619 | 664 | ||
620 | // Not logging any more | 665 | // Unhook all the combining that I know about. |
621 | PhysicsLogging.Close(); | 666 | public override void UnCombine(PhysicsScene pScene) |
667 | { | ||
668 | TerrainManager.UnCombine(pScene); | ||
622 | } | 669 | } |
623 | 670 | ||
671 | #endregion // Terrain | ||
672 | |||
624 | public override Dictionary<uint, float> GetTopColliders() | 673 | public override Dictionary<uint, float> GetTopColliders() |
625 | { | 674 | { |
626 | return new Dictionary<uint, float>(); | 675 | return new Dictionary<uint, float>(); |
@@ -628,121 +677,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
628 | 677 | ||
629 | public override bool IsThreaded { get { return false; } } | 678 | public override bool IsThreaded { get { return false; } } |
630 | 679 | ||
631 | /// <summary> | ||
632 | /// Routine to figure out if we need to mesh this prim with our mesher | ||
633 | /// </summary> | ||
634 | /// <param name="pbs"></param> | ||
635 | /// <returns>true if the prim needs meshing</returns> | ||
636 | public bool NeedsMeshing(PrimitiveBaseShape pbs) | ||
637 | { | ||
638 | // most of this is redundant now as the mesher will return null if it cant mesh a prim | ||
639 | // but we still need to check for sculptie meshing being enabled so this is the most | ||
640 | // convenient place to do it for now... | ||
641 | |||
642 | // int iPropertiesNotSupportedDefault = 0; | ||
643 | |||
644 | if (pbs.SculptEntry && !_meshSculptedPrim) | ||
645 | { | ||
646 | // Render sculpties as boxes | ||
647 | return false; | ||
648 | } | ||
649 | |||
650 | // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since Bullet | ||
651 | // can use an internal representation for the prim | ||
652 | if (!_forceSimplePrimMeshing) | ||
653 | { | ||
654 | if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight) | ||
655 | || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 | ||
656 | && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z)) | ||
657 | { | ||
658 | |||
659 | if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 | ||
660 | && pbs.ProfileHollow == 0 | ||
661 | && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0 | ||
662 | && pbs.PathBegin == 0 && pbs.PathEnd == 0 | ||
663 | && pbs.PathTaperX == 0 && pbs.PathTaperY == 0 | ||
664 | && pbs.PathScaleX == 100 && pbs.PathScaleY == 100 | ||
665 | && pbs.PathShearX == 0 && pbs.PathShearY == 0) | ||
666 | { | ||
667 | return false; | ||
668 | } | ||
669 | } | ||
670 | } | ||
671 | |||
672 | /* TODO: verify that the mesher will now do all these shapes | ||
673 | if (pbs.ProfileHollow != 0) | ||
674 | iPropertiesNotSupportedDefault++; | ||
675 | |||
676 | if ((pbs.PathBegin != 0) || pbs.PathEnd != 0) | ||
677 | iPropertiesNotSupportedDefault++; | ||
678 | |||
679 | if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0)) | ||
680 | iPropertiesNotSupportedDefault++; | ||
681 | |||
682 | if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0) | ||
683 | iPropertiesNotSupportedDefault++; | ||
684 | |||
685 | if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100)) | ||
686 | iPropertiesNotSupportedDefault++; | ||
687 | |||
688 | if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0)) | ||
689 | iPropertiesNotSupportedDefault++; | ||
690 | |||
691 | if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight) | ||
692 | iPropertiesNotSupportedDefault++; | ||
693 | |||
694 | if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X)) | ||
695 | iPropertiesNotSupportedDefault++; | ||
696 | |||
697 | if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1) | ||
698 | iPropertiesNotSupportedDefault++; | ||
699 | |||
700 | // test for torus | ||
701 | if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square) | ||
702 | { | ||
703 | if (pbs.PathCurve == (byte)Extrusion.Curve1) | ||
704 | { | ||
705 | iPropertiesNotSupportedDefault++; | ||
706 | } | ||
707 | } | ||
708 | else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle) | ||
709 | { | ||
710 | if (pbs.PathCurve == (byte)Extrusion.Straight) | ||
711 | { | ||
712 | iPropertiesNotSupportedDefault++; | ||
713 | } | ||
714 | // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits | ||
715 | else if (pbs.PathCurve == (byte)Extrusion.Curve1) | ||
716 | { | ||
717 | iPropertiesNotSupportedDefault++; | ||
718 | } | ||
719 | } | ||
720 | else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle) | ||
721 | { | ||
722 | if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2) | ||
723 | { | ||
724 | iPropertiesNotSupportedDefault++; | ||
725 | } | ||
726 | } | ||
727 | else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle) | ||
728 | { | ||
729 | if (pbs.PathCurve == (byte)Extrusion.Straight) | ||
730 | { | ||
731 | iPropertiesNotSupportedDefault++; | ||
732 | } | ||
733 | else if (pbs.PathCurve == (byte)Extrusion.Curve1) | ||
734 | { | ||
735 | iPropertiesNotSupportedDefault++; | ||
736 | } | ||
737 | } | ||
738 | if (iPropertiesNotSupportedDefault == 0) | ||
739 | { | ||
740 | return false; | ||
741 | } | ||
742 | */ | ||
743 | return true; | ||
744 | } | ||
745 | |||
746 | // Calls to the PhysicsActors can't directly call into the physics engine | 680 | // Calls to the PhysicsActors can't directly call into the physics engine |
747 | // because it might be busy. We delay changes to a known time. | 681 | // because it might be busy. We delay changes to a known time. |
748 | // We rely on C#'s closure to save and restore the context for the delegate. | 682 | // We rely on C#'s closure to save and restore the context for the delegate. |
@@ -751,7 +685,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
751 | if (!m_initialized) return; | 685 | if (!m_initialized) return; |
752 | 686 | ||
753 | lock (_taintLock) | 687 | lock (_taintLock) |
688 | { | ||
754 | _taintedObjects.Add(new TaintCallbackEntry(ident, callback)); | 689 | _taintedObjects.Add(new TaintCallbackEntry(ident, callback)); |
690 | } | ||
691 | |||
755 | return; | 692 | return; |
756 | } | 693 | } |
757 | 694 | ||
@@ -830,14 +767,14 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
830 | // no locking because only called when physics engine is not busy | 767 | // no locking because only called when physics engine is not busy |
831 | private void ProcessVehicles(float timeStep) | 768 | private void ProcessVehicles(float timeStep) |
832 | { | 769 | { |
833 | foreach (BSPrim prim in m_vehicles) | 770 | foreach (BSPhysObject pobj in m_vehicles) |
834 | { | 771 | { |
835 | prim.StepVehicle(timeStep); | 772 | pobj.StepVehicle(timeStep); |
836 | } | 773 | } |
837 | } | 774 | } |
838 | #endregion Vehicles | 775 | #endregion Vehicles |
839 | 776 | ||
840 | #region Parameters | 777 | #region INI and command line parameter processing |
841 | 778 | ||
842 | delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val); | 779 | delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val); |
843 | delegate float ParamGet(BSScene scene); | 780 | delegate float ParamGet(BSScene scene); |
@@ -869,7 +806,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
869 | // getters and setters. | 806 | // getters and setters. |
870 | // It is easiest to find an existing definition and copy it. | 807 | // It is easiest to find an existing definition and copy it. |
871 | // Parameter values are floats. Booleans are converted to a floating value. | 808 | // Parameter values are floats. Booleans are converted to a floating value. |
872 | // | 809 | // |
873 | // A ParameterDefn() takes the following parameters: | 810 | // A ParameterDefn() takes the following parameters: |
874 | // -- the text name of the parameter. This is used for console input and ini file. | 811 | // -- the text name of the parameter. This is used for console input and ini file. |
875 | // -- a short text description of the parameter. This shows up in the console listing. | 812 | // -- a short text description of the parameter. This shows up in the console listing. |
@@ -888,25 +825,35 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
888 | { | 825 | { |
889 | new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties", | 826 | new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties", |
890 | ConfigurationParameters.numericTrue, | 827 | ConfigurationParameters.numericTrue, |
891 | (s,cf,p,v) => { s._meshSculptedPrim = cf.GetBoolean(p, s.BoolNumeric(v)); }, | 828 | (s,cf,p,v) => { s.ShouldMeshSculptedPrim = cf.GetBoolean(p, s.BoolNumeric(v)); }, |
892 | (s) => { return s.NumericBool(s._meshSculptedPrim); }, | 829 | (s) => { return s.NumericBool(s.ShouldMeshSculptedPrim); }, |
893 | (s,p,l,v) => { s._meshSculptedPrim = s.BoolNumeric(v); } ), | 830 | (s,p,l,v) => { s.ShouldMeshSculptedPrim = s.BoolNumeric(v); } ), |
894 | new ParameterDefn("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects", | 831 | new ParameterDefn("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects", |
895 | ConfigurationParameters.numericFalse, | 832 | ConfigurationParameters.numericFalse, |
896 | (s,cf,p,v) => { s._forceSimplePrimMeshing = cf.GetBoolean(p, s.BoolNumeric(v)); }, | 833 | (s,cf,p,v) => { s.ShouldForceSimplePrimMeshing = cf.GetBoolean(p, s.BoolNumeric(v)); }, |
897 | (s) => { return s.NumericBool(s._forceSimplePrimMeshing); }, | 834 | (s) => { return s.NumericBool(s.ShouldForceSimplePrimMeshing); }, |
898 | (s,p,l,v) => { s._forceSimplePrimMeshing = s.BoolNumeric(v); } ), | 835 | (s,p,l,v) => { s.ShouldForceSimplePrimMeshing = s.BoolNumeric(v); } ), |
899 | 836 | ||
900 | new ParameterDefn("MeshLOD", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", | 837 | new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", |
901 | 8f, | 838 | 8f, |
902 | (s,cf,p,v) => { s.m_meshLOD = cf.GetInt(p, (int)v); }, | 839 | (s,cf,p,v) => { s.MeshLOD = (float)cf.GetInt(p, (int)v); }, |
903 | (s) => { return (float)s.m_meshLOD; }, | 840 | (s) => { return s.MeshLOD; }, |
904 | (s,p,l,v) => { s.m_meshLOD = (int)v; } ), | 841 | (s,p,l,v) => { s.MeshLOD = v; } ), |
905 | new ParameterDefn("SculptLOD", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)", | 842 | new ParameterDefn("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters", |
843 | 16f, | ||
844 | (s,cf,p,v) => { s.MeshMegaPrimLOD = (float)cf.GetInt(p, (int)v); }, | ||
845 | (s) => { return s.MeshMegaPrimLOD; }, | ||
846 | (s,p,l,v) => { s.MeshMegaPrimLOD = v; } ), | ||
847 | new ParameterDefn("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD", | ||
848 | 10f, | ||
849 | (s,cf,p,v) => { s.MeshMegaPrimThreshold = (float)cf.GetInt(p, (int)v); }, | ||
850 | (s) => { return s.MeshMegaPrimThreshold; }, | ||
851 | (s,p,l,v) => { s.MeshMegaPrimThreshold = v; } ), | ||
852 | new ParameterDefn("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)", | ||
906 | 32f, | 853 | 32f, |
907 | (s,cf,p,v) => { s.m_sculptLOD = cf.GetInt(p, (int)v); }, | 854 | (s,cf,p,v) => { s.SculptLOD = (float)cf.GetInt(p, (int)v); }, |
908 | (s) => { return (float)s.m_sculptLOD; }, | 855 | (s) => { return s.SculptLOD; }, |
909 | (s,p,l,v) => { s.m_sculptLOD = (int)v; } ), | 856 | (s,p,l,v) => { s.SculptLOD = v; } ), |
910 | 857 | ||
911 | new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps", | 858 | new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps", |
912 | 10f, | 859 | 10f, |
@@ -930,9 +877,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
930 | (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ), | 877 | (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ), |
931 | new ParameterDefn("MaxObjectMass", "Maximum object mass (10000.01)", | 878 | new ParameterDefn("MaxObjectMass", "Maximum object mass (10000.01)", |
932 | 10000.01f, | 879 | 10000.01f, |
933 | (s,cf,p,v) => { s.m_maximumObjectMass = cf.GetFloat(p, v); }, | 880 | (s,cf,p,v) => { s.MaximumObjectMass = cf.GetFloat(p, v); }, |
934 | (s) => { return (float)s.m_maximumObjectMass; }, | 881 | (s) => { return (float)s.MaximumObjectMass; }, |
935 | (s,p,l,v) => { s.m_maximumObjectMass = v; } ), | 882 | (s,p,l,v) => { s.MaximumObjectMass = v; } ), |
936 | 883 | ||
937 | new ParameterDefn("PID_D", "Derivitive factor for motion smoothing", | 884 | new ParameterDefn("PID_D", "Derivitive factor for motion smoothing", |
938 | 2200f, | 885 | 2200f, |
@@ -976,42 +923,42 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
976 | 0f, | 923 | 0f, |
977 | (s,cf,p,v) => { s.m_params[0].linearDamping = cf.GetFloat(p, v); }, | 924 | (s,cf,p,v) => { s.m_params[0].linearDamping = cf.GetFloat(p, v); }, |
978 | (s) => { return s.m_params[0].linearDamping; }, | 925 | (s) => { return s.m_params[0].linearDamping; }, |
979 | (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].linearDamping, p, l, v); } ), | 926 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearDamping, p, l, v); } ), |
980 | new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", | 927 | new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", |
981 | 0f, | 928 | 0f, |
982 | (s,cf,p,v) => { s.m_params[0].angularDamping = cf.GetFloat(p, v); }, | 929 | (s,cf,p,v) => { s.m_params[0].angularDamping = cf.GetFloat(p, v); }, |
983 | (s) => { return s.m_params[0].angularDamping; }, | 930 | (s) => { return s.m_params[0].angularDamping; }, |
984 | (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].angularDamping, p, l, v); } ), | 931 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularDamping, p, l, v); } ), |
985 | new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", | 932 | new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", |
986 | 0.2f, | 933 | 0.2f, |
987 | (s,cf,p,v) => { s.m_params[0].deactivationTime = cf.GetFloat(p, v); }, | 934 | (s,cf,p,v) => { s.m_params[0].deactivationTime = cf.GetFloat(p, v); }, |
988 | (s) => { return s.m_params[0].deactivationTime; }, | 935 | (s) => { return s.m_params[0].deactivationTime; }, |
989 | (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].deactivationTime, p, l, v); } ), | 936 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].deactivationTime, p, l, v); } ), |
990 | new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", | 937 | new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", |
991 | 0.8f, | 938 | 0.8f, |
992 | (s,cf,p,v) => { s.m_params[0].linearSleepingThreshold = cf.GetFloat(p, v); }, | 939 | (s,cf,p,v) => { s.m_params[0].linearSleepingThreshold = cf.GetFloat(p, v); }, |
993 | (s) => { return s.m_params[0].linearSleepingThreshold; }, | 940 | (s) => { return s.m_params[0].linearSleepingThreshold; }, |
994 | (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].linearSleepingThreshold, p, l, v); } ), | 941 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearSleepingThreshold, p, l, v); } ), |
995 | new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", | 942 | new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", |
996 | 1.0f, | 943 | 1.0f, |
997 | (s,cf,p,v) => { s.m_params[0].angularSleepingThreshold = cf.GetFloat(p, v); }, | 944 | (s,cf,p,v) => { s.m_params[0].angularSleepingThreshold = cf.GetFloat(p, v); }, |
998 | (s) => { return s.m_params[0].angularSleepingThreshold; }, | 945 | (s) => { return s.m_params[0].angularSleepingThreshold; }, |
999 | (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].angularSleepingThreshold, p, l, v); } ), | 946 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularSleepingThreshold, p, l, v); } ), |
1000 | new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , | 947 | new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , |
1001 | 0f, // set to zero to disable | 948 | 0f, // set to zero to disable |
1002 | (s,cf,p,v) => { s.m_params[0].ccdMotionThreshold = cf.GetFloat(p, v); }, | 949 | (s,cf,p,v) => { s.m_params[0].ccdMotionThreshold = cf.GetFloat(p, v); }, |
1003 | (s) => { return s.m_params[0].ccdMotionThreshold; }, | 950 | (s) => { return s.m_params[0].ccdMotionThreshold; }, |
1004 | (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].ccdMotionThreshold, p, l, v); } ), | 951 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdMotionThreshold, p, l, v); } ), |
1005 | new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , | 952 | new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , |
1006 | 0f, | 953 | 0f, |
1007 | (s,cf,p,v) => { s.m_params[0].ccdSweptSphereRadius = cf.GetFloat(p, v); }, | 954 | (s,cf,p,v) => { s.m_params[0].ccdSweptSphereRadius = cf.GetFloat(p, v); }, |
1008 | (s) => { return s.m_params[0].ccdSweptSphereRadius; }, | 955 | (s) => { return s.m_params[0].ccdSweptSphereRadius; }, |
1009 | (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].ccdSweptSphereRadius, p, l, v); } ), | 956 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdSweptSphereRadius, p, l, v); } ), |
1010 | new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" , | 957 | new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" , |
1011 | 0.1f, | 958 | 0.1f, |
1012 | (s,cf,p,v) => { s.m_params[0].contactProcessingThreshold = cf.GetFloat(p, v); }, | 959 | (s,cf,p,v) => { s.m_params[0].contactProcessingThreshold = cf.GetFloat(p, v); }, |
1013 | (s) => { return s.m_params[0].contactProcessingThreshold; }, | 960 | (s) => { return s.m_params[0].contactProcessingThreshold; }, |
1014 | (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].contactProcessingThreshold, p, l, v); } ), | 961 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].contactProcessingThreshold, p, l, v); } ), |
1015 | 962 | ||
1016 | new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , | 963 | new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , |
1017 | 0.5f, | 964 | 0.5f, |
@@ -1029,35 +976,35 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1029 | (s) => { return s.m_params[0].terrainRestitution; }, | 976 | (s) => { return s.m_params[0].terrainRestitution; }, |
1030 | (s,p,l,v) => { s.m_params[0].terrainRestitution = v; s.TaintedUpdateParameter(p,l,v); } ), | 977 | (s,p,l,v) => { s.m_params[0].terrainRestitution = v; s.TaintedUpdateParameter(p,l,v); } ), |
1031 | new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", | 978 | new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", |
1032 | 0.5f, | 979 | 0.2f, |
1033 | (s,cf,p,v) => { s.m_params[0].avatarFriction = cf.GetFloat(p, v); }, | 980 | (s,cf,p,v) => { s.m_params[0].avatarFriction = cf.GetFloat(p, v); }, |
1034 | (s) => { return s.m_params[0].avatarFriction; }, | 981 | (s) => { return s.m_params[0].avatarFriction; }, |
1035 | (s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarFriction, p, l, v); } ), | 982 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarFriction, p, l, v); } ), |
1036 | new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.", | 983 | new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.", |
1037 | 60f, | 984 | 60f, |
1038 | (s,cf,p,v) => { s.m_params[0].avatarDensity = cf.GetFloat(p, v); }, | 985 | (s,cf,p,v) => { s.m_params[0].avatarDensity = cf.GetFloat(p, v); }, |
1039 | (s) => { return s.m_params[0].avatarDensity; }, | 986 | (s) => { return s.m_params[0].avatarDensity; }, |
1040 | (s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarDensity, p, l, v); } ), | 987 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarDensity, p, l, v); } ), |
1041 | new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.", | 988 | new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.", |
1042 | 0f, | 989 | 0f, |
1043 | (s,cf,p,v) => { s.m_params[0].avatarRestitution = cf.GetFloat(p, v); }, | 990 | (s,cf,p,v) => { s.m_params[0].avatarRestitution = cf.GetFloat(p, v); }, |
1044 | (s) => { return s.m_params[0].avatarRestitution; }, | 991 | (s) => { return s.m_params[0].avatarRestitution; }, |
1045 | (s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarRestitution, p, l, v); } ), | 992 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarRestitution, p, l, v); } ), |
1046 | new ParameterDefn("AvatarCapsuleRadius", "Radius of space around an avatar", | 993 | new ParameterDefn("AvatarCapsuleRadius", "Radius of space around an avatar", |
1047 | 0.37f, | 994 | 0.37f, |
1048 | (s,cf,p,v) => { s.m_params[0].avatarCapsuleRadius = cf.GetFloat(p, v); }, | 995 | (s,cf,p,v) => { s.m_params[0].avatarCapsuleRadius = cf.GetFloat(p, v); }, |
1049 | (s) => { return s.m_params[0].avatarCapsuleRadius; }, | 996 | (s) => { return s.m_params[0].avatarCapsuleRadius; }, |
1050 | (s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarCapsuleRadius, p, l, v); } ), | 997 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleRadius, p, l, v); } ), |
1051 | new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar", | 998 | new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar", |
1052 | 1.5f, | 999 | 1.5f, |
1053 | (s,cf,p,v) => { s.m_params[0].avatarCapsuleHeight = cf.GetFloat(p, v); }, | 1000 | (s,cf,p,v) => { s.m_params[0].avatarCapsuleHeight = cf.GetFloat(p, v); }, |
1054 | (s) => { return s.m_params[0].avatarCapsuleHeight; }, | 1001 | (s) => { return s.m_params[0].avatarCapsuleHeight; }, |
1055 | (s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarCapsuleHeight, p, l, v); } ), | 1002 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleHeight, p, l, v); } ), |
1056 | new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", | 1003 | new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", |
1057 | 0.1f, | 1004 | 0.1f, |
1058 | (s,cf,p,v) => { s.m_params[0].avatarContactProcessingThreshold = cf.GetFloat(p, v); }, | 1005 | (s,cf,p,v) => { s.m_params[0].avatarContactProcessingThreshold = cf.GetFloat(p, v); }, |
1059 | (s) => { return s.m_params[0].avatarContactProcessingThreshold; }, | 1006 | (s) => { return s.m_params[0].avatarContactProcessingThreshold; }, |
1060 | (s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarContactProcessingThreshold, p, l, v); } ), | 1007 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarContactProcessingThreshold, p, l, v); } ), |
1061 | 1008 | ||
1062 | 1009 | ||
1063 | new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", | 1010 | new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", |
@@ -1086,7 +1033,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1086 | (s) => { return s.m_params[0].shouldRandomizeSolverOrder; }, | 1033 | (s) => { return s.m_params[0].shouldRandomizeSolverOrder; }, |
1087 | (s,p,l,v) => { s.m_params[0].shouldRandomizeSolverOrder = v; } ), | 1034 | (s,p,l,v) => { s.m_params[0].shouldRandomizeSolverOrder = v; } ), |
1088 | new ParameterDefn("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands", | 1035 | new ParameterDefn("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands", |
1089 | ConfigurationParameters.numericFalse, | 1036 | ConfigurationParameters.numericTrue, |
1090 | (s,cf,p,v) => { s.m_params[0].shouldSplitSimulationIslands = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, | 1037 | (s,cf,p,v) => { s.m_params[0].shouldSplitSimulationIslands = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, |
1091 | (s) => { return s.m_params[0].shouldSplitSimulationIslands; }, | 1038 | (s) => { return s.m_params[0].shouldSplitSimulationIslands; }, |
1092 | (s,p,l,v) => { s.m_params[0].shouldSplitSimulationIslands = v; } ), | 1039 | (s,p,l,v) => { s.m_params[0].shouldSplitSimulationIslands = v; } ), |
@@ -1121,8 +1068,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1121 | (s,cf,p,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = cf.GetFloat(p, v); }, | 1068 | (s,cf,p,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = cf.GetFloat(p, v); }, |
1122 | (s) => { return s.m_params[0].linkConstraintTransMotorMaxForce; }, | 1069 | (s) => { return s.m_params[0].linkConstraintTransMotorMaxForce; }, |
1123 | (s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = v; } ), | 1070 | (s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = v; } ), |
1124 | new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=none, 1=all. Default=0", | 1071 | new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1", |
1125 | 0.0f, | 1072 | 0.1f, |
1126 | (s,cf,p,v) => { s.m_params[0].linkConstraintCFM = cf.GetFloat(p, v); }, | 1073 | (s,cf,p,v) => { s.m_params[0].linkConstraintCFM = cf.GetFloat(p, v); }, |
1127 | (s) => { return s.m_params[0].linkConstraintCFM; }, | 1074 | (s) => { return s.m_params[0].linkConstraintCFM; }, |
1128 | (s,p,l,v) => { s.m_params[0].linkConstraintCFM = v; } ), | 1075 | (s,p,l,v) => { s.m_params[0].linkConstraintCFM = v; } ), |
@@ -1131,18 +1078,17 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1131 | (s,cf,p,v) => { s.m_params[0].linkConstraintERP = cf.GetFloat(p, v); }, | 1078 | (s,cf,p,v) => { s.m_params[0].linkConstraintERP = cf.GetFloat(p, v); }, |
1132 | (s) => { return s.m_params[0].linkConstraintERP; }, | 1079 | (s) => { return s.m_params[0].linkConstraintERP; }, |
1133 | (s,p,l,v) => { s.m_params[0].linkConstraintERP = v; } ), | 1080 | (s,p,l,v) => { s.m_params[0].linkConstraintERP = v; } ), |
1081 | new ParameterDefn("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)", | ||
1082 | 40, | ||
1083 | (s,cf,p,v) => { s.m_params[0].linkConstraintSolverIterations = cf.GetFloat(p, v); }, | ||
1084 | (s) => { return s.m_params[0].linkConstraintSolverIterations; }, | ||
1085 | (s,p,l,v) => { s.m_params[0].linkConstraintSolverIterations = v; } ), | ||
1134 | 1086 | ||
1135 | new ParameterDefn("DetailedStats", "Frames between outputting detailed phys stats. (0 is off)", | 1087 | new ParameterDefn("DetailedStats", "Frames between outputting detailed phys stats. (0 is off)", |
1136 | 0f, | 1088 | 0f, |
1137 | (s,cf,p,v) => { s.m_detailedStatsStep = cf.GetInt(p, (int)v); }, | 1089 | (s,cf,p,v) => { s.m_detailedStatsStep = cf.GetInt(p, (int)v); }, |
1138 | (s) => { return (float)s.m_detailedStatsStep; }, | 1090 | (s) => { return (float)s.m_detailedStatsStep; }, |
1139 | (s,p,l,v) => { s.m_detailedStatsStep = (int)v; } ), | 1091 | (s,p,l,v) => { s.m_detailedStatsStep = (int)v; } ), |
1140 | new ParameterDefn("ShouldDebugLog", "Enables detailed DEBUG log statements", | ||
1141 | ConfigurationParameters.numericFalse, | ||
1142 | (s,cf,p,v) => { s.ShouldDebugLog = cf.GetBoolean(p, s.BoolNumeric(v)); }, | ||
1143 | (s) => { return s.NumericBool(s.ShouldDebugLog); }, | ||
1144 | (s,p,l,v) => { s.ShouldDebugLog = s.BoolNumeric(v); } ), | ||
1145 | |||
1146 | }; | 1092 | }; |
1147 | 1093 | ||
1148 | // Convert a boolean to our numeric true and false values | 1094 | // Convert a boolean to our numeric true and false values |
@@ -1200,6 +1146,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1200 | 1146 | ||
1201 | private PhysParameterEntry[] SettableParameters = new PhysParameterEntry[1]; | 1147 | private PhysParameterEntry[] SettableParameters = new PhysParameterEntry[1]; |
1202 | 1148 | ||
1149 | // This creates an array in the correct format for returning the list of | ||
1150 | // parameters. This is used by the 'list' option of the 'physics' command. | ||
1203 | private void BuildParameterTable() | 1151 | private void BuildParameterTable() |
1204 | { | 1152 | { |
1205 | if (SettableParameters.Length < ParameterDefinitions.Length) | 1153 | if (SettableParameters.Length < ParameterDefinitions.Length) |
@@ -1250,18 +1198,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1250 | } | 1198 | } |
1251 | 1199 | ||
1252 | // check to see if we are updating a parameter for a particular or all of the prims | 1200 | // check to see if we are updating a parameter for a particular or all of the prims |
1253 | protected void UpdateParameterPrims(ref float loc, string parm, uint localID, float val) | 1201 | protected void UpdateParameterObject(ref float loc, string parm, uint localID, float val) |
1254 | { | ||
1255 | List<uint> operateOn; | ||
1256 | lock (m_prims) operateOn = new List<uint>(m_prims.Keys); | ||
1257 | UpdateParameterSet(operateOn, ref loc, parm, localID, val); | ||
1258 | } | ||
1259 | |||
1260 | // check to see if we are updating a parameter for a particular or all of the avatars | ||
1261 | protected void UpdateParameterAvatars(ref float loc, string parm, uint localID, float val) | ||
1262 | { | 1202 | { |
1263 | List<uint> operateOn; | 1203 | List<uint> operateOn; |
1264 | lock (m_avatars) operateOn = new List<uint>(m_avatars.Keys); | 1204 | lock (PhysObjects) operateOn = new List<uint>(PhysObjects.Keys); |
1265 | UpdateParameterSet(operateOn, ref loc, parm, localID, val); | 1205 | UpdateParameterSet(operateOn, ref loc, parm, localID, val); |
1266 | } | 1206 | } |
1267 | 1207 | ||
@@ -1284,11 +1224,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1284 | TaintedObject("BSScene.UpdateParameterSet", delegate() { | 1224 | TaintedObject("BSScene.UpdateParameterSet", delegate() { |
1285 | foreach (uint lID in objectIDs) | 1225 | foreach (uint lID in objectIDs) |
1286 | { | 1226 | { |
1287 | BulletSimAPI.UpdateParameter(m_worldID, lID, xparm, xval); | 1227 | BulletSimAPI.UpdateParameter(WorldID, lID, xparm, xval); |
1288 | } | 1228 | } |
1289 | }); | 1229 | }); |
1290 | break; | 1230 | break; |
1291 | default: | 1231 | default: |
1292 | // setting only one localID | 1232 | // setting only one localID |
1293 | TaintedUpdateParameter(parm, localID, val); | 1233 | TaintedUpdateParameter(parm, localID, val); |
1294 | break; | 1234 | break; |
@@ -1302,7 +1242,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1302 | string xparm = parm.ToLower(); | 1242 | string xparm = parm.ToLower(); |
1303 | float xval = val; | 1243 | float xval = val; |
1304 | TaintedObject("BSScene.TaintedUpdateParameter", delegate() { | 1244 | TaintedObject("BSScene.TaintedUpdateParameter", delegate() { |
1305 | BulletSimAPI.UpdateParameter(m_worldID, xlocalID, xparm, xval); | 1245 | BulletSimAPI.UpdateParameter(WorldID, xlocalID, xparm, xval); |
1306 | }); | 1246 | }); |
1307 | } | 1247 | } |
1308 | 1248 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs new file mode 100755 index 0000000..dee6243 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |||
@@ -0,0 +1,735 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | using OMV = OpenMetaverse; | ||
31 | using OpenSim.Framework; | ||
32 | using OpenSim.Region.Physics.Manager; | ||
33 | using OpenSim.Region.Physics.ConvexDecompositionDotNet; | ||
34 | |||
35 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
36 | { | ||
37 | public class BSShapeCollection : IDisposable | ||
38 | { | ||
39 | private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]"; | ||
40 | |||
41 | protected BSScene PhysicsScene { get; set; } | ||
42 | |||
43 | private Object m_collectionActivityLock = new Object(); | ||
44 | |||
45 | // Description of a Mesh | ||
46 | private struct MeshDesc | ||
47 | { | ||
48 | public IntPtr ptr; | ||
49 | public int referenceCount; | ||
50 | public DateTime lastReferenced; | ||
51 | } | ||
52 | |||
53 | // Description of a hull. | ||
54 | // Meshes and hulls have the same shape hash key but we only need hulls for efficient physical objects | ||
55 | private struct HullDesc | ||
56 | { | ||
57 | public IntPtr ptr; | ||
58 | public int referenceCount; | ||
59 | public DateTime lastReferenced; | ||
60 | } | ||
61 | |||
62 | private struct BodyDesc | ||
63 | { | ||
64 | public IntPtr ptr; | ||
65 | // Bodies are only used once so reference count is always either one or zero | ||
66 | public int referenceCount; | ||
67 | public DateTime lastReferenced; | ||
68 | } | ||
69 | |||
70 | private Dictionary<ulong, MeshDesc> Meshes = new Dictionary<ulong, MeshDesc>(); | ||
71 | private Dictionary<ulong, HullDesc> Hulls = new Dictionary<ulong, HullDesc>(); | ||
72 | private Dictionary<uint, BodyDesc> Bodies = new Dictionary<uint, BodyDesc>(); | ||
73 | |||
74 | public BSShapeCollection(BSScene physScene) | ||
75 | { | ||
76 | PhysicsScene = physScene; | ||
77 | } | ||
78 | |||
79 | public void Dispose() | ||
80 | { | ||
81 | // TODO!!!!!!!!! | ||
82 | } | ||
83 | |||
84 | // Callbacks called just before either the body or shape is destroyed. | ||
85 | // Mostly used for changing bodies out from under Linksets. | ||
86 | // Useful for other cases where parameters need saving. | ||
87 | // Passing 'null' says no callback. | ||
88 | public delegate void ShapeDestructionCallback(BulletShape shape); | ||
89 | public delegate void BodyDestructionCallback(BulletBody body); | ||
90 | |||
91 | // Called to update/change the body and shape for an object. | ||
92 | // First checks the shape and updates that if necessary then makes | ||
93 | // sure the body is of the right type. | ||
94 | // Return 'true' if either the body or the shape changed. | ||
95 | // Called at taint-time!! | ||
96 | public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPrim prim, | ||
97 | ShapeData shapeData, PrimitiveBaseShape pbs, | ||
98 | ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback) | ||
99 | { | ||
100 | bool ret = false; | ||
101 | |||
102 | // This lock could probably be pushed down lower but building shouldn't take long | ||
103 | lock (m_collectionActivityLock) | ||
104 | { | ||
105 | // Do we have the correct geometry for this type of object? | ||
106 | // Updates prim.BSShape with information/pointers to requested shape | ||
107 | bool newGeom = CreateGeom(forceRebuild, prim, shapeData, pbs, shapeCallback); | ||
108 | // If we had to select a new shape geometry for the object, | ||
109 | // rebuild the body around it. | ||
110 | // Updates prim.BSBody with information/pointers to requested body | ||
111 | bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, prim.BSShape, shapeData, bodyCallback); | ||
112 | ret = newGeom || newBody; | ||
113 | } | ||
114 | DetailLog("{0},BSShapeCollection.GetBodyAndShape,force={1},ret={2},body={3},shape={4}", | ||
115 | prim.LocalID, forceRebuild, ret, prim.BSBody, prim.BSShape); | ||
116 | |||
117 | return ret; | ||
118 | } | ||
119 | |||
120 | // Track another user of a body | ||
121 | // We presume the caller has allocated the body. | ||
122 | // Bodies only have one user so the reference count is either 1 or 0. | ||
123 | public void ReferenceBody(BulletBody body, bool atTaintTime) | ||
124 | { | ||
125 | lock (m_collectionActivityLock) | ||
126 | { | ||
127 | BodyDesc bodyDesc; | ||
128 | if (Bodies.TryGetValue(body.ID, out bodyDesc)) | ||
129 | { | ||
130 | bodyDesc.referenceCount++; | ||
131 | DetailLog("{0},BSShapeCollection.ReferenceBody,existingBody,body={1},ref={2}", body.ID, body, bodyDesc.referenceCount); | ||
132 | } | ||
133 | else | ||
134 | { | ||
135 | // New entry | ||
136 | bodyDesc.ptr = body.ptr; | ||
137 | bodyDesc.referenceCount = 1; | ||
138 | DetailLog("{0},BSShapeCollection.ReferenceBody,newBody,ref={1}", body.ID, body, bodyDesc.referenceCount); | ||
139 | } | ||
140 | bodyDesc.lastReferenced = System.DateTime.Now; | ||
141 | Bodies[body.ID] = bodyDesc; | ||
142 | } | ||
143 | } | ||
144 | |||
145 | // Release the usage of a body. | ||
146 | // Called when releasing use of a BSBody. BSShape is handled separately. | ||
147 | public void DereferenceBody(BulletBody body, bool inTaintTime, BodyDestructionCallback bodyCallback ) | ||
148 | { | ||
149 | if (body.ptr == IntPtr.Zero) | ||
150 | return; | ||
151 | |||
152 | lock (m_collectionActivityLock) | ||
153 | { | ||
154 | BodyDesc bodyDesc; | ||
155 | if (Bodies.TryGetValue(body.ID, out bodyDesc)) | ||
156 | { | ||
157 | bodyDesc.referenceCount--; | ||
158 | bodyDesc.lastReferenced = System.DateTime.Now; | ||
159 | Bodies[body.ID] = bodyDesc; | ||
160 | DetailLog("{0},BSShapeCollection.DereferenceBody,ref={1}", body.ID, bodyDesc.referenceCount); | ||
161 | |||
162 | // If body is no longer being used, free it -- bodies are never shared. | ||
163 | if (bodyDesc.referenceCount == 0) | ||
164 | { | ||
165 | Bodies.Remove(body.ID); | ||
166 | BSScene.TaintCallback removeOperation = delegate() | ||
167 | { | ||
168 | DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody. ptr={1}", | ||
169 | body.ID, body.ptr.ToString("X")); | ||
170 | // If the caller needs to know, pass the event up. | ||
171 | if (bodyCallback != null) bodyCallback(body); | ||
172 | |||
173 | // Zero any reference to the shape so it is not freed when the body is deleted. | ||
174 | BulletSimAPI.SetCollisionShape2(PhysicsScene.World.ptr, body.ptr, IntPtr.Zero); | ||
175 | // It may have already been removed from the world in which case the next is a NOOP. | ||
176 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, body.ptr); | ||
177 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, body.ptr); | ||
178 | }; | ||
179 | // If already in taint-time, do the operations now. Otherwise queue for later. | ||
180 | if (inTaintTime) | ||
181 | removeOperation(); | ||
182 | else | ||
183 | PhysicsScene.TaintedObject("BSShapeCollection.DereferenceBody", removeOperation); | ||
184 | } | ||
185 | } | ||
186 | else | ||
187 | { | ||
188 | DetailLog("{0},BSShapeCollection.DereferenceBody,DID NOT FIND BODY", body.ID, bodyDesc.referenceCount); | ||
189 | } | ||
190 | } | ||
191 | } | ||
192 | |||
193 | // Track the datastructures and use count for a shape. | ||
194 | // When creating a hull, this is called first to reference the mesh | ||
195 | // and then again to reference the hull. | ||
196 | // Meshes and hulls for the same shape have the same hash key. | ||
197 | // NOTE that native shapes are not added to the mesh list or removed. | ||
198 | // Returns 'true' if this is the initial reference to the shape. Otherwise reused. | ||
199 | private bool ReferenceShape(BulletShape shape) | ||
200 | { | ||
201 | bool ret = false; | ||
202 | switch (shape.type) | ||
203 | { | ||
204 | case ShapeData.PhysicsShapeType.SHAPE_MESH: | ||
205 | MeshDesc meshDesc; | ||
206 | if (Meshes.TryGetValue(shape.shapeKey, out meshDesc)) | ||
207 | { | ||
208 | // There is an existing instance of this mesh. | ||
209 | meshDesc.referenceCount++; | ||
210 | DetailLog("{0},BSShapeColliction.ReferenceShape,existingMesh,key={1},cnt={2}", | ||
211 | BSScene.DetailLogZero, shape.shapeKey.ToString("X"), meshDesc.referenceCount); | ||
212 | } | ||
213 | else | ||
214 | { | ||
