diff options
Diffstat (limited to 'OpenSim/Region')
27 files changed, 2289 insertions, 1231 deletions
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs index ed339fd..c3c612f 100644 --- a/OpenSim/Region/Application/OpenSim.cs +++ b/OpenSim/Region/Application/OpenSim.cs | |||
@@ -292,7 +292,7 @@ namespace OpenSim | |||
292 | 292 | ||
293 | m_console.Commands.AddCommand("Archiving", false, "save oar", | 293 | m_console.Commands.AddCommand("Archiving", false, "save oar", |
294 | //"save oar [-v|--version=<N>] [-p|--profile=<url>] [<OAR path>]", | 294 | //"save oar [-v|--version=<N>] [-p|--profile=<url>] [<OAR path>]", |
295 | "save oar [-h|--home=<url>] [--noassets] [--publish] [--perm=<permissions>] [<OAR path>]", | 295 | "save oar [-h|--home=<url>] [--noassets] [--publish] [--perm=<permissions>] [--all] [<OAR path>]", |
296 | "Save a region's data to an OAR archive.", | 296 | "Save a region's data to an OAR archive.", |
297 | // "-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 |
298 | "-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" |
@@ -302,6 +302,7 @@ namespace OpenSim | |||
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 | + " this is useful if you're making oars generally available that might be reloaded to the same grid from which you published\n" |
303 | + "--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" |
304 | + " <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" | ||
305 | + "The OAR path must be a filesystem path." | 306 | + "The OAR path must be a filesystem path." |
306 | + " 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.", |
307 | SaveOar); | 308 | SaveOar); |
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/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs index 5d8a278..8aa173a 100644 --- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs +++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs | |||
@@ -107,8 +107,6 @@ namespace OpenSim.Region.CoreModules.Asset | |||
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 OpenSim.Region.CoreModules.Asset | |||
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); |
@@ -506,13 +502,10 @@ namespace OpenSim.Region.CoreModules.Asset | |||
506 | // Purge all files last accessed prior to this point | 502 | // Purge all files last accessed prior to this point |
507 | DateTime purgeLine = DateTime.Now - m_FileExpiration; | 503 | DateTime purgeLine = DateTime.Now - m_FileExpiration; |
508 | 504 | ||
509 | // An optional deep scan at this point will ensure assets present in scenes, | 505 | // An asset cache may contain local non-temporary assets that are not in the asset service. Therefore, |
510 | // or referenced by objects in the scene, but not recently accessed | 506 | // before cleaning up expired files we must scan the objects in the scene to make sure that we retain |
511 | // are not purged. | 507 | // such local assets if they have not been recently accessed. |
512 | if (m_DeepScanBeforePurge) | 508 | TouchAllSceneAssets(false); |
513 | { | ||
514 | CacheScenes(); | ||
515 | } | ||
516 | 509 | ||
517 | foreach (string dir in Directory.GetDirectories(m_CacheDirectory)) | 510 | foreach (string dir in Directory.GetDirectories(m_CacheDirectory)) |
518 | { | 511 | { |
@@ -705,11 +698,14 @@ namespace OpenSim.Region.CoreModules.Asset | |||
705 | 698 | ||
706 | /// <summary> | 699 | /// <summary> |
707 | /// Iterates through all Scenes, doing a deep scan through assets | 700 | /// Iterates through all Scenes, doing a deep scan through assets |
708 | /// to cache all assets present in the scene or referenced by assets | 701 | /// to update the access time of all assets present in the scene or referenced by assets |
709 | /// in the scene | 702 | /// in the scene. |
710 | /// </summary> | 703 | /// </summary> |
711 | /// <returns></returns> | 704 | /// <param name="storeUncached"> |
712 | private int CacheScenes() | 705 | /// If true, then assets scanned which are not found in cache are added to the cache. |
