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-rw-r--r--OpenSim/Region/Application/OpenSim.cs59
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/EventQueue/Tests/EventQueueTests.cs2
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs15
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs2
-rw-r--r--OpenSim/Region/ClientStack/RegionApplicationBase.cs2
-rw-r--r--OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs138
-rw-r--r--OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetTransactionModule.cs11
-rw-r--r--OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs222
-rw-r--r--OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs39
-rw-r--r--OpenSim/Region/CoreModules/Asset/Tests/FlotsamAssetCacheTests.cs1
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs19
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs76
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs6
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs64
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs21
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs214
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/HGAssetMapper.cs79
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs11
-rw-r--r--OpenSim/Region/CoreModules/Framework/UserManagement/HGUserManagementModule.cs3
-rw-r--r--OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs7
-rw-r--r--OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTexture.cs (renamed from OpenSim/Region/CoreModules/Framework/InventoryAccess/HGUuidGatherer.cs)42
-rw-r--r--OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs277
-rw-r--r--OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs17
-rw-r--r--OpenSim/Region/CoreModules/Scripting/LoadImageURL/LoadImageURLModule.cs49
-rw-r--r--OpenSim/Region/CoreModules/Scripting/ScriptModuleComms/ScriptModuleCommsModule.cs (renamed from OpenSim/Region/OptionalModules/Scripting/ScriptModuleComms/ScriptModuleCommsModule.cs)81
-rw-r--r--OpenSim/Region/CoreModules/Scripting/VectorRender/Tests/VectorRenderModuleTests.cs281
-rw-r--r--OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs159
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/HGAssetBroker.cs23
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/LocalAssetServiceConnector.cs7
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/Tests/AssetConnectorTests.cs136
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs10
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/GridUser/ActivityDetector.cs19
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/GridUser/RemoteGridUserServiceConnector.cs46
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs6
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs434
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveScenesGroup.cs176
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs634
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestExecution.cs153
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs438
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs5
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs6
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/DearchiveScenesGroup.cs232
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs404
-rw-r--r--OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Sound/SoundModule.cs8
-rw-r--r--OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs61
-rw-r--r--OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs7
-rw-r--r--OpenSim/Region/Framework/Interfaces/IDynamicTextureManager.cs69
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEstateModule.cs4
-rw-r--r--OpenSim/Region/Framework/Interfaces/IJsonStoreModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IScriptModuleComms.cs71
-rw-r--r--OpenSim/Region/Framework/Interfaces/IUrlModule.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs501
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs5
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs93
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs11
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs6
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs106
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs115
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs32
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs36
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs136
-rw-r--r--OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs4
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs18
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Chat/IRCConnector.cs6
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs2
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs2
-rw-r--r--OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreModule.cs14
-rw-r--r--OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreScriptModule.cs2
-rw-r--r--OpenSim/Region/OptionalModules/Scripting/RegionReadyModule/RegionReadyModule.cs2
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs6
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BS6DofConstraint.cs58
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs491
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs36
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs511
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSHingeConstraint.cs112
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs422
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs209
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs4
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs998
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs686
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs735
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs493
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs723