215 | // This is a new reference to a mesh | ||
216 | meshDesc.ptr = shape.ptr; | ||
217 | // We keep a reference to the underlying IMesh data so a hull can be built | ||
218 | meshDesc.referenceCount = 1; | ||
219 | DetailLog("{0},BSShapeColliction.ReferenceShape,newMesh,key={1},cnt={2}", | ||
220 | BSScene.DetailLogZero, shape.shapeKey.ToString("X"), meshDesc.referenceCount); | ||
221 | ret = true; | ||
222 | } | ||
223 | meshDesc.lastReferenced = System.DateTime.Now; | ||
224 | Meshes[shape.shapeKey] = meshDesc; | ||
225 | break; | ||
226 | case ShapeData.PhysicsShapeType.SHAPE_HULL: | ||
227 | HullDesc hullDesc; | ||
228 | if (Hulls.TryGetValue(shape.shapeKey, out hullDesc)) | ||
229 | { | ||
230 | // There is an existing instance of this hull. | ||
231 | hullDesc.referenceCount++; | ||
232 | DetailLog("{0},BSShapeColliction.ReferenceShape,existingHull,key={1},cnt={2}", | ||
233 | BSScene.DetailLogZero, shape.shapeKey.ToString("X"), hullDesc.referenceCount); | ||
234 | } | ||
235 | else | ||
236 | { | ||
237 | // This is a new reference to a hull | ||
238 | hullDesc.ptr = shape.ptr; | ||
239 | hullDesc.referenceCount = 1; | ||
240 | DetailLog("{0},BSShapeColliction.ReferenceShape,newHull,key={1},cnt={2}", | ||
241 | BSScene.DetailLogZero, shape.shapeKey.ToString("X"), hullDesc.referenceCount); | ||
242 | ret = true; | ||
243 | |||
244 | } | ||
245 | hullDesc.lastReferenced = System.DateTime.Now; | ||
246 | Hulls[shape.shapeKey] = hullDesc; | ||
247 | break; | ||
248 | case ShapeData.PhysicsShapeType.SHAPE_UNKNOWN: | ||
249 | break; | ||
250 | default: | ||
251 | // Native shapes are not tracked and they don't go into any list | ||
252 | break; | ||
253 | } | ||
254 | return ret; | ||
255 | } | ||
256 | |||
257 | // Release the usage of a shape. | ||
258 | // The collisionObject is released since it is a copy of the real collision shape. | ||
259 | public void DereferenceShape(BulletShape shape, bool atTaintTime, ShapeDestructionCallback shapeCallback) | ||
260 | { | ||
261 | if (shape.ptr == IntPtr.Zero) | ||
262 | return; | ||
263 | |||
264 | BSScene.TaintCallback dereferenceOperation = delegate() | ||
265 | { | ||
266 | switch (shape.type) | ||
267 | { | ||
268 | case ShapeData.PhysicsShapeType.SHAPE_HULL: | ||
269 | DereferenceHull(shape, shapeCallback); | ||
270 | break; | ||
271 | case ShapeData.PhysicsShapeType.SHAPE_MESH: | ||
272 | DereferenceMesh(shape, shapeCallback); | ||
273 | break; | ||
274 | case ShapeData.PhysicsShapeType.SHAPE_UNKNOWN: | ||
275 | break; | ||
276 | default: | ||
277 | // Native shapes are not tracked and are released immediately | ||
278 | if (shape.ptr != IntPtr.Zero & shape.isNativeShape) | ||
279 | { | ||
280 | DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,ptr={1},taintTime={2}", | ||
281 | BSScene.DetailLogZero, shape.ptr.ToString("X"), atTaintTime); | ||
282 | if (shapeCallback != null) shapeCallback(shape); | ||
283 | BulletSimAPI.DeleteCollisionShape2(PhysicsScene.World.ptr, shape.ptr); | ||
284 | } | ||
285 | break; | ||
286 | } | ||
287 | }; | ||
288 | if (atTaintTime) | ||
289 | { | ||
290 | lock (m_collectionActivityLock) | ||
291 | { | ||
292 | dereferenceOperation(); | ||
293 | } | ||
294 | } | ||
295 | else | ||
296 | { | ||
297 | PhysicsScene.TaintedObject("BSShapeCollection.DereferenceShape", dereferenceOperation); | ||
298 | } | ||
299 | } | ||
300 | |||
301 | // Count down the reference count for a mesh shape | ||
302 | // Called at taint-time. | ||
303 | private void DereferenceMesh(BulletShape shape, ShapeDestructionCallback shapeCallback) | ||
304 | { | ||
305 | MeshDesc meshDesc; | ||
306 | if (Meshes.TryGetValue(shape.shapeKey, out meshDesc)) | ||
307 | { | ||
308 | meshDesc.referenceCount--; | ||
309 | // TODO: release the Bullet storage | ||
310 | if (shapeCallback != null) shapeCallback(shape); | ||
311 | meshDesc.lastReferenced = System.DateTime.Now; | ||
312 | Meshes[shape.shapeKey] = meshDesc; | ||
313 | DetailLog("{0},BSShapeCollection.DereferenceMesh,key={1},refCnt={2}", | ||
314 | BSScene.DetailLogZero, shape.shapeKey.ToString("X"), meshDesc.referenceCount); | ||
315 | |||
316 | } | ||
317 | } | ||
318 | |||
319 | // Count down the reference count for a hull shape | ||
320 | // Called at taint-time. | ||
321 | private void DereferenceHull(BulletShape shape, ShapeDestructionCallback shapeCallback) | ||
322 | { | ||
323 | HullDesc hullDesc; | ||
324 | if (Hulls.TryGetValue(shape.shapeKey, out hullDesc)) | ||
325 | { | ||
326 | hullDesc.referenceCount--; | ||
327 | // TODO: release the Bullet storage (aging old entries?) | ||
328 | if (shapeCallback != null) shapeCallback(shape); | ||
329 | hullDesc.lastReferenced = System.DateTime.Now; | ||
330 | Hulls[shape.shapeKey] = hullDesc; | ||
331 | DetailLog("{0},BSShapeCollection.DereferenceHull,key={1},refCnt={2}", | ||
332 | BSScene.DetailLogZero, shape.shapeKey.ToString("X"), hullDesc.referenceCount); | ||
333 | } | ||
334 | } | ||
335 | |||
336 | // Create the geometry information in Bullet for later use. | ||
337 | // The objects needs a hull if it's physical otherwise a mesh is enough. | ||
338 | // No locking here because this is done when we know physics is not simulating. | ||
339 | // if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used. | ||
340 | // Returns 'true' if the geometry was rebuilt. | ||
341 | // Called at taint-time! | ||
342 | private bool CreateGeom(bool forceRebuild, BSPrim prim, ShapeData shapeData, | ||
343 | PrimitiveBaseShape pbs, ShapeDestructionCallback shapeCallback) | ||
344 | { | ||
345 | bool ret = false; | ||
346 | bool haveShape = false; | ||
347 | bool nativeShapePossible = true; | ||
348 | |||
349 | // If the prim attributes are simple, this could be a simple Bullet native shape | ||
350 | if (nativeShapePossible | ||
351 | && ((pbs.SculptEntry && !PhysicsScene.ShouldMeshSculptedPrim) | ||
352 | || (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 | ||
353 | && pbs.ProfileHollow == 0 | ||
354 | && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0 | ||
355 | && pbs.PathBegin == 0 && pbs.PathEnd == 0 | ||
356 | && pbs.PathTaperX == 0 && pbs.PathTaperY == 0 | ||
357 | && pbs.PathScaleX == 100 && pbs.PathScaleY == 100 | ||
358 | && pbs.PathShearX == 0 && pbs.PathShearY == 0) ) ) | ||
359 | { | ||
360 | if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1) | ||
361 | { | ||
362 | haveShape = true; | ||
363 | if (forceRebuild | ||
364 | || prim.Scale != shapeData.Size | ||
365 | || prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE | ||
366 | ) | ||
367 | { | ||
368 | ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_SPHERE, | ||
369 | ShapeData.FixedShapeKey.KEY_SPHERE, shapeCallback); | ||
370 | DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}", | ||
371 | prim.LocalID, forceRebuild, prim.BSShape); | ||
372 | } | ||
373 | } | ||
374 | else | ||
375 | { | ||
376 | haveShape = true; | ||
377 | if (forceRebuild | ||
378 | || prim.Scale != shapeData.Size | ||
379 | || prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX | ||
380 | ) | ||
381 | { | ||
382 | ret = GetReferenceToNativeShape( prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX, | ||
383 | ShapeData.FixedShapeKey.KEY_BOX, shapeCallback); | ||
384 | DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}", | ||
385 | prim.LocalID, forceRebuild, prim.BSShape); | ||
386 | } | ||
387 | } | ||
388 | } | ||
389 | // If a simple shape is not happening, create a mesh and possibly a hull. | ||
390 | // Note that if it's a native shape, the check for physical/non-physical is not | ||
391 | // made. Native shapes are best used in either case. | ||
392 | if (!haveShape) | ||
393 | { | ||
394 | if (prim.IsPhysical) | ||
395 | { | ||
396 | // Update prim.BSShape to reference a hull of this shape. | ||
397 | ret = GetReferenceToHull(prim, shapeData, pbs, shapeCallback); | ||
398 | DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}", | ||
399 | shapeData.ID, prim.BSShape, prim.BSShape.shapeKey.ToString("X")); | ||
400 | } | ||
401 | else | ||
402 | { | ||
403 | ret = GetReferenceToMesh(prim, shapeData, pbs, shapeCallback); | ||
404 | DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}", | ||
405 | shapeData.ID, prim.BSShape, prim.BSShape.shapeKey.ToString("X")); | ||
406 | } | ||
407 | } | ||
408 | return ret; | ||
409 | } | ||
410 | |||
411 | // Creates a native shape and assignes it to prim.BSShape | ||
412 | private bool GetReferenceToNativeShape( BSPrim prim, ShapeData shapeData, | ||
413 | ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey, | ||
414 | ShapeDestructionCallback shapeCallback) | ||
415 | { | ||
416 | BulletShape newShape; | ||
417 | |||
418 | shapeData.Type = shapeType; | ||
419 | // Bullet native objects are scaled by the Bullet engine so pass the size in | ||
420 | prim.Scale = shapeData.Size; | ||
421 | shapeData.Scale = shapeData.Size; | ||
422 | |||
423 | // release any previous shape | ||
424 | DereferenceShape(prim.BSShape, true, shapeCallback); | ||
425 | |||
426 | // Native shapes are always built independently. | ||
427 | newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, shapeData), shapeType); | ||
428 | newShape.shapeKey = (ulong)shapeKey; | ||
429 | newShape.isNativeShape = true; | ||
430 | |||
431 | // Don't need to do a 'ReferenceShape()' here because native shapes are not tracked. | ||
432 | // DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1}", shapeData.ID, newShape); | ||
433 | |||
434 | prim.BSShape = newShape; | ||
435 | return true; | ||
436 | } | ||
437 | |||
438 | // Builds a mesh shape in the physical world and updates prim.BSShape. | ||
439 | // Dereferences previous shape in BSShape and adds a reference for this new shape. | ||
440 | // Returns 'true' of a mesh was actually built. Otherwise . | ||
441 | // Called at taint-time! | ||
442 | private bool GetReferenceToMesh(BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs, | ||
443 | ShapeDestructionCallback shapeCallback) | ||
444 | { | ||
445 | BulletShape newShape = new BulletShape(IntPtr.Zero); | ||
446 | |||
447 | float lod; | ||
448 | ulong newMeshKey = ComputeShapeKey(shapeData, pbs, out lod); | ||
449 | |||
450 | // if this new shape is the same as last time, don't recreate the mesh | ||
451 | if (prim.BSShape.shapeKey == newMeshKey) return false; | ||
452 | |||
453 | DetailLog("{0},BSShapeCollection.CreateGeomMesh,create,oldKey={1},newKey={2}", | ||
454 | prim.LocalID, prim.BSShape.shapeKey.ToString("X"), newMeshKey.ToString("X")); | ||
455 | |||
456 | // Since we're recreating new, get rid of the reference to the previous shape | ||
457 | DereferenceShape(prim.BSShape, true, shapeCallback); | ||
458 | |||
459 | newShape = CreatePhysicalMesh(prim.PhysObjectName, newMeshKey, pbs, shapeData.Size, lod); | ||
460 | |||
461 | ReferenceShape(newShape); | ||
462 | |||
463 | // meshes are already scaled by the meshmerizer | ||
464 | prim.Scale = new OMV.Vector3(1f, 1f, 1f); | ||
465 | prim.BSShape = newShape; | ||
466 | |||
467 | return true; // 'true' means a new shape has been added to this prim | ||
468 | } | ||
469 | |||
470 | private BulletShape CreatePhysicalMesh(string objName, ulong newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) | ||
471 | { | ||
472 | IMesh meshData = null; | ||
473 | IntPtr meshPtr; | ||
474 | MeshDesc meshDesc; | ||
475 | if (Meshes.TryGetValue(newMeshKey, out meshDesc)) | ||
476 | { | ||
477 | // If the mesh has already been built just use it. | ||
478 | meshPtr = meshDesc.ptr; | ||
479 | } | ||
480 | else | ||
481 | { | ||
482 | // Pass false for physicalness as this creates some sort of bounding box which we don't need | ||
483 | meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, false); | ||
484 | |||
485 | int[] indices = meshData.getIndexListAsInt(); | ||
486 | List<OMV.Vector3> vertices = meshData.getVertexList(); | ||
487 | |||
488 | float[] verticesAsFloats = new float[vertices.Count * 3]; | ||
489 | int vi = 0; | ||
490 | foreach (OMV.Vector3 vv in vertices) | ||
491 | { | ||
492 | verticesAsFloats[vi++] = vv.X; | ||
493 | verticesAsFloats[vi++] = vv.Y; | ||
494 | verticesAsFloats[vi++] = vv.Z; | ||
495 | } | ||
496 | |||
497 | // m_log.DebugFormat("{0}: CreateGeomMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}", | ||
498 | // LogHeader, prim.LocalID, newMeshKey, indices.Length, vertices.Count); | ||
499 | |||
500 | meshPtr = BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr, | ||
501 | indices.GetLength(0), indices, vertices.Count, verticesAsFloats); | ||
502 | } | ||
503 | BulletShape newShape = new BulletShape(meshPtr, ShapeData.PhysicsShapeType.SHAPE_MESH); | ||
504 | newShape.shapeKey = newMeshKey; | ||
505 | |||
506 | return newShape; | ||
507 | } | ||
508 | |||
509 | // See that hull shape exists in the physical world and update prim.BSShape. | ||
510 | // We could be creating the hull because scale changed or whatever. | ||
511 | private bool GetReferenceToHull(BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs, | ||
512 | ShapeDestructionCallback shapeCallback) | ||
513 | { | ||
514 | BulletShape newShape; | ||
515 | |||
516 | float lod; | ||
517 | ulong newHullKey = ComputeShapeKey(shapeData, pbs, out lod); | ||
518 | |||
519 | // if the hull hasn't changed, don't rebuild it | ||
520 | if (newHullKey == prim.BSShape.shapeKey && prim.BSShape.type == ShapeData.PhysicsShapeType.SHAPE_HULL) | ||
521 | return false; | ||
522 | |||
523 | DetailLog("{0},BSShapeCollection.CreateGeomHull,create,oldKey={1},newKey={2}", | ||
524 | prim.LocalID, prim.BSShape.shapeKey.ToString("X"), newHullKey.ToString("X")); | ||
525 | |||
526 | // Remove usage of the previous shape. Also removes reference to underlying mesh if it is a hull. | ||
527 | DereferenceShape(prim.BSShape, true, shapeCallback); | ||
528 | |||
529 | newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, pbs, shapeData.Size, lod); | ||
530 | |||
531 | ReferenceShape(newShape); | ||
532 | |||
533 | // hulls are already scaled by the meshmerizer | ||
534 | prim.Scale = new OMV.Vector3(1f, 1f, 1f); | ||
535 | prim.BSShape = newShape; | ||
536 | return true; // 'true' means a new shape has been added to this prim | ||
537 | } | ||
538 | |||
539 | List<ConvexResult> m_hulls; | ||
540 | private BulletShape CreatePhysicalHull(string objName, ulong newHullKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) | ||
541 | { | ||
542 | |||
543 | IntPtr hullPtr; | ||
544 | HullDesc hullDesc; | ||
545 | if (Hulls.TryGetValue(newHullKey, out hullDesc)) | ||
546 | { | ||
547 | // If the hull shape already is created, just use it. | ||
548 | hullPtr = hullDesc.ptr; | ||
549 | } | ||
550 | else | ||
551 | { | ||
552 | // Build a new hull in the physical world | ||
553 | // Pass false for physicalness as this creates some sort of bounding box which we don't need | ||
554 | IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, false); | ||
555 | |||
556 | int[] indices = meshData.getIndexListAsInt(); | ||
557 | List<OMV.Vector3> vertices = meshData.getVertexList(); | ||
558 | |||
559 | //format conversion from IMesh format to DecompDesc format | ||
560 | List<int> convIndices = new List<int>(); | ||
561 | List<float3> convVertices = new List<float3>(); | ||
562 | for (int ii = 0; ii < indices.GetLength(0); ii++) | ||
563 | { | ||
564 | convIndices.Add(indices[ii]); | ||
565 | } | ||
566 | foreach (OMV.Vector3 vv in vertices) | ||
567 | { | ||
568 | convVertices.Add(new float3(vv.X, vv.Y, vv.Z)); | ||
569 | } | ||
570 | |||
571 | // setup and do convex hull conversion | ||
572 | m_hulls = new List<ConvexResult>(); | ||
573 | DecompDesc dcomp = new DecompDesc(); | ||
574 | dcomp.mIndices = convIndices; | ||
575 | dcomp.mVertices = convVertices; | ||
576 | ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn); | ||
577 | // create the hull into the _hulls variable | ||
578 | convexBuilder.process(dcomp); | ||
579 | |||
580 | // Convert the vertices and indices for passing to unmanaged. | ||
581 | // The hull information is passed as a large floating point array. | ||
582 | // The format is: | ||
583 | // convHulls[0] = number of hulls | ||
584 | // convHulls[1] = number of vertices in first hull | ||
585 | // convHulls[2] = hull centroid X coordinate | ||
586 | // convHulls[3] = hull centroid Y coordinate | ||
587 | // convHulls[4] = hull centroid Z coordinate | ||
588 | // convHulls[5] = first hull vertex X | ||
589 | // convHulls[6] = first hull vertex Y | ||
590 | // convHulls[7] = first hull vertex Z | ||
591 | // convHulls[8] = second hull vertex X | ||
592 | // ... | ||
593 | // convHulls[n] = number of vertices in second hull | ||
594 | // convHulls[n+1] = second hull centroid X coordinate | ||
595 | // ... | ||
596 | // | ||
597 | // TODO: is is very inefficient. Someday change the convex hull generator to return | ||
598 | // data structures that do not need to be converted in order to pass to Bullet. | ||
599 | // And maybe put the values directly into pinned memory rather than marshaling. | ||
600 | int hullCount = m_hulls.Count; | ||
601 | int totalVertices = 1; // include one for the count of the hulls | ||
602 | foreach (ConvexResult cr in m_hulls) | ||
603 | { | ||
604 | totalVertices += 4; // add four for the vertex count and centroid | ||
605 | totalVertices += cr.HullIndices.Count * 3; // we pass just triangles | ||
606 | } | ||
607 | float[] convHulls = new float[totalVertices]; | ||
608 | |||
609 | convHulls[0] = (float)hullCount; | ||
610 | int jj = 1; | ||
611 | foreach (ConvexResult cr in m_hulls) | ||
612 | { | ||
613 | // copy vertices for index access | ||
614 | float3[] verts = new float3[cr.HullVertices.Count]; | ||
615 | int kk = 0; | ||
616 | foreach (float3 ff in cr.HullVertices) | ||
617 | { | ||
618 | verts[kk++] = ff; | ||
619 | } | ||
620 | |||
621 | // add to the array one hull's worth of data | ||
622 | convHulls[jj++] = cr.HullIndices.Count; | ||
623 | convHulls[jj++] = 0f; // centroid x,y,z | ||
624 | convHulls[jj++] = 0f; | ||
625 | convHulls[jj++] = 0f; | ||
626 | foreach (int ind in cr.HullIndices) | ||
627 | { | ||
628 | convHulls[jj++] = verts[ind].x; | ||
629 | convHulls[jj++] = verts[ind].y; | ||
630 | convHulls[jj++] = verts[ind].z; | ||
631 | } | ||
632 | } | ||
633 | // create the hull data structure in Bullet | ||
634 | hullPtr = BulletSimAPI.CreateHullShape2(PhysicsScene.World.ptr, hullCount, convHulls); | ||
635 | } | ||
636 | |||
637 | BulletShape newShape = new BulletShape(hullPtr, ShapeData.PhysicsShapeType.SHAPE_HULL); | ||
638 | newShape.shapeKey = newHullKey; | ||
639 | |||
640 | return newShape; // 'true' means a new shape has been added to this prim | ||
641 | } | ||
642 | |||
643 | // Callback from convex hull creater with a newly created hull. | ||
644 | // Just add it to our collection of hulls for this shape. | ||
645 | private void HullReturn(ConvexResult result) | ||
646 | { | ||
647 | m_hulls.Add(result); | ||
648 | return; | ||
649 | } | ||
650 | |||
651 | // Create a hash of all the shape parameters to be used as a key | ||
652 | // for this particular shape. | ||
653 | private ulong ComputeShapeKey(ShapeData shapeData, PrimitiveBaseShape pbs, out float retLod) | ||
654 | { | ||
655 | // level of detail based on size and type of the object | ||
656 | float lod = PhysicsScene.MeshLOD; | ||
657 | if (pbs.SculptEntry) | ||
658 | lod = PhysicsScene.SculptLOD; | ||
659 | |||
660 | float maxAxis = Math.Max(shapeData.Size.X, Math.Max(shapeData.Size.Y, shapeData.Size.Z)); | ||
661 | if (maxAxis > PhysicsScene.MeshMegaPrimThreshold) | ||
662 | lod = PhysicsScene.MeshMegaPrimLOD; | ||
663 | |||
664 | retLod = lod; | ||
665 | return (ulong)pbs.GetMeshKey(shapeData.Size, lod); | ||
666 | } | ||
667 | // For those who don't want the LOD | ||
668 | private ulong ComputeShapeKey(ShapeData shapeData, PrimitiveBaseShape pbs) | ||
669 | { | ||
670 | float lod; | ||
671 | return ComputeShapeKey(shapeData, pbs, out lod); | ||
672 | } | ||
673 | |||
674 | // Create a body object in Bullet. | ||
675 | // Updates prim.BSBody with the information about the new body if one is created. | ||
676 | // Returns 'true' if an object was actually created. | ||
677 | // Called at taint-time. | ||
678 | private bool CreateBody(bool forceRebuild, BSPrim prim, BulletSim sim, BulletShape shape, | ||
679 | ShapeData shapeData, BodyDestructionCallback bodyCallback) | ||
680 | { | ||
681 | bool ret = false; | ||
682 | |||
683 | // the mesh, hull or native shape must have already been created in Bullet | ||
684 | bool mustRebuild = (prim.BSBody.ptr == IntPtr.Zero); | ||
685 | |||
686 | // If there is an existing body, verify it's of an acceptable type. | ||
687 | // If not a solid object, body is a GhostObject. Otherwise a RigidBody. | ||
688 | if (!mustRebuild) | ||
689 | { | ||
690 | CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(prim.BSBody.ptr); | ||
691 | if (prim.IsSolid && bodyType != CollisionObjectTypes.CO_RIGID_BODY | ||
692 | || !prim.IsSolid && bodyType != CollisionObjectTypes.CO_GHOST_OBJECT) | ||
693 | { | ||
694 | // If the collisionObject is not the correct type for solidness, rebuild what's there | ||
695 | mustRebuild = true; | ||
696 | } | ||
697 | |||
698 | } | ||
699 | |||
700 | if (mustRebuild || forceRebuild) | ||
701 | { | ||
702 | DereferenceBody(prim.BSBody, true, bodyCallback); | ||
703 | |||
704 | BulletBody aBody; | ||
705 | IntPtr bodyPtr = IntPtr.Zero; | ||
706 | if (prim.IsSolid) | ||
707 | { | ||
708 | bodyPtr = BulletSimAPI.CreateBodyFromShape2(sim.ptr, shape.ptr, | ||
709 | shapeData.ID, shapeData.Position, shapeData.Rotation); | ||
710 | // DetailLog("{0},BSShapeCollection.CreateBody,mesh,ptr={1}", prim.LocalID, bodyPtr.ToString("X")); | ||
711 | } | ||
712 | else | ||
713 | { | ||
714 | bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.ptr, shape.ptr, | ||
715 | shapeData.ID, shapeData.Position, shapeData.Rotation); | ||
716 | // DetailLog("{0},BSShapeCollection.CreateBody,ghost,ptr={1}", prim.LocalID, bodyPtr.ToString("X")); | ||
717 | } | ||
718 | aBody = new BulletBody(shapeData.ID, bodyPtr); | ||
719 | |||
720 | ReferenceBody(aBody, true); | ||
721 | |||
722 | prim.BSBody = aBody; | ||
723 | |||
724 | ret = true; | ||
725 | } | ||
726 | |||
727 | return ret; | ||
728 | } | ||
729 | |||
730 | private void DetailLog(string msg, params Object[] args) | ||
731 | { | ||
732 | PhysicsScene.PhysicsLogging.Write(msg, args); | ||
733 | } | ||
734 | } | ||
735 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs new file mode 100755 index 0000000..70aa429 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | |||
@@ -0,0 +1,493 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | |||
31 | using OpenSim.Framework; | ||
32 | using OpenSim.Region.Framework; | ||
33 | using OpenSim.Region.CoreModules; | ||
34 | using OpenSim.Region.Physics.Manager; | ||
35 | |||
36 | using Nini.Config; | ||
37 | using log4net; | ||
38 | |||
39 | using OpenMetaverse; | ||
40 | |||
41 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
42 | { | ||
43 | public class BSTerrainManager | ||
44 | { | ||
45 | static string LogHeader = "[BULLETSIM TERRAIN MANAGER]"; | ||
46 | |||
47 | // These height values are fractional so the odd values will be | ||
48 | // noticable when debugging. | ||
49 | public const float HEIGHT_INITIALIZATION = 24.987f; | ||
50 | public const float HEIGHT_INITIAL_LASTHEIGHT = 24.876f; | ||
51 | public const float HEIGHT_GETHEIGHT_RET = 24.765f; | ||
52 | |||
53 | // If the min and max height are equal, we reduce the min by this | ||
54 | // amount to make sure that a bounding box is built for the terrain. | ||
55 | public const float HEIGHT_EQUAL_FUDGE = 0.2f; | ||
56 | |||
57 | public const float TERRAIN_COLLISION_MARGIN = 0.0f; | ||
58 | |||
59 | // Until the whole simulator is changed to pass us the region size, we rely on constants. | ||
60 | public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); | ||
61 | |||
62 | // The scene that I am part of | ||
63 | private BSScene PhysicsScene { get; set; } | ||
64 | |||
65 | // The ground plane created to keep thing from falling to infinity. | ||
66 | private BulletBody m_groundPlane; | ||
67 | |||
68 | // If doing mega-regions, if we're region zero we will be managing multiple | ||
69 | // region terrains since region zero does the physics for the whole mega-region. | ||
70 | private Dictionary<Vector2, BulletHeightMapInfo> m_heightMaps; | ||
71 | |||
72 | // True of the terrain has been modified. | ||
73 | // Used to force recalculation of terrain height after terrain has been modified | ||
74 | private bool m_terrainModified; | ||
75 | |||
76 | // If we are doing mega-regions, terrains are added from TERRAIN_ID to m_terrainCount. | ||
77 | // This is incremented before assigning to new region so it is the last ID allocated. | ||
78 | private uint m_terrainCount = BSScene.CHILDTERRAIN_ID - 1; | ||
79 | public uint HighestTerrainID { get {return m_terrainCount; } } | ||
80 | |||
81 | // If doing mega-regions, this holds our offset from region zero of | ||
82 | // the mega-regions. "parentScene" points to the PhysicsScene of region zero. | ||
83 | private Vector3 m_worldOffset; | ||
84 | // If the parent region (region 0), this is the extent of the combined regions | ||
85 | // relative to the origin of region zero | ||
86 | private Vector3 m_worldMax; | ||
87 | private PhysicsScene MegaRegionParentPhysicsScene { get; set; } | ||
88 | |||
89 | public BSTerrainManager(BSScene physicsScene) | ||
90 | { | ||
91 | PhysicsScene = physicsScene; | ||
92 | m_heightMaps = new Dictionary<Vector2,BulletHeightMapInfo>(); | ||
93 | m_terrainModified = false; | ||
94 | |||
95 | // Assume one region of default size | ||
96 | m_worldOffset = Vector3.Zero; | ||
97 | m_worldMax = new Vector3(DefaultRegionSize); | ||
98 | MegaRegionParentPhysicsScene = null; | ||
99 | } | ||
100 | |||
101 | // Create the initial instance of terrain and the underlying ground plane. | ||
102 | // The objects are allocated in the unmanaged space and the pointers are tracked | ||
103 | // by the managed code. | ||
104 | // The terrains and the groundPlane are not added to the list of PhysObjects. | ||
105 | // This is called from the initialization routine so we presume it is | ||
106 | // safe to call Bullet in real time. We hope no one is moving prims around yet. | ||
107 | public void CreateInitialGroundPlaneAndTerrain() | ||
108 | { | ||
109 | // The ground plane is here to catch things that are trying to drop to negative infinity | ||
110 | BulletShape groundPlaneShape = new BulletShape( | ||
111 | BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN), | ||
112 | ShapeData.PhysicsShapeType.SHAPE_GROUNDPLANE); | ||
113 | m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, | ||
114 | BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID, | ||
115 | Vector3.Zero, Quaternion.Identity)); | ||
116 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr); | ||
117 | // Everything collides with the ground plane. | ||
118 | BulletSimAPI.SetCollisionFilterMask2(m_groundPlane.ptr, | ||
119 | (uint)CollisionFilterGroups.GroundPlaneFilter, (uint)CollisionFilterGroups.GroundPlaneMask); | ||
120 | |||
121 | Vector3 minTerrainCoords = new Vector3(0f, 0f, HEIGHT_INITIALIZATION - HEIGHT_EQUAL_FUDGE); | ||
122 | Vector3 maxTerrainCoords = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, HEIGHT_INITIALIZATION); | ||
123 | int totalHeights = (int)maxTerrainCoords.X * (int)maxTerrainCoords.Y; | ||
124 | float[] initialMap = new float[totalHeights]; | ||
125 | for (int ii = 0; ii < totalHeights; ii++) | ||
126 | { | ||
127 | initialMap[ii] = HEIGHT_INITIALIZATION; | ||
128 | } | ||
129 | UpdateOrCreateTerrain(BSScene.TERRAIN_ID, initialMap, minTerrainCoords, maxTerrainCoords, true); | ||
130 | } | ||
131 | |||
132 | // Release all the terrain structures we might have allocated | ||
133 | public void ReleaseGroundPlaneAndTerrain() | ||
134 | { | ||
135 | if (m_groundPlane.ptr != IntPtr.Zero) | ||
136 | { | ||
137 | if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr)) | ||
138 | { | ||
139 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_groundPlane.ptr); | ||
140 | } | ||
141 | m_groundPlane.ptr = IntPtr.Zero; | ||
142 | } | ||
143 | |||
144 | ReleaseTerrain(); | ||
145 | } | ||
146 | |||
147 | // Release all the terrain we have allocated | ||
148 | public void ReleaseTerrain() | ||
149 | { | ||
150 | foreach (KeyValuePair<Vector2, BulletHeightMapInfo> kvp in m_heightMaps) | ||
151 | { | ||
152 | if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, kvp.Value.terrainBody.ptr)) | ||
153 | { | ||
154 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, kvp.Value.terrainBody.ptr); | ||
155 | BulletSimAPI.ReleaseHeightMapInfo2(kvp.Value.Ptr); | ||
156 | } | ||
157 | } | ||
158 | m_heightMaps.Clear(); | ||
159 | } | ||
160 | |||
161 | // The simulator wants to set a new heightmap for the terrain. | ||
162 | public void SetTerrain(float[] heightMap) { | ||
163 | float[] localHeightMap = heightMap; | ||
164 | PhysicsScene.TaintedObject("TerrainManager.SetTerrain", delegate() | ||
165 | { | ||
166 | if (m_worldOffset != Vector3.Zero && MegaRegionParentPhysicsScene != null) | ||
167 | { | ||
168 | // If a child of a mega-region, we shouldn't have any terrain allocated for us | ||
169 | ReleaseGroundPlaneAndTerrain(); | ||
170 | // If doing the mega-prim stuff and we are the child of the zero region, | ||
171 | // the terrain is added to our parent | ||
172 | if (MegaRegionParentPhysicsScene is BSScene) | ||
173 | { | ||
174 | DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", | ||
175 | BSScene.DetailLogZero, m_worldOffset, m_worldMax); | ||
176 | ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID, | ||
177 | localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true); | ||
178 | } | ||
179 | } | ||
180 | else | ||
181 | { | ||
182 | // If not doing the mega-prim thing, just change the terrain | ||
183 | DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); | ||
184 | |||
185 | UpdateOrCreateTerrain(BSScene.TERRAIN_ID, localHeightMap, | ||
186 | m_worldOffset, m_worldOffset + DefaultRegionSize, true); | ||
187 | } | ||
188 | }); | ||
189 | } | ||
190 | |||
191 | // If called with no mapInfo for the terrain, this will create a new mapInfo and terrain | ||
192 | // based on the passed information. The 'id' should be either the terrain id or | ||
193 | // BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used. | ||
194 | // The latter feature is for creating child terrains for mega-regions. | ||
195 | // If called with a mapInfo in m_heightMaps but the terrain has no body yet (mapInfo.terrainBody.Ptr == 0) | ||
196 | // then a new body and shape is created and the mapInfo is filled. | ||
197 | // This call is used for doing the initial terrain creation. | ||
198 | // If called with a mapInfo in m_heightMaps and there is an existing terrain body, a new | ||
199 | // terrain shape is created and added to the body. | ||
200 | // This call is most often used to update the heightMap and parameters of the terrain. | ||
201 | // The 'doNow' boolean says whether to do all the unmanaged activities right now (like when | ||
202 | // calling this routine from initialization or taint-time routines) or whether to delay | ||
203 | // all the unmanaged activities to taint-time. | ||
204 | private void UpdateOrCreateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords, bool atTaintTime) | ||
205 | { | ||
206 | DetailLog("{0},BSTerrainManager.UpdateOrCreateTerrain,call,minC={1},maxC={2},atTaintTime={3}", | ||
207 | BSScene.DetailLogZero, minCoords, maxCoords, atTaintTime); | ||
208 | |||
209 | float minZ = float.MaxValue; | ||
210 | float maxZ = float.MinValue; | ||
211 | Vector2 terrainRegionBase = new Vector2(minCoords.X, minCoords.Y); | ||
212 | |||
213 | int heightMapSize = heightMap.Length; | ||
214 | for (int ii = 0; ii < heightMapSize; ii++) | ||
215 | { | ||
216 | float height = heightMap[ii]; | ||
217 | if (height < minZ) minZ = height; | ||
218 | if (height > maxZ) maxZ = height; | ||
219 | } | ||
220 | |||
221 | // The shape of the terrain is from its base to its extents. | ||
222 | minCoords.Z = minZ; | ||
223 | maxCoords.Z = maxZ; | ||
224 | |||
225 | BulletHeightMapInfo mapInfo; | ||
226 | if (m_heightMaps.TryGetValue(terrainRegionBase, out mapInfo)) | ||
227 | { | ||
228 | // If this is terrain we know about, it's easy to update | ||
229 | |||
230 | mapInfo.heightMap = heightMap; | ||
231 | mapInfo.minCoords = minCoords; | ||
232 | mapInfo.maxCoords = maxCoords; | ||
233 | mapInfo.minZ = minZ; | ||
234 | mapInfo.maxZ = maxZ; | ||
235 | mapInfo.sizeX = maxCoords.X - minCoords.X; | ||
236 | mapInfo.sizeY = maxCoords.Y - minCoords.Y; | ||
237 | DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,call,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}", | ||
238 | BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY); | ||
239 | |||
240 | BSScene.TaintCallback rebuildOperation = delegate() | ||
241 | { | ||
242 | if (MegaRegionParentPhysicsScene != null) | ||
243 | { | ||
244 | // It's possible that Combine() was called after this code was queued. | ||
245 | // If we are a child of combined regions, we don't create any terrain for us. | ||
246 | DetailLog("{0},UpdateOrCreateTerrain:AmACombineChild,taint", BSScene.DetailLogZero); | ||
247 | |||
248 | // Get rid of any terrain that may have been allocated for us. | ||
249 | ReleaseGroundPlaneAndTerrain(); | ||
250 | |||
251 | // I hate doing this, but just bail | ||
252 | return; | ||
253 | } | ||
254 | |||
255 | if (mapInfo.terrainBody.ptr != IntPtr.Zero) | ||
256 | { | ||
257 | // Updating an existing terrain. | ||
258 | DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,taint,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}", | ||
259 | BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY); | ||
260 | |||
261 | // Remove from the dynamics world because we're going to mangle this object | ||
262 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr); | ||
263 | |||
264 | // Get rid of the old terrain | ||
265 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr); | ||
266 | BulletSimAPI.ReleaseHeightMapInfo2(mapInfo.Ptr); | ||
267 | mapInfo.Ptr = IntPtr.Zero; | ||
268 | |||
269 | /* | ||
270 | // NOTE: This routine is half here because I can't get the terrain shape replacement | ||
271 | // to work. In the short term, the above three lines completely delete the old | ||
272 | // terrain and the code below recreates one from scratch. | ||
273 | // Hopefully the Bullet community will help me out on this one. | ||
274 | |||
275 | // First, release the old collision shape (there is only one terrain) | ||
276 | BulletSimAPI.DeleteCollisionShape2(m_physicsScene.World.Ptr, mapInfo.terrainShape.Ptr); | ||
277 | |||
278 | // Fill the existing height map info with the new location and size information | ||
279 | BulletSimAPI.FillHeightMapInfo2(m_physicsScene.World.Ptr, mapInfo.Ptr, mapInfo.ID, | ||
280 | mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN); | ||
281 | |||
282 | // Create a terrain shape based on the new info | ||
283 | mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr)); | ||
284 | |||
285 | // Stuff the shape into the existing terrain body | ||
286 | BulletSimAPI.SetBodyShape2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr, mapInfo.terrainShape.Ptr); | ||
287 | */ | ||
288 | } | ||
289 | // else | ||
290 | { | ||
291 | // Creating a new terrain. | ||
292 | DetailLog("{0},UpdateOrCreateTerrain:CreateNewTerrain,taint,baseX={1},baseY={2},minZ={3},maxZ={4}", | ||
293 | BSScene.DetailLogZero, mapInfo.minCoords.X, mapInfo.minCoords.Y, minZ, maxZ); | ||
294 | |||
295 | mapInfo.ID = id; | ||
296 | mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, mapInfo.ID, | ||
297 | mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN); | ||
298 | |||
299 | // The terrain object initial position is at the center of the object | ||
300 | Vector3 centerPos; | ||
301 | centerPos.X = minCoords.X + (mapInfo.sizeX / 2f); | ||
302 | centerPos.Y = minCoords.Y + (mapInfo.sizeY / 2f); | ||
303 | centerPos.Z = minZ + ((maxZ - minZ) / 2f); | ||
304 | |||
305 | // Create the terrain shape from the mapInfo | ||
306 | mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr), | ||
307 | ShapeData.PhysicsShapeType.SHAPE_TERRAIN); | ||
308 | |||
309 | mapInfo.terrainBody = new BulletBody(mapInfo.ID, | ||
310 | BulletSimAPI.CreateBodyWithDefaultMotionState2(mapInfo.terrainShape.ptr, | ||
311 | id, centerPos, Quaternion.Identity)); | ||
312 | } | ||
313 | |||
314 | // Make sure the entry is in the heightmap table | ||
315 | m_heightMaps[terrainRegionBase] = mapInfo; | ||
316 | |||
317 | // Set current terrain attributes | ||
318 | BulletSimAPI.SetFriction2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainFriction); | ||
319 | BulletSimAPI.SetHitFraction2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction); | ||
320 | BulletSimAPI.SetRestitution2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainRestitution); | ||
321 | BulletSimAPI.SetCollisionFlags2(mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | ||
322 | |||
323 | BulletSimAPI.SetMassProps2(mapInfo.terrainBody.ptr, 0f, Vector3.Zero); | ||
324 | BulletSimAPI.UpdateInertiaTensor2(mapInfo.terrainBody.ptr); | ||
325 | |||
326 | // Return the new terrain to the world of physical objects | ||
327 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr); | ||
328 | |||
329 | // redo its bounding box now that it is in the world | ||
330 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr); | ||
331 | |||
332 | BulletSimAPI.SetCollisionFilterMask2(mapInfo.terrainBody.ptr, | ||
333 | (uint)CollisionFilterGroups.TerrainFilter, | ||
334 | (uint)CollisionFilterGroups.TerrainMask); | ||
335 | |||
336 | // Make sure the new shape is processed. | ||
337 | // BulletSimAPI.Activate2(mapInfo.terrainBody.ptr, true); | ||