706 | /// </param> | ||
707 | /// <returns>Number of distinct asset references found in the scene.</returns> | ||
708 | private int TouchAllSceneAssets(bool storeUncached) | ||
713 | { | 709 | { |
714 | UuidGatherer gatherer = new UuidGatherer(m_AssetService); | 710 | UuidGatherer gatherer = new UuidGatherer(m_AssetService); |
715 | 711 | ||
@@ -732,7 +728,7 @@ namespace OpenSim.Region.CoreModules.Asset | |||
732 | { | 728 | { |
733 | File.SetLastAccessTime(filename, DateTime.Now); | 729 | File.SetLastAccessTime(filename, DateTime.Now); |
734 | } | 730 | } |
735 | else | 731 | else if (storeUncached) |
736 | { | 732 | { |
737 | m_AssetService.Get(assetID.ToString()); | 733 | m_AssetService.Get(assetID.ToString()); |
738 | } | 734 | } |
@@ -860,13 +856,14 @@ namespace OpenSim.Region.CoreModules.Asset | |||
860 | 856 | ||
861 | break; | 857 | break; |
862 | 858 | ||
863 | |||
864 | case "assets": | 859 | case "assets": |
865 | m_log.Info("[FLOTSAM ASSET CACHE]: Caching all assets, in all scenes."); | 860 | m_log.Info("[FLOTSAM ASSET CACHE]: Ensuring assets are cached for all scenes."); |
866 | 861 | ||
867 | Util.FireAndForget(delegate { | 862 | Util.FireAndForget(delegate { |
868 | int assetsCached = CacheScenes(); | 863 | int assetReferenceTotal = TouchAllSceneAssets(true); |
869 | m_log.InfoFormat("[FLOTSAM ASSET CACHE]: Completed Scene Caching, {0} assets found.", assetsCached); | 864 | m_log.InfoFormat( |
865 | "[FLOTSAM ASSET CACHE]: Completed check with {0} assets.", | ||
866 | assetReferenceTotal); | ||
870 | }); | 867 | }); |
871 | 868 | ||
872 | break; | 869 | break; |
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/LocalAssetServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/LocalAssetServiceConnector.cs index c78915f..449c1f1 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/LocalAssetServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/LocalAssetServiceConnector.cs | |||
@@ -204,8 +204,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset | |||
204 | public byte[] GetData(string id) | 204 | public byte[] GetData(string id) |
205 | { | 205 | { |
206 | // m_log.DebugFormat("[LOCAL ASSET SERVICES CONNECTOR]: Requesting data for asset {0}", id); | 206 | // m_log.DebugFormat("[LOCAL ASSET SERVICES CONNECTOR]: Requesting data for asset {0}", id); |
207 | 207 | ||
208 | AssetBase asset = m_Cache.Get(id); | 208 | AssetBase asset = null; |
209 | |||
210 | if (m_Cache != null) | ||
211 | asset = m_Cache.Get(id); | ||
209 | 212 | ||
210 | if (asset != null) | 213 | if (asset != null) |
211 | return asset.Data; | 214 | return asset.Data; |
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/Tests/AssetConnectorTests.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/Tests/AssetConnectorTests.cs new file mode 100644 index 0000000..1982473 --- /dev/null +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/Tests/AssetConnectorTests.cs | |||
@@ -0,0 +1,136 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.IO; | ||
31 | using System.Reflection; | ||
32 | using System.Threading; | ||
33 | using log4net.Config; | ||
34 | using Nini.Config; | ||
35 | using NUnit.Framework; | ||
36 | using OpenMetaverse; | ||
37 | using OpenSim.Framework; | ||
38 | using OpenSim.Region.Framework.Scenes; | ||
39 | using OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset; | ||
40 | using OpenSim.Tests.Common; | ||
41 | |||
42 | namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset.Tests | ||
43 | { | ||
44 | [TestFixture] | ||
45 | public class AssetConnectorsTests : OpenSimTestCase | ||
46 | { | ||
47 | [Test] | ||
48 | public void TestAddAsset() | ||
49 | { | ||
50 | TestHelpers.InMethod(); | ||
51 | // TestHelpers.EnableLogging(); | ||
52 | |||
53 | IConfigSource config = new IniConfigSource(); | ||
54 | config.AddConfig("Modules"); | ||