-rw-r--r--OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs3
-rw-r--r--OpenSim/Region/RegionCombinerModule/Resources/RegionCombinerModule.addin.xml14
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs1353
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs8
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/MOD_Api.cs24
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs254
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs13
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs4
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs91
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs53
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs26
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/CodeTools/Compiler.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Helpers.cs28
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs77
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiListTests.cs134
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/EventManager.cs24
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs57
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;
35using System.Text.RegularExpressions; 35using System.Text.RegularExpressions;
36using System.Timers; 36using System.Timers;
37using log4net; 37using log4net;
38using NDesk.Options;
38using Nini.Config; 39using Nini.Config;
39using OpenMetaverse; 40using OpenMetaverse;
40using OpenSim.Framework; 41using 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
55namespace Flotsam.RegionModules.AssetCache 55namespace 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;
35using NUnit.Framework; 35using NUnit.Framework;
36using OpenMetaverse; 36using OpenMetaverse;
37using OpenMetaverse.Assets; 37using OpenMetaverse.Assets;
38using Flotsam.RegionModules.AssetCache;
39using OpenSim.Framework; 38using OpenSim.Framework;
40using OpenSim.Region.Framework.Scenes; 39using OpenSim.Region.Framework.Scenes;
41using OpenSim.Region.Framework.Scenes.Serialization; 40using 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
28using System; 28using System;
29using System.Collections.Generic; 29using System.Drawing;
30using OpenSim.Region.Framework.Interfaces;
30 31
31using OpenSim.Framework; 32namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
32using OpenSim.Region.Framework.Scenes;
33using OpenSim.Services.Interfaces;
34using OpenMetaverse;
35
36namespace 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;
32using Nini.Config; 32using Nini.Config;
33using OpenMetaverse; 33using OpenMetaverse;
34using OpenMetaverse.Imaging; 34using OpenMetaverse.Imaging;
35using OpenSim.Region.CoreModules.Scripting.DynamicTexture;
35using OpenSim.Region.Framework.Interfaces; 36using OpenSim.Region.Framework.Interfaces;
36using OpenSim.Region.Framework.Scenes; 37using OpenSim.Region.Framework.Scenes;
37using log4net; 38using 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;
45namespace OpenSim.Region.CoreModules.Scripting.VectorRender.Tests 45namespace 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;
30using System.Drawing.Imaging; 30using System.Drawing.Imaging;
31using System.Globalization; 31using System.Globalization;
32using System.IO; 32using System.IO;
33using System.Linq;
33using System.Net; 34using System.Net;
34using Nini.Config; 35using Nini.Config;
35using OpenMetaverse; 36using OpenMetaverse;
36using OpenMetaverse.Imaging; 37using OpenMetaverse.Imaging;
38using OpenSim.Region.CoreModules.Scripting.DynamicTexture;
37using OpenSim.Region.Framework.Interfaces; 39using OpenSim.Region.Framework.Interfaces;
38using OpenSim.Region.Framework.Scenes; 40using OpenSim.Region.Framework.Scenes;
39using log4net; 41using 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
28using System;
29using System.Collections.Generic;
30using System.IO;
31using System.Reflection;
32using System.Threading;
33using log4net.Config;
34using Nini.Config;
35using NUnit.Framework;
36using OpenMetaverse;
37using OpenSim.Framework;
38using OpenSim.Region.Framework.Scenes;
39using OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset;
40using OpenSim.Tests.Common;
41
42namespace 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;
43namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid.Tests 43namespace 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;
43using OpenSim.Region.Framework.Scenes; 43using OpenSim.Region.Framework.Scenes;
44using OpenSim.Region.Framework.Scenes.Serialization; 44using OpenSim.Region.Framework.Scenes.Serialization;
45using OpenSim.Services.Interfaces; 45using OpenSim.Services.Interfaces;
46using System.Threading;
46 47
47namespace OpenSim.Region.CoreModules.World.Archiver 48namespace 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
28using System;
29using System.Collections.Generic;
30using System.Linq;
31using System.Text;
32using OpenSim.Region.Framework.Scenes;
33using OpenMetaverse;
34using System.Drawing;
35
36namespace 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
28using System;
29using System.Collections.Generic;
30using System.IO;
31using System.IO.Compression;
32using System.Reflection;
33using System.Text.RegularExpressions;
34using System.Threading;
35using System.Xml;
36using log4net;
37using OpenMetaverse;
38using OpenSim.Framework;
39using OpenSim.Framework.Serialization;
40using OpenSim.Region.CoreModules.World.Terrain;
41using OpenSim.Region.Framework.Interfaces;
42using OpenSim.Region.Framework.Scenes;
43using Ionic.Zlib;
44using GZipStream = Ionic.Zlib.GZipStream;
45using CompressionMode = Ionic.Zlib.CompressionMode;
46using OpenSim.Framework.Serialization.External;
47
48namespace 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
28using System;
29using System.Collections.Generic;
30using System.IO;
31using System.Reflection;
32using System.Xml;