338 | BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION); | ||
339 | |||
340 | m_terrainModified = true; | ||
341 | }; | ||
342 | |||
343 | // There is the option to do the changes now (we're already in 'taint time'), or | ||
344 | // to do the Bullet operations later. | ||
345 | if (atTaintTime) | ||
346 | rebuildOperation(); | ||
347 | else | ||
348 | PhysicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:UpdateExisting", rebuildOperation); | ||
349 | } | ||
350 | else | ||
351 | { | ||
352 | // We don't know about this terrain so either we are creating a new terrain or | ||
353 | // our mega-prim child is giving us a new terrain to add to the phys world | ||
354 | |||
355 | // if this is a child terrain, calculate a unique terrain id | ||
356 | uint newTerrainID = id; | ||
357 | if (newTerrainID >= BSScene.CHILDTERRAIN_ID) | ||
358 | newTerrainID = ++m_terrainCount; | ||
359 | |||
360 | float[] heightMapX = heightMap; | ||
361 | Vector3 minCoordsX = minCoords; | ||
362 | Vector3 maxCoordsX = maxCoords; | ||
363 | |||
364 | DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,call,id={1}, minC={2}, maxC={3}", | ||
365 | BSScene.DetailLogZero, newTerrainID, minCoords, minCoords); | ||
366 | |||
367 | // Code that must happen at taint-time | ||
368 | BSScene.TaintCallback createOperation = delegate() | ||
369 | { | ||
370 | DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,taint,baseX={1},baseY={2}", BSScene.DetailLogZero, minCoords.X, minCoords.Y); | ||
371 | // Create a new mapInfo that will be filled with the new info | ||
372 | mapInfo = new BulletHeightMapInfo(id, heightMapX, | ||
373 | BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, newTerrainID, | ||
374 | minCoordsX, maxCoordsX, heightMapX, TERRAIN_COLLISION_MARGIN)); | ||
375 | // Put the unfilled heightmap info into the collection of same | ||
376 | m_heightMaps.Add(terrainRegionBase, mapInfo); | ||
377 | // Build the terrain | ||
378 | UpdateOrCreateTerrain(newTerrainID, heightMap, minCoords, maxCoords, true); | ||
379 | |||
380 | m_terrainModified = true; | ||
381 | }; | ||
382 | |||
383 | // If already in taint-time, just call Bullet. Otherwise queue the operations for the safe time. | ||
384 | if (atTaintTime) | ||
385 | createOperation(); | ||
386 | else | ||
387 | PhysicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:NewTerrain", createOperation); | ||
388 | } | ||
389 | } | ||
390 | |||
391 | // Someday we will have complex terrain with caves and tunnels | ||
392 | public float GetTerrainHeightAtXYZ(Vector3 loc) | ||
393 | { | ||
394 | // For the moment, it's flat and convex | ||
395 | return GetTerrainHeightAtXY(loc.X, loc.Y); | ||
396 | } | ||
397 | |||
398 | // Given an X and Y, find the height of the terrain. | ||
399 | // Since we could be handling multiple terrains for a mega-region, | ||
400 | // the base of the region is calcuated assuming all regions are | ||
401 | // the same size and that is the default. | ||
402 | // Once the heightMapInfo is found, we have all the information to | ||
403 | // compute the offset into the array. | ||
404 | private float lastHeightTX = 999999f; | ||
405 | private float lastHeightTY = 999999f; | ||
406 | private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT; | ||
407 | private float GetTerrainHeightAtXY(float tX, float tY) | ||
408 | { | ||
409 | // You'd be surprized at the number of times this routine is called | ||
410 | // with the same parameters as last time. | ||
411 | if (!m_terrainModified && lastHeightTX == tX && lastHeightTY == tY) | ||
412 | return lastHeight; | ||
413 | |||
414 | lastHeightTX = tX; | ||
415 | lastHeightTY = tY; | ||
416 | float ret = HEIGHT_GETHEIGHT_RET; | ||
417 | |||
418 | int offsetX = ((int)(tX / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X; | ||
419 | int offsetY = ((int)(tY / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y; | ||
420 | Vector2 terrainBaseXY = new Vector2(offsetX, offsetY); | ||
421 | |||
422 | BulletHeightMapInfo mapInfo; | ||
423 | if (m_heightMaps.TryGetValue(terrainBaseXY, out mapInfo)) | ||
424 | { | ||
425 | float regionX = tX - offsetX; | ||
426 | float regionY = tY - offsetY; | ||
427 | int mapIndex = (int)regionY * (int)mapInfo.sizeY + (int)regionX; | ||
428 | try | ||
429 | { | ||
430 | ret = mapInfo.heightMap[mapIndex]; | ||
431 | } | ||
432 | catch | ||
433 | { | ||
434 | // Sometimes they give us wonky values of X and Y. Give a warning and return something. | ||
435 | PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, x={2}, y={3}", | ||
436 | LogHeader, terrainBaseXY, regionX, regionY); | ||
437 | ret = HEIGHT_GETHEIGHT_RET; | ||
438 | } | ||
439 | // DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}", | ||
440 | // BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret); | ||
441 | } | ||
442 | else | ||
443 | { | ||
444 | PhysicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", | ||
445 | LogHeader, PhysicsScene.RegionName, tX, tY); | ||
446 | } | ||
447 | m_terrainModified = false; | ||
448 | lastHeight = ret; | ||
449 | return ret; | ||
450 | } | ||
451 | |||
452 | // Although no one seems to check this, I do support combining. | ||
453 | public bool SupportsCombining() | ||
454 | { | ||
455 | return true; | ||
456 | } | ||
457 | |||
458 | // This routine is called two ways: | ||
459 | // One with 'offset' and 'pScene' zero and null but 'extents' giving the maximum | ||
460 | // extent of the combined regions. This is to inform the parent of the size | ||
461 | // of the combined regions. | ||
462 | // and one with 'offset' as the offset of the child region to the base region, | ||
463 | // 'pScene' pointing to the parent and 'extents' of zero. This informs the | ||
464 | // child of its relative base and new parent. | ||
465 | public void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) | ||
466 | { | ||
467 | m_worldOffset = offset; | ||
468 | m_worldMax = extents; | ||
469 | MegaRegionParentPhysicsScene = pScene; | ||
470 | if (pScene != null) | ||
471 | { | ||
472 | // We are a child. | ||
473 | // We want m_worldMax to be the highest coordinate of our piece of terrain. | ||
474 | m_worldMax = offset + DefaultRegionSize; | ||
475 | } | ||
476 | DetailLog("{0},BSTerrainManager.Combine,offset={1},extents={2},wOffset={3},wMax={4}", | ||
477 | BSScene.DetailLogZero, offset, extents, m_worldOffset, m_worldMax); | ||
478 | } | ||
479 | |||
480 | // Unhook all the combining that I know about. | ||
481 | public void UnCombine(PhysicsScene pScene) | ||
482 | { | ||
483 | // Just like ODE, for the moment a NOP | ||
484 | DetailLog("{0},BSTerrainManager.UnCombine", BSScene.DetailLogZero); | ||
485 | } | ||
486 | |||
487 | |||
488 | private void DetailLog(string msg, params Object[] args) | ||
489 | { | ||
490 | PhysicsScene.PhysicsLogging.Write(msg, args); | ||
491 | } | ||
492 | } | ||
493 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs index 504bd3c..1125d7e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | |||
@@ -33,38 +33,154 @@ using OpenMetaverse; | |||
33 | namespace OpenSim.Region.Physics.BulletSPlugin { | 33 | namespace OpenSim.Region.Physics.BulletSPlugin { |
34 | 34 | ||
35 | // Classes to allow some type checking for the API | 35 | // Classes to allow some type checking for the API |
36 | // These hold pointers to allocated objects in the unmanaged space. | ||
37 | |||
38 | // The physics engine controller class created at initialization | ||
36 | public struct BulletSim | 39 | public struct BulletSim |
37 | { | 40 | { |
38 | public BulletSim(uint id, BSScene bss, IntPtr xx) { ID = id; scene = bss; Ptr = xx; } | 41 | public BulletSim(uint worldId, BSScene bss, IntPtr xx) |
39 | public uint ID; | 42 | { |
43 | ptr = xx; | ||
44 | worldID = worldId; | ||
45 | physicsScene = bss; | ||
46 | } | ||
47 | public IntPtr ptr; | ||
48 | public uint worldID; | ||
40 | // The scene is only in here so very low level routines have a handle to print debug/error messages | 49 | // The scene is only in here so very low level routines have a handle to print debug/error messages |
41 | public BSScene scene; | 50 | public BSScene physicsScene; |
42 | public IntPtr Ptr; | ||
43 | } | 51 | } |
44 | 52 | ||
53 | // An allocated Bullet btRigidBody | ||
45 | public struct BulletBody | 54 | public struct BulletBody |
46 | { | 55 | { |
47 | public BulletBody(uint id, IntPtr xx) { ID = id; Ptr = xx; } | 56 | public BulletBody(uint id, IntPtr xx) |
48 | public IntPtr Ptr; | 57 | { |
58 | ID = id; | ||
59 | ptr = xx; | ||
60 | collisionFilter = 0; | ||
61 | collisionMask = 0; | ||
62 | } | ||
63 | public IntPtr ptr; | ||
49 | public uint ID; | 64 | public uint ID; |
65 | public CollisionFilterGroups collisionFilter; | ||
66 | public CollisionFilterGroups collisionMask; | ||
67 | public override string ToString() | ||
68 | { | ||
69 | StringBuilder buff = new StringBuilder(); | ||
70 | buff.Append("<id="); | ||
71 | buff.Append(ID.ToString()); | ||
72 | buff.Append(",p="); | ||
73 | buff.Append(ptr.ToString("X")); | ||
74 | if (collisionFilter != 0 && collisionMask != 0) | ||
75 | { | ||
76 | buff.Append(",f="); | ||
77 | buff.Append(collisionFilter.ToString("X")); | ||
78 | buff.Append(",m="); | ||
79 | buff.Append(collisionMask.ToString("X")); | ||
80 | } | ||
81 | buff.Append(">"); | ||
82 | return buff.ToString(); | ||
83 | } | ||
84 | } | ||
85 | |||
86 | public struct BulletShape | ||
87 | { | ||
88 | public BulletShape(IntPtr xx) | ||
89 | { | ||
90 | ptr = xx; | ||
91 | type=ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; | ||
92 | shapeKey = 0; | ||
93 | isNativeShape = false; | ||
94 | } | ||
95 | public BulletShape(IntPtr xx, ShapeData.PhysicsShapeType typ) | ||
96 | { | ||
97 | ptr = xx; | ||
98 | type = typ; | ||
99 | shapeKey = 0; | ||
100 | isNativeShape = false; | ||
101 | } | ||
102 | public IntPtr ptr; | ||
103 | public ShapeData.PhysicsShapeType type; | ||
104 | public ulong shapeKey; | ||
105 | public bool isNativeShape; | ||
106 | // Hulls have an underlying mesh. A pointer to it is hidden here. | ||
107 | public override string ToString() | ||
108 | { | ||
109 | StringBuilder buff = new StringBuilder(); | ||
110 | buff.Append("<p="); | ||
111 | buff.Append(ptr.ToString("X")); | ||
112 | buff.Append(",s="); | ||
113 | buff.Append(type.ToString()); | ||
114 | buff.Append(",k="); | ||
115 | buff.Append(shapeKey.ToString("X")); | ||
116 | buff.Append(",n="); | ||
117 | buff.Append(isNativeShape.ToString()); | ||
118 | buff.Append(">"); | ||
119 | return buff.ToString(); | ||
120 | } | ||
50 | } | 121 | } |
51 | 122 | ||
123 | // Constraint type values as defined by Bullet | ||
124 | public enum ConstraintType : int | ||
125 | { | ||
126 | POINT2POINT_CONSTRAINT_TYPE = 3, | ||
127 | HINGE_CONSTRAINT_TYPE, | ||
128 | CONETWIST_CONSTRAINT_TYPE, | ||
129 | D6_CONSTRAINT_TYPE, | ||
130 | SLIDER_CONSTRAINT_TYPE, | ||
131 | CONTACT_CONSTRAINT_TYPE, | ||
132 | D6_SPRING_CONSTRAINT_TYPE, | ||
133 | MAX_CONSTRAINT_TYPE | ||
134 | } | ||
135 | |||
136 | // An allocated Bullet btConstraint | ||
52 | public struct BulletConstraint | 137 | public struct BulletConstraint |
53 | { | 138 | { |
54 | public BulletConstraint(IntPtr xx) { Ptr = xx; } | 139 | public BulletConstraint(IntPtr xx) |
140 | { | ||
141 | ptr = xx; | ||
142 | } | ||
143 | public IntPtr ptr; | ||
144 | } | ||
145 | |||
146 | // An allocated HeightMapThing which holds various heightmap info. | ||
147 | // Made a class rather than a struct so there would be only one | ||
148 | // instance of this and C# will pass around pointers rather | ||
149 | // than making copies. | ||
150 | public class BulletHeightMapInfo | ||
151 | { | ||
152 | public BulletHeightMapInfo(uint id, float[] hm, IntPtr xx) { | ||
153 | ID = id; | ||
154 | Ptr = xx; | ||
155 | heightMap = hm; | ||
156 | terrainRegionBase = new Vector2(0f, 0f); | ||
157 | minCoords = new Vector3(100f, 100f, 25f); | ||
158 | maxCoords = new Vector3(101f, 101f, 26f); | ||
159 | minZ = maxZ = 0f; | ||
160 | sizeX = sizeY = 256f; | ||
161 | } | ||
162 | public uint ID; | ||
55 | public IntPtr Ptr; | 163 | public IntPtr Ptr; |
164 | public float[] heightMap; | ||
165 | public Vector2 terrainRegionBase; | ||
166 | public Vector3 minCoords; | ||
167 | public Vector3 maxCoords; | ||
168 | public float sizeX, sizeY; | ||
169 | public float minZ, maxZ; | ||
170 | public BulletShape terrainShape; | ||
171 | public BulletBody terrainBody; | ||
56 | } | 172 | } |
57 | 173 | ||
58 | // =============================================================================== | 174 | // =============================================================================== |
59 | [StructLayout(LayoutKind.Sequential)] | 175 | [StructLayout(LayoutKind.Sequential)] |
60 | public struct ConvexHull | 176 | public struct ConvexHull |
61 | { | 177 | { |
62 | Vector3 Offset; | 178 | Vector3 Offset; |
63 | int VertexCount; | 179 | int VertexCount; |
64 | Vector3[] Vertices; | 180 | Vector3[] Vertices; |
65 | } | 181 | } |
66 | [StructLayout(LayoutKind.Sequential)] | 182 | [StructLayout(LayoutKind.Sequential)] |
67 | public struct ShapeData | 183 | public struct ShapeData |
68 | { | 184 | { |
69 | public enum PhysicsShapeType | 185 | public enum PhysicsShapeType |
70 | { | 186 | { |
@@ -75,7 +191,9 @@ public struct ShapeData | |||
75 | SHAPE_CYLINDER = 4, | 191 | SHAPE_CYLINDER = 4, |
76 | SHAPE_SPHERE = 5, | 192 | SHAPE_SPHERE = 5, |
77 | SHAPE_MESH = 6, | 193 | SHAPE_MESH = 6, |
78 | SHAPE_HULL = 7 | 194 | SHAPE_HULL = 7, |
195 | SHAPE_GROUNDPLANE = 8, | ||
196 | SHAPE_TERRAIN = 9, | ||
79 | }; | 197 | }; |
80 | public uint ID; | 198 | public uint ID; |
81 | public PhysicsShapeType Type; | 199 | public PhysicsShapeType Type; |
@@ -91,13 +209,24 @@ public struct ShapeData | |||
91 | public float Restitution; | 209 | public float Restitution; |
92 | public float Collidable; // true of things bump into this | 210 | public float Collidable; // true of things bump into this |
93 | public float Static; // true if a static object. Otherwise gravity, etc. | 211 | public float Static; // true if a static object. Otherwise gravity, etc. |
212 | public float Solid; // true if object cannot be passed through | ||
213 | public Vector3 Size; | ||
94 | 214 | ||
95 | // note that bools are passed as floats since bool size changes by language and architecture | 215 | // note that bools are passed as floats since bool size changes by language and architecture |
96 | public const float numericTrue = 1f; | 216 | public const float numericTrue = 1f; |
97 | public const float numericFalse = 0f; | 217 | public const float numericFalse = 0f; |
218 | |||
219 | // The native shapes have predefined shape hash keys | ||
220 | public enum FixedShapeKey : ulong | ||
221 | { | ||
222 | KEY_BOX = 1, | ||
223 | KEY_SPHERE = 2, | ||
224 | KEY_CONE = 3, | ||
225 | KEY_CYLINDER = 4, | ||
226 | } | ||
98 | } | 227 | } |
99 | [StructLayout(LayoutKind.Sequential)] | 228 | [StructLayout(LayoutKind.Sequential)] |
100 | public struct SweepHit | 229 | public struct SweepHit |
101 | { | 230 | { |
102 | public uint ID; | 231 | public uint ID; |
103 | public float Fraction; | 232 | public float Fraction; |
@@ -174,12 +303,36 @@ public struct ConfigurationParameters | |||
174 | public float linkConstraintTransMotorMaxForce; | 303 | public float linkConstraintTransMotorMaxForce; |
175 | public float linkConstraintERP; | 304 | public float linkConstraintERP; |
176 | public float linkConstraintCFM; | 305 | public float linkConstraintCFM; |
306 | public float linkConstraintSolverIterations; | ||
177 | 307 | ||
178 | public const float numericTrue = 1f; | 308 | public const float numericTrue = 1f; |
179 | public const float numericFalse = 0f; | 309 | public const float numericFalse = 0f; |
180 | } | 310 | } |
181 | 311 | ||
182 | // Values used by Bullet and BulletSim to control collisions | 312 | |
313 | // The states a bullet collision object can have | ||
314 | public enum ActivationState : uint | ||
315 | { | ||
316 | ACTIVE_TAG = 1, | ||
317 | ISLAND_SLEEPING, | ||
318 | WANTS_DEACTIVATION, | ||
319 | DISABLE_DEACTIVATION, | ||
320 | DISABLE_SIMULATION, | ||
321 | } | ||
322 | |||
323 | public enum CollisionObjectTypes : int | ||
324 | { | ||
325 | CO_COLLISION_OBJECT = 1 << 0, | ||
326 | CO_RIGID_BODY = 1 << 1, | ||
327 | CO_GHOST_OBJECT = 1 << 2, | ||
328 | CO_SOFT_BODY = 1 << 3, | ||
329 | CO_HF_FLUID = 1 << 4, | ||
330 | CO_USER_TYPE = 1 << 5, | ||
331 | } | ||
332 | |||
333 | // Values used by Bullet and BulletSim to control object properties. | ||
334 | // Bullet's "CollisionFlags" has more to do with operations on the | ||
335 | // object (if collisions happen, if gravity effects it, ...). | ||
183 | public enum CollisionFlags : uint | 336 | public enum CollisionFlags : uint |
184 | { | 337 | { |
185 | CF_STATIC_OBJECT = 1 << 0, | 338 | CF_STATIC_OBJECT = 1 << 0, |
@@ -191,11 +344,61 @@ public enum CollisionFlags : uint | |||
191 | CF_DISABLE_SPU_COLLISION_PROCESS = 1 << 6, | 344 | CF_DISABLE_SPU_COLLISION_PROCESS = 1 << 6, |
192 | // Following used by BulletSim to control collisions | 345 | // Following used by BulletSim to control collisions |
193 | BS_SUBSCRIBE_COLLISION_EVENTS = 1 << 10, | 346 | BS_SUBSCRIBE_COLLISION_EVENTS = 1 << 10, |
194 | BS_VOLUME_DETECT_OBJECT = 1 << 11, | 347 | // BS_VOLUME_DETECT_OBJECT = 1 << 11, |
195 | BS_PHANTOM_OBJECT = 1 << 12, | 348 | // BS_PHANTOM_OBJECT = 1 << 12, |
196 | BS_PHYSICAL_OBJECT = 1 << 13, | 349 | // BS_PHYSICAL_OBJECT = 1 << 13, |
350 | // BS_TERRAIN_OBJECT = 1 << 14, | ||
351 | BS_NONE = 0, | ||
352 | BS_ALL = 0xFFFFFFFF, | ||
353 | |||
354 | // These are the collision flags switched depending on physical state. | ||
355 | // The other flags are used for other things and should not be fooled with. | ||
356 | BS_ACTIVE = CF_STATIC_OBJECT | ||
357 | | CF_KINEMATIC_OBJECT | ||
358 | | CF_NO_CONTACT_RESPONSE | ||
359 | // | BS_VOLUME_DETECT_OBJECT | ||
360 | // | BS_PHANTOM_OBJECT | ||
361 | // | BS_PHYSICAL_OBJECT, | ||
362 | }; | ||
363 | |||
364 | // Values for collisions groups and masks | ||
365 | public enum CollisionFilterGroups : uint | ||
366 | { | ||
367 | // Don't use the bit definitions!! Define the use in a | ||
368 | // filter/mask definition below. This way collision interactions | ||
369 | // are more easily debugged. | ||
370 | BNoneFilter = 0, | ||
371 | BDefaultFilter = 1 << 0, | ||
372 | BStaticFilter = 1 << 1, | ||
373 | BKinematicFilter = 1 << 2, | ||
374 | BDebrisFilter = 1 << 3, | ||
375 | BSensorTrigger = 1 << 4, | ||
376 | BCharacterFilter = 1 << 5, | ||
377 | BAllFilter = 0xFFFFFFFF, | ||
378 | // Filter groups defined by BulletSim | ||
379 | BGroundPlaneFilter = 1 << 10, | ||
380 | BTerrainFilter = 1 << 11, | ||
381 | BRaycastFilter = 1 << 12, | ||
382 | BSolidFilter = 1 << 13, | ||
383 | |||
384 | // The collsion filters and masked are defined in one place -- don't want them scattered | ||
385 | AvatarFilter = BCharacterFilter, | ||
386 | AvatarMask = BAllFilter, | ||
387 | ObjectFilter = BSolidFilter, | ||
388 | ObjectMask = BAllFilter, | ||
389 | StaticObjectFilter = BStaticFilter, | ||
390 | StaticObjectMask = BAllFilter, | ||
391 | VolumeDetectFilter = BSensorTrigger, | ||
392 | VolumeDetectMask = ~BSensorTrigger, | ||
393 | TerrainFilter = BTerrainFilter, | ||
394 | TerrainMask = BAllFilter & ~BStaticFilter, | ||
395 | GroundPlaneFilter = BAllFilter, | ||
396 | GroundPlaneMask = BAllFilter | ||
397 | |||
197 | }; | 398 | }; |
198 | 399 | ||
400 | |||
401 | |||
199 | // CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0 | 402 | // CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0 |
200 | // ERP controls amount of correction per tick. Usable range=0.1..0.8. Default=0.2. | 403 | // ERP controls amount of correction per tick. Usable range=0.1..0.8. Default=0.2. |
201 | public enum ConstraintParams : int | 404 | public enum ConstraintParams : int |
@@ -221,14 +424,22 @@ public enum ConstraintParamAxis : int | |||
221 | // =============================================================================== | 424 | // =============================================================================== |
222 | static class BulletSimAPI { | 425 | static class BulletSimAPI { |
223 | 426 | ||
427 | // Link back to the managed code for outputting log messages | ||
428 | [UnmanagedFunctionPointer(CallingConvention.Cdecl)] | ||
429 | public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg); | ||
430 | |||
224 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 431 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
225 | [return: MarshalAs(UnmanagedType.LPStr)] | 432 | [return: MarshalAs(UnmanagedType.LPStr)] |
226 | public static extern string GetVersion(); | 433 | public static extern string GetVersion(); |
227 | 434 | ||
228 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 435 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
229 | public static extern uint Initialize(Vector3 maxPosition, IntPtr parms, | 436 | public static extern uint Initialize(Vector3 maxPosition, IntPtr parms, |
230 | int maxCollisions, IntPtr collisionArray, | 437 | int maxCollisions, IntPtr collisionArray, |
231 | int maxUpdates, IntPtr updateArray); | 438 | int maxUpdates, IntPtr updateArray, |
439 | DebugLogCallback logRoutine); | ||
440 | |||
441 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
442 | public static extern void CreateInitialGroundPlaneAndTerrain(uint worldID); | ||
232 | 443 | ||
233 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 444 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
234 | public static extern void SetHeightmap(uint worldID, [MarshalAs(UnmanagedType.LPArray)] float[] heightMap); | 445 | public static extern void SetHeightmap(uint worldID, [MarshalAs(UnmanagedType.LPArray)] float[] heightMap); |
@@ -242,19 +453,19 @@ public static extern bool UpdateParameter(uint worldID, uint localID, | |||
242 | 453 | ||
243 | // =============================================================================== | 454 | // =============================================================================== |
244 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 455 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
245 | public static extern int PhysicsStep(uint worldID, float timeStep, int maxSubSteps, float fixedTimeStep, | 456 | public static extern int PhysicsStep(uint worldID, float timeStep, int maxSubSteps, float fixedTimeStep, |
246 | out int updatedEntityCount, | 457 | out int updatedEntityCount, |
247 | out IntPtr updatedEntitiesPtr, | 458 | out IntPtr updatedEntitiesPtr, |
248 | out int collidersCount, | 459 | out int collidersCount, |
249 | out IntPtr collidersPtr); | 460 | out IntPtr collidersPtr); |
250 | 461 | ||
251 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 462 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
252 | public static extern bool CreateHull(uint worldID, System.UInt64 meshKey, | 463 | public static extern bool CreateHull(uint worldID, System.UInt64 meshKey, |
253 | int hullCount, [MarshalAs(UnmanagedType.LPArray)] float[] hulls | 464 | int hullCount, [MarshalAs(UnmanagedType.LPArray)] float[] hulls |
254 | ); | 465 | ); |
255 | 466 | ||
256 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 467 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
257 | public static extern bool CreateMesh(uint worldID, System.UInt64 meshKey, | 468 | public static extern bool CreateMesh(uint worldID, System.UInt64 meshKey, |
258 | int indexCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices, | 469 | int indexCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices, |
259 | int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices | 470 | int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices |
260 | ); | 471 | ); |
@@ -268,23 +479,6 @@ public static extern bool DestroyMesh(uint worldID, System.UInt64 meshKey); | |||
268 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 479 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
269 | public static extern bool CreateObject(uint worldID, ShapeData shapeData); | 480 | public static extern bool CreateObject(uint worldID, ShapeData shapeData); |
270 | 481 | ||
271 | /* Remove old functionality | ||
272 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
273 | public static extern void CreateLinkset(uint worldID, int objectCount, ShapeData[] shapeDatas); | ||
274 | |||
275 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
276 | public static extern void AddConstraint(uint worldID, uint id1, uint id2, | ||
277 | Vector3 frame1, Quaternion frame1rot, | ||
278 | Vector3 frame2, Quaternion frame2rot, | ||
279 | Vector3 lowLinear, Vector3 hiLinear, Vector3 lowAngular, Vector3 hiAngular); | ||
280 | |||
281 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
282 | public static extern bool RemoveConstraintByID(uint worldID, uint id1); | ||
283 | |||
284 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
285 | public static extern bool RemoveConstraint(uint worldID, uint id1, uint id2); | ||
286 | */ | ||
287 | |||
288 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 482 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
289 | public static extern Vector3 GetObjectPosition(uint WorldID, uint id); | 483 | public static extern Vector3 GetObjectPosition(uint WorldID, uint id); |
290 | 484 | ||
@@ -300,6 +494,7 @@ public static extern bool SetObjectVelocity(uint worldID, uint id, Vector3 veloc | |||
300 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 494 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
301 | public static extern bool SetObjectAngularVelocity(uint worldID, uint id, Vector3 angularVelocity); | 495 | public static extern bool SetObjectAngularVelocity(uint worldID, uint id, Vector3 angularVelocity); |
302 | 496 | ||
497 | // Set the current force acting on the object | ||
303 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 498 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
304 | public static extern bool SetObjectForce(uint worldID, uint id, Vector3 force); | 499 | public static extern bool SetObjectForce(uint worldID, uint id, Vector3 force); |
305 | 500 | ||
@@ -342,8 +537,6 @@ public static extern Vector3 RecoverFromPenetration(uint worldID, uint id); | |||
342 | public static extern void DumpBulletStatistics(); | 537 | public static extern void DumpBulletStatistics(); |
343 | 538 | ||
344 | // Log a debug message | 539 | // Log a debug message |
345 | [UnmanagedFunctionPointer(CallingConvention.Cdecl)] | ||
346 | public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg); | ||
347 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 540 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
348 | public static extern void SetDebugLogCallback(DebugLogCallback callback); | 541 | public static extern void SetDebugLogCallback(DebugLogCallback callback); |
349 | 542 | ||
@@ -358,6 +551,7 @@ public static extern void SetDebugLogCallback(DebugLogCallback callback); | |||
358 | // The names have a "2" tacked on. This will be removed as the C# code gets rebuilt | 551 | // The names have a "2" tacked on. This will be removed as the C# code gets rebuilt |
359 | // and the old code is removed. | 552 | // and the old code is removed. |
360 | 553 | ||
554 | // Functions use while converting from API1 to API2. Can be removed when totally converted. | ||
361 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 555 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
362 | public static extern IntPtr GetSimHandle2(uint worldID); | 556 | public static extern IntPtr GetSimHandle2(uint worldID); |
363 | 557 | ||
@@ -368,6 +562,7 @@ public static extern IntPtr GetBodyHandleWorldID2(uint worldID, uint id); | |||
368 | public static extern IntPtr GetBodyHandle2(IntPtr world, uint id); | 562 | public static extern IntPtr GetBodyHandle2(IntPtr world, uint id); |
369 | 563 | ||
370 | // =============================================================================== | 564 | // =============================================================================== |
565 | // Initialization and simulation | ||
371 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 566 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
372 | public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms, | 567 | public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms, |
373 | int maxCollisions, IntPtr collisionArray, | 568 | int maxCollisions, IntPtr collisionArray, |
@@ -377,14 +572,14 @@ public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms, | |||
377 | public static extern bool UpdateParameter2(IntPtr world, uint localID, String parm, float value); | 572 | public static extern bool UpdateParameter2(IntPtr world, uint localID, String parm, float value); |
378 | 573 | ||
379 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 574 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
380 | public static extern void SetHeightmap2(IntPtr world, float[] heightmap); | 575 | public static extern void SetHeightMap2(IntPtr world, float[] heightmap); |
381 | 576 | ||
382 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 577 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
383 | public static extern void Shutdown2(IntPtr sim); | 578 | public static extern void Shutdown2(IntPtr sim); |
384 | 579 | ||
385 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 580 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
386 | public static extern int PhysicsStep2(IntPtr world, float timeStep, int maxSubSteps, float fixedTimeStep, | 581 | public static extern int PhysicsStep2(IntPtr world, float timeStep, int maxSubSteps, float fixedTimeStep, |
387 | out int updatedEntityCount, | 582 | out int updatedEntityCount, |
388 | out IntPtr updatedEntitiesPtr, | 583 | out IntPtr updatedEntitiesPtr, |
389 | out int collidersCount, | 584 | out int collidersCount, |
390 | out IntPtr collidersPtr); | 585 | out IntPtr collidersPtr); |
@@ -392,24 +587,87 @@ public static extern int PhysicsStep2(IntPtr world, float timeStep, int maxSubSt | |||
392 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 587 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
393 | public static extern bool PushUpdate2(IntPtr obj); | 588 | public static extern bool PushUpdate2(IntPtr obj); |
394 | 589 | ||
395 | /* | 590 | // ===================================================================================== |
591 | // Mesh, hull, shape and body creation helper routines | ||
396 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 592 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
397 | public static extern IntPtr CreateMesh2(IntPtr world, int indicesCount, int* indices, int verticesCount, float* vertices ); | 593 | public static extern IntPtr CreateMeshShape2(IntPtr world, |
594 | int indicesCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices, | ||
595 | int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices ); | ||
398 | 596 | ||
399 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 597 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
400 | public static extern bool BuildHull2(IntPtr world, IntPtr mesh); | 598 | public static extern IntPtr CreateHullShape2(IntPtr world, |
599 | int hullCount, [MarshalAs(UnmanagedType.LPArray)] float[] hulls); | ||
401 | 600 | ||
402 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 601 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
403 | public static extern bool ReleaseHull2(IntPtr world, IntPtr mesh); | 602 | public static extern IntPtr BuildHullShapeFromMesh2(IntPtr world, IntPtr meshShape); |
404 | 603 | ||
405 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 604 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
406 | public static extern bool DestroyMesh2(IntPtr world, IntPtr mesh); | 605 | public static extern IntPtr BuildNativeShape2(IntPtr world, ShapeData shapeData); |
407 | 606 | ||
408 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 607 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
409 | public static extern IntPtr CreateObject2(IntPtr world, ShapeData shapeData); | 608 | public static extern bool IsNativeShape2(IntPtr shape); |
410 | */ | ||
411 | 609 | ||
412 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 610 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
611 | public static extern IntPtr CreateCompoundShape2(IntPtr sim); | ||
612 | |||
613 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
614 | public static extern void AddChildToCompoundShape2(IntPtr cShape, IntPtr addShape, Vector3 pos, Quaternion rot); | ||
615 | |||
616 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
617 | public static extern void RemoveChildFromCompoundShape2(IntPtr cShape, IntPtr removeShape); | ||
618 | |||
619 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
620 | public static extern IntPtr DuplicateCollisionShape2(IntPtr sim, IntPtr srcShape, uint id); | ||
621 | |||
622 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
623 | public static extern IntPtr CreateBodyFromShapeAndInfo2(IntPtr sim, IntPtr shape, uint id, IntPtr constructionInfo); | ||
624 | |||
625 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
626 | public static extern bool DeleteCollisionShape2(IntPtr world, IntPtr shape); | ||
627 | |||
628 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
629 | public static extern int GetBodyType2(IntPtr obj); | ||
630 | |||
631 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
632 | public static extern IntPtr CreateBodyFromShape2(IntPtr sim, IntPtr shape, uint id, Vector3 pos, Quaternion rot); | ||
633 | |||
634 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
635 | public static extern IntPtr CreateBodyWithDefaultMotionState2(IntPtr shape, uint id, Vector3 pos, Quaternion rot); | ||
636 | |||
637 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
638 | public static extern IntPtr CreateGhostFromShape2(IntPtr sim, IntPtr shape, uint id, Vector3 pos, Quaternion rot); | ||
639 | |||
640 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
641 | public static extern IntPtr AllocateBodyInfo2(IntPtr obj); | ||
642 | |||
643 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
644 | public static extern void ReleaseBodyInfo2(IntPtr obj); | ||
645 | |||
646 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
647 | public static extern void DestroyObject2(IntPtr sim, IntPtr obj); | ||
648 | |||
649 | // ===================================================================================== | ||
650 | // Terrain creation and helper routines | ||
651 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
652 | public static extern IntPtr CreateHeightMapInfo2(IntPtr sim, uint id, Vector3 minCoords, Vector3 maxCoords, | ||
653 | [MarshalAs(UnmanagedType.LPArray)] float[] heightMap, float collisionMargin); | ||
654 | |||
655 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
656 | public static extern IntPtr FillHeightMapInfo2(IntPtr sim, IntPtr mapInfo, uint id, Vector3 minCoords, Vector3 maxCoords, | ||
657 | [MarshalAs(UnmanagedType.LPArray)] float[] heightMap, float collisionMargin); | ||
658 | |||
659 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
660 | public static extern bool ReleaseHeightMapInfo2(IntPtr heightMapInfo); | ||
661 | |||
662 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
663 | public static extern IntPtr CreateGroundPlaneShape2(uint id, float height, float collisionMargin); | ||
664 | |||
665 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
666 | public static extern IntPtr CreateTerrainShape2(IntPtr mapInfo); | ||
667 | |||
668 | // ===================================================================================== | ||
669 | // Constraint creation and helper routines | ||
670 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
413 | public static extern IntPtr Create6DofConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2, | 671 | public static extern IntPtr Create6DofConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2, |
414 | Vector3 frame1loc, Quaternion frame1rot, | 672 | Vector3 frame1loc, Quaternion frame1rot, |
415 | Vector3 frame2loc, Quaternion frame2rot, | 673 | Vector3 frame2loc, Quaternion frame2rot, |
@@ -433,7 +691,7 @@ public static extern void SetConstraintEnable2(IntPtr constrain, float numericTr | |||
433 | public static extern void SetConstraintNumSolverIterations2(IntPtr constrain, float iterations); | 691 | public static extern void SetConstraintNumSolverIterations2(IntPtr constrain, float iterations); |
434 | 692 | ||
435 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 693 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
436 | public static extern bool SetFrames2(IntPtr constrain, | 694 | public static extern bool SetFrames2(IntPtr constrain, |
437 | Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot); | 695 | Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot); |
438 | 696 | ||
439 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 697 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
@@ -460,11 +718,108 @@ public static extern bool SetConstraintParam2(IntPtr constrain, ConstraintParams | |||
460 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 718 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
461 | public static extern bool DestroyConstraint2(IntPtr world, IntPtr constrain); | 719 | public static extern bool DestroyConstraint2(IntPtr world, IntPtr constrain); |
462 | 720 | ||
721 | // ===================================================================================== | ||
722 | // btCollisionWorld entries | ||
723 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
724 | public static extern void UpdateSingleAabb2(IntPtr world, IntPtr obj); | ||
725 | |||
726 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
727 | public static extern void UpdateAabbs2(IntPtr world); | ||
728 | |||