55 | config.Configs["Modules"].Set("AssetServices", "LocalAssetServicesConnector"); | ||
56 | config.AddConfig("AssetService"); | ||
57 | config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Services.AssetService.dll:AssetService"); | ||
58 | config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll"); | ||
59 | |||
60 | LocalAssetServicesConnector lasc = new LocalAssetServicesConnector(); | ||
61 | lasc.Initialise(config); | ||
62 | |||
63 | AssetBase a1 = AssetHelpers.CreateNotecardAsset(); | ||
64 | lasc.Store(a1); | ||
65 | |||
66 | AssetBase retreivedA1 = lasc.Get(a1.ID); | ||
67 | Assert.That(retreivedA1.ID, Is.EqualTo(a1.ID)); | ||
68 | Assert.That(retreivedA1.Metadata.ID, Is.EqualTo(a1.Metadata.ID)); | ||
69 | Assert.That(retreivedA1.Data.Length, Is.EqualTo(a1.Data.Length)); | ||
70 | |||
71 | AssetMetadata retrievedA1Metadata = lasc.GetMetadata(a1.ID); | ||
72 | Assert.That(retrievedA1Metadata.ID, Is.EqualTo(a1.ID)); | ||
73 | |||
74 | byte[] retrievedA1Data = lasc.GetData(a1.ID); | ||
75 | Assert.That(retrievedA1Data.Length, Is.EqualTo(a1.Data.Length)); | ||
76 | |||
77 | // TODO: Add cache and check that this does receive a copy of the asset | ||
78 | } | ||
79 | |||
80 | [Test] | ||
81 | public void TestAddTemporaryAsset() | ||
82 | { | ||
83 | TestHelpers.InMethod(); | ||
84 | // TestHelpers.EnableLogging(); | ||
85 | |||
86 | IConfigSource config = new IniConfigSource(); | ||
87 | config.AddConfig("Modules"); | ||
88 | config.Configs["Modules"].Set("AssetServices", "LocalAssetServicesConnector"); | ||
89 | config.AddConfig("AssetService"); | ||
90 | config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Services.AssetService.dll:AssetService"); | ||
91 | config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll"); | ||
92 | |||
93 | LocalAssetServicesConnector lasc = new LocalAssetServicesConnector(); | ||
94 | lasc.Initialise(config); | ||
95 | |||
96 | AssetBase a1 = AssetHelpers.CreateNotecardAsset(); | ||
97 | a1.Temporary = true; | ||
98 | |||
99 | lasc.Store(a1); | ||
100 | |||
101 | Assert.That(lasc.Get(a1.ID), Is.Null); | ||
102 | Assert.That(lasc.GetData(a1.ID), Is.Null); | ||
103 | Assert.That(lasc.GetMetadata(a1.ID), Is.Null); | ||
104 | |||
105 | // TODO: Add cache and check that this does receive a copy of the asset | ||
106 | } | ||
107 | |||
108 | [Test] | ||
109 | public void TestAddLocalAsset() | ||
110 | { | ||
111 | TestHelpers.InMethod(); | ||
112 | // TestHelpers.EnableLogging(); | ||
113 | |||
114 | IConfigSource config = new IniConfigSource(); | ||
115 | config.AddConfig("Modules"); | ||
116 | config.Configs["Modules"].Set("AssetServices", "LocalAssetServicesConnector"); | ||
117 | config.AddConfig("AssetService"); | ||
118 | config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Services.AssetService.dll:AssetService"); | ||
119 | config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll"); | ||
120 | |||
121 | LocalAssetServicesConnector lasc = new LocalAssetServicesConnector(); | ||
122 | lasc.Initialise(config); | ||
123 | |||
124 | AssetBase a1 = AssetHelpers.CreateNotecardAsset(); | ||
125 | a1.Local = true; | ||
126 | |||
127 | lasc.Store(a1); | ||
128 | |||
129 | Assert.That(lasc.Get(a1.ID), Is.Null); | ||
130 | Assert.That(lasc.GetData(a1.ID), Is.Null); | ||
131 | Assert.That(lasc.GetMetadata(a1.ID), Is.Null); | ||
132 | |||
133 | // TODO: Add cache and check that this does receive a copy of the asset | ||
134 | } | ||
135 | } | ||
136 | } \ No newline at end of file | ||
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs index 433166d..a6923ef 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs | |||
@@ -43,6 +43,7 @@ using OpenSim.Region.Framework.Interfaces; | |||
43 | using OpenSim.Region.Framework.Scenes; | 43 | using OpenSim.Region.Framework.Scenes; |
44 | using OpenSim.Region.Framework.Scenes.Serialization; | 44 | using OpenSim.Region.Framework.Scenes.Serialization; |
45 | using OpenSim.Services.Interfaces; | 45 | using OpenSim.Services.Interfaces; |