33using log4net;
34using OpenMetaverse;
35using OpenSim.Framework;
36using OpenSim.Framework.Serialization;
37using OpenSim.Framework.Serialization.External;
38using OpenSim.Region.CoreModules.World.Terrain;
39using OpenSim.Region.Framework.Interfaces;
40using OpenSim.Region.Framework.Scenes;
41
42namespace 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
28using System;
29using System.Collections.Generic;
30using System.IO;
31using System.IO.Compression;
32using System.Reflection;
33using System.Text.RegularExpressions;
34using System.Threading;
35using System.Xml;
36using log4net;
37using OpenMetaverse;
38using OpenSim.Framework;
39using OpenSim.Framework.Serialization;
40using OpenSim.Region.CoreModules.World.Terrain;
41using OpenSim.Region.Framework.Interfaces;
42using OpenSim.Region.Framework.Scenes;
43using Ionic.Zlib;
44using GZipStream = Ionic.Zlib.GZipStream;
45using CompressionMode = Ionic.Zlib.CompressionMode;
46
47namespace 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
28using System;
29using System.Collections.Generic;
30using System.Linq;
31using System.Text;
32using OpenSim.Region.Framework.Scenes;
33using OpenMetaverse;
34using System.Drawing;
35using log4net;
36using System.Reflection;
37using OpenSim.Framework.Serialization;
38
39namespace 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;
47using TarArchiveReader = OpenSim.Framework.Serialization.TarArchiveReader; 47using TarArchiveReader = OpenSim.Framework.Serialization.TarArchiveReader;
48using TarArchiveWriter = OpenSim.Framework.Serialization.TarArchiveWriter; 48using TarArchiveWriter = OpenSim.Framework.Serialization.TarArchiveWriter;
49using RegionSettings = OpenSim.Framework.RegionSettings; 49using RegionSettings = OpenSim.Framework.RegionSettings;
50using OpenSim.Region.Framework.Interfaces;
50 51
51namespace OpenSim.Region.CoreModules.World.Archiver.Tests 52namespace 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
28using System;
29using System.Drawing;
28using System.IO; 30using System.IO;
29using OpenMetaverse; 31using 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;
50namespace OpenSim.Region.Framework.Tests 50namespace 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
35public class BS6DofConstraint : BSConstraint 35public 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;
28using System.Collections.Generic; 28using System.Collections.Generic;
29using System.Reflection; 29using System.Reflection;
30using log4net; 30using log4net;
31using OpenMetaverse; 31using OMV = OpenMetaverse;
32using OpenSim.Framework; 32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager; 33using OpenSim.Region.Physics.Manager;
34 34
35namespace OpenSim.Region.Physics.BulletSPlugin 35namespace OpenSim.Region.Physics.BulletSPlugin
36{ 36{
37public class BSCharacter : PhysicsActor 37public 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 */
27using System; 27using System;
28using System.Collections.Generic; 28using System.Collections.Generic;
29using System.Text; 29using System.Text;
30using OpenMetaverse; 30using OpenMetaverse;
31 31
32namespace OpenSim.Region.Physics.BulletSPlugin 32namespace OpenSim.Region.Physics.BulletSPlugin
33{ 33{
34 34
35class BSHingeConstraint : BSConstraint 35class 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 */
27using System;
28using System.Collections.Generic;
29using System.Text;
30
31using OMV = OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager;
34
35namespace 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.
40public 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;
33namespace OpenSim.Region.Physics.BulletSPlugin 33namespace 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.
27using System; 30using System;
28using System.Reflection; 31using System.Reflection;
29using System.Collections.Generic; 32using System.Collections.Generic;
@@ -36,14 +39,13 @@ using OpenSim.Region.Physics.ConvexDecompositionDotNet;
36 39
37namespace OpenSim.Region.Physics.BulletSPlugin 40namespace OpenSim.Region.Physics.BulletSPlugin
38{ 41{
42
39 [Serializable] 43 [Serializable]
40public sealed class BSPrim : PhysicsActor 44public 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;
39using OpenMetaverse; 39using 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//
69namespace OpenSim.Region.Physics.BulletSPlugin 64namespace OpenSim.Region.Physics.BulletSPlugin
70{ 65{
71public class BSScene : PhysicsScene, IPhysicsParameters 66public 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 */
27using System;
28using System.Collections.Generic;
29using System.Text;
30using OMV = OpenMetaverse;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using OpenSim.Region.Physics.ConvexDecompositionDotNet;
34
35namespace OpenSim.Region.Physics.BulletSPlugin
36{
37public 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 */
27using System;
28using System.Collections.Generic;
29using System.Text;
30
31using OpenSim.Framework;
32using OpenSim.Region.Framework;
33using OpenSim.Region.CoreModules;
34using OpenSim.Region.Physics.Manager;
35
36using Nini.Config;
37using log4net;
38
39using OpenMetaverse;
40
41namespace OpenSim.Region.Physics.BulletSPlugin
42{
43public 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;
33namespace OpenSim.Region.Physics.BulletSPlugin { 33namespace 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
36public struct BulletSim 39public 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
45public struct BulletBody 54public 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
86public 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
124public 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
52public struct BulletConstraint 137public 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.