729 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
730 | public static extern bool GetForceUpdateAllAabbs2(IntPtr world); | ||
731 | |||
732 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
733 | public static extern void SetForceUpdateAllAabbs2(IntPtr world, bool force); | ||
734 | |||
735 | // ===================================================================================== | ||
736 | // btDynamicsWorld entries | ||
463 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 737 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
464 | public static extern Vector3 AddObjectToWorld2(IntPtr world, IntPtr obj); | 738 | public static extern bool AddObjectToWorld2(IntPtr world, IntPtr obj); |
465 | 739 | ||
466 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 740 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
467 | public static extern Vector3 RemoveObjectFromWorld2(IntPtr world, IntPtr obj); | 741 | public static extern bool RemoveObjectFromWorld2(IntPtr world, IntPtr obj); |
742 | |||
743 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
744 | public static extern bool AddConstraintToWorld2(IntPtr world, IntPtr constrain, bool disableCollisionsBetweenLinkedObjects); | ||
745 | |||
746 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
747 | public static extern bool RemoveConstraintFromWorld2(IntPtr world, IntPtr constrain); | ||
748 | // ===================================================================================== | ||
749 | // btCollisionObject entries | ||
750 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
751 | public static extern Vector3 GetAnisotripicFriction2(IntPtr constrain); | ||
752 | |||
753 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
754 | public static extern Vector3 SetAnisotripicFriction2(IntPtr constrain, Vector3 frict); | ||
755 | |||
756 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
757 | public static extern bool HasAnisotripicFriction2(IntPtr constrain); | ||
758 | |||
759 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
760 | public static extern void SetContactProcessingThreshold2(IntPtr obj, float val); | ||
761 | |||
762 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
763 | public static extern float GetContactProcessingThreshold2(IntPtr obj); | ||
764 | |||
765 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
766 | public static extern bool IsStaticObject2(IntPtr obj); | ||
767 | |||
768 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
769 | public static extern bool IsKinematicObject2(IntPtr obj); | ||
770 | |||
771 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
772 | public static extern bool IsStaticOrKinematicObject2(IntPtr obj); | ||
773 | |||
774 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
775 | public static extern bool HasContactResponse2(IntPtr obj); | ||
776 | |||
777 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
778 | public static extern void SetCollisionShape2(IntPtr sim, IntPtr obj, IntPtr shape); | ||
779 | |||
780 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
781 | public static extern IntPtr GetCollisionShape2(IntPtr obj); | ||
782 | |||
783 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
784 | public static extern int GetActivationState2(IntPtr obj); | ||
785 | |||
786 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
787 | public static extern void SetActivationState2(IntPtr obj, int state); | ||
788 | |||
789 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
790 | public static extern void SetDeactivationTime2(IntPtr obj, float dtime); | ||
791 | |||
792 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
793 | public static extern float GetDeactivationTime2(IntPtr obj); | ||
794 | |||
795 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
796 | public static extern void ForceActivationState2(IntPtr obj, ActivationState state); | ||
797 | |||
798 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
799 | public static extern void Activate2(IntPtr obj, bool forceActivation); | ||
800 | |||
801 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
802 | public static extern bool IsActive2(IntPtr obj); | ||
803 | |||
804 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
805 | public static extern void SetRestitution2(IntPtr obj, float val); | ||
806 | |||
807 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
808 | public static extern float GetRestitution2(IntPtr obj); | ||
809 | |||
810 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
811 | public static extern void SetFriction2(IntPtr obj, float val); | ||
812 | |||
813 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
814 | public static extern float GetFriction2(IntPtr obj); | ||
815 | |||
816 | /* Haven't defined the type 'Transform' | ||
817 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
818 | public static extern Transform GetWorldTransform2(IntPtr obj); | ||
819 | |||
820 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
821 | public static extern void setWorldTransform2(IntPtr obj, Transform trans); | ||
822 | */ | ||
468 | 823 | ||
469 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 824 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
470 | public static extern Vector3 GetPosition2(IntPtr obj); | 825 | public static extern Vector3 GetPosition2(IntPtr obj); |
@@ -473,85 +828,293 @@ public static extern Vector3 GetPosition2(IntPtr obj); | |||
473 | public static extern Quaternion GetOrientation2(IntPtr obj); | 828 | public static extern Quaternion GetOrientation2(IntPtr obj); |
474 | 829 | ||
475 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 830 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
476 | public static extern bool SetTranslation2(IntPtr obj, Vector3 position, Quaternion rotation); | 831 | public static extern void SetTranslation2(IntPtr obj, Vector3 position, Quaternion rotation); |
477 | 832 | ||
478 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 833 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
479 | public static extern bool SetVelocity2(IntPtr obj, Vector3 velocity); | 834 | public static extern IntPtr GetBroadphaseHandle2(IntPtr obj); |
480 | 835 | ||
481 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 836 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
482 | public static extern bool SetAngularVelocity2(IntPtr obj, Vector3 angularVelocity); | 837 | public static extern void SetBroadphaseHandle2(IntPtr obj, IntPtr handle); |
483 | 838 | ||
839 | /* | ||
484 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 840 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
485 | public static extern bool SetObjectForce2(IntPtr obj, Vector3 force); | 841 | public static extern Transform GetInterpolationWorldTransform2(IntPtr obj); |
486 | 842 | ||
487 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 843 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
488 | public static extern bool AddObjectForce2(IntPtr obj, Vector3 force); | 844 | public static extern void SetInterpolationWorldTransform2(IntPtr obj, Transform trans); |
845 | */ | ||
489 | 846 | ||
490 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 847 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
491 | public static extern bool SetCcdMotionThreshold2(IntPtr obj, float val); | 848 | public static extern void SetInterpolationLinearVelocity2(IntPtr obj, Vector3 vel); |
492 | 849 | ||
493 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 850 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
494 | public static extern bool SetCcdSweepSphereRadius2(IntPtr obj, float val); | 851 | public static extern void SetInterpolationAngularVelocity2(IntPtr obj, Vector3 vel); |
495 | 852 | ||
496 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 853 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
497 | public static extern bool SetDamping2(IntPtr obj, float lin_damping, float ang_damping); | 854 | public static extern void SetInterpolationVelocity2(IntPtr obj, Vector3 linearVel, Vector3 angularVel); |
498 | 855 | ||
499 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 856 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
500 | public static extern bool SetDeactivationTime2(IntPtr obj, float val); | 857 | public static extern float GetHitFraction2(IntPtr obj); |
501 | 858 | ||
502 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 859 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
503 | public static extern bool SetSleepingThresholds2(IntPtr obj, float lin_threshold, float ang_threshold); | 860 | public static extern void SetHitFraction2(IntPtr obj, float val); |
504 | 861 | ||
505 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 862 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
506 | public static extern bool SetContactProcessingThreshold2(IntPtr obj, float val); | 863 | public static extern CollisionFlags GetCollisionFlags2(IntPtr obj); |
507 | 864 | ||
508 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 865 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
509 | public static extern bool SetFriction2(IntPtr obj, float val); | 866 | public static extern CollisionFlags SetCollisionFlags2(IntPtr obj, CollisionFlags flags); |
510 | 867 | ||
511 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 868 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
512 | public static extern bool SetRestitution2(IntPtr obj, float val); | 869 | public static extern CollisionFlags AddToCollisionFlags2(IntPtr obj, CollisionFlags flags); |
513 | 870 | ||
514 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 871 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
515 | public static extern bool SetLinearVelocity2(IntPtr obj, Vector3 val); | 872 | public static extern CollisionFlags RemoveFromCollisionFlags2(IntPtr obj, CollisionFlags flags); |
516 | 873 | ||
517 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 874 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
518 | public static extern bool SetInterpolation2(IntPtr obj, Vector3 lin, Vector3 ang); | 875 | public static extern float GetCcdMotionThreshold2(IntPtr obj); |
519 | 876 | ||
520 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 877 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
521 | public static extern CollisionFlags GetCollisionFlags2(IntPtr obj); | 878 | public static extern void SetCcdMotionThreshold2(IntPtr obj, float val); |
879 | |||
880 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
881 | public static extern float GetCcdSweepSphereRadius2(IntPtr obj); | ||
882 | |||
883 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
884 | public static extern void SetCcdSweepSphereRadius2(IntPtr obj, float val); | ||
885 | |||
886 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
887 | public static extern IntPtr GetUserPointer2(IntPtr obj); | ||
888 | |||
889 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
890 | public static extern void SetUserPointer2(IntPtr obj, IntPtr val); | ||
891 | |||
892 | // ===================================================================================== | ||
893 | // btRigidBody entries | ||
894 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
895 | public static extern void ApplyGravity2(IntPtr obj); | ||
896 | |||
897 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
898 | public static extern void SetGravity2(IntPtr obj, Vector3 val); | ||
899 | |||
900 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
901 | public static extern Vector3 GetGravity2(IntPtr obj); | ||
902 | |||
903 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
904 | public static extern void SetDamping2(IntPtr obj, float lin_damping, float ang_damping); | ||
905 | |||
906 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
907 | public static extern float GetLinearDamping2(IntPtr obj); | ||
908 | |||
909 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
910 | public static extern float GetAngularDamping2(IntPtr obj); | ||
911 | |||
912 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
913 | public static extern float GetLinearSleepingThreshold2(IntPtr obj); | ||
914 | |||
915 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
916 | public static extern float GetAngularSleepingThreshold2(IntPtr obj); | ||
917 | |||
918 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
919 | public static extern void ApplyDamping2(IntPtr obj, float timeStep); | ||
920 | |||
921 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
922 | public static extern void SetMassProps2(IntPtr obj, float mass, Vector3 inertia); | ||
923 | |||
924 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
925 | public static extern Vector3 GetLinearFactor2(IntPtr obj); | ||
926 | |||
927 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
928 | public static extern void SetLinearFactor2(IntPtr obj, Vector3 factor); | ||
929 | |||
930 | /* | ||
931 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
932 | public static extern void SetCenterOfMassTransform2(IntPtr obj, Transform trans); | ||
933 | */ | ||
934 | |||
935 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
936 | public static extern void SetCenterOfMassByPosRot2(IntPtr obj, Vector3 pos, Quaternion rot); | ||
937 | |||
938 | // Add a force to the object as if its mass is one. | ||
939 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
940 | public static extern void ApplyCentralForce2(IntPtr obj, Vector3 force); | ||
941 | |||
942 | // Set the force being applied to the object as if its mass is one. | ||
943 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
944 | public static extern void SetObjectForce2(IntPtr obj, Vector3 force); | ||
945 | |||
946 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
947 | public static extern Vector3 GetTotalForce2(IntPtr obj); | ||
948 | |||
949 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
950 | public static extern Vector3 GetTotalTorque2(IntPtr obj); | ||
951 | |||
952 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
953 | public static extern Vector3 GetInvInertiaDiagLocal2(IntPtr obj); | ||
954 | |||
955 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
956 | public static extern void SetInvInertiaDiagLocal2(IntPtr obj, Vector3 inert); | ||
957 | |||
958 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
959 | public static extern void SetSleepingThresholds2(IntPtr obj, float lin_threshold, float ang_threshold); | ||
960 | |||
961 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
962 | public static extern void ApplyTorque2(IntPtr obj, Vector3 torque); | ||
963 | |||
964 | // Apply force at the given point. Will add torque to the object. | ||
965 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
966 | public static extern void ApplyForce2(IntPtr obj, Vector3 force, Vector3 pos); | ||
967 | |||
968 | // Apply impulse to the object. Same as "ApplycentralForce" but force scaled by object's mass. | ||
969 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
970 | public static extern void ApplyCentralImpulse2(IntPtr obj, Vector3 imp); | ||
971 | |||
972 | // Apply impulse to the object's torque. Force is scaled by object's mass. | ||
973 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
974 | public static extern void ApplyTorqueImpulse2(IntPtr obj, Vector3 imp); | ||
975 | |||
976 | // Apply impulse at the point given. For is scaled by object's mass and effects both linear and angular forces. | ||
977 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
978 | public static extern void ApplyImpulse2(IntPtr obj, Vector3 imp, Vector3 pos); | ||
979 | |||
980 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
981 | public static extern void ClearForces2(IntPtr obj); | ||
982 | |||
983 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
984 | public static extern void ClearAllForces2(IntPtr obj); | ||
985 | |||
986 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
987 | public static extern void UpdateInertiaTensor2(IntPtr obj); | ||
988 | |||
989 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
990 | public static extern Vector3 GetCenterOfMassPosition2(IntPtr obj); | ||
991 | |||
992 | /* | ||
993 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
994 | public static extern Transform GetCenterOfMassTransform2(IntPtr obj); | ||
995 | */ | ||
996 | |||
997 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
998 | public static extern Vector3 GetLinearVelocity2(IntPtr obj); | ||
999 | |||
1000 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1001 | public static extern Vector3 GetAngularVelocity2(IntPtr obj); | ||
1002 | |||
1003 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1004 | public static extern void SetLinearVelocity2(IntPtr obj, Vector3 val); | ||
1005 | |||
1006 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1007 | public static extern void SetAngularVelocity2(IntPtr obj, Vector3 angularVelocity); | ||
1008 | |||
1009 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1010 | public static extern Vector3 GetVelocityInLocalPoint2(IntPtr obj, Vector3 pos); | ||
1011 | |||
1012 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1013 | public static extern void Translate2(IntPtr obj, Vector3 trans); | ||
1014 | |||
1015 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1016 | public static extern void UpdateDeactivation2(IntPtr obj, float timeStep); | ||
1017 | |||
1018 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1019 | public static extern bool WantsSleeping2(IntPtr obj); | ||
1020 | |||
1021 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1022 | public static extern void SetAngularFactor2(IntPtr obj, float factor); | ||
1023 | |||
1024 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1025 | public static extern void SetAngularFactorV2(IntPtr obj, Vector3 factor); | ||
1026 | |||
1027 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1028 | public static extern Vector3 GetAngularFactor2(IntPtr obj); | ||
1029 | |||
1030 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1031 | public static extern bool IsInWorld2(IntPtr obj); | ||
1032 | |||
1033 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1034 | public static extern void AddConstraintRef2(IntPtr obj, IntPtr constrain); | ||
1035 | |||
1036 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1037 | public static extern void RemoveConstraintRef2(IntPtr obj, IntPtr constrain); | ||
1038 | |||
1039 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1040 | public static extern IntPtr GetConstraintRef2(IntPtr obj, int index); | ||
1041 | |||
1042 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1043 | public static extern int GetNumConstraintRefs2(IntPtr obj); | ||
1044 | |||
1045 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1046 | public static extern Vector3 GetDeltaLinearVelocity2(IntPtr obj); | ||
1047 | |||
1048 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1049 | public static extern Vector3 GetDeltaAngularVelocity2(IntPtr obj); | ||
1050 | |||
1051 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1052 | public static extern Vector3 GetPushVelocity2(IntPtr obj); | ||
1053 | |||
1054 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1055 | public static extern Vector3 GetTurnVelocity2(IntPtr obj); | ||
1056 | |||
1057 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1058 | public static extern void SetCollisionFilterMask2(IntPtr body, uint filter, uint mask); | ||
1059 | |||
1060 | // ===================================================================================== | ||
1061 | // btCollisionShape entries | ||
1062 | |||
1063 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1064 | public static extern float GetAngularMotionDisc2(IntPtr shape); | ||
1065 | |||
1066 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1067 | public static extern float GetContactBreakingThreshold2(IntPtr shape, float defaultFactor); | ||
1068 | |||
1069 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1070 | public static extern bool IsPolyhedral2(IntPtr shape); | ||
1071 | |||
1072 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1073 | public static extern bool IsConvex2d2(IntPtr shape); | ||
1074 | |||
1075 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1076 | public static extern bool IsConvex2(IntPtr shape); | ||
1077 | |||
1078 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1079 | public static extern bool IsNonMoving2(IntPtr shape); | ||
1080 | |||
1081 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1082 | public static extern bool IsConcave2(IntPtr shape); | ||
522 | 1083 | ||
523 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1084 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
524 | public static extern IntPtr SetCollisionFlags2(IntPtr obj, CollisionFlags flags); | 1085 | public static extern bool IsCompound2(IntPtr shape); |
525 | 1086 | ||
526 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1087 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
527 | public static extern IntPtr AddToCollisionFlags2(IntPtr obj, CollisionFlags flags); | 1088 | public static extern bool IsSoftBody2(IntPtr shape); |
528 | 1089 | ||
529 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1090 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
530 | public static extern IntPtr RemoveFromCollisionFlags2(IntPtr obj, CollisionFlags flags); | 1091 | public static extern bool IsInfinite2(IntPtr shape); |
531 | 1092 | ||
532 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1093 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
533 | public static extern bool SetMassProps2(IntPtr obj, float mass, Vector3 inertia); | 1094 | public static extern void SetLocalScaling2(IntPtr shape, Vector3 scale); |
534 | 1095 | ||
535 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1096 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
536 | public static extern bool UpdateInertiaTensor2(IntPtr obj); | 1097 | public static extern Vector3 GetLocalScaling2(IntPtr shape); |
537 | 1098 | ||
538 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1099 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
539 | public static extern bool SetGravity2(IntPtr obj, Vector3 val); | 1100 | public static extern Vector3 CalculateLocalInertia2(IntPtr shape, float mass); |
540 | 1101 | ||
541 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1102 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
542 | public static extern IntPtr ClearForces2(IntPtr obj); | 1103 | public static extern int GetShapeType2(IntPtr shape); |
543 | 1104 | ||
544 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1105 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
545 | public static extern IntPtr ClearAllForces2(IntPtr obj); | 1106 | public static extern void SetMargin2(IntPtr shape, float val); |
546 | 1107 | ||
547 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1108 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
548 | public static extern bool SetMargin2(IntPtr obj, float val); | 1109 | public static extern float GetMargin2(IntPtr shape); |
549 | 1110 | ||
1111 | // ===================================================================================== | ||
1112 | // Debugging | ||
550 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1113 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
551 | public static extern bool UpdateSingleAabb2(IntPtr world, IntPtr obj); | 1114 | public static extern void DumpRigidBody2(IntPtr sim, IntPtr collisionObject); |
552 | 1115 | ||
553 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1116 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
554 | public static extern bool DestroyObject2(IntPtr world, uint id); | 1117 | public static extern void DumpMapInfo2(IntPtr sim, IntPtr manInfo); |
555 | 1118 | ||
556 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1119 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
557 | public static extern void DumpPhysicsStatistics2(IntPtr sim); | 1120 | public static extern void DumpPhysicsStatistics2(IntPtr sim); |
diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs index 3144d76..190fca0 100644 --- a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs +++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs | |||
@@ -39,11 +39,8 @@ using OpenSim.Framework.Console; | |||
39 | using OpenSim.Region.Physics.Manager; | 39 | using OpenSim.Region.Physics.Manager; |
40 | using Mono.Addins; | 40 | using Mono.Addins; |
41 | 41 | ||
42 | [assembly: Addin("RegionCombinerModule", "0.1")] | ||
43 | [assembly: AddinDependency("OpenSim", "0.5")] | ||
44 | namespace OpenSim.Region.RegionCombinerModule | 42 | namespace OpenSim.Region.RegionCombinerModule |
45 | { | 43 | { |
46 | [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")] | ||
47 | public class RegionCombinerModule : ISharedRegionModule, IRegionCombinerModule | 44 | public class RegionCombinerModule : ISharedRegionModule, IRegionCombinerModule |
48 | { | 45 | { |
49 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 46 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
diff --git a/OpenSim/Region/RegionCombinerModule/Resources/RegionCombinerModule.addin.xml b/OpenSim/Region/RegionCombinerModule/Resources/RegionCombinerModule.addin.xml new file mode 100644 index 0000000..13cb8b6 --- /dev/null +++ b/OpenSim/Region/RegionCombinerModule/Resources/RegionCombinerModule.addin.xml | |||
@@ -0,0 +1,14 @@ | |||
1 | <Addin id="OpenSim.RegionModules.RegionCombinerModule" version="0.3"> | ||
2 | <Runtime> | ||
3 | <Import assembly="OpenSim.Region.RegionCombinerModule.dll"/> | ||
4 | </Runtime> | ||
5 | |||
6 | <Dependencies> | ||
7 | <Addin id="OpenSim" version="0.5" /> | ||
8 | </Dependencies> | ||
9 | |||
10 | <Extension path = "/OpenSim/RegionModules"> | ||
11 | <RegionModule id="RegionCombinerModule" type="OpenSim.Region.RegionCombinerModule.RegionCombinerModule" /> | ||
12 | </Extension> | ||
13 | |||
14 | </Addin> | ||
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 05aaebf..f0d378d 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | |||
@@ -341,7 +341,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
341 | return GetLinkParts(m_host, linkType); | 341 | return GetLinkParts(m_host, linkType); |
342 | } | 342 | } |
343 | 343 | ||
344 | private List<SceneObjectPart> GetLinkParts(SceneObjectPart part, int linkType) | 344 | public static List<SceneObjectPart> GetLinkParts(SceneObjectPart part, int linkType) |
345 | { | 345 | { |
346 | List<SceneObjectPart> ret = new List<SceneObjectPart>(); | 346 | List<SceneObjectPart> ret = new List<SceneObjectPart>(); |
347 | if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted) | 347 | if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted) |
@@ -426,14 +426,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
426 | return key; | 426 | return key; |
427 | } | 427 | } |
428 | 428 | ||
429 | // convert a LSL_Rotation to a Quaternion | ||
430 | public static Quaternion Rot2Quaternion(LSL_Rotation r) | ||
431 | { | ||
432 | Quaternion q = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s); | ||
433 | q.Normalize(); | ||
434 | return q; | ||
435 | } | ||
436 | |||
437 | //These are the implementations of the various ll-functions used by the LSL scripts. | 429 | //These are the implementations of the various ll-functions used by the LSL scripts. |
438 | public LSL_Float llSin(double f) | 430 | public LSL_Float llSin(double f) |
439 | { | 431 | { |
@@ -1240,9 +1232,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
1240 | public LSL_Float llGround(LSL_Vector offset) | 1232 | public LSL_Float llGround(LSL_Vector offset) |
1241 | { | 1233 | { |
1242 | m_host.AddScriptLPS(1); | 1234 | m_host.AddScriptLPS(1); |
1243 | Vector3 pos = m_host.GetWorldPosition() + new Vector3((float)offset.x, | 1235 | Vector3 pos = m_host.GetWorldPosition() + (Vector3)offset; |
1244 | (float)offset.y, | ||
1245 | (float)offset.z); | ||
1246 | 1236 | ||
1247 | //Get the slope normal. This gives us the equation of the plane tangent to the slope. | 1237 | //Get the slope normal. This gives us the equation of the plane tangent to the slope. |
1248 | LSL_Vector vsn = llGroundNormal(offset); | 1238 | LSL_Vector vsn = llGroundNormal(offset); |
@@ -1492,31 +1482,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
1492 | if (part == null || part.ParentGroup.IsDeleted) | 1482 | if (part == null || part.ParentGroup.IsDeleted) |
1493 | return; | 1483 | return; |
1494 | 1484 | ||
1495 | if (scale.x < 0.01) | 1485 | // First we need to check whether or not we need to clamp the size of a physics-enabled prim |
1496 | scale.x = 0.01; | ||
1497 | if (scale.y < 0.01) | ||
1498 | scale.y = 0.01; | ||
1499 | if (scale.z < 0.01) | ||
1500 | scale.z = 0.01; | ||
1501 | |||
1502 | PhysicsActor pa = part.ParentGroup.RootPart.PhysActor; | 1486 | PhysicsActor pa = part.ParentGroup.RootPart.PhysActor; |
1503 | |||
1504 | if (pa != null && pa.IsPhysical) | 1487 | if (pa != null && pa.IsPhysical) |
1505 | { | 1488 | { |
1506 | if (scale.x > World.m_maxPhys) | 1489 | scale.x = Math.Max(World.m_minPhys, Math.Min(World.m_maxPhys, scale.x)); |
1507 | scale.x = World.m_maxPhys; | 1490 | scale.y = Math.Max(World.m_minPhys, Math.Min(World.m_maxPhys, scale.y)); |
1508 | if (scale.y > World.m_maxPhys) | 1491 | scale.z = Math.Max(World.m_minPhys, Math.Min(World.m_maxPhys, scale.z)); |
1509 | scale.y = World.m_maxPhys; | 1492 | } |
1510 | if (scale.z > World.m_maxPhys) | 1493 | else |
1511 | scale.z = World.m_maxPhys; | 1494 | { |
1495 | // If not physical, then we clamp the scale to the non-physical min/max | ||
1496 | scale.x = Math.Max(World.m_minNonphys, Math.Min(World.m_maxNonphys, scale.x)); | ||
1497 | scale.y = Math.Max(World.m_minNonphys, Math.Min(World.m_maxNonphys, scale.y)); | ||
1498 | scale.z = Math.Max(World.m_minNonphys, Math.Min(World.m_maxNonphys, scale.z)); | ||
1512 | } | 1499 | } |
1513 | |||
1514 | if (scale.x > World.m_maxNonphys) | ||
1515 | scale.x = World.m_maxNonphys; | ||
1516 | if (scale.y > World.m_maxNonphys) | ||
1517 | scale.y = World.m_maxNonphys; | ||
1518 | if (scale.z > World.m_maxNonphys) | ||
1519 | scale.z = World.m_maxNonphys; | ||
1520 | 1500 | ||
1521 | Vector3 tmp = part.Scale; | 1501 | Vector3 tmp = part.Scale; |
1522 | tmp.X = (float)scale.x; | 1502 | tmp.X = (float)scale.x; |
@@ -1590,7 +1570,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
1590 | if (face == ScriptBaseClass.ALL_SIDES) | 1570 | if (face == ScriptBaseClass.ALL_SIDES) |
1591 | face = SceneObjectPart.ALL_SIDES; | 1571 | face = SceneObjectPart.ALL_SIDES; |
1592 | 1572 | ||
1593 | m_host.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); | 1573 | m_host.SetFaceColorAlpha(face, color, null); |
1594 | } | 1574 | } |
1595 | 1575 | ||
1596 | public void SetTexGen(SceneObjectPart part, int face,int style) | 1576 | public void SetTexGen(SceneObjectPart part, int face,int style) |
@@ -2202,7 +2182,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2202 | pos.x > (Constants.RegionSize + 10) || // return FALSE if more than 10 meters into a east-adjacent region. | 2182 | pos.x > (Constants.RegionSize + 10) || // return FALSE if more than 10 meters into a east-adjacent region. |
2203 | pos.y < -10.0 || // return FALSE if more than 10 meters into a south-adjacent region. | 2183 | pos.y < -10.0 || // return FALSE if more than 10 meters into a south-adjacent region. |
2204 | pos.y > (Constants.RegionSize + 10) || // return FALSE if more than 10 meters into a north-adjacent region. | 2184 | pos.y > (Constants.RegionSize + 10) || // return FALSE if more than 10 meters into a north-adjacent region. |
2205 | pos.z > 4096 // return FALSE if altitude than 4096m | 2185 | pos.z > Constants.RegionHeight // return FALSE if altitude than 4096m |
2206 | ) | 2186 | ) |
2207 | ) | 2187 | ) |
2208 | { | 2188 | { |
@@ -2213,14 +2193,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2213 | // this could possibly be done in the above else-if block, but we're doing the check here to keep the code easier to read. | 2193 | // this could possibly be done in the above else-if block, but we're doing the check here to keep the code easier to read. |
2214 | 2194 | ||
2215 | Vector3 objectPos = m_host.ParentGroup.RootPart.AbsolutePosition; | 2195 | Vector3 objectPos = m_host.ParentGroup.RootPart.AbsolutePosition; |
2216 | LandData here = World.GetLandData((float)objectPos.X, (float)objectPos.Y); | 2196 | LandData here = World.GetLandData(objectPos); |
2217 | LandData there = World.GetLandData((float)pos.x, (float)pos.y); | 2197 | LandData there = World.GetLandData(pos); |
2218 | 2198 | ||
2219 | // we're only checking prim limits if it's moving to a different parcel under the assumption that if the object got onto the parcel without exceeding the prim limits. | 2199 | // we're only checking prim limits if it's moving to a different parcel under the assumption that if the object got onto the parcel without exceeding the prim limits. |
2220 | 2200 | ||
2221 | bool sameParcel = here.GlobalID == there.GlobalID; | 2201 | bool sameParcel = here.GlobalID == there.GlobalID; |
2222 | 2202 | ||
2223 | if (!sameParcel && !World.Permissions.CanObjectEntry(m_host.UUID, false, new Vector3((float)pos.x, (float)pos.y, (float)pos.z))) | 2203 | if (!sameParcel && !World.Permissions.CanRezObject( |
2204 | m_host.ParentGroup.PrimCount, m_host.ParentGroup.OwnerID, pos)) | ||
2224 | { | 2205 | { |
2225 | return 0; | 2206 | return 0; |
2226 | } | 2207 | } |
@@ -2279,16 +2260,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2279 | if (part.ParentGroup.RootPart == part) | 2260 | if (part.ParentGroup.RootPart == part) |
2280 | { | 2261 | { |
2281 | SceneObjectGroup parent = part.ParentGroup; | 2262 | SceneObjectGroup parent = part.ParentGroup; |
2282 | Vector3 dest = new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z); | 2263 | if (!World.Permissions.CanObjectEntry(parent.UUID, false, (Vector3)toPos)) |
2283 | if (!World.Permissions.CanObjectEntry(parent.UUID, false, dest)) | ||
2284 | return; | 2264 | return; |
2285 | Util.FireAndForget(delegate(object x) { | 2265 | Util.FireAndForget(delegate(object x) { |
2286 | parent.UpdateGroupPosition(dest); | 2266 | parent.UpdateGroupPosition((Vector3)toPos); |
2287 | }); | 2267 | }); |
2288 | } | 2268 | } |
2289 | else | 2269 | else |
2290 | { | 2270 | { |
2291 | part.OffsetPosition = new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z); | 2271 | part.OffsetPosition = (Vector3)toPos; |
2292 | SceneObjectGroup parent = part.ParentGroup; | 2272 | SceneObjectGroup parent = part.ParentGroup; |
2293 | parent.HasGroupChanged = true; | 2273 | parent.HasGroupChanged = true; |
2294 | parent.ScheduleGroupForTerseUpdate(); | 2274 | parent.ScheduleGroupForTerseUpdate(); |
@@ -2326,7 +2306,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2326 | pos = part.AbsolutePosition; | 2306 | pos = part.AbsolutePosition; |
2327 | } | 2307 | } |
2328 | 2308 | ||
2329 | return new LSL_Vector(pos.X, pos.Y, pos.Z); | 2309 | // m_log.DebugFormat("[LSL API]: Returning {0} in GetPartLocalPos()", pos); |
2310 | |||
2311 | return new LSL_Vector(pos); | ||
2330 | } | 2312 | } |
2331 | 2313 | ||
2332 | public void llSetRot(LSL_Rotation rot) | 2314 | public void llSetRot(LSL_Rotation rot) |
@@ -2334,26 +2316,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2334 | m_host.AddScriptLPS(1); | 2316 | m_host.AddScriptLPS(1); |
2335 | 2317 | ||
2336 | // try to let this work as in SL... | 2318 | // try to let this work as in SL... |
2337 | if (m_host.LinkNum < 2) | 2319 | if (m_host.ParentID == 0) |
2338 | { | 2320 | { |
2339 | // Special case: If we are root, rotate complete SOG to new | 2321 | // special case: If we are root, rotate complete SOG to new rotation |
2340 | // rotation. | 2322 | SetRot(m_host, rot); |
2341 | // We are root if the link number is 0 (single prim) or 1 | ||
2342 | // (root prim). ParentID may be nonzero in attachments and | ||
2343 | // using it would cause attachments and HUDs to rotate | ||
2344 | // to the wrong positions. | ||
2345 | |||
2346 | SetRot(m_host, Rot2Quaternion(rot)); | ||
2347 | } | 2323 | } |
2348 | else | 2324 | else |
2349 | { | 2325 | { |
2350 | // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask. | 2326 | // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask. |
2351 | SceneObjectPart rootPart; | 2327 | SceneObjectPart rootPart = m_host.ParentGroup.RootPart; |
2352 | if (m_host.ParentGroup != null) // better safe than sorry | 2328 | if (rootPart != null) // better safe than sorry |
2353 | { | 2329 | { |
2354 | rootPart = m_host.ParentGroup.RootPart; | 2330 | SetRot(m_host, rootPart.RotationOffset * (Quaternion)rot); |
2355 | if (rootPart != null) | ||
2356 | SetRot(m_host, rootPart.RotationOffset * Rot2Quaternion(rot)); | ||
2357 | } | 2331 | } |
2358 | } | 2332 | } |
2359 | 2333 | ||
@@ -2363,8 +2337,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2363 | public void llSetLocalRot(LSL_Rotation rot) | 2337 | public void llSetLocalRot(LSL_Rotation rot) |
2364 | { | 2338 | { |
2365 | m_host.AddScriptLPS(1); | 2339 | m_host.AddScriptLPS(1); |
2366 | 2340 | SetRot(m_host, rot); | |
2367 | SetRot(m_host, Rot2Quaternion(rot)); | ||
2368 | ScriptSleep(200); | 2341 | ScriptSleep(200); |
2369 | } | 2342 | } |
2370 | 2343 | ||
@@ -2476,7 +2449,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2476 | if (local != 0) | 2449 | if (local != 0) |
2477 | force *= llGetRot(); | 2450 | force *= llGetRot(); |
2478 | 2451 | ||
2479 | m_host.ParentGroup.RootPart.SetForce(new Vector3((float)force.x, (float)force.y, (float)force.z)); | 2452 | m_host.ParentGroup.RootPart.SetForce(force); |
2480 | } | 2453 | } |
2481 | } | 2454 | } |
2482 | 2455 | ||
@@ -2488,10 +2461,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2488 | 2461 | ||
2489 | if (!m_host.ParentGroup.IsDeleted) | 2462 | if (!m_host.ParentGroup.IsDeleted) |
2490 | { | 2463 | { |