46 | using System.Threading; | ||
46 | 47 | ||
47 | namespace OpenSim.Region.CoreModules.World.Archiver | 48 | namespace OpenSim.Region.CoreModules.World.Archiver |
48 | { | 49 | { |
@@ -52,7 +53,30 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
52 | public class ArchiveReadRequest | 53 | public class ArchiveReadRequest |
53 | { | 54 | { |
54 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 55 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
56 | |||
57 | /// <summary> | ||
58 | /// Contains data used while dearchiving a single scene. | ||
59 | /// </summary> | ||
60 | private class DearchiveContext | ||
61 | { | ||
62 | public Scene Scene { get; set; } | ||
63 | |||
64 | public List<string> SerialisedSceneObjects { get; set; } | ||
65 | |||
66 | public List<string> SerialisedParcels { get; set; } | ||
67 | |||
68 | public List<SceneObjectGroup> SceneObjects { get; set; } | ||
69 | |||
70 | public DearchiveContext(Scene scene) | ||
71 | { | ||
72 | Scene = scene; | ||
73 | SerialisedSceneObjects = new List<string>(); | ||
74 | SerialisedParcels = new List<string>(); | ||
75 | SceneObjects = new List<SceneObjectGroup>(); | ||
76 | } | ||
77 | } | ||
55 | 78 | ||
79 | |||
56 | /// <summary> | 80 | /// <summary> |
57 | /// The maximum major version of OAR that we can read. Minor versions shouldn't need a max number since version | 81 | /// The maximum major version of OAR that we can read. Minor versions shouldn't need a max number since version |
58 | /// bumps here should be compatible. | 82 | /// bumps here should be compatible. |
@@ -62,9 +86,10 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
62 | /// <summary> | 86 | /// <summary> |
63 | /// Has the control file been loaded for this archive? | 87 | /// Has the control file been loaded for this archive? |
64 | /// </summary> | 88 | /// </summary> |
65 | public bool ControlFileLoaded { get; private set; } | 89 | public bool ControlFileLoaded { get; private set; } |
66 | 90 | ||
67 | protected Scene m_scene; | 91 | protected string m_loadPath; |
92 | protected Scene m_rootScene; | ||
68 | protected Stream m_loadStream; | 93 | protected Stream m_loadStream; |
69 | protected Guid m_requestId; | 94 | protected Guid m_requestId; |
70 | protected string m_errorMessage; | 95 | protected string m_errorMessage; |
@@ -91,7 +116,7 @@ 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 | } |
@@ -104,10 +129,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
104 | 129 | ||
105 | private IGroupsModule m_groupsModule; | 130 | private IGroupsModule m_groupsModule; |
106 | 131 | ||
132 | private IAssetService m_assetService = null; | ||
133 | |||
134 | |||
107 | 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) |
108 | { | 136 | { |
109 | m_scene = scene; | 137 | m_rootScene = scene; |
110 | 138 | ||
139 | m_loadPath = loadPath; | ||
111 | try | 140 | try |
112 | { | 141 | { |
113 | m_loadStream = new GZipStream(ArchiveHelpers.GetStream(loadPath), CompressionMode.Decompress); | 142 | m_loadStream = new GZipStream(ArchiveHelpers.GetStream(loadPath), CompressionMode.Decompress); |
@@ -128,12 +157,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
128 | // Zero can never be a valid user id | 157 | // Zero can never be a valid user id |
129 | m_validUserUuids[UUID.Zero] = false; | 158 | m_validUserUuids[UUID.Zero] = false; |
130 | 159 | ||
131 | m_groupsModule = m_scene.RequestModuleInterface<IGroupsModule>(); | 160 | m_groupsModule = m_rootScene.RequestModuleInterface<IGroupsModule>(); |
161 | m_assetService = m_rootScene.AssetService; | ||
132 | } | 162 | } |
133 | 163 | ||
134 | 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) |
135 | { | 165 | { |
136 | m_scene = scene; | 166 | m_rootScene = scene; |
167 | m_loadPath = null; | ||
137 | m_loadStream = loadStream; | 168 | m_loadStream = loadStream; |
138 | m_merge = merge; | 169 | m_merge = merge; |