150public 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)]
60public struct ConvexHull 176public 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)]
67public struct ShapeData 183public 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)]
100public struct SweepHit 229public 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
314public enum ActivationState : uint
315{
316 ACTIVE_TAG = 1,
317 ISLAND_SLEEPING,
318 WANTS_DEACTIVATION,
319 DISABLE_DEACTIVATION,
320 DISABLE_SIMULATION,
321}
322
323public 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, ...).
183public enum CollisionFlags : uint 336public 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
365public 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.
201public enum ConstraintParams : int 404public enum ConstraintParams : int
@@ -221,14 +424,22 @@ public enum ConstraintParamAxis : int
221// =============================================================================== 424// ===============================================================================
222static class BulletSimAPI { 425static class BulletSimAPI {
223 426
427// Link back to the managed code for outputting log messages
428[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
429public 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)]
226public static extern string GetVersion(); 433public static extern string GetVersion();
227 434
228[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 435[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
229public static extern uint Initialize(Vector3 maxPosition, IntPtr parms, 436public 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]
442public static extern void CreateInitialGroundPlaneAndTerrain(uint worldID);
232 443
233[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 444[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
234public static extern void SetHeightmap(uint worldID, [MarshalAs(UnmanagedType.LPArray)] float[] heightMap); 445public 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]
245public static extern int PhysicsStep(uint worldID, float timeStep, int maxSubSteps, float fixedTimeStep, 456public 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]
252public static extern bool CreateHull(uint worldID, System.UInt64 meshKey, 463public 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]
257public static extern bool CreateMesh(uint worldID, System.UInt64 meshKey, 468public 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]
269public static extern bool CreateObject(uint worldID, ShapeData shapeData); 480public static extern bool CreateObject(uint worldID, ShapeData shapeData);
270 481
271/* Remove old functionality
272[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
273public static extern void CreateLinkset(uint worldID, int objectCount, ShapeData[] shapeDatas);
274
275[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
276public 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]
282public static extern bool RemoveConstraintByID(uint worldID, uint id1);
283
284[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
285public 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]
289public static extern Vector3 GetObjectPosition(uint WorldID, uint id); 483public 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]
301public static extern bool SetObjectAngularVelocity(uint worldID, uint id, Vector3 angularVelocity); 495public 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]
304public static extern bool SetObjectForce(uint worldID, uint id, Vector3 force); 499public 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);
342public static extern void DumpBulletStatistics(); 537public static extern void DumpBulletStatistics();
343 538
344// Log a debug message 539// Log a debug message
345[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
346public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg);
347[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 540[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
348public static extern void SetDebugLogCallback(DebugLogCallback callback); 541public 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]
362public static extern IntPtr GetSimHandle2(uint worldID); 556public static extern IntPtr GetSimHandle2(uint worldID);
363 557
@@ -368,6 +562,7 @@ public static extern IntPtr GetBodyHandleWorldID2(uint worldID, uint id);
368public static extern IntPtr GetBodyHandle2(IntPtr world, uint id); 562public 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]
372public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms, 567public 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,
377public static extern bool UpdateParameter2(IntPtr world, uint localID, String parm, float value); 572public 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]
380public static extern void SetHeightmap2(IntPtr world, float[] heightmap); 575public static extern void SetHeightMap2(IntPtr world, float[] heightmap);
381 576
382[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 577[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
383public static extern void Shutdown2(IntPtr sim); 578public static extern void Shutdown2(IntPtr sim);
384 579
385[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 580[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
386public static extern int PhysicsStep2(IntPtr world, float timeStep, int maxSubSteps, float fixedTimeStep, 581public 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]
393public static extern bool PushUpdate2(IntPtr obj); 588public 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]
397public static extern IntPtr CreateMesh2(IntPtr world, int indicesCount, int* indices, int verticesCount, float* vertices ); 593public 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]
400public static extern bool BuildHull2(IntPtr world, IntPtr mesh); 598public 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]
403public static extern bool ReleaseHull2(IntPtr world, IntPtr mesh); 602public static extern IntPtr BuildHullShapeFromMesh2(IntPtr world, IntPtr meshShape);
404 603
405[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 604[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
406public static extern bool DestroyMesh2(IntPtr world, IntPtr mesh); 605public static extern IntPtr BuildNativeShape2(IntPtr world, ShapeData shapeData);
407 606