2491 | Vector3 tmpForce = m_host.ParentGroup.RootPart.GetForce(); | 2464 | force = m_host.ParentGroup.RootPart.GetForce(); |
2492 | force.x = tmpForce.X; | ||
2493 | force.y = tmpForce.Y; | ||
2494 | force.z = tmpForce.Z; | ||
2495 | } | 2465 | } |
2496 | 2466 | ||
2497 | return force; | 2467 | return force; |
@@ -2500,8 +2470,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2500 | public LSL_Integer llTarget(LSL_Vector position, double range) | 2470 | public LSL_Integer llTarget(LSL_Vector position, double range) |
2501 | { | 2471 | { |
2502 | m_host.AddScriptLPS(1); | 2472 | m_host.AddScriptLPS(1); |
2503 | return m_host.ParentGroup.registerTargetWaypoint( | 2473 | return m_host.ParentGroup.registerTargetWaypoint(position, |
2504 | new Vector3((float)position.x, (float)position.y, (float)position.z), (float)range); | 2474 | (float)range); |
2505 | } | 2475 | } |
2506 | 2476 | ||
2507 | public void llTargetRemove(int number) | 2477 | public void llTargetRemove(int number) |
@@ -2513,8 +2483,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2513 | public LSL_Integer llRotTarget(LSL_Rotation rot, double error) | 2483 | public LSL_Integer llRotTarget(LSL_Rotation rot, double error) |
2514 | { | 2484 | { |
2515 | m_host.AddScriptLPS(1); | 2485 | m_host.AddScriptLPS(1); |
2516 | return m_host.ParentGroup.registerRotTargetWaypoint( | 2486 | return m_host.ParentGroup.registerRotTargetWaypoint(rot, (float)error); |
2517 | new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s), (float)error); | ||
2518 | } | 2487 | } |
2519 | 2488 | ||
2520 | public void llRotTargetRemove(int number) | 2489 | public void llRotTargetRemove(int number) |
@@ -2526,7 +2495,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2526 | public void llMoveToTarget(LSL_Vector target, double tau) | 2495 | public void llMoveToTarget(LSL_Vector target, double tau) |
2527 | { | 2496 | { |
2528 | m_host.AddScriptLPS(1); | 2497 | m_host.AddScriptLPS(1); |
2529 | m_host.MoveToTarget(new Vector3((float)target.x, (float)target.y, (float)target.z), (float)tau); | 2498 | m_host.MoveToTarget(target, (float)tau); |
2530 | } | 2499 | } |
2531 | 2500 | ||
2532 | public void llStopMoveToTarget() | 2501 | public void llStopMoveToTarget() |
@@ -2539,7 +2508,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2539 | { | 2508 | { |
2540 | m_host.AddScriptLPS(1); | 2509 | m_host.AddScriptLPS(1); |
2541 | //No energy force yet | 2510 | //No energy force yet |
2542 | Vector3 v = new Vector3((float)force.x, (float)force.y, (float)force.z); | 2511 | Vector3 v = force; |
2543 | if (v.Length() > 20000.0f) | 2512 | if (v.Length() > 20000.0f) |
2544 | { | 2513 | { |
2545 | v.Normalize(); | 2514 | v.Normalize(); |
@@ -2552,13 +2521,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2552 | public void llApplyRotationalImpulse(LSL_Vector force, int local) | 2521 | public void llApplyRotationalImpulse(LSL_Vector force, int local) |
2553 | { | 2522 | { |
2554 | m_host.AddScriptLPS(1); | 2523 | m_host.AddScriptLPS(1); |
2555 | m_host.ParentGroup.RootPart.ApplyAngularImpulse(new Vector3((float)force.x, (float)force.y, (float)force.z), local != 0); | 2524 | m_host.ParentGroup.RootPart.ApplyAngularImpulse(force, local != 0); |
2556 | } | 2525 | } |
2557 | 2526 | ||
2558 | public void llSetTorque(LSL_Vector torque, int local) | 2527 | public void llSetTorque(LSL_Vector torque, int local) |
2559 | { | 2528 | { |
2560 | m_host.AddScriptLPS(1); | 2529 | m_host.AddScriptLPS(1); |
2561 | m_host.ParentGroup.RootPart.SetAngularImpulse(new Vector3((float)torque.x, (float)torque.y, (float)torque.z), local != 0); | 2530 | m_host.ParentGroup.RootPart.SetAngularImpulse(torque, local != 0); |
2562 | } | 2531 | } |
2563 | 2532 | ||
2564 | public LSL_Vector llGetTorque() | 2533 | public LSL_Vector llGetTorque() |
@@ -3123,13 +3092,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
3123 | return; | 3092 | return; |
3124 | } | 3093 | } |
3125 | 3094 | ||
3126 | Vector3 llpos = new Vector3((float)pos.x, (float)pos.y, (float)pos.z); | ||
3127 | Vector3 llvel = new Vector3((float)vel.x, (float)vel.y, (float)vel.z); | ||
3128 | |||
3129 | // need the magnitude later | 3095 | // need the magnitude later |
3130 | // float velmag = (float)Util.GetMagnitude(llvel); | 3096 | // float velmag = (float)Util.GetMagnitude(llvel); |
3131 | 3097 | ||
3132 | SceneObjectGroup new_group = World.RezObject(m_host, item, llpos, Rot2Quaternion(rot), llvel, param); | 3098 | SceneObjectGroup new_group = World.RezObject(m_host, item, pos, rot, vel, param); |
3133 | 3099 | ||
3134 | // If either of these are null, then there was an unknown error. | 3100 | // If either of these are null, then there was an unknown error. |
3135 | if (new_group == null) | 3101 | if (new_group == null) |
@@ -3156,11 +3122,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
3156 | 3122 | ||
3157 | PhysicsActor pa = new_group.RootPart.PhysActor; | 3123 | PhysicsActor pa = new_group.RootPart.PhysActor; |
3158 | 3124 | ||
3159 | if (pa != null && pa.IsPhysical && llvel != Vector3.Zero) | 3125 | if (pa != null && pa.IsPhysical && (Vector3)vel != Vector3.Zero) |
3160 | { | 3126 | { |
3161 | float groupmass = new_group.GetMass(); | 3127 | float groupmass = new_group.GetMass(); |
3162 | llvel *= -groupmass; | 3128 | vel *= -groupmass; |
3163 | llApplyImpulse(new LSL_Vector(llvel.X, llvel.Y,llvel.Z), 0); | 3129 | llApplyImpulse(vel, 0); |
3164 | } | 3130 | } |
3165 | // Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay) | 3131 | // Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay) |
3166 | return; | 3132 | return; |
@@ -3211,7 +3177,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
3211 | return; | 3177 | return; |
3212 | } | 3178 | } |
3213 | 3179 | ||
3214 | m_host.StartLookAt(Rot2Quaternion(r3 * r2 * r1), (float)strength, (float)damping); | 3180 | m_host.StartLookAt((Quaternion)(r3 * r2 * r1), (float)strength, (float)damping); |
3215 | } | 3181 | } |
3216 | } | 3182 | } |
3217 | 3183 | ||
@@ -3637,7 +3603,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
3637 | } | 3603 | } |
3638 | else | 3604 | else |
3639 | { | 3605 | { |
3640 | m_host.RotLookAt(Rot2Quaternion(target), (float)strength, (float)damping); | 3606 | m_host.RotLookAt(target, (float)strength, (float)damping); |
3641 | } | 3607 | } |
3642 | } | 3608 | } |
3643 | 3609 | ||
@@ -3718,7 +3684,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
3718 | 3684 | ||
3719 | protected void TargetOmega(SceneObjectPart part, LSL_Vector axis, double spinrate, double gain) | 3685 | protected void TargetOmega(SceneObjectPart part, LSL_Vector axis, double spinrate, double gain) |
3720 | { | 3686 | { |
3721 | part.UpdateAngularVelocity(new Vector3((float)(axis.x * spinrate), (float)(axis.y * spinrate), (float)(axis.z * spinrate))); | 3687 | part.UpdateAngularVelocity(axis * spinrate); |
3722 | } | 3688 | } |
3723 | 3689 | ||
3724 | public LSL_Integer llGetStartParameter() | 3690 | public LSL_Integer llGetStartParameter() |
@@ -3928,7 +3894,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
3928 | try | 3894 | try |
3929 | { | 3895 | { |
3930 | foreach (SceneObjectPart part in parts) | 3896 | foreach (SceneObjectPart part in parts) |
3931 | part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); | 3897 | part.SetFaceColorAlpha(face, color, null); |
3932 | } | 3898 | } |
3933 | finally | 3899 | finally |
3934 | { | 3900 | { |
@@ -4398,9 +4364,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
4398 | public void llSetText(string text, LSL_Vector color, double alpha) | 4364 | public void llSetText(string text, LSL_Vector color, double alpha) |
4399 | { | 4365 | { |
4400 | m_host.AddScriptLPS(1); | 4366 | m_host.AddScriptLPS(1); |
4401 | Vector3 av3 = new Vector3(Util.Clip((float)color.x, 0.0f, 1.0f), | 4367 | Vector3 av3 = Util.Clip(color, 0.0f, 1.0f); |
4402 | Util.Clip((float)color.y, 0.0f, 1.0f), | ||
4403 | Util.Clip((float)color.z, 0.0f, 1.0f)); | ||
4404 | m_host.SetText(text.Length > 254 ? text.Remove(254) : text, av3, Util.Clip((float)alpha, 0.0f, 1.0f)); | 4368 | m_host.SetText(text.Length > 254 ? text.Remove(254) : text, av3, Util.Clip((float)alpha, 0.0f, 1.0f)); |
4405 | //m_host.ParentGroup.HasGroupChanged = true; | 4369 | //m_host.ParentGroup.HasGroupChanged = true; |
4406 | //m_host.ParentGroup.ScheduleGroupForFullUpdate(); | 4370 | //m_host.ParentGroup.ScheduleGroupForFullUpdate(); |
@@ -4616,14 +4580,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
4616 | ScriptSleep(5000); | 4580 | ScriptSleep(5000); |
4617 | } | 4581 | } |
4618 | 4582 | ||
4619 | public void llTeleportAgent(string agent, string destination, LSL_Vector pos, LSL_Vector lookAt) | 4583 | public void llTeleportAgent(string agent, string destination, LSL_Vector targetPos, LSL_Vector targetLookAt) |
4620 | { | 4584 | { |
4621 | m_host.AddScriptLPS(1); | 4585 | m_host.AddScriptLPS(1); |
4622 | UUID agentId = new UUID(); | 4586 | UUID agentId = new UUID(); |
4623 | 4587 | ||
4624 | Vector3 targetPos = new Vector3((float)pos.x, (float)pos.y, (float)pos.z); | ||
4625 | Vector3 targetLookAt = new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z); | ||
4626 | |||
4627 | if (UUID.TryParse(agent, out agentId)) | 4588 | if (UUID.TryParse(agent, out agentId)) |
4628 | { | 4589 | { |
4629 | ScenePresence presence = World.GetScenePresence(agentId); | 4590 | ScenePresence presence = World.GetScenePresence(agentId); |
@@ -4652,15 +4613,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
4652 | } | 4613 | } |
4653 | } | 4614 | } |
4654 | 4615 | ||
4655 | public void llTeleportAgentGlobalCoords(string agent, LSL_Vector global_coords, LSL_Vector pos, LSL_Vector lookAt) | 4616 | public void llTeleportAgentGlobalCoords(string agent, LSL_Vector global_coords, LSL_Vector targetPos, LSL_Vector targetLookAt) |
4656 | { | 4617 | { |
4657 | m_host.AddScriptLPS(1); | 4618 | m_host.AddScriptLPS(1); |
4658 | UUID agentId = new UUID(); | 4619 | UUID agentId = new UUID(); |
4659 | 4620 | ||
4660 | ulong regionHandle = Utils.UIntsToLong((uint)global_coords.x, (uint)global_coords.y); | 4621 | ulong regionHandle = Utils.UIntsToLong((uint)global_coords.x, (uint)global_coords.y); |
4661 | 4622 | ||
4662 | Vector3 targetPos = new Vector3((float)pos.x, (float)pos.y, (float)pos.z); | ||
4663 | Vector3 targetLookAt = new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z); | ||
4664 | if (UUID.TryParse(agent, out agentId)) | 4623 | if (UUID.TryParse(agent, out agentId)) |
4665 | { | 4624 | { |
4666 | ScenePresence presence = World.GetScenePresence(agentId); | 4625 | ScenePresence presence = World.GetScenePresence(agentId); |
@@ -4957,7 +4916,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
4957 | distance_attenuation = 1f / normalized_units; | 4916 | distance_attenuation = 1f / normalized_units; |
4958 | } | 4917 | } |
4959 | 4918 | ||
4960 | Vector3 applied_linear_impulse = new Vector3((float)impulse.x, (float)impulse.y, (float)impulse.z); | 4919 | Vector3 applied_linear_impulse = impulse; |
4961 | { | 4920 | { |
4962 | float impulse_length = applied_linear_impulse.Length(); | 4921 | float impulse_length = applied_linear_impulse.Length(); |
4963 | 4922 | ||
@@ -5605,25 +5564,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
5605 | /// separated list. There is a space after | 5564 | /// separated list. There is a space after |
5606 | /// each comma. | 5565 | /// each comma. |
5607 | /// </summary> | 5566 | /// </summary> |
5608 | |||
5609 | public LSL_String llList2CSV(LSL_List src) | 5567 | public LSL_String llList2CSV(LSL_List src) |
5610 | { | 5568 | { |
5611 | |||
5612 | string ret = String.Empty; | ||
5613 | int x = 0; | ||
5614 | |||
5615 | m_host.AddScriptLPS(1); | 5569 | m_host.AddScriptLPS(1); |
5616 | 5570 | ||
5617 | if (src.Data.Length > 0) | 5571 | return string.Join(", ", |
5618 | { | 5572 | (new List<object>(src.Data)).ConvertAll<string>(o => |
5619 | ret = src.Data[x++].ToString(); | 5573 | { |
5620 | for (; x < src.Data.Length; x++) | 5574 | return o.ToString(); |
5621 | { | 5575 | }).ToArray()); |
5622 | ret += ", "+src.Data[x].ToString(); | ||
5623 | } | ||
5624 | } | ||
5625 | |||
5626 | return ret; | ||
5627 | } | 5576 | } |
5628 | 5577 | ||
5629 | /// <summary> | 5578 | /// <summary> |
@@ -5922,27 +5871,36 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
5922 | /// Returns the index of the first occurrence of test | 5871 | /// Returns the index of the first occurrence of test |
5923 | /// in src. | 5872 | /// in src. |
5924 | /// </summary> | 5873 | /// </summary> |
5925 | 5874 | /// <param name="src">Source list</param> | |
5875 | /// <param name="test">List to search for</param> | ||
5876 | /// <returns> | ||
5877 | /// The index number of the point in src where test was found if it was found. | ||
5878 | /// Otherwise returns -1 | ||
5879 | /// </returns> | ||
5926 | public LSL_Integer llListFindList(LSL_List src, LSL_List test) | 5880 | public LSL_Integer llListFindList(LSL_List src, LSL_List test) |
5927 | { | 5881 | { |
5928 | |||
5929 | int index = -1; | 5882 | int index = -1; |
5930 | int length = src.Length - test.Length + 1; | 5883 | int length = src.Length - test.Length + 1; |
5931 | 5884 | ||
5932 | m_host.AddScriptLPS(1); | 5885 | m_host.AddScriptLPS(1); |
5933 | 5886 | ||
5934 | // If either list is empty, do not match | 5887 | // If either list is empty, do not match |
5935 | |||
5936 | if (src.Length != 0 && test.Length != 0) | 5888 | if (src.Length != 0 && test.Length != 0) |
5937 | { | 5889 | { |
5938 | for (int i = 0; i < length; i++) | 5890 | for (int i = 0; i < length; i++) |
5939 | { | 5891 | { |
5940 | if (src.Data[i].Equals(test.Data[0])) | 5892 | // Why this piece of insanity? This is because most script constants are C# value types (e.g. int) |
5893 | // rather than wrapped LSL types. Such a script constant does not have int.Equal(LSL_Integer) code | ||
5894 | // and so the comparison fails even if the LSL_Integer conceptually has the same value. | ||
5895 | // Therefore, here we test Equals on both the source and destination objects. | ||
5896 | // However, a future better approach may be use LSL struct script constants (e.g. LSL_Integer(1)). | ||
5897 | if (src.Data[i].Equals(test.Data[0]) || test.Data[0].Equals(src.Data[i])) | ||
5941 | { | 5898 | { |
5942 | int j; | 5899 | int j; |
5943 | for (j = 1; j < test.Length; j++) | 5900 | for (j = 1; j < test.Length; j++) |
5944 | if (!src.Data[i+j].Equals(test.Data[j])) | 5901 | if (!(src.Data[i+j].Equals(test.Data[j]) || test.Data[j].Equals(src.Data[i+j]))) |
5945 | break; | 5902 | break; |
5903 | |||
5946 | if (j == test.Length) | 5904 | if (j == test.Length) |
5947 | { | 5905 | { |
5948 | index = i; | 5906 | index = i; |
@@ -5953,19 +5911,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
5953 | } | 5911 | } |
5954 | 5912 | ||
5955 | return index; | 5913 | return index; |
5956 | |||
5957 | } | 5914 | } |
5958 | 5915 | ||
5959 | public LSL_String llGetObjectName() | 5916 | public LSL_String llGetObjectName() |
5960 | { | 5917 | { |
5961 | m_host.AddScriptLPS(1); | 5918 | m_host.AddScriptLPS(1); |
5962 | return m_host.Name!=null?m_host.Name:String.Empty; | 5919 | return m_host.Name !=null ? m_host.Name : String.Empty; |
5963 | } | 5920 | } |
5964 | 5921 | ||
5965 | public void llSetObjectName(string name) | 5922 | public void llSetObjectName(string name) |
5966 | { | 5923 | { |
5967 | m_host.AddScriptLPS(1); | 5924 | m_host.AddScriptLPS(1); |
5968 | m_host.Name = name!=null?name:String.Empty; | 5925 | m_host.Name = name != null ? name : String.Empty; |
5969 | } | 5926 | } |
5970 | 5927 | ||
5971 | public LSL_String llGetDate() | 5928 | public LSL_String llGetDate() |
@@ -6296,19 +6253,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
6296 | m_host.AddScriptLPS(1); | 6253 | m_host.AddScriptLPS(1); |
6297 | 6254 | ||
6298 | List<SceneObjectPart> parts = GetLinkParts(linknumber); | 6255 | List<SceneObjectPart> parts = GetLinkParts(linknumber); |
6299 | if (parts.Count > 0) | 6256 | |
6257 | try | ||
6300 | { | 6258 | { |
6301 | try | 6259 | foreach (SceneObjectPart part in parts) |
6302 | { | ||
6303 | foreach (var part in parts) | ||
6304 | { | ||
6305 | SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate); | ||
6306 | } | ||
6307 | } | ||
6308 | finally | ||
6309 | { | 6260 | { |
6261 | SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate); | ||
6310 | } | 6262 | } |
6311 | } | 6263 | } |
6264 | finally | ||
6265 | { | ||
6266 | } | ||
6312 | } | 6267 | } |
6313 | 6268 | ||
6314 | private void SetTextureAnim(SceneObjectPart part, int mode, int face, int sizex, int sizey, double start, double length, double rate) | 6269 | private void SetTextureAnim(SceneObjectPart part, int mode, int face, int sizex, int sizey, double start, double length, double rate) |
@@ -6526,9 +6481,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
6526 | 6481 | ||
6527 | //Plug the x,y coordinates of the slope normal into the equation of the plane to get | 6482 | //Plug the x,y coordinates of the slope normal into the equation of the plane to get |
6528 | //the height of that point on the plane. The resulting vector gives the slope. | 6483 | //the height of that point on the plane. The resulting vector gives the slope. |
6529 | Vector3 vsl = new Vector3(); | 6484 | Vector3 vsl = vsn; |
6530 | vsl.X = (float)vsn.x; | ||
6531 | vsl.Y = (float)vsn.y; | ||
6532 | vsl.Z = (float)(((vsn.x * vsn.x) + (vsn.y * vsn.y)) / (-1 * vsn.z)); | 6485 | vsl.Z = (float)(((vsn.x * vsn.x) + (vsn.y * vsn.y)) / (-1 * vsn.z)); |
6533 | vsl.Normalize(); | 6486 | vsl.Normalize(); |
6534 | //Normalization might be overkill here | 6487 | //Normalization might be overkill here |
@@ -6539,9 +6492,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
6539 | public LSL_Vector llGroundNormal(LSL_Vector offset) | 6492 | public LSL_Vector llGroundNormal(LSL_Vector offset) |
6540 | { | 6493 | { |
6541 | m_host.AddScriptLPS(1); | 6494 | m_host.AddScriptLPS(1); |
6542 | Vector3 pos = m_host.GetWorldPosition() + new Vector3((float)offset.x, | 6495 | Vector3 pos = m_host.GetWorldPosition() + (Vector3)offset; |
6543 | (float)offset.y, | ||
6544 | (float)offset.z); | ||
6545 | // Clamp to valid position | 6496 | // Clamp to valid position |
6546 | if (pos.X < 0) | 6497 | if (pos.X < 0) |
6547 | pos.X = 0; | 6498 | pos.X = 0; |
@@ -6706,7 +6657,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
6706 | 6657 | ||
6707 | List<SceneObjectPart> parts = GetLinkParts(linknumber); | 6658 | List<SceneObjectPart> parts = GetLinkParts(linknumber); |
6708 | 6659 | ||
6709 | foreach (var part in parts) | 6660 | foreach (SceneObjectPart part in parts) |
6710 | { | 6661 | { |
6711 | SetParticleSystem(part, rules); | 6662 | SetParticleSystem(part, rules); |
6712 | } | 6663 | } |
@@ -6995,8 +6946,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
6995 | 6946 | ||
6996 | if (!m_host.ParentGroup.IsDeleted) | 6947 | if (!m_host.ParentGroup.IsDeleted) |
6997 | { | 6948 | { |
6998 | m_host.ParentGroup.RootPart.SetVehicleVectorParam(param, | 6949 | m_host.ParentGroup.RootPart.SetVehicleVectorParam(param, vec); |
6999 | new Vector3((float)vec.x, (float)vec.y, (float)vec.z)); | ||
7000 | } | 6950 | } |
7001 | } | 6951 | } |
7002 | 6952 | ||
@@ -7008,7 +6958,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
7008 | 6958 | ||
7009 | if (!m_host.ParentGroup.IsDeleted) | 6959 | if (!m_host.ParentGroup.IsDeleted) |
7010 | { | 6960 | { |
7011 | m_host.ParentGroup.RootPart.SetVehicleRotationParam(param, Rot2Quaternion(rot)); | 6961 | m_host.ParentGroup.RootPart.SetVehicleRotationParam(param, rot); |
7012 | } | 6962 | } |
7013 | } | 6963 | } |
7014 | 6964 | ||
@@ -7038,8 +6988,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
7038 | if (rot.s == 0 && rot.x == 0 && rot.y == 0 && rot.z == 0) | 6988 | if (rot.s == 0 && rot.x == 0 && rot.y == 0 && rot.z == 0) |
7039 | rot.s = 1; // ZERO_ROTATION = 0,0,0,1 | 6989 | rot.s = 1; // ZERO_ROTATION = 0,0,0,1 |
7040 | 6990 | ||
7041 | part.SitTargetPosition = new Vector3((float)offset.x, (float)offset.y, (float)offset.z); | 6991 | part.SitTargetPosition = offset; |
7042 | part.SitTargetOrientation = Rot2Quaternion(rot); | 6992 | part.SitTargetOrientation = rot; |
7043 | part.ParentGroup.HasGroupChanged = true; | 6993 | part.ParentGroup.HasGroupChanged = true; |
7044 | } | 6994 | } |
7045 | 6995 | ||
@@ -7142,13 +7092,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
7142 | public void llSetCameraEyeOffset(LSL_Vector offset) | 7092 | public void llSetCameraEyeOffset(LSL_Vector offset) |
7143 | { | 7093 | { |
7144 | m_host.AddScriptLPS(1); | 7094 | m_host.AddScriptLPS(1); |
7145 | m_host.SetCameraEyeOffset(new Vector3((float)offset.x, (float)offset.y, (float)offset.z)); | 7095 | m_host.SetCameraEyeOffset(offset); |
7146 | } | 7096 | } |
7147 | 7097 | ||
7148 | public void llSetCameraAtOffset(LSL_Vector offset) | 7098 | public void llSetCameraAtOffset(LSL_Vector offset) |
7149 | { | 7099 | { |
7150 | m_host.AddScriptLPS(1); | 7100 | m_host.AddScriptLPS(1); |
7151 | m_host.SetCameraAtOffset(new Vector3((float)offset.x, (float)offset.y, (float)offset.z)); | 7101 | m_host.SetCameraAtOffset(offset); |
7152 | } | 7102 | } |
7153 | 7103 | ||
7154 | public LSL_String llDumpList2String(LSL_List src, string seperator) | 7104 | public LSL_String llDumpList2String(LSL_List src, string seperator) |
@@ -7170,7 +7120,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
7170 | public LSL_Integer llScriptDanger(LSL_Vector pos) | 7120 | public LSL_Integer llScriptDanger(LSL_Vector pos) |
7171 | { | 7121 | { |
7172 | m_host.AddScriptLPS(1); | 7122 | m_host.AddScriptLPS(1); |
7173 | bool result = World.ScriptDanger(m_host.LocalId, new Vector3((float)pos.x, (float)pos.y, (float)pos.z)); | 7123 | bool result = World.ScriptDanger(m_host.LocalId, pos); |
7174 | if (result) | 7124 | if (result) |
7175 | { | 7125 | { |
7176 | return 1; | 7126 | return 1; |
@@ -7752,7 +7702,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
7752 | { | 7702 | { |
7753 | m_host.AddScriptLPS(1); | 7703 | m_host.AddScriptLPS(1); |
7754 | 7704 | ||
7755 | setLinkPrimParams(ScriptBaseClass.LINK_THIS, rules); | 7705 | setLinkPrimParams(ScriptBaseClass.LINK_THIS, rules, "llSetPrimitiveParams"); |
7756 | 7706 | ||
7757 | ScriptSleep(200); | 7707 | ScriptSleep(200); |
7758 | } | 7708 | } |
@@ -7761,10 +7711,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
7761 | { | 7711 | { |
7762 | m_host.AddScriptLPS(1); | 7712 | m_host.AddScriptLPS(1); |
7763 | 7713 | ||
7764 | setLinkPrimParams(linknumber, rules); | 7714 | setLinkPrimParams(linknumber, rules, "llSetLinkPrimitiveParamsFast"); |
7715 | |||
7716 | ScriptSleep(200); | ||
7765 | } | 7717 | } |
7766 | 7718 | ||
7767 | private void setLinkPrimParams(int linknumber, LSL_List rules) | 7719 | private void setLinkPrimParams(int linknumber, LSL_List rules, string originFunc) |
7768 | { | 7720 | { |
7769 | List<object> parts = new List<object>(); | 7721 | List<object> parts = new List<object>(); |
7770 | List<SceneObjectPart> prims = GetLinkParts(linknumber); | 7722 | List<SceneObjectPart> prims = GetLinkParts(linknumber); |
@@ -7775,15 +7727,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
7775 | parts.Add(p); | 7727 | parts.Add(p); |
7776 | 7728 | ||
7777 | LSL_List remaining = null; | 7729 | LSL_List remaining = null; |
7730 | uint rulesParsed = 0; | ||
7778 | 7731 | ||
7779 | if (parts.Count > 0) | 7732 | if (parts.Count > 0) |
7780 | { | 7733 | { |
7781 | foreach (object part in parts) | 7734 | foreach (object part in parts) |
7782 | { | 7735 | { |
7783 | if (part is SceneObjectPart) | 7736 | if (part is SceneObjectPart) |
7784 | remaining = SetPrimParams((SceneObjectPart)part, rules); | 7737 | remaining = SetPrimParams((SceneObjectPart)part, rules, originFunc, ref rulesParsed); |
7785 | else | 7738 | else |
7786 | remaining = SetPrimParams((ScenePresence)part, rules); | 7739 | remaining = SetPrimParams((ScenePresence)part, rules, originFunc, ref rulesParsed); |
7787 | } | 7740 | } |
7788 | 7741 | ||
7789 | while ((object)remaining != null && remaining.Length > 2) | 7742 | while ((object)remaining != null && remaining.Length > 2) |
@@ -7802,9 +7755,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
7802 | foreach (object part in parts) | 7755 | foreach (object part in parts) |
7803 | { | 7756 | { |
7804 | if (part is SceneObjectPart) | 7757 | if (part is SceneObjectPart) |
7805 | remaining = SetPrimParams((SceneObjectPart)part, rules); | 7758 | remaining = SetPrimParams((SceneObjectPart)part, rules, originFunc, ref rulesParsed); |
7806 | else | 7759 | else |
7807 | remaining = SetPrimParams((ScenePresence)part, rules); | 7760 | remaining = SetPrimParams((ScenePresence)part, rules, originFunc, ref rulesParsed); |
7808 | } | 7761 | } |
7809 | } | 7762 | } |
7810 | } | 7763 | } |
@@ -7842,6 +7795,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
7842 | 7795 | ||
7843 | public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) | 7796 | public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) |
7844 | { | 7797 | { |
7798 | setLinkPrimParams(linknumber, rules, "llSetLinkPrimitiveParams"); | ||
7845 | llSetLinkPrimitiveParamsFast(linknumber, rules); | 7799 | llSetLinkPrimitiveParamsFast(linknumber, rules); |
7846 | ScriptSleep(200); | 7800 | ScriptSleep(200); |
7847 | } | 7801 | } |
@@ -7869,195 +7823,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
7869 | return new Vector3((float)x, (float)y, (float)z); | 7823 | return new Vector3((float)x, (float)y, (float)z); |
7870 | } | 7824 | } |
7871 | 7825 | ||
7872 | protected LSL_List SetPrimParams(ScenePresence av, LSL_List rules) | 7826 | protected LSL_List SetPrimParams(SceneObjectPart part, LSL_List rules, string originFunc, ref uint rulesParsed) |
7873 | { | ||
7874 | //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset. | ||
7875 | |||
7876 | int idx = 0; | ||
7877 | |||
7878 | bool positionChanged = false; | ||
7879 | Vector3 finalPos = Vector3.Zero; | ||
7880 | |||
7881 | try | ||
7882 | { | ||
7883 | while (idx < rules.Length) | ||
7884 | { | ||
7885 | int code = rules.GetLSLIntegerItem(idx++); | ||
7886 | |||
7887 | int remain = rules.Length - idx; | ||
7888 | |||
7889 | switch (code) | ||
7890 | { | ||
7891 | case (int)ScriptBaseClass.PRIM_POSITION: | ||
7892 | case (int)ScriptBaseClass.PRIM_POS_LOCAL: | ||
7893 | { | ||
7894 | if (remain < 1) | ||
7895 | return null; | ||
7896 | |||
7897 | LSL_Vector v; | ||
7898 | v = rules.GetVector3Item(idx++); | ||
7899 | |||
7900 | SceneObjectPart part = World.GetSceneObjectPart(av.ParentID); | ||
7901 | if (part == null) | ||
7902 | break; | ||
7903 | |||
7904 | LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION; | ||
7905 | LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR; | ||
7906 | if (part.LinkNum > 1) | ||
7907 | { | ||
7908 | localRot = GetPartLocalRot(part); | ||
7909 | localPos = GetPartLocalPos(part); | ||
7910 | } | ||
7911 | |||
7912 | v -= localPos; | ||
7913 | v /= localRot; | ||
7914 | |||
7915 | LSL_Vector sitOffset = (llRot2Up(new LSL_Rotation(av.Rotation.X, av.Rotation.Y, av.Rotation.Z, av.Rotation.W)) * av.Appearance.AvatarHeight * 0.02638f); | ||
7916 | |||
7917 | v = v + 2 * sitOffset; | ||
7918 | |||
7919 | av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z); | ||
7920 | av.SendAvatarDataToAllAgents(); | ||
7921 | |||
7922 | } | ||
7923 | break; | ||
7924 | |||
7925 | case (int)ScriptBaseClass.PRIM_ROT_LOCAL: | ||
7926 | case (int)ScriptBaseClass.PRIM_ROTATION: | ||
7927 | { | ||
7928 | if (remain < 1) | ||
7929 | return null; | ||
7930 | |||
7931 | LSL_Rotation r; | ||
7932 | r = rules.GetQuaternionItem(idx++); | ||
7933 | |||
7934 | SceneObjectPart part = World.GetSceneObjectPart(av.ParentID); | ||
7935 | if (part == null) | ||
7936 | break; | ||
7937 | |||
7938 | LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION; | ||
7939 | LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR; | ||
7940 | |||
7941 | if (part.LinkNum > 1) | ||
7942 | localRot = GetPartLocalRot(part); | ||
7943 | |||
7944 | r = r * llGetRootRotation() / localRot; | ||
7945 | av.Rotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s); | ||
7946 | av.SendAvatarDataToAllAgents(); | ||
7947 | } | ||
7948 | break; | ||
7949 | |||
7950 | // parse rest doing nothing but number of parameters error check | ||
7951 | case (int)ScriptBaseClass.PRIM_SIZE: | ||
7952 | case (int)ScriptBaseClass.PRIM_MATERIAL: | ||
7953 | case (int)ScriptBaseClass.PRIM_PHANTOM: | ||
7954 | case (int)ScriptBaseClass.PRIM_PHYSICS: | ||
7955 | case (int)ScriptBaseClass.PRIM_PHYSICS_SHAPE_TYPE: | ||
7956 | case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ: | ||
7957 | case (int)ScriptBaseClass.PRIM_NAME: | ||
7958 | case (int)ScriptBaseClass.PRIM_DESC: | ||
7959 | if (remain < 1) | ||
7960 | return null; | ||
7961 | idx++; | ||
7962 | break; | ||
7963 | |||
7964 | case (int)ScriptBaseClass.PRIM_GLOW: | ||
7965 | case (int)ScriptBaseClass.PRIM_FULLBRIGHT: | ||
7966 | case (int)ScriptBaseClass.PRIM_TEXGEN: | ||
7967 | if (remain < 2) | ||
7968 | return null; | ||
7969 | idx += 2; | ||
7970 | break; | ||
7971 | |||
7972 | case (int)ScriptBaseClass.PRIM_TYPE: | ||
7973 | if (remain < 3) | ||
7974 | return null; | ||
7975 | code = (int)rules.GetLSLIntegerItem(idx++); | ||
7976 | remain = rules.Length - idx; | ||
7977 | switch (code) | ||
7978 | { | ||
7979 | case (int)ScriptBaseClass.PRIM_TYPE_BOX: | ||
7980 | case (int)ScriptBaseClass.PRIM_TYPE_CYLINDER: | ||
7981 | case (int)ScriptBaseClass.PRIM_TYPE_PRISM: | ||
7982 | if (remain < 6) | ||
7983 | return null; | ||
7984 | idx += 6; | ||
7985 | break; | ||
7986 | |||
7987 | case (int)ScriptBaseClass.PRIM_TYPE_SPHERE: | ||
7988 | if (remain < 5) | ||
7989 | return null; | ||
7990 | idx += 5; | ||
7991 | break; | ||
7992 | |||
7993 | case (int)ScriptBaseClass.PRIM_TYPE_TORUS: | ||
7994 | case (int)ScriptBaseClass.PRIM_TYPE_TUBE: | ||
7995 | case (int)ScriptBaseClass.PRIM_TYPE_RING: | ||
7996 | if (remain < 11) | ||
7997 | return null; | ||
7998 | idx += 11; | ||
7999 | break; | ||
8000 | |||
8001 | case (int)ScriptBaseClass.PRIM_TYPE_SCULPT: | ||
8002 | if (remain < 2) | ||
8003 | return null; | ||
8004 | idx += 2; | ||
8005 | break; | ||
8006 | } | ||
8007 | break; | ||
8008 | |||
8009 | case (int)ScriptBaseClass.PRIM_COLOR: | ||
8010 | case (int)ScriptBaseClass.PRIM_TEXT: | ||
8011 | case (int)ScriptBaseClass.PRIM_BUMP_SHINY: | ||
8012 | case (int)ScriptBaseClass.PRIM_OMEGA: | ||
8013 | if (remain < 3) | ||
8014 | return null; | ||
8015 | idx += 3; | ||
8016 | break; | ||
8017 | |||
8018 | case (int)ScriptBaseClass.PRIM_TEXTURE: | ||
8019 | case (int)ScriptBaseClass.PRIM_POINT_LIGHT: | ||
8020 | case (int)ScriptBaseClass.PRIM_PHYSICS_MATERIAL: | ||
8021 | if (remain < 5) | ||
8022 | return null; | ||
8023 | idx += 5; | ||
8024 | break; | ||
8025 | |||
8026 | case (int)ScriptBaseClass.PRIM_FLEXIBLE: | ||
8027 | if (remain < 7) | ||
8028 | return null; | ||
8029 | |||
8030 | idx += 7; | ||
8031 | break; | ||
8032 | |||
8033 | case (int)ScriptBaseClass.PRIM_LINK_TARGET: | ||
8034 | if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless. | ||
8035 | return null; | ||
8036 | |||
8037 | return rules.GetSublist(idx, -1); | ||
8038 | } | ||
8039 | } | ||
8040 | } | ||
8041 | |||
8042 | finally | ||
8043 | { | ||
8044 | if (positionChanged) | ||
8045 | { | ||
8046 | av.OffsetPosition = finalPos; | ||
8047 | // av.SendAvatarDataToAllAgents(); | ||
8048 | av.SendTerseUpdateToAllClients(); | ||
8049 | positionChanged = false; | ||
8050 | } | ||
8051 | } | ||
8052 | return null; | ||
8053 | } | ||
8054 | |||
8055 | protected LSL_List SetPrimParams(SceneObjectPart part, LSL_List rules) | ||
8056 | { | 7827 | { |
8057 | if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted) | 7828 | if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted) |
8058 | return null; | 7829 | return null; |
8059 | 7830 | ||
8060 | int idx = 0; | 7831 | int idx = 0; |
7832 | int idxStart = 0; | ||
8061 | 7833 | ||
8062 | SceneObjectGroup parentgrp = part.ParentGroup; | 7834 | SceneObjectGroup parentgrp = part.ParentGroup; |
8063 | 7835 | ||
@@ -8068,9 +7840,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
8068 | { | 7840 | { |
8069 | while (idx < rules.Length) | 7841 | while (idx < rules.Length) |
8070 | { | 7842 | { |
7843 | ++rulesParsed; | ||
8071 | int code = rules.GetLSLIntegerItem(idx++); | 7844 | int code = rules.GetLSLIntegerItem(idx++); |
8072 | 7845 | ||
8073 | int remain = rules.Length - idx; | 7846 | int remain = rules.Length - idx; |
7847 | idxStart = idx; | ||
8074 | 7848 | ||
8075 | int face; | 7849 | int face; |
8076 | LSL_Vector v; | 7850 | LSL_Vector v; |
@@ -8100,18 +7874,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
8100 | return null; | 7874 | return null; |
8101 | 7875 | ||
8102 | LSL_Rotation q = rules.GetQuaternionItem(idx++); | 7876 | LSL_Rotation q = rules.GetQuaternionItem(idx++); |
8103 | SceneObjectPart rootPart = parentgrp.RootPart; | ||
8104 | // try to let this work as in SL... | 7877 | // try to let this work as in SL... |
8105 | if (rootPart == part) | 7878 | if (part.ParentID == 0) |
8106 | { | 7879 | { |
8107 | // special case: If we are root, rotate complete SOG to new rotation | 7880 | // special case: If we are root, rotate complete SOG to new rotation |
8108 | SetRot(part, Rot2Quaternion(q)); | 7881 | SetRot(part, q); |
8109 | } | 7882 | } |
8110 | else | 7883 | else |
8111 | { | 7884 | { |
8112 | // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask. | 7885 | // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask. |
8113 | // sounds like sl bug that we need to replicate | 7886 | SceneObjectPart rootPart = part.ParentGroup.RootPart; |
8114 | SetRot(part, rootPart.RotationOffset * Rot2Quaternion(q)); | 7887 | SetRot(part, rootPart.RotationOffset * (Quaternion)q); |
8115 | } | 7888 | } |
8116 | 7889 | ||
8117 | break; | 7890 | break; |
@@ -8285,8 +8058,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
8285 | LSL_Vector color=rules.GetVector3Item(idx++); | 8058 | LSL_Vector color=rules.GetVector3Item(idx++); |
8286 | double alpha=(double)rules.GetLSLFloatItem(idx++); | 8059 | double alpha=(double)rules.GetLSLFloatItem(idx++); |
8287 | 8060 | ||
8288 | part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); | 8061 | part.SetFaceColorAlpha(face, color, alpha); |
8289 | SetAlpha(part, alpha, face); | ||
8290 | 8062 | ||
8291 | break; | 8063 | break; |
8292 | 8064 | ||
@@ -8434,9 +8206,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
8434 | string primText = rules.GetLSLStringItem(idx++); | 8206 | string primText = rules.GetLSLStringItem(idx++); |
8435 | LSL_Vector primTextColor = rules.GetVector3Item(idx++); | 8207 | LSL_Vector primTextColor = rules.GetVector3Item(idx++); |
8436 | LSL_Float primTextAlpha = rules.GetLSLFloatItem(idx++); | 8208 | LSL_Float primTextAlpha = rules.GetLSLFloatItem(idx++); |
8437 | Vector3 av3 = new Vector3(Util.Clip((float)primTextColor.x, 0.0f, 1.0f), | 8209 | Vector3 av3 = Util.Clip(primTextColor, 0.0f, 1.0f); |
8438 | Util.Clip((float)primTextColor.y, 0.0f, 1.0f), | ||
8439 | Util.Clip((float)primTextColor.z, 0.0f, 1.0f)); | ||
8440 | part.SetText(primText, av3, Util.Clip((float)primTextAlpha, 0.0f, 1.0f)); | 8210 | part.SetText(primText, av3, Util.Clip((float)primTextAlpha, 0.0f, 1.0f)); |
8441 | 8211 | ||
8442 | break; | 8212 | break; |
@@ -8455,8 +8225,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
8455 | case (int)ScriptBaseClass.PRIM_ROT_LOCAL: | 8225 | case (int)ScriptBaseClass.PRIM_ROT_LOCAL: |
8456 | if (remain < 1) | 8226 | if (remain < 1) |
8457 | return null; | 8227 | return null; |
8458 | LSL_Rotation lr = rules.GetQuaternionItem(idx++); | 8228 | SetRot(part, rules.GetQuaternionItem(idx++)); |
8459 | SetRot(part, Rot2Quaternion(lr)); | ||
8460 | break; | 8229 | break; |
8461 | case (int)ScriptBaseClass.PRIM_OMEGA: | 8230 | case (int)ScriptBaseClass.PRIM_OMEGA: |
8462 | if (remain < 3) | 8231 | if (remain < 3) |
@@ -8466,7 +8235,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
8466 | LSL_Float gain = rules.GetLSLFloatItem(idx++); | 8235 | LSL_Float gain = rules.GetLSLFloatItem(idx++); |
8467 | TargetOmega(part, axis, (double)spinrate, (double)gain); | 8236 | TargetOmega(part, axis, (double)spinrate, (double)gain); |
8468 | break; | 8237 | break; |
8469 | 8238 | case (int)ScriptBaseClass.PRIM_SLICE: | |
8239 | if (remain < 1) | ||
8240 | return null; | ||
8241 | LSL_Vector slice = rules.GetVector3Item(idx++); | ||
8242 | part.UpdateSlice((float)slice.x, (float)slice.y); | ||
8243 | break; | ||
8470 | case (int)ScriptBaseClass.PRIM_LINK_TARGET: | 8244 | case (int)ScriptBaseClass.PRIM_LINK_TARGET: |
8471 | if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless. | 8245 | if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless. |
8472 | return null; | 8246 | return null; |
@@ -8475,6 +8249,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
8475 | } | 8249 | } |
8476 | } | 8250 | } |
8477 | } | 8251 | } |
8252 | catch (InvalidCastException e) | ||
8253 | { | ||
8254 | ShoutError(string.Format( | ||
8255 | "{0} error running rule #{1}: arg #{2} ", | ||
8256 | originFunc, rulesParsed, idx - idxStart) + e.Message); | ||
8257 | } | ||
8478 | finally | 8258 | finally |
8479 | { | 8259 | { |
8480 | if (positionChanged) | 8260 | if (positionChanged) |
@@ -8483,12 +8263,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
8483 | { | 8263 | { |
8484 | SceneObjectGroup parent = part.ParentGroup; | 8264 | SceneObjectGroup parent = part.ParentGroup; |
8485 | Util.FireAndForget(delegate(object x) { | 8265 | Util.FireAndForget(delegate(object x) { |
8486 | parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z)); | 8266 | parent.UpdateGroupPosition(currentPosition); |
8487 | }); | 8267 | }); |
8488 | } | 8268 | } |
8489 | else | 8269 | else |
8490 | { | 8270 | { |