139 | m_skipAssets = skipAssets; | 170 | m_skipAssets = skipAssets; |
@@ -142,7 +173,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
142 | // Zero can never be a valid user id | 173 | // Zero can never be a valid user id |
143 | m_validUserUuids[UUID.Zero] = false; | 174 | m_validUserUuids[UUID.Zero] = false; |
144 | 175 | ||
145 | m_groupsModule = m_scene.RequestModuleInterface<IGroupsModule>(); | 176 | m_groupsModule = m_rootScene.RequestModuleInterface<IGroupsModule>(); |
177 | m_assetService = m_rootScene.AssetService; | ||
146 | } | 178 | } |
147 | 179 | ||
148 | /// <summary> | 180 | /// <summary> |
@@ -150,25 +182,25 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
150 | /// </summary> | 182 | /// </summary> |
151 | public void DearchiveRegion() | 183 | public void DearchiveRegion() |
152 | { | 184 | { |
153 | // The same code can handle dearchiving 0.1 and 0.2 OpenSim Archive versions | ||
154 | DearchiveRegion0DotStar(); | ||
155 | } | ||
156 | |||
157 | private void DearchiveRegion0DotStar() | ||
158 | { | ||
159 | int successfulAssetRestores = 0; | 185 | int successfulAssetRestores = 0; |
160 | int failedAssetRestores = 0; | 186 | int failedAssetRestores = 0; |
161 | List<string> serialisedSceneObjects = new List<string>(); | ||
162 | List<string> serialisedParcels = new List<string>(); | ||
163 | string filePath = "NONE"; | ||
164 | 187 | ||
165 | 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; | ||
166 | byte[] data; | 196 | byte[] data; |
167 | TarArchiveReader.TarEntryType entryType; | 197 | TarArchiveReader.TarEntryType entryType; |
168 | 198 | ||
169 | try | 199 | try |
170 | { | 200 | { |
171 | 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) | ||
172 | { | 204 | { |
173 | //m_log.DebugFormat( | 205 | //m_log.DebugFormat( |
174 | // "[ARCHIVER]: Successfully read {0} ({1} bytes)", filePath, data.Length); | 206 | // "[ARCHIVER]: Successfully read {0} ({1} bytes)", filePath, data.Length); |
@@ -176,9 +208,30 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
176 | if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY == entryType) | 208 | if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY == entryType) |
177 | continue; | 209 | continue; |
178 | 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 | |||
179 | if (filePath.StartsWith(ArchiveConstants.OBJECTS_PATH)) | 232 | if (filePath.StartsWith(ArchiveConstants.OBJECTS_PATH)) |
180 | { | 233 | { |
181 | serialisedSceneObjects.Add(Encoding.UTF8.GetString(data)); | 234 | sceneContext.SerialisedSceneObjects.Add(Encoding.UTF8.GetString(data)); |
182 | } | 235 | } |
183 | else if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH) && !m_skipAssets) | 236 | else if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH) && !m_skipAssets) |
184 | { | 237 | { |
@@ -192,19 +245,19 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
192 | } | 245 | } |
193 | else if (!m_merge && filePath.StartsWith(ArchiveConstants.TERRAINS_PATH)) | 246 | else if (!m_merge && filePath.StartsWith(ArchiveConstants.TERRAINS_PATH)) |
194 | { | 247 | { |
195 | LoadTerrain(filePath, data); | 248 | LoadTerrain(scene, filePath, data); |
196 | } | 249 | } |
197 | else if (!m_merge && filePath.StartsWith(ArchiveConstants.SETTINGS_PATH)) | 250 | else if (!m_merge && filePath.StartsWith(ArchiveConstants.SETTINGS_PATH)) |
198 | { | 251 | { |
199 | LoadRegionSettings(filePath, data); | 252 | LoadRegionSettings(scene, filePath, data, dearchivedScenes); |
200 | } | 253 | } |
201 | else if (!m_merge && filePath.StartsWith(ArchiveConstants.LANDDATA_PATH)) | 254 | else if (!m_merge && filePath.StartsWith(ArchiveConstants.LANDDATA_PATH)) |
202 | { | 255 | { |
203 | serialisedParcels.Add(Encoding.UTF8.GetString(data)); | 256 | sceneContext.SerialisedParcels.Add(Encoding.UTF8.GetString(data)); |
204 | } | 257 | } |
205 | else if (filePath == ArchiveConstants.CONTROL_FILE_PATH) | 258 | else if (filePath == ArchiveConstants.CONTROL_FILE_PATH) |