408[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 607[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
409public static extern IntPtr CreateObject2(IntPtr world, ShapeData shapeData); 608public static extern bool IsNativeShape2(IntPtr shape);
410*/
411 609
412[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 610[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
611public static extern IntPtr CreateCompoundShape2(IntPtr sim);
612
613[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
614public static extern void AddChildToCompoundShape2(IntPtr cShape, IntPtr addShape, Vector3 pos, Quaternion rot);
615
616[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
617public static extern void RemoveChildFromCompoundShape2(IntPtr cShape, IntPtr removeShape);
618
619[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
620public static extern IntPtr DuplicateCollisionShape2(IntPtr sim, IntPtr srcShape, uint id);
621
622[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
623public static extern IntPtr CreateBodyFromShapeAndInfo2(IntPtr sim, IntPtr shape, uint id, IntPtr constructionInfo);
624
625[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
626public static extern bool DeleteCollisionShape2(IntPtr world, IntPtr shape);
627
628[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
629public static extern int GetBodyType2(IntPtr obj);
630
631[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
632public static extern IntPtr CreateBodyFromShape2(IntPtr sim, IntPtr shape, uint id, Vector3 pos, Quaternion rot);
633
634[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
635public static extern IntPtr CreateBodyWithDefaultMotionState2(IntPtr shape, uint id, Vector3 pos, Quaternion rot);
636
637[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
638public static extern IntPtr CreateGhostFromShape2(IntPtr sim, IntPtr shape, uint id, Vector3 pos, Quaternion rot);
639
640[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
641public static extern IntPtr AllocateBodyInfo2(IntPtr obj);
642
643[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
644public static extern void ReleaseBodyInfo2(IntPtr obj);
645
646[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
647public static extern void DestroyObject2(IntPtr sim, IntPtr obj);
648
649// =====================================================================================
650// Terrain creation and helper routines
651[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
652public 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]
656public 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]
660public static extern bool ReleaseHeightMapInfo2(IntPtr heightMapInfo);
661
662[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
663public static extern IntPtr CreateGroundPlaneShape2(uint id, float height, float collisionMargin);
664
665[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
666public static extern IntPtr CreateTerrainShape2(IntPtr mapInfo);
667
668// =====================================================================================
669// Constraint creation and helper routines
670[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
413public static extern IntPtr Create6DofConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2, 671public 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
433public static extern void SetConstraintNumSolverIterations2(IntPtr constrain, float iterations); 691public static extern void SetConstraintNumSolverIterations2(IntPtr constrain, float iterations);
434 692
435[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 693[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
436public static extern bool SetFrames2(IntPtr constrain, 694public 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]
461public static extern bool DestroyConstraint2(IntPtr world, IntPtr constrain); 719public static extern bool DestroyConstraint2(IntPtr world, IntPtr constrain);
462 720
721// =====================================================================================
722// btCollisionWorld entries
723[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
724public static extern void UpdateSingleAabb2(IntPtr world, IntPtr obj);
725
726[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
727public static extern void UpdateAabbs2(IntPtr world);
728
729[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
730public static extern bool GetForceUpdateAllAabbs2(IntPtr world);
731
732[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
733public 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]
464public static extern Vector3 AddObjectToWorld2(IntPtr world, IntPtr obj); 738public static extern bool AddObjectToWorld2(IntPtr world, IntPtr obj);
465 739
466[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 740[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
467public static extern Vector3 RemoveObjectFromWorld2(IntPtr world, IntPtr obj); 741public static extern bool RemoveObjectFromWorld2(IntPtr world, IntPtr obj);
742
743[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
744public static extern bool AddConstraintToWorld2(IntPtr world, IntPtr constrain, bool disableCollisionsBetweenLinkedObjects);
745
746[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
747public static extern bool RemoveConstraintFromWorld2(IntPtr world, IntPtr constrain);
748// =====================================================================================
749// btCollisionObject entries
750[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
751public static extern Vector3 GetAnisotripicFriction2(IntPtr constrain);
752
753[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
754public static extern Vector3 SetAnisotripicFriction2(IntPtr constrain, Vector3 frict);
755
756[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
757public static extern bool HasAnisotripicFriction2(IntPtr constrain);
758
759[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
760public static extern void SetContactProcessingThreshold2(IntPtr obj, float val);
761
762[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
763public static extern float GetContactProcessingThreshold2(IntPtr obj);
764
765[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
766public static extern bool IsStaticObject2(IntPtr obj);
767
768[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
769public static extern bool IsKinematicObject2(IntPtr obj);
770
771[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