8491 | part.OffsetPosition = new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z); | 8271 | part.OffsetPosition = currentPosition; |
8492 | SceneObjectGroup parent = part.ParentGroup; | 8272 | SceneObjectGroup parent = part.ParentGroup; |
8493 | parent.HasGroupChanged = true; | 8273 | parent.HasGroupChanged = true; |
8494 | parent.ScheduleGroupForTerseUpdate(); | 8274 | parent.ScheduleGroupForTerseUpdate(); |
@@ -8866,7 +8646,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
8866 | public LSL_List llGetPrimitiveParams(LSL_List rules) | 8646 | public LSL_List llGetPrimitiveParams(LSL_List rules) |
8867 | { | 8647 | { |
8868 | m_host.AddScriptLPS(1); | 8648 | m_host.AddScriptLPS(1); |
8869 | return GetLinkPrimitiveParams(m_host, rules); | 8649 | |
8650 | LSL_List result = new LSL_List(); | ||
8651 | |||
8652 | LSL_List remaining = GetPrimParams(m_host, rules, ref result); | ||
8653 | |||
8654 | while (remaining != null && remaining.Length > 2) | ||
8655 | { | ||
8656 | int linknumber = remaining.GetLSLIntegerItem(0); | ||
8657 | rules = remaining.GetSublist(1, -1); | ||
8658 | List<SceneObjectPart> parts = GetLinkParts(linknumber); | ||
8659 | |||
8660 | foreach (SceneObjectPart part in parts) | ||
8661 | remaining = GetPrimParams(part, rules, ref result); | ||
8662 | } | ||
8663 | |||
8664 | return result; | ||
8870 | } | 8665 | } |
8871 | 8666 | ||
8872 | public LSL_List llGetLinkPrimitiveParams(int linknumber, LSL_List rules) | 8667 | public LSL_List llGetLinkPrimitiveParams(int linknumber, LSL_List rules) |
@@ -8876,294 +8671,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
8876 | // acording to SL wiki this must indicate a single link number or link_root or link_this. | 8671 | // acording to SL wiki this must indicate a single link number or link_root or link_this. |
8877 | // keep other options as before | 8672 | // keep other options as before |
8878 | 8673 | ||
8879 | List<SceneObjectPart> parts = GetLinkParts(linknumber); | 8674 | List<SceneObjectPart> parts; |
8880 | List<ScenePresence> avatars = GetLinkAvatars(linknumber); | 8675 | List<ScenePresence> avatars; |
8881 | 8676 | ||
8882 | LSL_List res = new LSL_List(); | 8677 | LSL_List res = new LSL_List(); |
8678 | LSL_List remaining = null; | ||
8883 | 8679 | ||
8884 | if (parts.Count > 0) | 8680 | while (rules.Length > 0) |
8885 | { | 8681 | { |
8886 | foreach (var part in parts) | 8682 | parts = GetLinkParts(linknumber); |
8683 | avatars = GetLinkAvatars(linknumber); | ||
8684 | |||
8685 | remaining = null; | ||
8686 | foreach (SceneObjectPart part in parts) | ||
8887 | { | 8687 | { |
8888 | LSL_List partRes = GetLinkPrimitiveParams(part, rules); | 8688 | remaining = GetPrimParams(part, rules, ref res); |
8889 | res += partRes; | ||
8890 | } | 8689 | } |
8891 | } | ||
8892 | if (avatars.Count > 0) | ||
8893 | { | ||
8894 | foreach (ScenePresence avatar in avatars) | 8690 | foreach (ScenePresence avatar in avatars) |
8895 | { | 8691 | { |
8896 | LSL_List avaRes = GetLinkPrimitiveParams(avatar, rules); | 8692 | remaining = GetPrimParams(avatar, rules, ref res); |
8897 | res += avaRes; | ||
8898 | } | 8693 | } |
8899 | } | ||
8900 | return res; | ||
8901 | } | ||
8902 | 8694 | ||
8903 | public LSL_List GetLinkPrimitiveParams(ScenePresence avatar, LSL_List rules) | 8695 | if (remaining != null && remaining.Length > 0) |
8904 | { | ||
8905 | // avatars case | ||
8906 | // replies as SL wiki | ||
8907 | |||
8908 | LSL_List res = new LSL_List(); | ||
8909 | // SceneObjectPart sitPart = avatar.ParentPart; // most likelly it will be needed | ||
8910 | SceneObjectPart sitPart = World.GetSceneObjectPart(avatar.ParentID); // maybe better do this expensive search for it in case it's gone?? | ||
8911 | |||
8912 | int idx = 0; | ||
8913 | while (idx < rules.Length) | ||
8914 | { | ||
8915 | int code = (int)rules.GetLSLIntegerItem(idx++); | ||
8916 | int remain = rules.Length - idx; | ||
8917 | |||
8918 | switch (code) | ||
8919 | { | 8696 | { |
8920 | case (int)ScriptBaseClass.PRIM_MATERIAL: | 8697 | linknumber = remaining.GetLSLIntegerItem(0); |
8921 | res.Add(new LSL_Integer((int)SOPMaterialData.SopMaterial.Flesh)); | 8698 | rules = remaining.GetSublist(1, -1); |
8922 | break; | ||
8923 | |||
8924 | case (int)ScriptBaseClass.PRIM_PHYSICS: | ||
8925 | res.Add(new LSL_Integer(0)); | ||
8926 | break; | ||
8927 | |||
8928 | case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ: | ||
8929 | res.Add(new LSL_Integer(0)); | ||
8930 | break; | ||
8931 | |||
8932 | case (int)ScriptBaseClass.PRIM_PHANTOM: | ||
8933 | res.Add(new LSL_Integer(0)); | ||
8934 | break; | ||
8935 | |||
8936 | case (int)ScriptBaseClass.PRIM_POSITION: | ||
8937 | |||
8938 | Vector3 pos = avatar.OffsetPosition; | ||
8939 | |||
8940 | Vector3 sitOffset = (Zrot(avatar.Rotation)) * (avatar.Appearance.AvatarHeight * 0.02638f *2.0f); | ||
8941 | pos -= sitOffset; | ||
8942 | |||
8943 | if( sitPart != null) | ||
8944 | pos = sitPart.GetWorldPosition() + pos * sitPart.GetWorldRotation(); | ||
8945 | |||
8946 | res.Add(new LSL_Vector(pos.X,pos.Y,pos.Z)); | ||
8947 | break; | ||
8948 | |||
8949 | case (int)ScriptBaseClass.PRIM_SIZE: | ||
8950 | // as in llGetAgentSize above | ||
8951 | res.Add(new LSL_Vector(0.45f, 0.6f, avatar.Appearance.AvatarHeight)); | ||
8952 | break; | ||
8953 | |||
8954 | case (int)ScriptBaseClass.PRIM_ROTATION: | ||
8955 | Quaternion rot = avatar.Rotation; | ||
8956 | if (sitPart != null) | ||
8957 | { | ||
8958 | rot = sitPart.GetWorldRotation() * rot; // apply sit part world rotation | ||
8959 | } | ||
8960 | |||
8961 | res.Add(new LSL_Rotation (rot.X, rot.Y, rot.Z, rot.W)); | ||
8962 | break; | ||
8963 | |||
8964 | case (int)ScriptBaseClass.PRIM_TYPE: | ||
8965 | res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TYPE_BOX)); | ||
8966 | res.Add(new LSL_Integer(ScriptBaseClass.PRIM_HOLE_DEFAULT)); | ||
8967 | res.Add(new LSL_Vector(0f,1.0f,0f)); | ||
8968 | res.Add(new LSL_Float(0.0f)); | ||
8969 | res.Add(new LSL_Vector(0, 0, 0)); | ||
8970 | res.Add(new LSL_Vector(1.0f,1.0f,0f)); | ||
8971 | res.Add(new LSL_Vector(0, 0, 0)); | ||
8972 | break; | ||
8973 | |||
8974 | case (int)ScriptBaseClass.PRIM_TEXTURE: | ||
8975 | if (remain < 1) | ||
8976 | return res; | ||
8977 | |||
8978 | int face = (int)rules.GetLSLIntegerItem(idx++); | ||
8979 | if (face == ScriptBaseClass.ALL_SIDES) | ||
8980 | { | ||
8981 | for (face = 0; face < 21; face++) | ||
8982 | { | ||
8983 | res.Add(new LSL_String("")); | ||
8984 | res.Add(new LSL_Vector(0,0,0)); | ||
8985 | res.Add(new LSL_Vector(0,0,0)); | ||
8986 | res.Add(new LSL_Float(0.0)); | ||
8987 | } | ||
8988 | } | ||
8989 | else | ||
8990 | { | ||
8991 | if (face >= 0 && face < 21) | ||
8992 | { | ||
8993 | res.Add(new LSL_String("")); | ||
8994 | res.Add(new LSL_Vector(0,0,0)); | ||
8995 | res.Add(new LSL_Vector(0,0,0)); | ||
8996 | res.Add(new LSL_Float(0.0)); | ||
8997 | } | ||
8998 | } | ||
8999 | break; | ||
9000 | |||
9001 | case (int)ScriptBaseClass.PRIM_COLOR: | ||
9002 | if (remain < 1) | ||
9003 | return res; | ||
9004 | |||
9005 | face = (int)rules.GetLSLIntegerItem(idx++); | ||
9006 | |||
9007 | if (face == ScriptBaseClass.ALL_SIDES) | ||
9008 | { | ||
9009 | for (face = 0; face < 21; face++) | ||
9010 | { | ||
9011 | res.Add(new LSL_Vector(0,0,0)); | ||
9012 | res.Add(new LSL_Float(0)); | ||
9013 | } | ||
9014 | } | ||
9015 | else | ||
9016 | { | ||
9017 | res.Add(new LSL_Vector(0,0,0)); | ||
9018 | res.Add(new LSL_Float(0)); | ||
9019 | } | ||
9020 | break; | ||
9021 | |||
9022 | case (int)ScriptBaseClass.PRIM_BUMP_SHINY: | ||
9023 | if (remain < 1) | ||
9024 | return res; | ||
9025 | face = (int)rules.GetLSLIntegerItem(idx++); | ||
9026 | |||
9027 | if (face == ScriptBaseClass.ALL_SIDES) | ||
9028 | { | ||
9029 | for (face = 0; face < 21; face++) | ||
9030 | { | ||
9031 | res.Add(new LSL_Integer(ScriptBaseClass.PRIM_SHINY_NONE)); | ||
9032 | res.Add(new LSL_Integer(ScriptBaseClass.PRIM_BUMP_NONE)); | ||
9033 | } | ||
9034 | } | ||
9035 | else | ||
9036 | { | ||
9037 | res.Add(new LSL_Integer(ScriptBaseClass.PRIM_SHINY_NONE)); | ||
9038 | res.Add(new LSL_Integer(ScriptBaseClass.PRIM_BUMP_NONE)); | ||
9039 | } | ||
9040 | break; | ||
9041 | |||
9042 | case (int)ScriptBaseClass.PRIM_FULLBRIGHT: | ||
9043 | if (remain < 1) | ||
9044 | return res; | ||
9045 | face = (int)rules.GetLSLIntegerItem(idx++); | ||
9046 | |||
9047 | if (face == ScriptBaseClass.ALL_SIDES) | ||
9048 | { | ||
9049 | for (face = 0; face < 21; face++) | ||
9050 | { | ||
9051 | res.Add(new LSL_Integer(ScriptBaseClass.FALSE)); | ||
9052 | } | ||
9053 | } | ||
9054 | else | ||
9055 | { | ||
9056 | res.Add(new LSL_Integer(ScriptBaseClass.FALSE)); | ||
9057 | } | ||
9058 | break; | ||
9059 | |||
9060 | case (int)ScriptBaseClass.PRIM_FLEXIBLE: | ||
9061 | res.Add(new LSL_Integer(0)); | ||
9062 | res.Add(new LSL_Integer(0));// softness | ||
9063 | res.Add(new LSL_Float(0.0f)); // gravity | ||
9064 | res.Add(new LSL_Float(0.0f)); // friction | ||
9065 | res.Add(new LSL_Float(0.0f)); // wind | ||
9066 | res.Add(new LSL_Float(0.0f)); // tension | ||
9067 | res.Add(new LSL_Vector(0f,0f,0f)); | ||
9068 | break; | ||
9069 | |||
9070 | case (int)ScriptBaseClass.PRIM_TEXGEN: | ||
9071 | // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR) | ||
9072 | if (remain < 1) | ||
9073 | return res; | ||
9074 | face = (int)rules.GetLSLIntegerItem(idx++); | ||
9075 | |||
9076 | if (face == ScriptBaseClass.ALL_SIDES) | ||
9077 | { | ||
9078 | for (face = 0; face < 21; face++) | ||
9079 | { | ||
9080 | res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT)); | ||
9081 | } | ||
9082 | } | ||
9083 | else | ||
9084 | { | ||
9085 | res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT)); | ||
9086 | } | ||
9087 | break; | ||
9088 | |||
9089 | case (int)ScriptBaseClass.PRIM_POINT_LIGHT: | ||
9090 | res.Add(new LSL_Integer(0)); | ||
9091 | res.Add(new LSL_Vector(0f,0f,0f)); | ||
9092 | res.Add(new LSL_Float(0f)); // intensity | ||
9093 | res.Add(new LSL_Float(0f)); // radius | ||
9094 | res.Add(new LSL_Float(0f)); // falloff | ||
9095 | break; | ||
9096 | |||
9097 | case (int)ScriptBaseClass.PRIM_GLOW: | ||
9098 | if (remain < 1) | ||
9099 | return res; | ||
9100 | face = (int)rules.GetLSLIntegerItem(idx++); | ||
9101 | |||
9102 | if (face == ScriptBaseClass.ALL_SIDES) | ||
9103 | { | ||
9104 | for (face = 0; face < 21; face++) | ||
9105 | { | ||
9106 | res.Add(new LSL_Float(0f)); | ||
9107 | } | ||
9108 | } | ||
9109 | else | ||
9110 | { | ||
9111 | res.Add(new LSL_Float(0f)); | ||
9112 | } | ||
9113 | break; | ||
9114 | |||
9115 | case (int)ScriptBaseClass.PRIM_TEXT: | ||
9116 | res.Add(new LSL_String("")); | ||
9117 | res.Add(new LSL_Vector(0f,0f,0f)); | ||
9118 | res.Add(new LSL_Float(1.0f)); | ||
9119 | break; | ||
9120 | |||
9121 | case (int)ScriptBaseClass.PRIM_NAME: | ||
9122 | res.Add(new LSL_String(avatar.Name)); | ||
9123 | break; | ||
9124 | |||
9125 | case (int)ScriptBaseClass.PRIM_DESC: | ||
9126 | res.Add(new LSL_String("")); | ||
9127 | break; | ||
9128 | |||
9129 | case (int)ScriptBaseClass.PRIM_ROT_LOCAL: | ||
9130 | Quaternion lrot = avatar.Rotation; | ||
9131 | |||
9132 | if (sitPart != null && sitPart != sitPart.ParentGroup.RootPart) | ||
9133 | { | ||
9134 | lrot = sitPart.RotationOffset * lrot; // apply sit part rotation offset | ||
9135 | } | ||
9136 | res.Add(new LSL_Rotation(lrot.X, lrot.Y, lrot.Z, lrot.W)); | ||
9137 | break; | ||
9138 | |||
9139 | case (int)ScriptBaseClass.PRIM_POS_LOCAL: | ||
9140 | Vector3 lpos = avatar.OffsetPosition; // pos relative to sit part | ||
9141 | Vector3 lsitOffset = (Zrot(avatar.Rotation)) * (avatar.Appearance.AvatarHeight * 0.02638f * 2.0f); | ||
9142 | lpos -= lsitOffset; | ||
9143 | |||
9144 | if (sitPart != null && sitPart != sitPart.ParentGroup.RootPart) | ||
9145 | { | ||
9146 | lpos = sitPart.OffsetPosition + (lpos * sitPart.RotationOffset); // make it relative to root prim | ||
9147 | } | ||
9148 | res.Add(new LSL_Vector(lpos.X,lpos.Y,lpos.Z)); | ||
9149 | break; | ||
9150 | |||
9151 | case (int)ScriptBaseClass.PRIM_LINK_TARGET: | ||
9152 | if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless. | ||
9153 | return res; | ||
9154 | LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++); | ||
9155 | LSL_List new_rules = rules.GetSublist(idx, -1); | ||
9156 | |||
9157 | res += llGetLinkPrimitiveParams((int)new_linknumber, new_rules); | ||
9158 | return res; | ||
9159 | } | 8699 | } |
9160 | } | 8700 | } |
8701 | |||
9161 | return res; | 8702 | return res; |
9162 | } | 8703 | } |
9163 | 8704 | ||
9164 | public LSL_List GetLinkPrimitiveParams(SceneObjectPart part, LSL_List rules) | 8705 | public LSL_List GetPrimParams(SceneObjectPart part, LSL_List rules, ref LSL_List res) |
9165 | { | 8706 | { |
9166 | LSL_List res = new LSL_List(); | ||
9167 | int idx=0; | 8707 | int idx=0; |
9168 | while (idx < rules.Length) | 8708 | while (idx < rules.Length) |
9169 | { | 8709 | { |
@@ -9301,7 +8841,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
9301 | 8841 | ||
9302 | case (int)ScriptBaseClass.PRIM_TEXTURE: | 8842 | case (int)ScriptBaseClass.PRIM_TEXTURE: |
9303 | if (remain < 1) | 8843 | if (remain < 1) |
9304 | return res; | 8844 | return null; |
9305 | 8845 | ||
9306 | int face = (int)rules.GetLSLIntegerItem(idx++); | 8846 | int face = (int)rules.GetLSLIntegerItem(idx++); |
9307 | Primitive.TextureEntry tex = part.Shape.Textures; | 8847 | Primitive.TextureEntry tex = part.Shape.Textures; |
@@ -9341,7 +8881,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
9341 | 8881 | ||
9342 | case (int)ScriptBaseClass.PRIM_COLOR: | 8882 | case (int)ScriptBaseClass.PRIM_COLOR: |
9343 | if (remain < 1) | 8883 | if (remain < 1) |
9344 | return res; | 8884 | return null; |
9345 | 8885 | ||
9346 | face=(int)rules.GetLSLIntegerItem(idx++); | 8886 | face=(int)rules.GetLSLIntegerItem(idx++); |
9347 | 8887 | ||
@@ -9370,7 +8910,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
9370 | 8910 | ||
9371 | case (int)ScriptBaseClass.PRIM_BUMP_SHINY: | 8911 | case (int)ScriptBaseClass.PRIM_BUMP_SHINY: |
9372 | if (remain < 1) | 8912 | if (remain < 1) |
9373 | return res; | 8913 | return null; |
8914 | |||
9374 | face = (int)rules.GetLSLIntegerItem(idx++); | 8915 | face = (int)rules.GetLSLIntegerItem(idx++); |
9375 | 8916 | ||
9376 | tex = part.Shape.Textures; | 8917 | tex = part.Shape.Textures; |
@@ -9426,7 +8967,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
9426 | 8967 | ||
9427 | case (int)ScriptBaseClass.PRIM_FULLBRIGHT: | 8968 | case (int)ScriptBaseClass.PRIM_FULLBRIGHT: |
9428 | if (remain < 1) | 8969 | if (remain < 1) |
9429 | return res; | 8970 | return null; |
8971 | |||
9430 | face = (int)rules.GetLSLIntegerItem(idx++); | 8972 | face = (int)rules.GetLSLIntegerItem(idx++); |
9431 | 8973 | ||
9432 | tex = part.Shape.Textures; | 8974 | tex = part.Shape.Textures; |
@@ -9480,7 +9022,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
9480 | case (int)ScriptBaseClass.PRIM_TEXGEN: | 9022 | case (int)ScriptBaseClass.PRIM_TEXGEN: |
9481 | // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR) | 9023 | // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR) |
9482 | if (remain < 1) | 9024 | if (remain < 1) |
9483 | return res; | 9025 | return null; |
9026 | |||
9484 | face = (int)rules.GetLSLIntegerItem(idx++); | 9027 | face = (int)rules.GetLSLIntegerItem(idx++); |
9485 | 9028 | ||
9486 | tex = part.Shape.Textures; | 9029 | tex = part.Shape.Textures; |
@@ -9528,7 +9071,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
9528 | 9071 | ||
9529 | case (int)ScriptBaseClass.PRIM_GLOW: | 9072 | case (int)ScriptBaseClass.PRIM_GLOW: |
9530 | if (remain < 1) | 9073 | if (remain < 1) |
9531 | return res; | 9074 | return null; |
9075 | |||
9532 | face = (int)rules.GetLSLIntegerItem(idx++); | 9076 | face = (int)rules.GetLSLIntegerItem(idx++); |
9533 | 9077 | ||
9534 | tex = part.Shape.Textures; | 9078 | tex = part.Shape.Textures; |
@@ -9572,18 +9116,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
9572 | case (int)ScriptBaseClass.PRIM_POS_LOCAL: | 9116 | case (int)ScriptBaseClass.PRIM_POS_LOCAL: |
9573 | res.Add(new LSL_Vector(GetPartLocalPos(part))); | 9117 | res.Add(new LSL_Vector(GetPartLocalPos(part))); |
9574 | break; | 9118 | break; |
9575 | 9119 | case (int)ScriptBaseClass.PRIM_SLICE: | |
9120 | PrimType prim_type = part.GetPrimType(); | ||
9121 | bool useProfileBeginEnd = (prim_type == PrimType.SPHERE || prim_type == PrimType.TORUS || prim_type == PrimType.TUBE || prim_type == PrimType.RING); | ||
9122 | res.Add(new LSL_Vector( | ||
9123 | (useProfileBeginEnd ? part.Shape.ProfileBegin : part.Shape.PathBegin) / 50000.0, | ||
9124 | 1 - (useProfileBeginEnd ? part.Shape.ProfileEnd : part.Shape.PathEnd) / 50000.0, | ||
9125 | 0 | ||
9126 | )); | ||
9127 | break; | ||
9576 | case (int)ScriptBaseClass.PRIM_LINK_TARGET: | 9128 | case (int)ScriptBaseClass.PRIM_LINK_TARGET: |
9577 | if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless. | 9129 | if(remain < 3) |
9578 | return res; | 9130 | return null; |
9579 | LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++); | 9131 | |
9580 | LSL_List new_rules = rules.GetSublist(idx, -1); | 9132 | return rules.GetSublist(idx, -1); |
9581 | LSL_List tres = llGetLinkPrimitiveParams((int)new_linknumber, new_rules); | ||
9582 | res += tres; | ||
9583 | return res; | ||
9584 | } | 9133 | } |
9585 | } | 9134 | } |
9586 | return res; | 9135 | |
9136 | return null; | ||
9587 | } | 9137 | } |
9588 | 9138 | ||
9589 | public LSL_List llGetPrimMediaParams(int face, LSL_List rules) | 9139 | public LSL_List llGetPrimMediaParams(int face, LSL_List rules) |
@@ -10977,20 +10527,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
10977 | switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString())) | 10527 | switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString())) |
10978 | { | 10528 | { |
10979 | case ParcelMediaCommandEnum.Url: | 10529 | case ParcelMediaCommandEnum.Url: |
10980 | list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL)); | 10530 | list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaURL)); |
10981 | break; | 10531 | break; |
10982 | case ParcelMediaCommandEnum.Desc: | 10532 | case ParcelMediaCommandEnum.Desc: |
10983 | list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).Description)); | 10533 | list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).Description)); |
10984 | break; | 10534 | break; |
10985 | case ParcelMediaCommandEnum.Texture: | 10535 | case ParcelMediaCommandEnum.Texture: |
10986 | list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaID.ToString())); | 10536 | list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaID.ToString())); |
10987 | break; | 10537 | break; |
10988 | case ParcelMediaCommandEnum.Type: | 10538 | case ParcelMediaCommandEnum.Type: |
10989 | list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaType)); | 10539 | list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaType)); |
10990 | break; | 10540 | break; |
10991 | case ParcelMediaCommandEnum.Size: | 10541 | case ParcelMediaCommandEnum.Size: |
10992 | list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaWidth)); | 10542 | list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaWidth)); |
10993 | list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaHeight)); | 10543 | list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaHeight)); |
10994 | break; | 10544 | break; |
10995 | default: | 10545 | default: |
10996 | ParcelMediaCommandEnum mediaCommandEnum = ParcelMediaCommandEnum.Url; | 10546 | ParcelMediaCommandEnum mediaCommandEnum = ParcelMediaCommandEnum.Url; |
@@ -11160,9 +10710,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
11160 | ScenePresence avatar = World.GetScenePresence(detectedParams.Key); | 10710 | ScenePresence avatar = World.GetScenePresence(detectedParams.Key); |
11161 | if (avatar != null) | 10711 | if (avatar != null) |
11162 | { | 10712 | { |
11163 | avatar.ControllingClient.SendScriptTeleportRequest(m_host.Name, simname, | 10713 | avatar.ControllingClient.SendScriptTeleportRequest(m_host.Name, |
11164 | new Vector3((float)pos.x, (float)pos.y, (float)pos.z), | 10714 | simname, pos, lookAt); |
11165 | new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z)); | ||
11166 | } | 10715 | } |
11167 | 10716 | ||
11168 | ScriptSleep(1000); | 10717 | ScriptSleep(1000); |
@@ -11347,31 +10896,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
11347 | public LSL_Float llListStatistics(int operation, LSL_List src) | 10896 | public LSL_Float llListStatistics(int operation, LSL_List src) |
11348 | { | 10897 | { |
11349 | m_host.AddScriptLPS(1); | 10898 | m_host.AddScriptLPS(1); |
11350 | LSL_List nums = LSL_List.ToDoubleList(src); | ||
11351 | switch (operation) | 10899 | switch (operation) |
11352 | { | 10900 | { |
11353 | case ScriptBaseClass.LIST_STAT_RANGE: | 10901 | case ScriptBaseClass.LIST_STAT_RANGE: |
11354 | return nums.Range(); | 10902 | return src.Range(); |
11355 | case ScriptBaseClass.LIST_STAT_MIN: | 10903 | case ScriptBaseClass.LIST_STAT_MIN: |
11356 | return nums.Min(); | 10904 | return src.Min(); |
11357 | case ScriptBaseClass.LIST_STAT_MAX: | 10905 | case ScriptBaseClass.LIST_STAT_MAX: |
11358 | return nums.Max(); | 10906 | return src.Max(); |
11359 | case ScriptBaseClass.LIST_STAT_MEAN: | 10907 | case ScriptBaseClass.LIST_STAT_MEAN: |
11360 | return nums.Mean(); | 10908 | return src.Mean(); |
11361 | case ScriptBaseClass.LIST_STAT_MEDIAN: | 10909 | case ScriptBaseClass.LIST_STAT_MEDIAN: |
11362 | return nums.Median(); | 10910 | return LSL_List.ToDoubleList(src).Median(); |
11363 | case ScriptBaseClass.LIST_STAT_NUM_COUNT: | 10911 | case ScriptBaseClass.LIST_STAT_NUM_COUNT: |
11364 | return nums.NumericLength(); | 10912 | return src.NumericLength(); |
11365 | case ScriptBaseClass.LIST_STAT_STD_DEV: | 10913 | case ScriptBaseClass.LIST_STAT_STD_DEV: |
11366 | return nums.StdDev(); | 10914 | return src.StdDev(); |
11367 | case ScriptBaseClass.LIST_STAT_SUM: | 10915 | case ScriptBaseClass.LIST_STAT_SUM: |
11368 | return nums.Sum(); | 10916 | return src.Sum(); |
11369 | case ScriptBaseClass.LIST_STAT_SUM_SQUARES: | 10917 | case ScriptBaseClass.LIST_STAT_SUM_SQUARES: |
11370 | return nums.SumSqrs(); | 10918 | return src.SumSqrs(); |
11371 | case ScriptBaseClass.LIST_STAT_GEOMETRIC_MEAN: | 10919 | case ScriptBaseClass.LIST_STAT_GEOMETRIC_MEAN: |
11372 | return nums.GeometricMean(); | 10920 | return src.GeometricMean(); |
11373 | case ScriptBaseClass.LIST_STAT_HARMONIC_MEAN: | 10921 | case ScriptBaseClass.LIST_STAT_HARMONIC_MEAN: |
11374 | return nums.HarmonicMean(); | 10922 | return src.HarmonicMean(); |
11375 | default: | 10923 | default: |
11376 | return 0.0; | 10924 | return 0.0; |
11377 | } | 10925 | } |
@@ -11729,7 +11277,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
11729 | public LSL_List llGetParcelDetails(LSL_Vector pos, LSL_List param) | 11277 | public LSL_List llGetParcelDetails(LSL_Vector pos, LSL_List param) |
11730 | { | 11278 | { |
11731 | m_host.AddScriptLPS(1); | 11279 | m_host.AddScriptLPS(1); |
11732 | LandData land = World.GetLandData((float)pos.x, (float)pos.y); | 11280 | LandData land = World.GetLandData(pos); |
11733 | if (land == null) | 11281 | if (land == null) |
11734 | { | 11282 | { |
11735 | return new LSL_List(0); | 11283 | return new LSL_List(0); |
@@ -11897,13 +11445,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
11897 | else | 11445 | else |
11898 | rot = obj.GetWorldRotation(); | 11446 | rot = obj.GetWorldRotation(); |
11899 | 11447 | ||
11900 | LSL_Rotation objrot = new LSL_Rotation(rot.X, rot.Y, rot.Z, rot.W); | 11448 | LSL_Rotation objrot = new LSL_Rotation(rot); |
11901 | ret.Add(objrot); | 11449 | ret.Add(objrot); |
11902 | } | 11450 | } |
11903 | break; | 11451 | break; |
11904 | case ScriptBaseClass.OBJECT_VELOCITY: | 11452 | case ScriptBaseClass.OBJECT_VELOCITY: |
11905 | Vector3 ovel = obj.Velocity; | 11453 | ret.Add(new LSL_Vector(obj.Velocity)); |
11906 | ret.Add(new LSL_Vector(ovel.X, ovel.Y, ovel.Z)); | ||
11907 | break; | 11454 | break; |
11908 | case ScriptBaseClass.OBJECT_OWNER: | 11455 | case ScriptBaseClass.OBJECT_OWNER: |
11909 | ret.Add(new LSL_String(obj.OwnerID.ToString())); | 11456 | ret.Add(new LSL_String(obj.OwnerID.ToString())); |
@@ -12116,7 +11663,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
12116 | return tid.ToString(); | 11663 | return tid.ToString(); |
12117 | } | 11664 | } |
12118 | 11665 | ||
12119 | public void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules) | 11666 | public void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules, string originFunc) |
12120 | { | 11667 | { |
12121 | SceneObjectPart obj = World.GetSceneObjectPart(new UUID(prim)); | 11668 | SceneObjectPart obj = World.GetSceneObjectPart(new UUID(prim)); |
12122 | if (obj == null) | 11669 | if (obj == null) |
@@ -12125,28 +11672,41 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
12125 | if (obj.OwnerID != m_host.OwnerID) | 11672 | if (obj.OwnerID != m_host.OwnerID) |
12126 | return; | 11673 | return; |
12127 | 11674 | ||
12128 | LSL_List remaining = SetPrimParams(obj, rules); | 11675 | uint rulesParsed = 0; |
11676 | LSL_List remaining = SetPrimParams(obj, rules, originFunc, ref rulesParsed); | ||
12129 | 11677 | ||
12130 | while ((object)remaining != null && remaining.Length > 2) | 11678 | while ((object)remaining != null && remaining.Length > 2) |
12131 | { | 11679 | { |
12132 | LSL_Integer newLink = remaining.GetLSLIntegerItem(0); | 11680 | LSL_Integer newLink = remaining.GetLSLIntegerItem(0); |
12133 | LSL_List newrules = remaining.GetSublist(1, -1); | 11681 | LSL_List newrules = remaining.GetSublist(1, -1); |
12134 | foreach(SceneObjectPart part in GetLinkParts(obj, newLink)){ | 11682 | foreach(SceneObjectPart part in GetLinkParts(obj, newLink)){ |
12135 | remaining = SetPrimParams(part, newrules); | 11683 | remaining = SetPrimParams(part, newrules, originFunc, ref rulesParsed); |
12136 | } | 11684 | } |
12137 | } | 11685 | } |
12138 | } | 11686 | } |
12139 | 11687 | ||
12140 | public LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules) | 11688 | public LSL_List GetPrimitiveParamsEx(LSL_Key prim, LSL_List rules) |
12141 | { | 11689 | { |
12142 | SceneObjectPart obj = World.GetSceneObjectPart(new UUID(prim)); | 11690 | SceneObjectPart obj = World.GetSceneObjectPart(new UUID(prim)); |
12143 | if (obj == null) | ||
12144 | return new LSL_List(); | ||
12145 | 11691 | ||
12146 | if (obj.OwnerID != m_host.OwnerID) | 11692 | LSL_List result = new LSL_List(); |
12147 | return new LSL_List(); | 11693 | |
11694 | if (obj != null && obj.OwnerID != m_host.OwnerID) | ||
11695 | { | ||
11696 | LSL_List remaining = GetPrimParams(obj, rules, ref result); | ||
11697 | |||
11698 | while (remaining != null && remaining.Length > 2) | ||
11699 | { | ||
11700 | int linknumber = remaining.GetLSLIntegerItem(0); | ||
11701 | rules = remaining.GetSublist(1, -1); | ||
11702 | List<SceneObjectPart> parts = GetLinkParts(linknumber); | ||
11703 | |||
11704 | foreach (SceneObjectPart part in parts) | ||
11705 | remaining = GetPrimParams(part, rules, ref result); | ||
11706 | } | ||
11707 | } | ||
12148 | 11708 | ||
12149 | return GetLinkPrimitiveParams(obj, rules); | 11709 | return result; |
12150 | } | 11710 | } |
12151 | 11711 | ||
12152 | public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link) | 11712 | public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link) |
@@ -12509,8 +12069,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
12509 | 12069 | ||
12510 | m_host.AddScriptLPS(1); | 12070 | m_host.AddScriptLPS(1); |
12511 | 12071 | ||
12512 | Vector3 rayStart = new Vector3((float)start.x, (float)start.y, (float)start.z); | 12072 | Vector3 rayStart = start; |
12513 | Vector3 rayEnd = new Vector3((float)end.x, (float)end.y, (float)end.z); | 12073 | Vector3 rayEnd = end; |
12514 | Vector3 dir = rayEnd - rayStart; | 12074 | Vector3 dir = rayEnd - rayStart; |
12515 | 12075 | ||
12516 | float dist = Vector3.Mag(dir); | 12076 | float dist = Vector3.Mag(dir); |
@@ -13084,6 +12644,455 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
13084 | } | 12644 | } |
13085 | } | 12645 | } |
13086 | } | 12646 | } |
12647 | |||
12648 | protected LSL_List SetPrimParams(ScenePresence av, LSL_List rules, string originFunc, ref uint rulesParsed) | ||
12649 | { | ||
12650 | //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset. | ||
12651 | |||
12652 | int idx = 0; | ||
12653 | int idxStart = 0; | ||
12654 | |||
12655 | bool positionChanged = false; | ||
12656 | Vector3 finalPos = Vector3.Zero; | ||
12657 | |||
12658 | try | ||
12659 | { | ||
12660 | while (idx < rules.Length) | ||
12661 | { | ||
12662 | ++rulesParsed; | ||
12663 | int code = rules.GetLSLIntegerItem(idx++); | ||
12664 | |||
12665 | int remain = rules.Length - idx; | ||
12666 | idxStart = idx; | ||
12667 | |||
12668 | switch (code) | ||
12669 | { | ||
12670 | case (int)ScriptBaseClass.PRIM_POSITION: | ||
12671 | case (int)ScriptBaseClass.PRIM_POS_LOCAL: | ||
12672 | { | ||
12673 | if (remain < 1) | ||
12674 | return null; | ||
12675 | |||
12676 | LSL_Vector v; | ||
12677 | v = rules.GetVector3Item(idx++); | ||
12678 | |||
12679 | SceneObjectPart part = World.GetSceneObjectPart(av.ParentID); | ||
12680 | if (part == null) | ||
12681 | break; | ||
12682 | |||
12683 | LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION; | ||
12684 | LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR; | ||
12685 | if (part.LinkNum > 1) | ||
12686 | { | ||
12687 | localRot = GetPartLocalRot(part); | ||
12688 | localPos = GetPartLocalPos(part); | ||
12689 | } | ||
12690 | |||
12691 | v -= localPos; | ||
12692 | v /= localRot; | ||
12693 | |||
12694 | LSL_Vector sitOffset = (llRot2Up(new LSL_Rotation(av.Rotation.X, av.Rotation.Y, av.Rotation.Z, av.Rotation.W)) * av.Appearance.AvatarHeight * 0.02638f); | ||
12695 | |||
12696 | v = v + 2 * sitOffset; | ||
12697 | |||
12698 | av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z); | ||
12699 | av.SendAvatarDataToAllAgents(); | ||
12700 | |||
12701 | } | ||
12702 | break; | ||
12703 | |||
12704 | case (int)ScriptBaseClass.PRIM_ROT_LOCAL: | ||
12705 | case (int)ScriptBaseClass.PRIM_ROTATION: | ||
12706 | { | ||
12707 | if (remain < 1) | ||
12708 | return null; | ||
12709 | |||
12710 | LSL_Rotation r; | ||
12711 | r = rules.GetQuaternionItem(idx++); | ||
12712 | |||
12713 | SceneObjectPart part = World.GetSceneObjectPart(av.ParentID); | ||
12714 | if (part == null) | ||
12715 | break; | ||
12716 | |||
12717 | LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION; | ||
12718 | LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR; | ||
12719 | |||
12720 | if (part.LinkNum > 1) | ||
12721 | localRot = GetPartLocalRot(part); | ||
12722 | |||
12723 | r = r * llGetRootRotation() / localRot; | ||
12724 | av.Rotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s); | ||
12725 | av.SendAvatarDataToAllAgents(); | ||
12726 | } | ||
12727 | break; | ||
12728 | |||
12729 | // parse rest doing nothing but number of parameters error check | ||
12730 | case (int)ScriptBaseClass.PRIM_SIZE: | ||
12731 | case (int)ScriptBaseClass.PRIM_MATERIAL: | ||
12732 | case (int)ScriptBaseClass.PRIM_PHANTOM: | ||
12733 | case (int)ScriptBaseClass.PRIM_PHYSICS: | ||
12734 | case (int)ScriptBaseClass.PRIM_PHYSICS_SHAPE_TYPE: | ||
12735 | case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ: | ||
12736 | case (int)ScriptBaseClass.PRIM_NAME: | ||
12737 | case (int)ScriptBaseClass.PRIM_DESC: | ||
12738 | if (remain < 1) | ||
12739 | return null; | ||
12740 | idx++; | ||
12741 | break; | ||
12742 | |||
12743 | case (int)ScriptBaseClass.PRIM_GLOW: | ||
12744 | case (int)ScriptBaseClass.PRIM_FULLBRIGHT: | ||
12745 | case (int)ScriptBaseClass.PRIM_TEXGEN: | ||
12746 | if (remain < 2) | ||
12747 | return null; | ||
12748 | idx += 2; | ||
12749 | break; | ||
12750 | |||
12751 | case (int)ScriptBaseClass.PRIM_TYPE: | ||
12752 | if (remain < 3) | ||
12753 | return null; | ||
12754 | code = (int)rules.GetLSLIntegerItem(idx++); | ||
12755 | remain = rules.Length - idx; | ||
12756 | switch (code) | ||
12757 | { | ||
12758 | case (int)ScriptBaseClass.PRIM_TYPE_BOX: | ||
12759 | case (int)ScriptBaseClass.PRIM_TYPE_CYLINDER: | ||
12760 | case (int)ScriptBaseClass.PRIM_TYPE_PRISM: | ||
12761 | if (remain < 6) | ||
12762 | return null; | ||
12763 | idx += 6; | ||
12764 | break; | ||
12765 | |||
12766 | case (int)ScriptBaseClass.PRIM_TYPE_SPHERE: | ||
12767 | if (remain < 5) | ||
12768 | return null; | ||
12769 | idx += 5; | ||
12770 | break; | ||
12771 | |||
12772 | case (int)ScriptBaseClass.PRIM_TYPE_TORUS: | ||
12773 | case (int)ScriptBaseClass.PRIM_TYPE_TUBE: | ||
12774 | case (int)ScriptBaseClass.PRIM_TYPE_RING: | ||
12775 | if (remain < 11) | ||
12776 | return null; | ||
12777 | idx += 11; | ||
12778 | break; | ||
12779 | |||
12780 | case (int)ScriptBaseClass.PRIM_TYPE_SCULPT: | ||
12781 | if (remain < 2) | ||
12782 | return null; | ||
12783 | idx += 2; | ||
12784 | break; | ||
12785 | } | ||
12786 | break; | ||
12787 | |||
12788 | case (int)ScriptBaseClass.PRIM_COLOR: | ||
12789 | case (int)ScriptBaseClass.PRIM_TEXT: | ||
12790 | case (int)ScriptBaseClass.PRIM_BUMP_SHINY: | ||
12791 | case (int)ScriptBaseClass.PRIM_OMEGA: | ||
12792 | if (remain < 3) | ||
12793 | return null; | ||
12794 | idx += 3; | ||
12795 | break; | ||
12796 | |||
12797 | case (int)ScriptBaseClass.PRIM_TEXTURE: | ||
12798 | case (int)ScriptBaseClass.PRIM_POINT_LIGHT: | ||
12799 | case (int)ScriptBaseClass.PRIM_PHYSICS_MATERIAL: | ||
12800 | if (remain < 5) | ||
12801 | return null; | ||
12802 | idx += 5; | ||
12803 | break; | ||
12804 | |||
12805 | case (int)ScriptBaseClass.PRIM_FLEXIBLE: | ||
12806 | if (remain < 7) | ||
12807 | return null; | ||
12808 | |||
12809 | idx += 7; | ||
12810 | break; | ||
12811 | |||
12812 | case (int)ScriptBaseClass.PRIM_LINK_TARGET: | ||
12813 | if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless. | ||
12814 | return null; | ||
12815 | |||
12816 | return rules.GetSublist(idx, -1); | ||
12817 | } | ||
12818 | } | ||
12819 | } | ||
12820 | catch (InvalidCastException e) | ||
12821 | { | ||
12822 | ShoutError(string.Format( | ||
12823 | "{0} error running rule #{1}: arg #{2} ", | ||
12824 | originFunc, rulesParsed, idx - idxStart) + e.Message); | ||
12825 | } | ||
12826 | finally | ||
12827 | { | ||
12828 | if (positionChanged) | ||
12829 | { | ||
12830 | av.OffsetPosition = finalPos; | ||
12831 | // av.SendAvatarDataToAllAgents(); | ||
12832 | av.SendTerseUpdateToAllClients(); | ||
12833 | positionChanged = false; | ||
12834 | } | ||
12835 | } | ||
12836 | return null; | ||
12837 | } | ||
12838 | |||
12839 | public LSL_List GetPrimParams(ScenePresence avatar, LSL_List rules, ref LSL_List res) | ||
12840 | { | ||
12841 | // avatars case | ||
12842 | // replies as SL wiki | ||
12843 | |||
12844 | // SceneObjectPart sitPart = avatar.ParentPart; // most likelly it will be needed | ||
12845 | SceneObjectPart sitPart = World.GetSceneObjectPart(avatar.ParentID); // maybe better do this expensive search for it in case it's gone?? | ||
12846 | |||
12847 | int idx = 0; | ||
12848 | while (idx < rules.Length) | ||
12849 | { | ||
12850 | int code = (int)rules.GetLSLIntegerItem(idx++); | ||
12851 | int remain = rules.Length - idx; | ||
12852 | |||
12853 | switch (code) | ||
12854 | { | ||
12855 | case (int)ScriptBaseClass.PRIM_MATERIAL: | ||
12856 | res.Add(new LSL_Integer((int)SOPMaterialData.SopMaterial.Flesh)); | ||
12857 | break; | ||
12858 | |||
12859 | case (int)ScriptBaseClass.PRIM_PHYSICS: | ||
12860 | res.Add(new LSL_Integer(0)); | ||
12861 | break; | ||
12862 | |||
12863 | case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ: | ||
12864 | res.Add(new LSL_Integer(0)); | ||
12865 | break; | ||
12866 | |||
12867 | case (int)ScriptBaseClass.PRIM_PHANTOM: | ||
12868 | res.Add(new LSL_Integer(0)); | ||
12869 | break; | ||
12870 | |||
12871 | case (int)ScriptBaseClass.PRIM_POSITION: | ||
12872 | |||
12873 | Vector3 pos = avatar.OffsetPosition; | ||
12874 | |||
12875 | Vector3 sitOffset = (Zrot(avatar.Rotation)) * (avatar.Appearance.AvatarHeight * 0.02638f *2.0f); | ||
12876 | pos -= sitOffset; | ||
12877 | |||
12878 | if( sitPart != null) | ||
12879 | pos = sitPart.GetWorldPosition() + pos * sitPart.GetWorldRotation(); | ||
12880 | |||
12881 | res.Add(new LSL_Vector(pos.X,pos.Y,pos.Z)); | ||
12882 | break; | ||
12883 | |||
12884 | case (int)ScriptBaseClass.PRIM_SIZE: | ||
12885 | // as in llGetAgentSize above | ||
12886 | res.Add(new LSL_Vector(0.45f, 0.6f, avatar.Appearance.AvatarHeight)); | ||
12887 | break; | ||
12888 | |||
12889 | case (int)ScriptBaseClass.PRIM_ROTATION: | ||
12890 | Quaternion rot = avatar.Rotation; | ||
12891 | if (sitPart != null) | ||
12892 | { | ||
12893 | rot = sitPart.GetWorldRotation() * rot; // apply sit part world rotation | ||
12894 | } | ||
12895 | |||
12896 | res.Add(new LSL_Rotation (rot.X, rot.Y, rot.Z, rot.W)); | ||
12897 | break; | ||
12898 | |||
12899 | case (int)ScriptBaseClass.PRIM_TYPE: | ||
12900 | res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TYPE_BOX)); | ||
12901 | res.Add(new LSL_Integer(ScriptBaseClass.PRIM_HOLE_DEFAULT)); | ||
12902 | res.Add(new LSL_Vector(0f,1.0f,0f)); | ||
12903 | res.Add(new LSL_Float(0.0f)); | ||
12904 | res.Add(new LSL_Vector(0, 0, 0)); | ||
12905 | res.Add(new LSL_Vector(1.0f,1.0f,0f)); | ||
12906 | res.Add(new LSL_Vector(0, 0, 0)); | ||
12907 | break; | ||
12908 | |||
12909 | case (int)ScriptBaseClass.PRIM_TEXTURE: | ||
12910 | if (remain < 1) | ||
12911 | return null; | ||
12912 | |||
12913 | int face = (int)rules.GetLSLIntegerItem(idx++); | ||
12914 | if (face == ScriptBaseClass.ALL_SIDES) | ||
12915 | { | ||
12916 | for (face = 0; face < 21; face++) | ||
12917 | { | ||
12918 | res.Add(new LSL_String("")); | ||
12919 | res.Add(new LSL_Vector(0,0,0)); | ||
12920 | res.Add(new LSL_Vector(0,0,0)); | ||