772public static extern bool IsStaticOrKinematicObject2(IntPtr obj);
773
774[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
775public static extern bool HasContactResponse2(IntPtr obj);
776
777[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
778public static extern void SetCollisionShape2(IntPtr sim, IntPtr obj, IntPtr shape);
779
780[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
781public static extern IntPtr GetCollisionShape2(IntPtr obj);
782
783[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
784public static extern int GetActivationState2(IntPtr obj);
785
786[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
787public static extern void SetActivationState2(IntPtr obj, int state);
788
789[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
790public static extern void SetDeactivationTime2(IntPtr obj, float dtime);
791
792[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
793public static extern float GetDeactivationTime2(IntPtr obj);
794
795[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
796public static extern void ForceActivationState2(IntPtr obj, ActivationState state);
797
798[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
799public static extern void Activate2(IntPtr obj, bool forceActivation);
800
801[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
802public static extern bool IsActive2(IntPtr obj);
803
804[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
805public static extern void SetRestitution2(IntPtr obj, float val);
806
807[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
808public static extern float GetRestitution2(IntPtr obj);
809
810[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
811public static extern void SetFriction2(IntPtr obj, float val);
812
813[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
814public static extern float GetFriction2(IntPtr obj);
815
816 /* Haven't defined the type 'Transform'
817[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
818public static extern Transform GetWorldTransform2(IntPtr obj);
819
820[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
821public 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]
470public static extern Vector3 GetPosition2(IntPtr obj); 825public static extern Vector3 GetPosition2(IntPtr obj);
@@ -473,85 +828,293 @@ public static extern Vector3 GetPosition2(IntPtr obj);
473public static extern Quaternion GetOrientation2(IntPtr obj); 828public static extern Quaternion GetOrientation2(IntPtr obj);
474 829
475[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 830[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
476public static extern bool SetTranslation2(IntPtr obj, Vector3 position, Quaternion rotation); 831public 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]
479public static extern bool SetVelocity2(IntPtr obj, Vector3 velocity); 834public static extern IntPtr GetBroadphaseHandle2(IntPtr obj);
480 835
481[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 836[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
482public static extern bool SetAngularVelocity2(IntPtr obj, Vector3 angularVelocity); 837public 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]
485public static extern bool SetObjectForce2(IntPtr obj, Vector3 force); 841public static extern Transform GetInterpolationWorldTransform2(IntPtr obj);
486 842
487[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 843[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
488public static extern bool AddObjectForce2(IntPtr obj, Vector3 force); 844public 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]
491public static extern bool SetCcdMotionThreshold2(IntPtr obj, float val); 848public static extern void SetInterpolationLinearVelocity2(IntPtr obj, Vector3 vel);
492 849
493[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 850[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
494public static extern bool SetCcdSweepSphereRadius2(IntPtr obj, float val); 851public static extern void SetInterpolationAngularVelocity2(IntPtr obj, Vector3 vel);
495 852
496[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 853[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
497public static extern bool SetDamping2(IntPtr obj, float lin_damping, float ang_damping); 854public 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]
500public static extern bool SetDeactivationTime2(IntPtr obj, float val); 857public static extern float GetHitFraction2(IntPtr obj);
501 858
502[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 859[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
503public static extern bool SetSleepingThresholds2(IntPtr obj, float lin_threshold, float ang_threshold); 860public static extern void SetHitFraction2(IntPtr obj, float val);
504 861
505[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 862[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
506public static extern bool SetContactProcessingThreshold2(IntPtr obj, float val); 863public static extern CollisionFlags GetCollisionFlags2(IntPtr obj);
507 864
508[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 865[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
509public static extern bool SetFriction2(IntPtr obj, float val); 866public static extern CollisionFlags SetCollisionFlags2(IntPtr obj, CollisionFlags flags);
510 867
511[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 868[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
512public static extern bool SetRestitution2(IntPtr obj, float val); 869public static extern CollisionFlags AddToCollisionFlags2(IntPtr obj, CollisionFlags flags);
513 870
514[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 871[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
515public static extern bool SetLinearVelocity2(IntPtr obj, Vector3 val); 872public static extern CollisionFlags RemoveFromCollisionFlags2(IntPtr obj, CollisionFlags flags);
516 873
517[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 874[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
518public static extern bool SetInterpolation2(IntPtr obj, Vector3 lin, Vector3 ang); 875public static extern float GetCcdMotionThreshold2(IntPtr obj);
519 876
520[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 877[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
521public static extern CollisionFlags GetCollisionFlags2(IntPtr obj); 878public static extern void SetCcdMotionThreshold2(IntPtr obj, float val);
879
880[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
881public static extern float GetCcdSweepSphereRadius2(IntPtr obj);
882
883[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
884public static extern void SetCcdSweepSphereRadius2(IntPtr obj, float val);
885
886[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
887public static extern IntPtr GetUserPointer2(IntPtr obj);
888
889[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
890public static extern void SetUserPointer2(IntPtr obj, IntPtr val);
891
892// =====================================================================================
893// btRigidBody entries
894[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
895public static extern void ApplyGravity2(IntPtr obj);
896
897[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
898public static extern void SetGravity2(IntPtr obj, Vector3 val);
899
900[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
901public static extern Vector3 GetGravity2(IntPtr obj);
902
903[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
904public static extern void SetDamping2(IntPtr obj, float lin_damping, float ang_damping);
905
906[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
907public static extern float GetLinearDamping2(IntPtr obj);
908
909[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
910public static extern float GetAngularDamping2(IntPtr obj);
911
912[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
913public static extern float GetLinearSleepingThreshold2(IntPtr obj);
914
915[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
916public static extern float GetAngularSleepingThreshold2(IntPtr obj);
917
918[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
919public static extern void ApplyDamping2(IntPtr obj, float timeStep);
920
921[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
922public static extern void SetMassProps2(IntPtr obj, float mass, Vector3 inertia);
923
924[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
925public static extern Vector3 GetLinearFactor2(IntPtr obj);
926
927[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
928public static extern void SetLinearFactor2(IntPtr obj, Vector3 factor);
929
930 /*
931[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
932public static extern void SetCenterOfMassTransform2(IntPtr obj, Transform trans);
933 */
934
935[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
936public 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]
940public 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]
944public static extern void SetObjectForce2(IntPtr obj, Vector3 force);
945
946[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
947public static extern Vector3 GetTotalForce2(IntPtr obj);
948
949[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
950public static extern Vector3 GetTotalTorque2(IntPtr obj);
951
952[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
953public static extern Vector3 GetInvInertiaDiagLocal2(IntPtr obj);
954
955[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
956public static extern void SetInvInertiaDiagLocal2(IntPtr obj, Vector3 inert);
957
958[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
959public static extern void SetSleepingThresholds2(IntPtr obj, float lin_threshold, float ang_threshold);
960
961[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
962public 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]
966public 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]
970public 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]
974public 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]
978public static extern void ApplyImpulse2(IntPtr obj, Vector3 imp, Vector3 pos);
979
980[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
981public static extern void ClearForces2(IntPtr obj);
982
983[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
984public static extern void ClearAllForces2(IntPtr obj);
985
986[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
987public static extern void UpdateInertiaTensor2(IntPtr obj);
988
989[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
990public static extern Vector3 GetCenterOfMassPosition2(IntPtr obj);
991
992 /*
993[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
994public static extern Transform GetCenterOfMassTransform2(IntPtr obj);
995 */
996
997[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
998public static extern Vector3 GetLinearVelocity2(IntPtr obj);
999
1000[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1001public static extern Vector3 GetAngularVelocity2(IntPtr obj);
1002
1003[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1004public static extern void SetLinearVelocity2(IntPtr obj, Vector3 val);
1005
1006[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1007public static extern void SetAngularVelocity2(IntPtr obj, Vector3 angularVelocity);
1008
1009[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1010public static extern Vector3 GetVelocityInLocalPoint2(IntPtr obj, Vector3 pos);
1011
1012[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1013public static extern void Translate2(IntPtr obj, Vector3 trans);
1014
1015[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1016public static extern void UpdateDeactivation2(IntPtr obj, float timeStep);
1017
1018[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1019public static extern bool WantsSleeping2(IntPtr obj);
1020
1021[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1022public static extern void SetAngularFactor2(IntPtr obj, float factor);
1023
1024[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1025public static extern void SetAngularFactorV2(IntPtr obj, Vector3 factor);
1026
1027[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1028public static extern Vector3 GetAngularFactor2(IntPtr obj);
1029
1030[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1031public static extern bool IsInWorld2(IntPtr obj);
1032
1033[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1034public static extern void AddConstraintRef2(IntPtr obj, IntPtr constrain);
1035
1036[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1037public static extern void RemoveConstraintRef2(IntPtr obj, IntPtr constrain);
1038
1039[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1040public static extern IntPtr GetConstraintRef2(IntPtr obj, int index);
1041