12921 | res.Add(new LSL_Float(0.0)); | ||
12922 | } | ||
12923 | } | ||
12924 | else | ||
12925 | { | ||
12926 | if (face >= 0 && face < 21) | ||
12927 | { | ||
12928 | res.Add(new LSL_String("")); | ||
12929 | res.Add(new LSL_Vector(0,0,0)); | ||
12930 | res.Add(new LSL_Vector(0,0,0)); | ||
12931 | res.Add(new LSL_Float(0.0)); | ||
12932 | } | ||
12933 | } | ||
12934 | break; | ||
12935 | |||
12936 | case (int)ScriptBaseClass.PRIM_COLOR: | ||
12937 | if (remain < 1) | ||
12938 | return null; | ||
12939 | |||
12940 | face = (int)rules.GetLSLIntegerItem(idx++); | ||
12941 | |||
12942 | if (face == ScriptBaseClass.ALL_SIDES) | ||
12943 | { | ||
12944 | for (face = 0; face < 21; face++) | ||
12945 | { | ||
12946 | res.Add(new LSL_Vector(0,0,0)); | ||
12947 | res.Add(new LSL_Float(0)); | ||
12948 | } | ||
12949 | } | ||
12950 | else | ||
12951 | { | ||
12952 | res.Add(new LSL_Vector(0,0,0)); | ||
12953 | res.Add(new LSL_Float(0)); | ||
12954 | } | ||
12955 | break; | ||
12956 | |||
12957 | case (int)ScriptBaseClass.PRIM_BUMP_SHINY: | ||
12958 | if (remain < 1) | ||
12959 | return null; | ||
12960 | face = (int)rules.GetLSLIntegerItem(idx++); | ||
12961 | |||
12962 | if (face == ScriptBaseClass.ALL_SIDES) | ||
12963 | { | ||
12964 | for (face = 0; face < 21; face++) | ||
12965 | { | ||
12966 | res.Add(new LSL_Integer(ScriptBaseClass.PRIM_SHINY_NONE)); | ||
12967 | res.Add(new LSL_Integer(ScriptBaseClass.PRIM_BUMP_NONE)); | ||
12968 | } | ||
12969 | } | ||
12970 | else | ||
12971 | { | ||
12972 | res.Add(new LSL_Integer(ScriptBaseClass.PRIM_SHINY_NONE)); | ||
12973 | res.Add(new LSL_Integer(ScriptBaseClass.PRIM_BUMP_NONE)); | ||
12974 | } | ||
12975 | break; | ||
12976 | |||
12977 | case (int)ScriptBaseClass.PRIM_FULLBRIGHT: | ||
12978 | if (remain < 1) | ||
12979 | return null; | ||
12980 | face = (int)rules.GetLSLIntegerItem(idx++); | ||
12981 | |||
12982 | if (face == ScriptBaseClass.ALL_SIDES) | ||
12983 | { | ||
12984 | for (face = 0; face < 21; face++) | ||
12985 | { | ||
12986 | res.Add(new LSL_Integer(ScriptBaseClass.FALSE)); | ||
12987 | } | ||
12988 | } | ||
12989 | else | ||
12990 | { | ||
12991 | res.Add(new LSL_Integer(ScriptBaseClass.FALSE)); | ||
12992 | } | ||
12993 | break; | ||
12994 | |||
12995 | case (int)ScriptBaseClass.PRIM_FLEXIBLE: | ||
12996 | res.Add(new LSL_Integer(0)); | ||
12997 | res.Add(new LSL_Integer(0));// softness | ||
12998 | res.Add(new LSL_Float(0.0f)); // gravity | ||
12999 | res.Add(new LSL_Float(0.0f)); // friction | ||
13000 | res.Add(new LSL_Float(0.0f)); // wind | ||
13001 | res.Add(new LSL_Float(0.0f)); // tension | ||
13002 | res.Add(new LSL_Vector(0f,0f,0f)); | ||
13003 | break; | ||
13004 | |||
13005 | case (int)ScriptBaseClass.PRIM_TEXGEN: | ||
13006 | // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR) | ||
13007 | if (remain < 1) | ||
13008 | return null; | ||
13009 | face = (int)rules.GetLSLIntegerItem(idx++); | ||
13010 | |||
13011 | if (face == ScriptBaseClass.ALL_SIDES) | ||
13012 | { | ||
13013 | for (face = 0; face < 21; face++) | ||
13014 | { | ||
13015 | res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT)); | ||
13016 | } | ||
13017 | } | ||
13018 | else | ||
13019 | { | ||
13020 | res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT)); | ||
13021 | } | ||
13022 | break; | ||
13023 | |||
13024 | case (int)ScriptBaseClass.PRIM_POINT_LIGHT: | ||
13025 | res.Add(new LSL_Integer(0)); | ||
13026 | res.Add(new LSL_Vector(0f,0f,0f)); | ||
13027 | res.Add(new LSL_Float(0f)); // intensity | ||
13028 | res.Add(new LSL_Float(0f)); // radius | ||
13029 | res.Add(new LSL_Float(0f)); // falloff | ||
13030 | break; | ||
13031 | |||
13032 | case (int)ScriptBaseClass.PRIM_GLOW: | ||
13033 | if (remain < 1) | ||
13034 | return null; | ||
13035 | face = (int)rules.GetLSLIntegerItem(idx++); | ||
13036 | |||
13037 | if (face == ScriptBaseClass.ALL_SIDES) | ||
13038 | { | ||
13039 | for (face = 0; face < 21; face++) | ||
13040 | { | ||
13041 | res.Add(new LSL_Float(0f)); | ||
13042 | } | ||
13043 | } | ||
13044 | else | ||
13045 | { | ||
13046 | res.Add(new LSL_Float(0f)); | ||
13047 | } | ||
13048 | break; | ||
13049 | |||
13050 | case (int)ScriptBaseClass.PRIM_TEXT: | ||
13051 | res.Add(new LSL_String("")); | ||
13052 | res.Add(new LSL_Vector(0f,0f,0f)); | ||
13053 | res.Add(new LSL_Float(1.0f)); | ||
13054 | break; | ||
13055 | |||
13056 | case (int)ScriptBaseClass.PRIM_NAME: | ||
13057 | res.Add(new LSL_String(avatar.Name)); | ||
13058 | break; | ||
13059 | |||
13060 | case (int)ScriptBaseClass.PRIM_DESC: | ||
13061 | res.Add(new LSL_String("")); | ||
13062 | break; | ||
13063 | |||
13064 | case (int)ScriptBaseClass.PRIM_ROT_LOCAL: | ||
13065 | Quaternion lrot = avatar.Rotation; | ||
13066 | |||
13067 | if (sitPart != null && sitPart != sitPart.ParentGroup.RootPart) | ||
13068 | { | ||
13069 | lrot = sitPart.RotationOffset * lrot; // apply sit part rotation offset | ||
13070 | } | ||
13071 | res.Add(new LSL_Rotation(lrot.X, lrot.Y, lrot.Z, lrot.W)); | ||
13072 | break; | ||
13073 | |||
13074 | case (int)ScriptBaseClass.PRIM_POS_LOCAL: | ||
13075 | Vector3 lpos = avatar.OffsetPosition; // pos relative to sit part | ||
13076 | Vector3 lsitOffset = (Zrot(avatar.Rotation)) * (avatar.Appearance.AvatarHeight * 0.02638f * 2.0f); | ||
13077 | lpos -= lsitOffset; | ||
13078 | |||
13079 | if (sitPart != null && sitPart != sitPart.ParentGroup.RootPart) | ||
13080 | { | ||
13081 | lpos = sitPart.OffsetPosition + (lpos * sitPart.RotationOffset); // make it relative to root prim | ||
13082 | } | ||
13083 | res.Add(new LSL_Vector(lpos.X,lpos.Y,lpos.Z)); | ||
13084 | break; | ||
13085 | |||
13086 | case (int)ScriptBaseClass.PRIM_LINK_TARGET: | ||
13087 | if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless. | ||
13088 | return null; | ||
13089 | |||
13090 | return rules.GetSublist(idx, -1); | ||
13091 | } | ||
13092 | } | ||
13093 | |||
13094 | return null; | ||
13095 | } | ||
13087 | } | 13096 | } |
13088 | 13097 | ||
13089 | public class NotecardCache | 13098 | public class NotecardCache |
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs index 795de80..ceb4660 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs | |||
@@ -304,7 +304,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
304 | case (int)ScriptBaseClass.WL_CLOUD_DETAIL_XY_DENSITY: | 304 | case (int)ScriptBaseClass.WL_CLOUD_DETAIL_XY_DENSITY: |
305 | idx++; | 305 | idx++; |
306 | iV = rules.GetVector3Item(idx); | 306 | iV = rules.GetVector3Item(idx); |
307 | wl.cloudDetailXYDensity = new Vector3((float)iV.x, (float)iV.y, (float)iV.z); | 307 | wl.cloudDetailXYDensity = iV; |
308 | break; | 308 | break; |
309 | case (int)ScriptBaseClass.WL_CLOUD_SCALE: | 309 | case (int)ScriptBaseClass.WL_CLOUD_SCALE: |
310 | idx++; | 310 | idx++; |
@@ -329,7 +329,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
329 | case (int)ScriptBaseClass.WL_CLOUD_XY_DENSITY: | 329 | case (int)ScriptBaseClass.WL_CLOUD_XY_DENSITY: |
330 | idx++; | 330 | idx++; |
331 | iV = rules.GetVector3Item(idx); | 331 | iV = rules.GetVector3Item(idx); |
332 | wl.cloudXYDensity = new Vector3((float)iV.x, (float)iV.y, (float)iV.z); | 332 | wl.cloudXYDensity = iV; |
333 | break; | 333 | break; |
334 | case (int)ScriptBaseClass.WL_DENSITY_MULTIPLIER: | 334 | case (int)ScriptBaseClass.WL_DENSITY_MULTIPLIER: |
335 | idx++; | 335 | idx++; |
@@ -384,7 +384,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
384 | case (int)ScriptBaseClass.WL_REFLECTION_WAVELET_SCALE: | 384 | case (int)ScriptBaseClass.WL_REFLECTION_WAVELET_SCALE: |
385 | idx++; | 385 | idx++; |
386 | iV = rules.GetVector3Item(idx); | 386 | iV = rules.GetVector3Item(idx); |
387 | wl.reflectionWaveletScale = new Vector3((float)iV.x, (float)iV.y, (float)iV.z); | 387 | wl.reflectionWaveletScale = iV; |
388 | break; | 388 | break; |
389 | case (int)ScriptBaseClass.WL_REFRACT_SCALE_ABOVE: | 389 | case (int)ScriptBaseClass.WL_REFRACT_SCALE_ABOVE: |
390 | idx++; | 390 | idx++; |
@@ -422,7 +422,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
422 | case (int)ScriptBaseClass.WL_WATER_COLOR: | 422 | case (int)ScriptBaseClass.WL_WATER_COLOR: |
423 | idx++; | 423 | idx++; |
424 | iV = rules.GetVector3Item(idx); | 424 | iV = rules.GetVector3Item(idx); |
425 | wl.waterColor = new Vector3((float)iV.x, (float)iV.y, (float)iV.z); | 425 | wl.waterColor = iV; |
426 | break; | 426 | break; |
427 | case (int)ScriptBaseClass.WL_WATER_FOG_DENSITY_EXPONENT: | 427 | case (int)ScriptBaseClass.WL_WATER_FOG_DENSITY_EXPONENT: |
428 | idx++; | 428 | idx++; |
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/MOD_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/MOD_Api.cs index 7844c75..6809c09 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/MOD_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/MOD_Api.cs | |||
@@ -254,7 +254,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
254 | 254 | ||
255 | object[] convertedParms = new object[parms.Length]; | 255 | object[] convertedParms = new object[parms.Length]; |
256 | for (int i = 0; i < parms.Length; i++) | 256 | for (int i = 0; i < parms.Length; i++) |
257 | convertedParms[i] = ConvertFromLSL(parms[i],signature[i]); | 257 | convertedParms[i] = ConvertFromLSL(parms[i],signature[i], fname); |
258 | 258 | ||
259 | // now call the function, the contract with the function is that it will always return | 259 | // now call the function, the contract with the function is that it will always return |
260 | // non-null but don't trust it completely | 260 | // non-null but don't trust it completely |
@@ -294,7 +294,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
294 | 294 | ||
295 | /// <summary> | 295 | /// <summary> |
296 | /// </summary> | 296 | /// </summary> |
297 | protected object ConvertFromLSL(object lslparm, Type type) | 297 | protected object ConvertFromLSL(object lslparm, Type type, string fname) |
298 | { | 298 | { |
299 | // ---------- String ---------- | 299 | // ---------- String ---------- |
300 | if (lslparm is LSL_String) | 300 | if (lslparm is LSL_String) |
@@ -310,7 +310,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
310 | // ---------- Integer ---------- | 310 | // ---------- Integer ---------- |
311 | else if (lslparm is LSL_Integer) | 311 | else if (lslparm is LSL_Integer) |
312 | { | 312 | { |
313 | if (type == typeof(int)) | 313 | if (type == typeof(int) || type == typeof(float)) |
314 | return (int)(LSL_Integer)lslparm; | 314 | return (int)(LSL_Integer)lslparm; |
315 | } | 315 | } |
316 | 316 | ||
@@ -333,8 +333,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
333 | { | 333 | { |
334 | if (type == typeof(OpenMetaverse.Quaternion)) | 334 | if (type == typeof(OpenMetaverse.Quaternion)) |
335 | { | 335 | { |
336 | LSL_Rotation rot = (LSL_Rotation)lslparm; | 336 | return (OpenMetaverse.Quaternion)((LSL_Rotation)lslparm); |
337 | return new OpenMetaverse.Quaternion((float)rot.x,(float)rot.y,(float)rot.z,(float)rot.s); | ||
338 | } | 337 | } |
339 | } | 338 | } |
340 | 339 | ||
@@ -343,8 +342,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
343 | { | 342 | { |
344 | if (type == typeof(OpenMetaverse.Vector3)) | 343 | if (type == typeof(OpenMetaverse.Vector3)) |
345 | { | 344 | { |
346 | LSL_Vector vect = (LSL_Vector)lslparm; | 345 | return (OpenMetaverse.Vector3)((LSL_Vector)lslparm); |
347 | return new OpenMetaverse.Vector3((float)vect.x,(float)vect.y,(float)vect.z); | ||
348 | } | 346 | } |
349 | } | 347 | } |
350 | 348 | ||
@@ -367,23 +365,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
367 | result[i] = new UUID((LSL_Key)plist[i]); | 365 | result[i] = new UUID((LSL_Key)plist[i]); |
368 | else if (plist[i] is LSL_Rotation) | 366 | else if (plist[i] is LSL_Rotation) |
369 | { | 367 | { |
370 | LSL_Rotation rot = (LSL_Rotation)plist[i]; | 368 | result[i] = (OpenMetaverse.Quaternion)( |
371 | result[i] = new OpenMetaverse.Quaternion((float)rot.x,(float)rot.y,(float)rot.z,(float)rot.s); | 369 | (LSL_Rotation)plist[i]); |
372 | } | 370 | } |
373 | else if (plist[i] is LSL_Vector) | 371 | else if (plist[i] is LSL_Vector) |
374 | { | 372 | { |
375 | LSL_Vector vect = (LSL_Vector)plist[i]; | 373 | result[i] = (OpenMetaverse.Vector3)( |
376 | result[i] = new OpenMetaverse.Vector3((float)vect.x,(float)vect.y,(float)vect.z); | 374 | (LSL_Vector)plist[i]); |
377 | } | 375 | } |
378 | else | 376 | else |
379 | MODError("unknown LSL list element type"); | 377 | MODError(String.Format("{0}: unknown LSL list element type", fname)); |
380 | } | 378 | } |
381 | 379 | ||
382 | return result; | 380 | return result; |
383 | } | 381 | } |
384 | } | 382 | } |
385 | 383 | ||
386 | MODError(String.Format("parameter type mismatch; expecting {0}",type.Name)); | 384 | MODError(String.Format("{1}: parameter type mismatch; expecting {0}",type.Name, fname)); |
387 | return null; | 385 | return null; |
388 | } | 386 | } |
389 | 387 | ||
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs index 80111f9..8ad1451 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs | |||
@@ -141,6 +141,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
141 | internal bool m_debuggerSafe = false; | 141 | internal bool m_debuggerSafe = false; |
142 | internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >(); | 142 | internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >(); |
143 | 143 | ||
144 | protected IUrlModule m_UrlModule = null; | ||
145 | |||
144 | public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item) | 146 | public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item) |
145 | { | 147 | { |
146 | m_ScriptEngine = ScriptEngine; | 148 | m_ScriptEngine = ScriptEngine; |
@@ -148,6 +150,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
148 | m_item = item; | 150 | m_item = item; |
149 | m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false); | 151 | m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false); |
150 | 152 | ||
153 | m_UrlModule = m_ScriptEngine.World.RequestModuleInterface<IUrlModule>(); | ||
154 | |||
151 | if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false)) | 155 | if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false)) |
152 | m_OSFunctionsEnabled = true; | 156 | m_OSFunctionsEnabled = true; |
153 | 157 | ||
@@ -782,10 +786,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
782 | 786 | ||
783 | // We will launch the teleport on a new thread so that when the script threads are terminated | 787 | // We will launch the teleport on a new thread so that when the script threads are terminated |
784 | // before teleport in ScriptInstance.GetXMLState(), we don't end up aborting the one doing the teleporting. | 788 | // before teleport in ScriptInstance.GetXMLState(), we don't end up aborting the one doing the teleporting. |
785 | Util.FireAndForget( | 789 | Util.FireAndForget(o => World.RequestTeleportLocation( |
786 | o => World.RequestTeleportLocation(presence.ControllingClient, regionName, | 790 | presence.ControllingClient, regionName, position, |
787 | new Vector3((float)position.x, (float)position.y, (float)position.z), | 791 | lookat, (uint)TPFlags.ViaLocation)); |
788 | new Vector3((float)lookat.x, (float)lookat.y, (float)lookat.z), (uint)TPFlags.ViaLocation)); | ||
789 | 792 | ||
790 | ScriptSleep(5000); | 793 | ScriptSleep(5000); |
791 | 794 | ||
@@ -828,10 +831,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
828 | 831 | ||
829 | // We will launch the teleport on a new thread so that when the script threads are terminated | 832 | // We will launch the teleport on a new thread so that when the script threads are terminated |
830 | // before teleport in ScriptInstance.GetXMLState(), we don't end up aborting the one doing the teleporting. | 833 | // before teleport in ScriptInstance.GetXMLState(), we don't end up aborting the one doing the teleporting. |
831 | Util.FireAndForget( | 834 | Util.FireAndForget(o => World.RequestTeleportLocation( |
832 | o => World.RequestTeleportLocation(presence.ControllingClient, regionHandle, | 835 | presence.ControllingClient, regionHandle, |
833 | new Vector3((float)position.x, (float)position.y, (float)position.z), | 836 | position, lookat, (uint)TPFlags.ViaLocation)); |
834 | new Vector3((float)lookat.x, (float)lookat.y, (float)lookat.z), (uint)TPFlags.ViaLocation)); | ||
835 | 837 | ||
836 | ScriptSleep(5000); | 838 | ScriptSleep(5000); |
837 | 839 | ||
@@ -1680,6 +1682,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
1680 | return; | 1682 | return; |
1681 | } | 1683 | } |
1682 | 1684 | ||
1685 | MessageObject(objUUID, message); | ||
1686 | } | ||
1687 | |||
1688 | private void MessageObject(UUID objUUID, string message) | ||
1689 | { | ||
1683 | object[] resobj = new object[] { new LSL_Types.LSLString(m_host.UUID.ToString()), new LSL_Types.LSLString(message) }; | 1690 | object[] resobj = new object[] { new LSL_Types.LSLString(m_host.UUID.ToString()), new LSL_Types.LSLString(message) }; |
1684 | 1691 | ||
1685 | SceneObjectPart sceneOP = World.GetSceneObjectPart(objUUID); | 1692 | SceneObjectPart sceneOP = World.GetSceneObjectPart(objUUID); |
@@ -2259,11 +2266,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2259 | CheckThreatLevel(ThreatLevel.High, "osGetLinkPrimitiveParams"); | 2266 | CheckThreatLevel(ThreatLevel.High, "osGetLinkPrimitiveParams"); |
2260 | m_host.AddScriptLPS(1); | 2267 | m_host.AddScriptLPS(1); |
2261 | InitLSL(); | 2268 | InitLSL(); |
2269 | // One needs to cast m_LSL_Api because we're using functions not | ||
2270 | // on the ILSL_Api interface. | ||
2271 | LSL_Api LSL_Api = (LSL_Api)m_LSL_Api; | ||
2262 | LSL_List retVal = new LSL_List(); | 2272 | LSL_List retVal = new LSL_List(); |
2263 | List<SceneObjectPart> parts = ((LSL_Api)m_LSL_Api).GetLinkParts(linknumber); | 2273 | LSL_List remaining = null; |
2274 | List<SceneObjectPart> parts = LSL_Api.GetLinkParts(linknumber); | ||
2264 | foreach (SceneObjectPart part in parts) | 2275 | foreach (SceneObjectPart part in parts) |
2265 | { | 2276 | { |
2266 | retVal += ((LSL_Api)m_LSL_Api).GetLinkPrimitiveParams(part, rules); | 2277 | remaining = LSL_Api.GetPrimParams(part, rules, ref retVal); |
2278 | } | ||
2279 | |||
2280 | while (remaining != null && remaining.Length > 2) | ||
2281 | { | ||
2282 | linknumber = remaining.GetLSLIntegerItem(0); | ||
2283 | rules = remaining.GetSublist(1, -1); | ||
2284 | parts = LSL_Api.GetLinkParts(linknumber); | ||
2285 | |||
2286 | foreach (SceneObjectPart part in parts) | ||
2287 | remaining = LSL_Api.GetPrimParams(part, rules, ref retVal); | ||
2267 | } | 2288 | } |
2268 | return retVal; | 2289 | return retVal; |
2269 | } | 2290 | } |
@@ -2362,7 +2383,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2362 | ownerID = m_host.OwnerID; | 2383 | ownerID = m_host.OwnerID; |
2363 | UUID x = module.CreateNPC(firstname, | 2384 | UUID x = module.CreateNPC(firstname, |
2364 | lastname, | 2385 | lastname, |
2365 | new Vector3((float) position.x, (float) position.y, (float) position.z), | 2386 | position, |
2366 | ownerID, | 2387 | ownerID, |
2367 | senseAsAgent, | 2388 | senseAsAgent, |
2368 | World, | 2389 | World, |
@@ -2485,7 +2506,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2485 | return new LSL_Vector(0, 0, 0); | 2506 | return new LSL_Vector(0, 0, 0); |
2486 | } | 2507 | } |
2487 | 2508 | ||
2488 | public void osNpcMoveTo(LSL_Key npc, LSL_Vector position) | 2509 | public void osNpcMoveTo(LSL_Key npc, LSL_Vector pos) |
2489 | { | 2510 | { |
2490 | CheckThreatLevel(ThreatLevel.High, "osNpcMoveTo"); | 2511 | CheckThreatLevel(ThreatLevel.High, "osNpcMoveTo"); |
2491 | m_host.AddScriptLPS(1); | 2512 | m_host.AddScriptLPS(1); |
@@ -2500,7 +2521,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2500 | if (!module.CheckPermissions(npcId, m_host.OwnerID)) | 2521 | if (!module.CheckPermissions(npcId, m_host.OwnerID)) |
2501 | return; | 2522 | return; |
2502 | 2523 | ||
2503 | Vector3 pos = new Vector3((float) position.x, (float) position.y, (float) position.z); | ||
2504 | module.MoveToTarget(npcId, World, pos, false, true, false); | 2524 | module.MoveToTarget(npcId, World, pos, false, true, false); |
2505 | } | 2525 | } |
2506 | } | 2526 | } |
@@ -2520,11 +2540,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2520 | if (!module.CheckPermissions(npcId, m_host.OwnerID)) | 2540 | if (!module.CheckPermissions(npcId, m_host.OwnerID)) |
2521 | return; | 2541 | return; |
2522 | 2542 | ||
2523 | Vector3 pos = new Vector3((float)target.x, (float)target.y, (float)target.z); | ||
2524 | module.MoveToTarget( | 2543 | module.MoveToTarget( |
2525 | new UUID(npc.m_string), | 2544 | new UUID(npc.m_string), |
2526 | World, | 2545 | World, |
2527 | pos, | 2546 | target, |
2528 | (options & ScriptBaseClass.OS_NPC_NO_FLY) != 0, | 2547 | (options & ScriptBaseClass.OS_NPC_NO_FLY) != 0, |
2529 | (options & ScriptBaseClass.OS_NPC_LAND_AT_TARGET) != 0, | 2548 | (options & ScriptBaseClass.OS_NPC_LAND_AT_TARGET) != 0, |
2530 | (options & ScriptBaseClass.OS_NPC_RUNNING) != 0); | 2549 | (options & ScriptBaseClass.OS_NPC_RUNNING) != 0); |
@@ -2576,7 +2595,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2576 | ScenePresence sp = World.GetScenePresence(npcId); | 2595 | ScenePresence sp = World.GetScenePresence(npcId); |
2577 | 2596 | ||
2578 | if (sp != null) | 2597 | if (sp != null) |
2579 | sp.Rotation = LSL_Api.Rot2Quaternion(rotation); | 2598 | sp.Rotation = rotation; |
2580 | } | 2599 | } |
2581 | } | 2600 | } |
2582 | 2601 | ||
@@ -2936,7 +2955,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2936 | avatar.SpeedModifier = (float)SpeedModifier; | 2955 | avatar.SpeedModifier = (float)SpeedModifier; |
2937 | } | 2956 | } |
2938 | 2957 | ||
2939 | public void osKickAvatar(string FirstName,string SurName,string alert) | 2958 | public void osKickAvatar(string FirstName, string SurName, string alert) |
2940 | { | 2959 | { |
2941 | CheckThreatLevel(ThreatLevel.Severe, "osKickAvatar"); | 2960 | CheckThreatLevel(ThreatLevel.Severe, "osKickAvatar"); |
2942 | m_host.AddScriptLPS(1); | 2961 | m_host.AddScriptLPS(1); |
@@ -2950,10 +2969,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2950 | sp.ControllingClient.Kick(alert); | 2969 | sp.ControllingClient.Kick(alert); |
2951 | 2970 | ||
2952 | // ...and close on our side | 2971 | // ...and close on our side |
2953 | sp.Scene.IncomingCloseAgent(sp.UUID); | 2972 | sp.Scene.IncomingCloseAgent(sp.UUID, false); |
2954 | } | 2973 | } |
2955 | }); | 2974 | }); |
2956 | } | 2975 | } |
2976 | |||
2977 | public LSL_Float osGetHealth(string avatar) | ||
2978 | { | ||
2979 | CheckThreatLevel(ThreatLevel.None, "osGetHealth"); | ||
2980 | m_host.AddScriptLPS(1); | ||
2981 | |||
2982 | LSL_Float health = new LSL_Float(-1); | ||
2983 | ScenePresence presence = World.GetScenePresence(new UUID(avatar)); | ||
2984 | if (presence != null) health = presence.Health; | ||
2985 | return health; | ||
2986 | } | ||
2957 | 2987 | ||
2958 | public void osCauseDamage(string avatar, double damage) | 2988 | public void osCauseDamage(string avatar, double damage) |
2959 | { | 2989 | { |
@@ -2966,7 +2996,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2966 | ScenePresence presence = World.GetScenePresence(avatarId); | 2996 | ScenePresence presence = World.GetScenePresence(avatarId); |
2967 | if (presence != null) | 2997 | if (presence != null) |
2968 | { | 2998 | { |
2969 | LandData land = World.GetLandData((float)pos.X, (float)pos.Y); | 2999 | LandData land = World.GetLandData(pos); |
2970 | if ((land.Flags & (uint)ParcelFlags.AllowDamage) == (uint)ParcelFlags.AllowDamage) | 3000 | if ((land.Flags & (uint)ParcelFlags.AllowDamage) == (uint)ParcelFlags.AllowDamage) |
2971 | { | 3001 | { |
2972 | float health = presence.Health; | 3002 | float health = presence.Health; |
@@ -3013,7 +3043,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
3013 | m_host.AddScriptLPS(1); | 3043 | m_host.AddScriptLPS(1); |
3014 | InitLSL(); | 3044 | InitLSL(); |
3015 | 3045 | ||
3016 | return m_LSL_Api.GetLinkPrimitiveParamsEx(prim, rules); | 3046 | return m_LSL_Api.GetPrimitiveParamsEx(prim, rules); |
3017 | } | 3047 | } |
3018 | 3048 | ||
3019 | public void osSetPrimitiveParams(LSL_Key prim, LSL_List rules) | 3049 | public void osSetPrimitiveParams(LSL_Key prim, LSL_List rules) |
@@ -3022,7 +3052,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
3022 | m_host.AddScriptLPS(1); | 3052 | m_host.AddScriptLPS(1); |
3023 | InitLSL(); | 3053 | InitLSL(); |
3024 | 3054 | ||
3025 | m_LSL_Api.SetPrimitiveParamsEx(prim, rules); | 3055 | m_LSL_Api.SetPrimitiveParamsEx(prim, rules, "osSetPrimitiveParams"); |
3026 | } | 3056 | } |
3027 | 3057 | ||
3028 | /// <summary> | 3058 | /// <summary> |
@@ -3254,6 +3284,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
3254 | } | 3284 | } |
3255 | } | 3285 | } |
3256 | 3286 | ||
3287 | #region Attachment commands | ||
3288 | |||
3257 | public void osForceAttachToAvatar(int attachmentPoint) | 3289 | public void osForceAttachToAvatar(int attachmentPoint) |
3258 | { | 3290 | { |
3259 | CheckThreatLevel(ThreatLevel.High, "osForceAttachToAvatar"); | 3291 | CheckThreatLevel(ThreatLevel.High, "osForceAttachToAvatar"); |
@@ -3343,6 +3375,175 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
3343 | ((LSL_Api)m_LSL_Api).DetachFromAvatar(); | 3375 | ((LSL_Api)m_LSL_Api).DetachFromAvatar(); |
3344 | } | 3376 | } |
3345 | 3377 | ||
3378 | public LSL_List osGetNumberOfAttachments(LSL_Key avatar, LSL_List attachmentPoints) | ||
3379 | { | ||
3380 | CheckThreatLevel(ThreatLevel.Moderate, "osGetNumberOfAttachments"); | ||
3381 | |||
3382 | m_host.AddScriptLPS(1); | ||
3383 | |||
3384 | UUID targetUUID; | ||
3385 | ScenePresence target; | ||
3386 | LSL_List resp = new LSL_List(); | ||
3387 | |||
3388 | if (attachmentPoints.Length >= 1 && UUID.TryParse(avatar.ToString(), out targetUUID) && World.TryGetScenePresence(targetUUID, out target)) | ||
3389 | { | ||
3390 | foreach (object point in attachmentPoints.Data) | ||
3391 | { | ||
3392 | LSL_Integer ipoint = new LSL_Integer( | ||
3393 | (point is LSL_Integer || point is int || point is uint) ? | ||
3394 | (int)point : | ||
3395 | 0 | ||
3396 | ); | ||
3397 | resp.Add(ipoint); | ||
3398 | if (ipoint == 0) | ||
3399 | { | ||
3400 | // indicates zero attachments | ||
3401 | resp.Add(new LSL_Integer(0)); | ||
3402 | } | ||
3403 | else | ||
3404 | { | ||
3405 | // gets the number of attachments on the attachment point | ||
3406 | resp.Add(new LSL_Integer(target.GetAttachments((uint)ipoint).Count)); | ||
3407 | } | ||
3408 | } | ||
3409 | } | ||
3410 | |||
3411 | return resp; | ||
3412 | } | ||
3413 | |||
3414 | public void osMessageAttachments(LSL_Key avatar, string message, LSL_List attachmentPoints, int options) | ||
3415 | { | ||
3416 | CheckThreatLevel(ThreatLevel.Moderate, "osMessageAttachments"); | ||
3417 | m_host.AddScriptLPS(1); | ||
3418 | |||
3419 | UUID targetUUID; | ||
3420 | ScenePresence target; | ||
3421 | |||
3422 | if (attachmentPoints.Length >= 1 && UUID.TryParse(avatar.ToString(), out targetUUID) && World.TryGetScenePresence(targetUUID, out target)) | ||
3423 | { | ||
3424 | List<int> aps = new List<int>(); | ||
3425 | foreach (object point in attachmentPoints.Data) | ||
3426 | { | ||
3427 | int ipoint; | ||
3428 | if (int.TryParse(point.ToString(), out ipoint)) | ||
3429 | { | ||
3430 | aps.Add(ipoint); | ||
3431 | } | ||
3432 | } | ||
3433 | |||
3434 | List<SceneObjectGroup> attachments = new List<SceneObjectGroup>(); | ||
3435 | |||
3436 | bool msgAll = aps.Contains(ScriptBaseClass.OS_ATTACH_MSG_ALL); | ||
3437 | bool invertPoints = (options & ScriptBaseClass.OS_ATTACH_MSG_INVERT_POINTS) != 0; | ||
3438 | |||
3439 | if (msgAll && invertPoints) | ||
3440 | { | ||
3441 | return; | ||
3442 | } | ||
3443 | else if (msgAll || invertPoints) | ||
3444 | { | ||
3445 | attachments = target.GetAttachments(); | ||
3446 | } | ||
3447 | else | ||
3448 | { | ||
3449 | foreach (int point in aps) | ||
3450 | { | ||
3451 | if (point > 0) | ||
3452 | { | ||
3453 | attachments.AddRange(target.GetAttachments((uint)point)); | ||
3454 | } | ||
3455 | } | ||
3456 | } | ||
3457 | |||
3458 | // if we have no attachments at this point, exit now | ||
3459 | if (attachments.Count == 0) | ||
3460 | { | ||
3461 | return; | ||
3462 | } | ||
3463 | |||
3464 | List<SceneObjectGroup> ignoreThese = new List<SceneObjectGroup>(); | ||
3465 | |||
3466 | if (invertPoints) | ||
3467 | { | ||
3468 | foreach (SceneObjectGroup attachment in attachments) | ||
3469 | { | ||
3470 | if (aps.Contains((int)attachment.AttachmentPoint)) | ||
3471 | { | ||
3472 | ignoreThese.Add(attachment); | ||
3473 | } | ||
3474 | } | ||
3475 | } | ||
3476 | |||
3477 | foreach (SceneObjectGroup attachment in ignoreThese) | ||
3478 | { | ||
3479 | attachments.Remove(attachment); | ||
3480 | } | ||
3481 | ignoreThese.Clear(); | ||
3482 | |||
3483 | // if inverting removed all attachments to check, exit now | ||
3484 | if (attachments.Count < 1) | ||
3485 | { | ||
3486 | return; | ||
3487 | } | ||
3488 | |||
3489 | if ((options & ScriptBaseClass.OS_ATTACH_MSG_OBJECT_CREATOR) != 0) | ||
3490 | { | ||
3491 | foreach (SceneObjectGroup attachment in attachments) | ||
3492 | { | ||
3493 | if (attachment.RootPart.CreatorID != m_host.CreatorID) | ||
3494 | { | ||
3495 | ignoreThese.Add(attachment); | ||
3496 | } | ||
3497 | } | ||
3498 | |||
3499 | foreach (SceneObjectGroup attachment in ignoreThese) | ||
3500 | { | ||
3501 | attachments.Remove(attachment); | ||
3502 | } | ||
3503 | ignoreThese.Clear(); | ||
3504 | |||
3505 | // if filtering by same object creator removed all | ||
3506 | // attachments to check, exit now | ||
3507 | if (attachments.Count == 0) | ||
3508 | { | ||
3509 | return; | ||
3510 | } | ||
3511 | } | ||
3512 | |||
3513 | if ((options & ScriptBaseClass.OS_ATTACH_MSG_SCRIPT_CREATOR) != 0) | ||
3514 | { | ||
3515 | foreach (SceneObjectGroup attachment in attachments) | ||
3516 | { | ||
3517 | if (attachment.RootPart.CreatorID != m_item.CreatorID) | ||
3518 | { | ||
3519 | ignoreThese.Add(attachment); | ||
3520 | } | ||
3521 | } | ||
3522 | |||
3523 | foreach (SceneObjectGroup attachment in ignoreThese) | ||
3524 | { | ||
3525 | attachments.Remove(attachment); | ||
3526 | } | ||
3527 | ignoreThese.Clear(); | ||
3528 | |||
3529 | // if filtering by object creator must match originating | ||
3530 | // script creator removed all attachments to check, | ||
3531 | // exit now | ||
3532 | if (attachments.Count == 0) | ||
3533 | { | ||
3534 | return; | ||
3535 | } | ||
3536 | } | ||
3537 | |||
3538 | foreach (SceneObjectGroup attachment in attachments) | ||
3539 | { | ||
3540 | MessageObject(attachment.RootPart.UUID, message); | ||
3541 | } | ||
3542 | } | ||
3543 | } | ||
3544 | |||
3545 | #endregion | ||
3546 | |||
3346 | /// <summary> | 3547 | /// <summary> |
3347 | /// Checks if thing is a UUID. | 3548 | /// Checks if thing is a UUID. |
3348 | /// </summary> | 3549 | /// </summary> |
@@ -3392,5 +3593,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
3392 | 3593 | ||
3393 | return new LSL_Key(m_host.ParentGroup.FromPartID.ToString()); | 3594 | return new LSL_Key(m_host.ParentGroup.FromPartID.ToString()); |
3394 | } | 3595 | } |
3596 | |||
3597 | /// <summary> | ||
3598 | /// Sets the response type for an HTTP request/response | ||
3599 | /// </summary> | ||
3600 | /// <returns></returns> | ||
3601 | public void osSetContentType(LSL_Key id, string type) | ||
3602 | { | ||
3603 | CheckThreatLevel(ThreatLevel.High,"osSetResponseType"); | ||
3604 | if (m_UrlModule != null) | ||
3605 | m_UrlModule.HttpContentType(new UUID(id),type); | ||
3606 | } | ||
3395 | } | 3607 | } |
3396 | } | 3608 | } |
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs index 678f9d5..4dd795d 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs | |||
@@ -352,7 +352,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins | |||
352 | q = avatar.Rotation; | 352 | q = avatar.Rotation; |
353 | } | 353 | } |
354 | 354 | ||
355 | LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); | 355 | LSL_Types.Quaternion r = new LSL_Types.Quaternion(q); |
356 | LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r); | 356 | LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r); |
357 | double mag_fwd = LSL_Types.Vector3.Mag(forward_dir); | 357 | double mag_fwd = LSL_Types.Vector3.Mag(forward_dir); |
358 | 358 | ||
@@ -429,9 +429,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins | |||
429 | try | 429 | try |
430 | { | 430 | { |
431 | Vector3 diff = toRegionPos - fromRegionPos; | 431 | Vector3 diff = toRegionPos - fromRegionPos; |
432 | LSL_Types.Vector3 obj_dir = new LSL_Types.Vector3(diff.X, diff.Y, diff.Z); | 432 | double dot = LSL_Types.Vector3.Dot(forward_dir, diff); |
433 | double dot = LSL_Types.Vector3.Dot(forward_dir, obj_dir); | 433 | double mag_obj = LSL_Types.Vector3.Mag(diff); |
434 | double mag_obj = LSL_Types.Vector3.Mag(obj_dir); | ||
435 | ang_obj = Math.Acos(dot / (mag_fwd * mag_obj)); | 434 | ang_obj = Math.Acos(dot / (mag_fwd * mag_obj)); |
436 | } | 435 | } |
437 | catch | 436 | catch |
@@ -483,7 +482,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins | |||
483 | q = avatar.Rotation; | 482 | q = avatar.Rotation; |
484 | } | 483 | } |
485 | 484 | ||
486 | LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); | 485 | LSL_Types.Quaternion r = new LSL_Types.Quaternion(q); |
487 | LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r); | 486 | LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r); |
488 | double mag_fwd = LSL_Types.Vector3.Mag(forward_dir); | 487 | double mag_fwd = LSL_Types.Vector3.Mag(forward_dir); |
489 | bool attached = (SensePoint.ParentGroup.AttachmentPoint != 0); | 488 | bool attached = (SensePoint.ParentGroup.AttachmentPoint != 0); |
@@ -564,8 +563,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins | |||
564 | double ang_obj = 0; | 563 | double ang_obj = 0; |
565 | try | 564 | try |
566 | { | 565 | { |
567 | Vector3 diff = toRegionPos - fromRegionPos; | 566 | LSL_Types.Vector3 obj_dir = new LSL_Types.Vector3( |
568 | LSL_Types.Vector3 obj_dir = new LSL_Types.Vector3(diff.X, diff.Y, diff.Z); | 567 | toRegionPos - fromRegionPos); |
569 | double dot = LSL_Types.Vector3.Dot(forward_dir, obj_dir); | 568 | double dot = LSL_Types.Vector3.Dot(forward_dir, obj_dir); |
570 | double mag_obj = LSL_Types.Vector3.Mag(obj_dir); | 569 | double mag_obj = LSL_Types.Vector3.Mag(obj_dir); |
571 | ang_obj = Math.Acos(dot / (mag_fwd * mag_obj)); | 570 | ang_obj = Math.Acos(dot / (mag_fwd * mag_obj)); |
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs index af35258..05c20f9 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs | |||
@@ -429,8 +429,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces | |||
429 | LSL_Integer llGetLinkNumberOfSides(LSL_Integer link); | 429 | LSL_Integer llGetLinkNumberOfSides(LSL_Integer link); |
430 | void llSetPhysicsMaterial(int material_bits, float material_gravity_modifier, float material_restitution, float material_friction, float material_density); | 430 | void llSetPhysicsMaterial(int material_bits, float material_gravity_modifier, float material_restitution, float material_friction, float material_density); |
431 | 431 | ||
432 | void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules); | 432 | void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules, string originFunc); |
433 | LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules); | ||
434 | void llSetKeyframedMotion(LSL_List frames, LSL_List options); | 433 | void llSetKeyframedMotion(LSL_List frames, LSL_List options); |
434 | LSL_List GetPrimitiveParamsEx(LSL_Key prim, LSL_List rules); | ||
435 | } | 435 | } |
436 | } | 436 | } |
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs index 8c34ed3..0ea363a 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs | |||
@@ -40,16 +40,75 @@ using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString; | |||
40 | 40 | ||
41 | namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces | 41 | namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces |
42 | { | 42 | { |
43 | /// <summary> | ||
44 | /// To permit region owners to enable the extended scripting functionality | ||
45 | /// of OSSL, without allowing malicious scripts to access potentially | ||
46 | /// troublesome functions, each OSSL function is assigned a threat level, | ||
47 | /// and access to the functions is granted or denied based on a default | ||
48 | /// threshold set in OpenSim.ini (which can be overridden for individual | ||
49 | /// functions on a case-by-case basis) | ||
50 | /// </summary> | ||
43 | public enum ThreatLevel | 51 | public enum ThreatLevel |
44 | { | 52 | { |
53 | // Not documented, presumably means permanently disabled ? | ||
45 | NoAccess = -1, | 54 | NoAccess = -1, |
55 | |||
56 | /// <summary> | ||
57 | /// Function is no threat at all. It doesn't constitute a threat to | ||
58 | /// either users or the system and has no known side effects. | ||
59 | /// </summary> | ||
46 | None = 0, | 60 | None = 0, |
61 | |||
62 | /// <summary> | ||
63 | /// Abuse of this command can cause a nuisance to the region operator, | ||
64 | /// such as log message spew. | ||
65 | /// </summary> | ||
47 | Nuisance = 1, | 66 | Nuisance = 1, |
67 | |||
68 | /// <summary> | ||
69 | /// Extreme levels of abuse of this function can cause impaired | ||
70 | /// functioning of the region, or very gullible users can be tricked | ||
71 | /// into experiencing harmless effects. | ||
72 | /// </summary> | ||
48 | VeryLow = 2, | 73 | VeryLow = 2, |
74 | |||
75 | /// <summary> | ||
76 | /// Intentional abuse can cause crashes or malfunction under certain | ||
77 | /// circumstances, which can be easily rectified; or certain users can | ||
78 | /// be tricked into certain situations in an avoidable manner. | ||
79 | /// </summary> | ||
49 | Low = 3, | 80 | Low = 3, |
81 | |||
82 | /// <summary> | ||
83 | /// Intentional abuse can cause denial of service and crashes with | ||