1042[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1043public static extern int GetNumConstraintRefs2(IntPtr obj);
1044
1045[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1046public static extern Vector3 GetDeltaLinearVelocity2(IntPtr obj);
1047
1048[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1049public static extern Vector3 GetDeltaAngularVelocity2(IntPtr obj);
1050
1051[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1052public static extern Vector3 GetPushVelocity2(IntPtr obj);
1053
1054[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1055public static extern Vector3 GetTurnVelocity2(IntPtr obj);
1056
1057[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1058public static extern void SetCollisionFilterMask2(IntPtr body, uint filter, uint mask);
1059
1060// =====================================================================================
1061// btCollisionShape entries
1062
1063[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1064public static extern float GetAngularMotionDisc2(IntPtr shape);
1065
1066[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1067public static extern float GetContactBreakingThreshold2(IntPtr shape, float defaultFactor);
1068
1069[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1070public static extern bool IsPolyhedral2(IntPtr shape);
1071
1072[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1073public static extern bool IsConvex2d2(IntPtr shape);
1074
1075[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1076public static extern bool IsConvex2(IntPtr shape);
1077
1078[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1079public static extern bool IsNonMoving2(IntPtr shape);
1080
1081[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1082public static extern bool IsConcave2(IntPtr shape);
522 1083
523[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 1084[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
524public static extern IntPtr SetCollisionFlags2(IntPtr obj, CollisionFlags flags); 1085public static extern bool IsCompound2(IntPtr shape);
525 1086
526[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 1087[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
527public static extern IntPtr AddToCollisionFlags2(IntPtr obj, CollisionFlags flags); 1088public static extern bool IsSoftBody2(IntPtr shape);
528 1089
529[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 1090[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
530public static extern IntPtr RemoveFromCollisionFlags2(IntPtr obj, CollisionFlags flags); 1091public static extern bool IsInfinite2(IntPtr shape);
531 1092
532[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 1093[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
533public static extern bool SetMassProps2(IntPtr obj, float mass, Vector3 inertia); 1094public static extern void SetLocalScaling2(IntPtr shape, Vector3 scale);
534 1095
535[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 1096[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
536public static extern bool UpdateInertiaTensor2(IntPtr obj); 1097public static extern Vector3 GetLocalScaling2(IntPtr shape);
537 1098
538[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 1099[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
539public static extern bool SetGravity2(IntPtr obj, Vector3 val); 1100public static extern Vector3 CalculateLocalInertia2(IntPtr shape, float mass);
540 1101
541[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 1102[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
542public static extern IntPtr ClearForces2(IntPtr obj); 1103public static extern int GetShapeType2(IntPtr shape);
543 1104
544[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 1105[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
545public static extern IntPtr ClearAllForces2(IntPtr obj); 1106public static extern void SetMargin2(IntPtr shape, float val);
546 1107
547[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 1108[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
548public static extern bool SetMargin2(IntPtr obj, float val); 1109public 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]
551public static extern bool UpdateSingleAabb2(IntPtr world, IntPtr obj); 1114public static extern void DumpRigidBody2(IntPtr sim, IntPtr collisionObject);
552 1115
553[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 1116[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
554public static extern bool DestroyObject2(IntPtr world, uint id); 1117public static extern void DumpMapInfo2(IntPtr sim, IntPtr manInfo);
555 1118
556[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 1119[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
557public static extern void DumpPhysicsStatistics2(IntPtr sim); 1120public 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;
39using OpenSim.Region.Physics.Manager; 39using OpenSim.Region.Physics.Manager;
40using Mono.Addins; 40using Mono.Addins;
41 41
42[assembly: Addin("RegionCombinerModule", "0.1")]
43[assembly: AddinDependency("OpenSim", "0.5")]
44namespace OpenSim.Region.RegionCombinerModule 42namespace 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
41namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces 41namespace 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;
31using System.Text.RegularExpressions; 31using System.Text.RegularExpressions;
32using OpenSim.Framework; 32using OpenSim.Framework;
33 33
34using OpenMetaverse;
35using OMV_Vector3 = OpenMetaverse.Vector3;
36using OMV_Vector3d = OpenMetaverse.Vector3d;
37using OMV_Quaternion = OpenMetaverse.Quaternion;
38
34namespace OpenSim.Region.ScriptEngine.Shared 39namespace 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
28using System;
29using System.Collections.Generic;
30using NUnit.Framework;
31using OpenSim.Framework;
32using OpenSim.Tests.Common;
33using OpenSim.Region.ScriptEngine.Shared;
34using OpenSim.Region.Framework.Scenes;
35using Nini.Config;
36using OpenSim.Region.ScriptEngine.Shared.Api;
37using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
38using OpenMetaverse;
39using OpenSim.Tests.Common.Mock;
40
41using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
42using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
43using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
44using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
45
46namespace 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