84 | /// potential of data or state loss; or trusting users can be tricked | ||
85 | /// into embarrassing or uncomfortable situations. | ||
86 | /// </summary> | ||
50 | Moderate = 4, | 87 | Moderate = 4, |
88 | |||
89 | /// <summary> | ||
90 | /// Casual abuse can cause impaired functionality or temporary denial | ||
91 | /// of service conditions. Intentional abuse can easily cause crashes | ||
92 | /// with potential data loss, or can be used to trick experienced and | ||
93 | /// cautious users into unwanted situations, or changes global data | ||
94 | /// permanently and without undo ability. | ||
95 | /// </summary> | ||
51 | High = 5, | 96 | High = 5, |
97 | |||
98 | /// <summary> | ||
99 | /// Even normal use may, depending on the number of instances, or | ||
100 | /// frequency of use, result in severe service impairment or crash | ||
101 | /// with loss of data, or can be used to cause unwanted or harmful | ||
102 | /// effects on users without giving the user a means to avoid it. | ||
103 | /// </summary> | ||
52 | VeryHigh = 6, | 104 | VeryHigh = 6, |
105 | |||
106 | /// <summary> | ||
107 | /// Even casual use is a danger to region stability, or function allows | ||
108 | /// console or OS command execution, or function allows taking money | ||
109 | /// without consent, or allows deletion or modification of user data, | ||
110 | /// or allows the compromise of sensitive data by design. | ||
111 | /// </summary> | ||
53 | Severe = 7 | 112 | Severe = 7 |
54 | }; | 113 | }; |
55 | 114 | ||
@@ -98,7 +157,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces | |||
98 | void osAvatarPlayAnimation(string avatar, string animation); | 157 | void osAvatarPlayAnimation(string avatar, string animation); |
99 | void osAvatarStopAnimation(string avatar, string animation); | 158 | void osAvatarStopAnimation(string avatar, string animation); |
100 | 159 | ||
101 | // Attachment commands | 160 | #region Attachment commands |
102 | 161 | ||
103 | /// <summary> | 162 | /// <summary> |
104 | /// Attach the object containing this script to the avatar that owns it without asking for PERMISSION_ATTACH | 163 | /// Attach the object containing this script to the avatar that owns it without asking for PERMISSION_ATTACH |
@@ -133,6 +192,29 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces | |||
133 | /// <remarks>Nothing happens if the object is not attached.</remarks> | 192 | /// <remarks>Nothing happens if the object is not attached.</remarks> |
134 | void osForceDetachFromAvatar(); | 193 | void osForceDetachFromAvatar(); |
135 | 194 | ||
195 | /// <summary> | ||
196 | /// Returns a strided list of the specified attachment points and the number of attachments on those points. | ||
197 | /// </summary> | ||
198 | /// <param name="avatar">avatar UUID</param> | ||
199 | /// <param name="attachmentPoints">list of ATTACH_* constants</param> | ||
200 | /// <returns></returns> | ||
201 | LSL_List osGetNumberOfAttachments(LSL_Key avatar, LSL_List attachmentPoints); | ||
202 | |||
203 | /// <summary> | ||
204 | /// Sends a specified message to the specified avatar's attachments on | ||
205 | /// the specified attachment points. | ||
206 | /// </summary> | ||
207 | /// <remarks> | ||
208 | /// Behaves as osMessageObject(), without the sending script needing to know the attachment keys in advance. | ||
209 | /// </remarks> | ||
210 | /// <param name="avatar">avatar UUID</param> | ||
211 | /// <param name="message">message string</param> | ||
212 | /// <param name="attachmentPoints">list of ATTACH_* constants, or -1 for all attachments. If -1 is specified and OS_ATTACH_MSG_INVERT_POINTS is present in flags, no action is taken.</param> | ||
213 | /// <param name="flags">flags further constraining the attachments to deliver the message to.</param> | ||
214 | void osMessageAttachments(LSL_Key avatar, string message, LSL_List attachmentPoints, int flags); | ||
215 | |||
216 | #endregion | ||
217 | |||
136 | //texture draw functions | 218 | //texture draw functions |
137 | string osMovePen(string drawList, int x, int y); | 219 | string osMovePen(string drawList, int x, int y); |
138 | string osDrawLine(string drawList, int startX, int startY, int endX, int endY); | 220 | string osDrawLine(string drawList, int startX, int startY, int endX, int endY); |
@@ -258,6 +340,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces | |||
258 | int osGetSimulatorMemory(); | 340 | int osGetSimulatorMemory(); |
259 | void osKickAvatar(string FirstName,string SurName,string alert); | 341 | void osKickAvatar(string FirstName,string SurName,string alert); |
260 | void osSetSpeed(string UUID, LSL_Float SpeedModifier); | 342 | void osSetSpeed(string UUID, LSL_Float SpeedModifier); |
343 | LSL_Float osGetHealth(string avatar); | ||
261 | void osCauseHealing(string avatar, double healing); | 344 | void osCauseHealing(string avatar, double healing); |
262 | void osCauseDamage(string avatar, double damage); | 345 | void osCauseDamage(string avatar, double damage); |
263 | LSL_List osGetPrimitiveParams(LSL_Key prim, LSL_List rules); | 346 | LSL_List osGetPrimitiveParams(LSL_Key prim, LSL_List rules); |
@@ -305,5 +388,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces | |||
305 | /// </summary> | 388 | /// </summary> |
306 | /// <returns>Rezzing object key or NULL_KEY if rezzed by agent or otherwise unknown.</returns> | 389 | /// <returns>Rezzing object key or NULL_KEY if rezzed by agent or otherwise unknown.</returns> |
307 | LSL_Key osGetRezzingObject(); | 390 | LSL_Key osGetRezzingObject(); |
391 | |||
392 | /// <summary> | ||
393 | /// Sets the response type for an HTTP request/response | ||
394 | /// </summary> | ||
395 | /// <returns></returns> | ||
396 | void osSetContentType(LSL_Key id, string type); | ||
308 | } | 397 | } |
309 | } | 398 | } |
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs index f989cc6..c788407 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs | |||
@@ -237,6 +237,58 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase | |||
237 | public const int ATTACH_HUD_BOTTOM = 37; | 237 | public const int ATTACH_HUD_BOTTOM = 37; |
238 | public const int ATTACH_HUD_BOTTOM_RIGHT = 38; | 238 | public const int ATTACH_HUD_BOTTOM_RIGHT = 38; |
239 | 239 | ||
240 | #region osMessageAttachments constants | ||
241 | |||
242 | /// <summary> | ||
243 | /// Instructs osMessageAttachements to send the message to attachments | ||
244 | /// on every point. | ||
245 | /// </summary> | ||
246 | /// <remarks> | ||
247 | /// One might expect this to be named OS_ATTACH_ALL, but then one might | ||
248 | /// also expect functions designed to attach or detach or get | ||
249 | /// attachments to work with it too. Attaching a no-copy item to | ||
250 | /// many attachments could be dangerous. | ||
251 | /// when combined with OS_ATTACH_MSG_INVERT_POINTS, will prevent the | ||
252 | /// message from being sent. | ||
253 | /// if combined with OS_ATTACH_MSG_OBJECT_CREATOR or | ||
254 | /// OS_ATTACH_MSG_SCRIPT_CREATOR, could result in no message being | ||
255 | /// sent- this is expected behaviour. | ||
256 | /// </remarks> | ||
257 | public const int OS_ATTACH_MSG_ALL = -65535; | ||
258 | |||
259 | /// <summary> | ||
260 | /// Instructs osMessageAttachements to invert how the attachment points | ||
261 | /// list should be treated (e.g. go from inclusive operation to | ||
262 | /// exclusive operation). | ||
263 | /// </summary> | ||
264 | /// <remarks> | ||
265 | /// This might be used if you want to deliver a message to one set of | ||
266 | /// attachments and a different message to everything else. With | ||
267 | /// this flag, you only need to build one explicit list for both calls. | ||
268 | /// </remarks> | ||
269 | public const int OS_ATTACH_MSG_INVERT_POINTS = 1; | ||
270 | |||
271 | /// <summary> | ||
272 | /// Instructs osMessageAttachments to only send the message to | ||
273 | /// attachments with a CreatorID that matches the host object CreatorID | ||
274 | /// </summary> | ||
275 | /// <remarks> | ||
276 | /// This would be used if distributed in an object vendor/updater server. | ||
277 | /// </remarks> | ||
278 | public const int OS_ATTACH_MSG_OBJECT_CREATOR = 2; | ||
279 | |||
280 | /// <summary> | ||
281 | /// Instructs osMessageAttachments to only send the message to | ||
282 | /// attachments with a CreatorID that matches the sending script CreatorID | ||
283 | /// </summary> | ||
284 | /// <remarks> | ||
285 | /// This might be used if the script is distributed independently of a | ||
286 | /// containing object. | ||
287 | /// </remarks> | ||
288 | public const int OS_ATTACH_MSG_SCRIPT_CREATOR = 4; | ||
289 | |||
290 | #endregion | ||
291 | |||
240 | public const int LAND_LEVEL = 0; | 292 | public const int LAND_LEVEL = 0; |
241 | public const int LAND_RAISE = 1; | 293 | public const int LAND_RAISE = 1; |
242 | public const int LAND_LOWER = 2; | 294 | public const int LAND_LOWER = 2; |
@@ -329,6 +381,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase | |||
329 | public const int PRIM_OMEGA = 32; | 381 | public const int PRIM_OMEGA = 32; |
330 | public const int PRIM_POS_LOCAL = 33; | 382 | public const int PRIM_POS_LOCAL = 33; |
331 | public const int PRIM_LINK_TARGET = 34; | 383 | public const int PRIM_LINK_TARGET = 34; |
384 | public const int PRIM_SLICE = 35; | ||
332 | public const int PRIM_TEXGEN_DEFAULT = 0; | 385 | public const int PRIM_TEXGEN_DEFAULT = 0; |
333 | public const int PRIM_TEXGEN_PLANAR = 1; | 386 | public const int PRIM_TEXGEN_PLANAR = 1; |
334 | 387 | ||
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs index 94405d2..52ca3da 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs | |||
@@ -289,7 +289,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase | |||
289 | m_OSSL_Functions.osAvatarStopAnimation(avatar, animation); | 289 | m_OSSL_Functions.osAvatarStopAnimation(avatar, animation); |
290 | } | 290 | } |
291 | 291 | ||
292 | // Avatar functions | 292 | #region Attachment commands |
293 | 293 | ||
294 | public void osForceAttachToAvatar(int attachmentPoint) | 294 | public void osForceAttachToAvatar(int attachmentPoint) |
295 | { | 295 | { |
@@ -311,6 +311,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase | |||
311 | m_OSSL_Functions.osForceDetachFromAvatar(); | 311 | m_OSSL_Functions.osForceDetachFromAvatar(); |
312 | } | 312 | } |
313 | 313 | ||
314 | public LSL_List osGetNumberOfAttachments(LSL_Key avatar, LSL_List attachmentPoints) | ||
315 | { | ||
316 | return m_OSSL_Functions.osGetNumberOfAttachments(avatar, attachmentPoints); | ||
317 | } | ||
318 | |||
319 | public void osMessageAttachments(LSL_Key avatar, string message, LSL_List attachmentPoints, int flags) | ||
320 | { | ||
321 | m_OSSL_Functions.osMessageAttachments(avatar, message, attachmentPoints, flags); | ||
322 | } | ||
323 | |||
324 | #endregion | ||
325 | |||
314 | // Texture Draw functions | 326 | // Texture Draw functions |
315 | 327 | ||
316 | public string osMovePen(string drawList, int x, int y) | 328 | public string osMovePen(string drawList, int x, int y) |
@@ -865,7 +877,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase | |||
865 | { | 877 | { |
866 | m_OSSL_Functions.osSetSpeed(UUID, SpeedModifier); | 878 | m_OSSL_Functions.osSetSpeed(UUID, SpeedModifier); |
867 | } | 879 | } |
868 | 880 | ||
881 | public LSL_Float osGetHealth(string avatar) | ||
882 | { | ||
883 | return m_OSSL_Functions.osGetHealth(avatar); | ||
884 | } | ||
885 | |||
869 | public void osCauseDamage(string avatar, double damage) | 886 | public void osCauseDamage(string avatar, double damage) |
870 | { | 887 | { |
871 | m_OSSL_Functions.osCauseDamage(avatar, damage); | 888 | m_OSSL_Functions.osCauseDamage(avatar, damage); |
@@ -950,5 +967,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase | |||
950 | { | 967 | { |
951 | return m_OSSL_Functions.osGetRezzingObject(); | 968 | return m_OSSL_Functions.osGetRezzingObject(); |
952 | } | 969 | } |
970 | |||
971 | public void osSetContentType(LSL_Key id, string type) | ||
972 | { | ||
973 | m_OSSL_Functions.osSetContentType(id,type); | ||
974 | } | ||
953 | } | 975 | } |
954 | } | 976 | } |
diff --git a/OpenSim/Region/ScriptEngine/Shared/CodeTools/Compiler.cs b/OpenSim/Region/ScriptEngine/Shared/CodeTools/Compiler.cs index 17a0d69..03be2ab 100644 --- a/OpenSim/Region/ScriptEngine/Shared/CodeTools/Compiler.cs +++ b/OpenSim/Region/ScriptEngine/Shared/CodeTools/Compiler.cs | |||
@@ -546,6 +546,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools | |||
546 | "OpenSim.Region.ScriptEngine.Shared.dll")); | 546 | "OpenSim.Region.ScriptEngine.Shared.dll")); |
547 | parameters.ReferencedAssemblies.Add(Path.Combine(rootPath, | 547 | parameters.ReferencedAssemblies.Add(Path.Combine(rootPath, |
548 | "OpenSim.Region.ScriptEngine.Shared.Api.Runtime.dll")); | 548 | "OpenSim.Region.ScriptEngine.Shared.Api.Runtime.dll")); |
549 | parameters.ReferencedAssemblies.Add(Path.Combine(rootPath, | ||
550 | "OpenMetaverseTypes.dll")); | ||
549 | 551 | ||
550 | if (lang == enumCompileType.yp) | 552 | if (lang == enumCompileType.yp) |
551 | { | 553 | { |
diff --git a/OpenSim/Region/ScriptEngine/Shared/Helpers.cs b/OpenSim/Region/ScriptEngine/Shared/Helpers.cs index 9e5fb24..22804f5 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Helpers.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Helpers.cs | |||
@@ -164,11 +164,11 @@ namespace OpenSim.Region.ScriptEngine.Shared | |||
164 | else | 164 | else |
165 | { | 165 | { |
166 | // Set the values from the touch data provided by the client | 166 | // Set the values from the touch data provided by the client |
167 | touchST = new LSL_Types.Vector3(value.STCoord.X, value.STCoord.Y, value.STCoord.Z); | 167 | touchST = new LSL_Types.Vector3(value.STCoord); |
168 | touchUV = new LSL_Types.Vector3(value.UVCoord.X, value.UVCoord.Y, value.UVCoord.Z); | 168 | touchUV = new LSL_Types.Vector3(value.UVCoord); |
169 | touchNormal = new LSL_Types.Vector3(value.Normal.X, value.Normal.Y, value.Normal.Z); | 169 | touchNormal = new LSL_Types.Vector3(value.Normal); |
170 | touchBinormal = new LSL_Types.Vector3(value.Binormal.X, value.Binormal.Y, value.Binormal.Z); | 170 | touchBinormal = new LSL_Types.Vector3(value.Binormal); |
171 | touchPos = new LSL_Types.Vector3(value.Position.X, value.Position.Y, value.Position.Z); | 171 | touchPos = new LSL_Types.Vector3(value.Position); |
172 | touchFace = value.FaceIndex; | 172 | touchFace = value.FaceIndex; |
173 | } | 173 | } |
174 | } | 174 | } |
@@ -189,19 +189,13 @@ namespace OpenSim.Region.ScriptEngine.Shared | |||
189 | Country = account.UserCountry; | 189 | Country = account.UserCountry; |
190 | 190 | ||
191 | Owner = Key; | 191 | Owner = Key; |
192 | Position = new LSL_Types.Vector3( | 192 | Position = new LSL_Types.Vector3(presence.AbsolutePosition); |
193 | presence.AbsolutePosition.X, | ||
194 | presence.AbsolutePosition.Y, | ||
195 | presence.AbsolutePosition.Z); | ||
196 | Rotation = new LSL_Types.Quaternion( | 193 | Rotation = new LSL_Types.Quaternion( |
197 | presence.Rotation.X, | 194 | presence.Rotation.X, |
198 | presence.Rotation.Y, | 195 | presence.Rotation.Y, |
199 | presence.Rotation.Z, | 196 | presence.Rotation.Z, |
200 | presence.Rotation.W); | 197 | presence.Rotation.W); |
201 | Velocity = new LSL_Types.Vector3( | 198 | Velocity = new LSL_Types.Vector3(presence.Velocity); |
202 | presence.Velocity.X, | ||
203 | presence.Velocity.Y, | ||
204 | presence.Velocity.Z); | ||
205 | 199 | ||
206 | Type = 0x01; // Avatar | 200 | Type = 0x01; // Avatar |
207 | if (presence.PresenceType == PresenceType.Npc) | 201 | if (presence.PresenceType == PresenceType.Npc) |
@@ -254,16 +248,12 @@ namespace OpenSim.Region.ScriptEngine.Shared | |||
254 | } | 248 | } |
255 | } | 249 | } |
256 | 250 | ||
257 | Position = new LSL_Types.Vector3(part.AbsolutePosition.X, | 251 | Position = new LSL_Types.Vector3(part.AbsolutePosition); |
258 | part.AbsolutePosition.Y, | ||
259 | part.AbsolutePosition.Z); | ||
260 | 252 | ||
261 | Quaternion wr = part.ParentGroup.GroupRotation; | 253 | Quaternion wr = part.ParentGroup.GroupRotation; |
262 | Rotation = new LSL_Types.Quaternion(wr.X, wr.Y, wr.Z, wr.W); | 254 | Rotation = new LSL_Types.Quaternion(wr.X, wr.Y, wr.Z, wr.W); |
263 | 255 | ||
264 | Velocity = new LSL_Types.Vector3(part.Velocity.X, | 256 | Velocity = new LSL_Types.Vector3(part.Velocity); |
265 | part.Velocity.Y, | ||
266 | part.Velocity.Z); | ||
267 | } | 257 | } |
268 | } | 258 | } |
269 | 259 | ||
diff --git a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs index 8adf4c5..c9c4753 100644 --- a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs +++ b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs | |||
@@ -31,6 +31,11 @@ using System.Globalization; | |||
31 | using System.Text.RegularExpressions; | 31 | using System.Text.RegularExpressions; |
32 | using OpenSim.Framework; | 32 | using OpenSim.Framework; |
33 | 33 | ||
34 | using OpenMetaverse; | ||
35 | using OMV_Vector3 = OpenMetaverse.Vector3; | ||
36 | using OMV_Vector3d = OpenMetaverse.Vector3d; | ||
37 | using OMV_Quaternion = OpenMetaverse.Quaternion; | ||
38 | |||
34 | namespace OpenSim.Region.ScriptEngine.Shared | 39 | namespace OpenSim.Region.ScriptEngine.Shared |
35 | { | 40 | { |
36 | [Serializable] | 41 | [Serializable] |
@@ -54,6 +59,20 @@ namespace OpenSim.Region.ScriptEngine.Shared | |||
54 | z = (float)vector.z; | 59 | z = (float)vector.z; |
55 | } | 60 | } |
56 | 61 | ||
62 | public Vector3(OMV_Vector3 vector) | ||
63 | { | ||
64 | x = vector.X; | ||
65 | y = vector.Y; | ||
66 | z = vector.Z; | ||
67 | } | ||
68 | |||
69 | public Vector3(OMV_Vector3d vector) | ||
70 | { | ||
71 | x = vector.X; | ||
72 | y = vector.Y; | ||
73 | z = vector.Z; | ||
74 | } | ||
75 | |||
57 | public Vector3(double X, double Y, double Z) | 76 | public Vector3(double X, double Y, double Z) |
58 | { | 77 | { |
59 | x = X; | 78 | x = X; |
@@ -109,6 +128,26 @@ namespace OpenSim.Region.ScriptEngine.Shared | |||
109 | return new list(new object[] { vec }); | 128 | return new list(new object[] { vec }); |
110 | } | 129 | } |
111 | 130 | ||
131 | public static implicit operator OMV_Vector3(Vector3 vec) | ||
132 | { | ||
133 | return new OMV_Vector3((float)vec.x, (float)vec.y, (float)vec.z); | ||
134 | } | ||
135 | |||
136 | public static implicit operator Vector3(OMV_Vector3 vec) | ||
137 | { | ||
138 | return new Vector3(vec); | ||
139 | } | ||
140 | |||
141 | public static implicit operator OMV_Vector3d(Vector3 vec) | ||
142 | { | ||
143 | return new OMV_Vector3d(vec.x, vec.y, vec.z); | ||
144 | } | ||
145 | |||
146 | public static implicit operator Vector3(OMV_Vector3d vec) | ||
147 | { | ||
148 | return new Vector3(vec); | ||
149 | } | ||
150 | |||
112 | public static bool operator ==(Vector3 lhs, Vector3 rhs) | 151 | public static bool operator ==(Vector3 lhs, Vector3 rhs) |
113 | { | 152 | { |
114 | return (lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z); | 153 | return (lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z); |
@@ -322,6 +361,14 @@ namespace OpenSim.Region.ScriptEngine.Shared | |||
322 | s = 1; | 361 | s = 1; |
323 | } | 362 | } |
324 | 363 | ||
364 | public Quaternion(OMV_Quaternion rot) | ||
365 | { | ||
366 | x = rot.X; | ||
367 | y = rot.Y; | ||
368 | z = rot.Z; | ||
369 | s = rot.W; | ||
370 | } | ||
371 | |||
325 | #endregion | 372 | #endregion |
326 | 373 | ||
327 | #region Overriders | 374 | #region Overriders |
@@ -368,6 +415,21 @@ namespace OpenSim.Region.ScriptEngine.Shared | |||
368 | return new list(new object[] { r }); | 415 | return new list(new object[] { r }); |
369 | } | 416 | } |
370 | 417 | ||
418 | public static implicit operator OMV_Quaternion(Quaternion rot) | ||
419 | { | ||
420 | // LSL quaternions can normalize to 0, normal Quaternions can't. | ||
421 | if (rot.s == 0 && rot.x == 0 && rot.y == 0 && rot.z == 0) | ||
422 | rot.z = 1; // ZERO_ROTATION = 0,0,0,1 | ||
423 | OMV_Quaternion omvrot = new OMV_Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s); | ||
424 | omvrot.Normalize(); | ||
425 | return omvrot; | ||
426 | } | ||
427 | |||
428 | public static implicit operator Quaternion(OMV_Quaternion rot) | ||
429 | { | ||
430 | return new Quaternion(rot); | ||
431 | } | ||
432 | |||
371 | public static bool operator ==(Quaternion lhs, Quaternion rhs) | 433 | public static bool operator ==(Quaternion lhs, Quaternion rhs) |
372 | { | 434 | { |
373 | // Return true if the fields match: | 435 | // Return true if the fields match: |
@@ -562,12 +624,23 @@ namespace OpenSim.Region.ScriptEngine.Shared | |||
562 | else if (m_data[itemIndex] is LSL_Types.LSLString) | 624 | else if (m_data[itemIndex] is LSL_Types.LSLString) |
563 | return new LSLInteger(m_data[itemIndex].ToString()); | 625 | return new LSLInteger(m_data[itemIndex].ToString()); |
564 | else | 626 | else |
565 | throw new InvalidCastException(); | 627 | throw new InvalidCastException(string.Format( |
628 | "{0} expected but {1} given", | ||
629 | typeof(LSL_Types.LSLInteger).Name, | ||
630 | m_data[itemIndex] != null ? | ||
631 | m_data[itemIndex].GetType().Name : "null")); | ||
566 | } | 632 | } |
567 | 633 | ||
568 | public LSL_Types.Vector3 GetVector3Item(int itemIndex) | 634 | public LSL_Types.Vector3 GetVector3Item(int itemIndex) |
569 | { | 635 | { |
570 | return (LSL_Types.Vector3)m_data[itemIndex]; | 636 | if(m_data[itemIndex] is LSL_Types.Vector3) |
637 | return (LSL_Types.Vector3)m_data[itemIndex]; | ||
638 | else | ||
639 | throw new InvalidCastException(string.Format( | ||
640 | "{0} expected but {1} given", | ||
641 | typeof(LSL_Types.Vector3).Name, | ||
642 | m_data[itemIndex] != null ? | ||
643 | m_data[itemIndex].GetType().Name : "null")); | ||
571 | } | 644 | } |
572 | 645 | ||
573 | public LSL_Types.Quaternion GetQuaternionItem(int itemIndex) | 646 | public LSL_Types.Quaternion GetQuaternionItem(int itemIndex) |
diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiListTests.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiListTests.cs new file mode 100644 index 0000000..dd23be8 --- /dev/null +++ b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiListTests.cs | |||
@@ -0,0 +1,134 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using NUnit.Framework; | ||
31 | using OpenSim.Framework; | ||
32 | using OpenSim.Tests.Common; | ||
33 | using OpenSim.Region.ScriptEngine.Shared; | ||
34 | using OpenSim.Region.Framework.Scenes; | ||
35 | using Nini.Config; | ||
36 | using OpenSim.Region.ScriptEngine.Shared.Api; | ||
37 | using OpenSim.Region.ScriptEngine.Shared.ScriptBase; | ||
38 | using OpenMetaverse; | ||
39 | using OpenSim.Tests.Common.Mock; | ||
40 | |||
41 | using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat; | ||
42 | using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger; | ||
43 | using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list; | ||
44 | using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString; | ||
45 | |||
46 | namespace OpenSim.Region.ScriptEngine.Shared.Tests | ||
47 | { | ||
48 | [TestFixture] | ||
49 | public class LSL_ApiListTests | ||
50 | { | ||
51 | private LSL_Api m_lslApi; | ||
52 | |||
53 | [SetUp] | ||
54 | public void SetUp() | ||
55 | { | ||
56 | IConfigSource initConfigSource = new IniConfigSource(); | ||
57 | IConfig config = initConfigSource.AddConfig("XEngine"); | ||
58 | config.Set("Enabled", "true"); | ||
59 | |||
60 | Scene scene = new SceneHelpers().SetupScene(); | ||
61 | SceneObjectPart part = SceneHelpers.AddSceneObject(scene).RootPart; | ||
62 | |||
63 | XEngine.XEngine engine = new XEngine.XEngine(); | ||
64 | engine.Initialise(initConfigSource); | ||
65 | engine.AddRegion(scene); | ||
66 | |||
67 | m_lslApi = new LSL_Api(); | ||
68 | m_lslApi.Initialize(engine, part, null); | ||
69 | } | ||
70 | |||
71 | [Test] | ||
72 | public void TestllListFindList() | ||
73 | { | ||
74 | TestHelpers.InMethod(); | ||
75 | |||
76 | LSL_List src = new LSL_List(new LSL_Integer(1), new LSL_Integer(2), new LSL_Integer(3)); | ||
77 | |||
78 | { | ||
79 | // Test for a single item that should be found | ||
80 | int result = m_lslApi.llListFindList(src, new LSL_List(new LSL_Integer(4))); | ||
81 | Assert.That(result, Is.EqualTo(-1)); | ||
82 | } | ||
83 | |||
84 | { | ||
85 | // Test for a single item that should be found | ||
86 | int result = m_lslApi.llListFindList(src, new LSL_List(new LSL_Integer(2))); | ||
87 | Assert.That(result, Is.EqualTo(1)); | ||
88 | } | ||
89 | |||
90 | { | ||
91 | // Test for a constant that should be found | ||
92 | int result = m_lslApi.llListFindList(src, new LSL_List(ScriptBaseClass.AGENT)); | ||
93 | Assert.That(result, Is.EqualTo(0)); | ||
94 | } | ||
95 | |||
96 | { | ||
97 | // Test for a list that should be found | ||
98 | int result = m_lslApi.llListFindList(src, new LSL_List(new LSL_Integer(2), new LSL_Integer(3))); | ||
99 | Assert.That(result, Is.EqualTo(1)); | ||
100 | } | ||
101 | |||
102 | { | ||
103 | // Test for a single item not in the list | ||
104 | int result = m_lslApi.llListFindList(src, new LSL_List(new LSL_Integer(4))); | ||
105 | Assert.That(result, Is.EqualTo(-1)); | ||
106 | } | ||
107 | |||
108 | { | ||
109 | // Test for something that should not be cast | ||
110 | int result = m_lslApi.llListFindList(src, new LSL_List(new LSL_String("4"))); | ||
111 | Assert.That(result, Is.EqualTo(-1)); | ||
112 | } | ||
113 | |||
114 | { | ||
115 | // Test for a list not in the list | ||
116 | int result | ||
117 | = m_lslApi.llListFindList( | ||
118 | src, new LSL_List(new LSL_Integer(2), new LSL_Integer(3), new LSL_Integer(4))); | ||
119 | Assert.That(result, Is.EqualTo(-1)); | ||
120 | } | ||
121 | |||
122 | { | ||
123 | LSL_List srcWithConstants | ||
124 | = new LSL_List(new LSL_Integer(3), ScriptBaseClass.AGENT, ScriptBaseClass.OS_NPC_LAND_AT_TARGET); | ||
125 | |||
126 | // Test for constants that appears in the source list that should be found | ||
127 | int result | ||
128 | = m_lslApi.llListFindList(srcWithConstants, new LSL_List(new LSL_Integer(1), new LSL_Integer(2))); | ||
129 | |||
130 | Assert.That(result, Is.EqualTo(1)); | ||
131 | } | ||
132 | } | ||
133 | } | ||
134 | } \ No newline at end of file | ||
diff --git a/OpenSim/Region/ScriptEngine/XEngine/EventManager.cs b/OpenSim/Region/ScriptEngine/XEngine/EventManager.cs index 5c4174e..cee10df 100644 --- a/OpenSim/Region/ScriptEngine/XEngine/EventManager.cs +++ b/OpenSim/Region/ScriptEngine/XEngine/EventManager.cs | |||
@@ -152,9 +152,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine | |||
152 | det[0] = new DetectParams(); | 152 | det[0] = new DetectParams(); |
153 | det[0].Key = remoteClient.AgentId; | 153 | det[0].Key = remoteClient.AgentId; |
154 | det[0].Populate(myScriptEngine.World); | 154 | det[0].Populate(myScriptEngine.World); |
155 | det[0].OffsetPos = new LSL_Types.Vector3(offsetPos.X, | 155 | det[0].OffsetPos = offsetPos; |
156 | offsetPos.Y, | ||
157 | offsetPos.Z); | ||
158 | 156 | ||
159 | if (originalID == 0) | 157 | if (originalID == 0) |
160 | { | 158 | { |
@@ -298,9 +296,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine | |||
298 | foreach (DetectedObject detobj in col.Colliders) | 296 | foreach (DetectedObject detobj in col.Colliders) |
299 | { | 297 | { |
300 | DetectParams d = new DetectParams(); | 298 | DetectParams d = new DetectParams(); |
301 | d.Position = new LSL_Types.Vector3(detobj.posVector.X, | 299 | d.Position = detobj.posVector; |
302 | detobj.posVector.Y, | ||
303 | detobj.posVector.Z); | ||
304 | d.Populate(myScriptEngine.World); | 300 | d.Populate(myScriptEngine.World); |
305 | det.Add(d); | 301 | det.Add(d); |
306 | myScriptEngine.PostObjectEvent(localID, new EventParams( | 302 | myScriptEngine.PostObjectEvent(localID, new EventParams( |
@@ -318,9 +314,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine | |||
318 | foreach (DetectedObject detobj in col.Colliders) | 314 | foreach (DetectedObject detobj in col.Colliders) |
319 | { | 315 | { |
320 | DetectParams d = new DetectParams(); | 316 | DetectParams d = new DetectParams(); |
321 | d.Position = new LSL_Types.Vector3(detobj.posVector.X, | 317 | d.Position = detobj.posVector; |
322 | detobj.posVector.Y, | ||
323 | detobj.posVector.Z); | ||
324 | d.Populate(myScriptEngine.World); | 318 | d.Populate(myScriptEngine.World); |
325 | det.Add(d); | 319 | det.Add(d); |
326 | myScriptEngine.PostObjectEvent(localID, new EventParams( | 320 | myScriptEngine.PostObjectEvent(localID, new EventParams( |
@@ -337,9 +331,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine | |||
337 | foreach (DetectedObject detobj in col.Colliders) | 331 | foreach (DetectedObject detobj in col.Colliders) |
338 | { | 332 | { |
339 | DetectParams d = new DetectParams(); | 333 | DetectParams d = new DetectParams(); |
340 | d.Position = new LSL_Types.Vector3(detobj.posVector.X, | 334 | d.Position = detobj.posVector; |
341 | detobj.posVector.Y, | ||
342 | detobj.posVector.Z); | ||
343 | d.Populate(myScriptEngine.World); | 335 | d.Populate(myScriptEngine.World); |
344 | det.Add(d); | 336 | det.Add(d); |
345 | myScriptEngine.PostObjectEvent(localID, new EventParams( | 337 | myScriptEngine.PostObjectEvent(localID, new EventParams( |
@@ -381,8 +373,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine | |||
381 | myScriptEngine.PostObjectEvent(localID, new EventParams( | 373 | myScriptEngine.PostObjectEvent(localID, new EventParams( |
382 | "at_target", new object[] { | 374 | "at_target", new object[] { |
383 | new LSL_Types.LSLInteger(handle), | 375 | new LSL_Types.LSLInteger(handle), |
384 | new LSL_Types.Vector3(targetpos.X,targetpos.Y,targetpos.Z), | 376 | new LSL_Types.Vector3(targetpos), |
385 | new LSL_Types.Vector3(atpos.X,atpos.Y,atpos.Z) }, | 377 | new LSL_Types.Vector3(atpos) }, |
386 | new DetectParams[0])); | 378 | new DetectParams[0])); |
387 | } | 379 | } |
388 | 380 | ||
@@ -399,8 +391,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine | |||
399 | myScriptEngine.PostObjectEvent(localID, new EventParams( | 391 | myScriptEngine.PostObjectEvent(localID, new EventParams( |
400 | "at_rot_target", new object[] { | 392 | "at_rot_target", new object[] { |
401 | new LSL_Types.LSLInteger(handle), | 393 | new LSL_Types.LSLInteger(handle), |
402 | new LSL_Types.Quaternion(targetrot.X,targetrot.Y,targetrot.Z,targetrot.W), | 394 | new LSL_Types.Quaternion(targetrot), |
403 | new LSL_Types.Quaternion(atrot.X,atrot.Y,atrot.Z,atrot.W) }, | 395 | new LSL_Types.Quaternion(atrot) }, |
404 | new DetectParams[0])); | 396 | new DetectParams[0])); |
405 | } | 397 | } |
406 | 398 | ||
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs index f6cb7df..9f05666 100644 --- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs +++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs | |||
@@ -656,7 +656,19 @@ namespace OpenSim.Region.ScriptEngine.XEngine | |||
656 | if (m_Assemblies.ContainsKey(instance.AssetID)) | 656 | if (m_Assemblies.ContainsKey(instance.AssetID)) |
657 | { | 657 | { |
658 | string assembly = m_Assemblies[instance.AssetID]; | 658 | string assembly = m_Assemblies[instance.AssetID]; |
659 | instance.SaveState(assembly); | 659 | |
660 | try | ||
661 | { | ||
662 | instance.SaveState(assembly); | ||
663 | } | ||
664 | catch (Exception e) | ||
665 | { | ||
666 | m_log.Error( | ||
667 | string.Format( | ||
668 | "[XEngine]: Failed final state save for script {0}.{1}, item UUID {2}, prim UUID {3} in {4}. Exception ", | ||
669 | instance.PrimName, instance.ScriptName, instance.ItemID, instance.ObjectID, World.Name) | ||
670 | , e); | ||
671 | } | ||
660 | } | 672 | } |
661 | 673 | ||
662 | // Clear the event queue and abort the instance thread | 674 | // Clear the event queue and abort the instance thread |
@@ -778,7 +790,18 @@ namespace OpenSim.Region.ScriptEngine.XEngine | |||
778 | assembly = m_Assemblies[i.AssetID]; | 790 | assembly = m_Assemblies[i.AssetID]; |
779 | 791 | ||
780 | 792 | ||
781 | i.SaveState(assembly); | 793 | try |
794 | { | ||
795 | i.SaveState(assembly); | ||
796 | } | ||
797 | catch (Exception e) | ||
798 | { | ||
799 | m_log.Error( | ||
800 | string.Format( | ||
801 | "[XEngine]: Failed to save state of script {0}.{1}, item UUID {2}, prim UUID {3} in {4}. Exception ", | ||
802 | i.PrimName, i.ScriptName, i.ItemID, i.ObjectID, World.Name) | ||
803 | , e); | ||
804 | } | ||
782 | } | 805 | } |
783 | 806 | ||
784 | instances.Clear(); | 807 | instances.Clear(); |
@@ -971,6 +994,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine | |||
971 | // This delay exists to stop mono problems where script compilation and startup would stop the sim | 994 | // This delay exists to stop mono problems where script compilation and startup would stop the sim |
972 | // working properly for the session. | 995 | // working properly for the session. |
973 | System.Threading.Thread.Sleep(m_StartDelay); | 996 | System.Threading.Thread.Sleep(m_StartDelay); |
997 | |||
998 | m_log.InfoFormat("[XEngine]: Performing initial script startup on {0}", m_Scene.Name); | ||
974 | } | 999 | } |
975 | 1000 | ||
976 | object[] o; | 1001 | object[] o; |
@@ -986,13 +1011,13 @@ namespace OpenSim.Region.ScriptEngine.XEngine | |||
986 | if (m_InitialStartup) | 1011 | if (m_InitialStartup) |
987 | if (scriptsStarted % 50 == 0) | 1012 | if (scriptsStarted % 50 == 0) |
988 | m_log.InfoFormat( | 1013 | m_log.InfoFormat( |
989 | "[XEngine]: Started {0} scripts in {1}", scriptsStarted, m_Scene.RegionInfo.RegionName); | 1014 | "[XEngine]: Started {0} scripts in {1}", scriptsStarted, m_Scene.Name); |
990 | } | 1015 | } |
991 | } | 1016 | } |
992 | 1017 | ||
993 | if (m_InitialStartup) | 1018 | if (m_InitialStartup) |
994 | m_log.InfoFormat( | 1019 | m_log.InfoFormat( |
995 | "[XEngine]: Completed starting {0} scripts on {1}", scriptsStarted, m_Scene.RegionInfo.RegionName); | 1020 | "[XEngine]: Completed starting {0} scripts on {1}", scriptsStarted, m_Scene.Name); |
996 | 1021 | ||
997 | // NOTE: Despite having a lockless queue, this lock is required | 1022 | // NOTE: Despite having a lockless queue, this lock is required |
998 | // to make sure there is never no compile thread while there | 1023 | // to make sure there is never no compile thread while there |
@@ -1053,10 +1078,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine | |||
1053 | return false; | 1078 | return false; |
1054 | } | 1079 | } |
1055 | 1080 | ||
1056 | UUID assetID = item.AssetID; | 1081 | m_log.DebugFormat( |
1082 | "[XEngine] Loading script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}", | ||
1083 | part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID, | ||
1084 | part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName); | ||
1057 | 1085 | ||
1058 | //m_log.DebugFormat("[XEngine] Compiling script {0} ({1} on object {2})", | 1086 | UUID assetID = item.AssetID; |
1059 | // item.Name, itemID.ToString(), part.ParentGroup.RootPart.Name); | ||
1060 | 1087 | ||
1061 | ScenePresence presence = m_Scene.GetScenePresence(item.OwnerID); | 1088 | ScenePresence presence = m_Scene.GetScenePresence(item.OwnerID); |
1062 | 1089 | ||
@@ -1235,10 +1262,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine | |||
1235 | item.Name, startParam, postOnRez, | 1262 | item.Name, startParam, postOnRez, |
1236 | stateSource, m_MaxScriptQueue); | 1263 | stateSource, m_MaxScriptQueue); |
1237 | 1264 | ||
1238 | m_log.DebugFormat( | 1265 | // m_log.DebugFormat( |
1239 | "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}", | 1266 | // "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}", |
1240 | part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID, | 1267 | // part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID, |
1241 | part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName); | 1268 | // part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName); |
1242 | 1269 | ||
1243 | if (presence != null) | 1270 | if (presence != null) |
1244 | { | 1271 | { |
@@ -1554,9 +1581,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine | |||
1554 | else if (p[i] is string) | 1581 | else if (p[i] is string) |
1555 | lsl_p[i] = new LSL_Types.LSLString((string)p[i]); | 1582 | lsl_p[i] = new LSL_Types.LSLString((string)p[i]); |
1556 | else if (p[i] is Vector3) | 1583 | else if (p[i] is Vector3) |
1557 | lsl_p[i] = new LSL_Types.Vector3(((Vector3)p[i]).X, ((Vector3)p[i]).Y, ((Vector3)p[i]).Z); | 1584 | lsl_p[i] = new LSL_Types.Vector3((Vector3)p[i]); |
1558 | else if (p[i] is Quaternion) | 1585 | else if (p[i] is Quaternion) |
1559 | lsl_p[i] = new LSL_Types.Quaternion(((Quaternion)p[i]).X, ((Quaternion)p[i]).Y, ((Quaternion)p[i]).Z, ((Quaternion)p[i]).W); | 1586 | lsl_p[i] = new LSL_Types.Quaternion((Quaternion)p[i]); |
1560 | else if (p[i] is float) | 1587 | else if (p[i] is float) |
1561 | lsl_p[i] = new LSL_Types.LSLFloat((float)p[i]); | 1588 | lsl_p[i] = new LSL_Types.LSLFloat((float)p[i]); |
1562 | else | 1589 | else |
@@ -1580,9 +1607,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine | |||
1580 | else if (p[i] is string) | 1607 | else if (p[i] is string) |
1581 | lsl_p[i] = new LSL_Types.LSLString((string)p[i]); | 1608 | lsl_p[i] = new LSL_Types.LSLString((string)p[i]); |
1582 | else if (p[i] is Vector3) | 1609 | else if (p[i] is Vector3) |
1583 | lsl_p[i] = new LSL_Types.Vector3(((Vector3)p[i]).X, ((Vector3)p[i]).Y, ((Vector3)p[i]).Z); | 1610 | lsl_p[i] = new LSL_Types.Vector3((Vector3)p[i]); |
1584 | else if (p[i] is Quaternion) | 1611 | else if (p[i] is Quaternion) |
1585 | lsl_p[i] = new LSL_Types.Quaternion(((Quaternion)p[i]).X, ((Quaternion)p[i]).Y, ((Quaternion)p[i]).Z, ((Quaternion)p[i]).W); | 1612 | lsl_p[i] = new LSL_Types.Quaternion((Quaternion)p[i]); |
1586 | else if (p[i] is float) | 1613 | else if (p[i] is float) |
1587 | lsl_p[i] = new LSL_Types.LSLFloat((float)p[i]); | 1614 | lsl_p[i] = new LSL_Types.LSLFloat((float)p[i]); |
1588 | else | 1615 | else |