206 | { | 259 | { |
207 | LoadControlFile(filePath, data); | 260 | // Ignore, because we already read the control file |
208 | } | 261 | } |
209 | } | 262 | } |
210 | 263 | ||
@@ -212,15 +265,16 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
212 | } | 265 | } |
213 | catch (Exception e) | 266 | catch (Exception e) |
214 | { | 267 | { |
215 | m_log.ErrorFormat( | 268 | m_log.Error( |
216 | "[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); |
217 | m_errorMessage += e.ToString(); | 270 | m_errorMessage += e.ToString(); |
218 | m_scene.EventManager.TriggerOarFileLoaded(m_requestId, m_errorMessage); | 271 | m_rootScene.EventManager.TriggerOarFileLoaded(m_requestId, new List<UUID>(), m_errorMessage); |
219 | return; | 272 | return; |
220 | } | 273 | } |
221 | finally | 274 | finally |
222 | { | 275 | { |
223 | archive.Close(); | 276 | if (archive != null) |
277 | archive.Close(); | ||
224 | } | 278 | } |
225 | 279 | ||
226 | if (!m_skipAssets) | 280 | if (!m_skipAssets) |
@@ -234,32 +288,143 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
234 | } | 288 | } |
235 | } | 289 | } |
236 | 290 | ||
237 | if (!m_merge) | 291 | foreach (DearchiveContext sceneContext in sceneContexts.Values) |
238 | { | 292 | { |
239 | m_log.Info("[ARCHIVER]: Clearing all existing scene objects"); | 293 | m_log.InfoFormat("[ARCHIVER:] Loading region {0}", sceneContext.Scene.RegionInfo.RegionName); |
240 | 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 | } | ||
241 | } | 319 | } |
242 | 320 | ||
243 | LoadParcels(serialisedParcels); | 321 | // Start the scripts. We delayed this because we want the OAR to finish loading ASAP, so |
244 | 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 | }); | ||
245 | 340 | ||
246 | m_log.InfoFormat("[ARCHIVER]: Successfully loaded archive"); | 341 | m_log.InfoFormat("[ARCHIVER]: Successfully loaded archive"); |
247 | 342 | ||
248 | 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"); | ||
249 | } | 415 | } |
250 | 416 | ||
251 | /// <summary> | 417 | /// <summary> |
252 | /// Load serialized scene objects. | 418 | /// Load serialized scene objects. |
253 | /// </summary> | 419 | /// </summary> |
254 | /// <param name="serialisedSceneObjects"></param> | 420 | protected void LoadObjects(Scene scene, List<string> serialisedSceneObjects, List<SceneObjectGroup> sceneObjects) |
255 | protected void LoadObjects(List<string> serialisedSceneObjects) | ||
256 | { | 421 | { |
257 | // Reload serialized prims | 422 | // Reload serialized prims |
258 | 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); |
259 | 424 | ||
260 | UUID oldTelehubUUID = m_scene.RegionInfo.RegionSettings.TelehubObject; | 425 | UUID oldTelehubUUID = scene.RegionInfo.RegionSettings.TelehubObject; |
261 | 426 | ||
262 | IRegionSerialiserModule serialiser = m_scene.RequestModuleInterface<IRegionSerialiserModule>(); | 427 | IRegionSerialiserModule serialiser = scene.RequestModuleInterface<IRegionSerialiserModule>(); |
263 | int sceneObjectsLoadedCount = 0; | 428 | int sceneObjectsLoadedCount = 0; |
264 | 429 | ||
265 | foreach (string serialisedSceneObject in serialisedSceneObjects) | 430 | foreach (string serialisedSceneObject in serialisedSceneObjects) |
@@ -280,7 +445,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
280 | 445 | ||
281 | SceneObjectGroup sceneObject = serialiser.DeserializeGroupFromXml2(serialisedSceneObject); | 446 | SceneObjectGroup sceneObject = serialiser.DeserializeGroupFromXml2(serialisedSceneObject); |
282 | 447 | ||
283 | bool isTelehub = (sceneObject.UUID == oldTelehubUUID); | 448 | bool isTelehub = (sceneObject.UUID == oldTelehubUUID) && (oldTelehubUUID != UUID.Zero); |
284 | 449 | ||
285 | // 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 |
286 | // 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 |
@@ -290,8 +455,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
290 | if (isTelehub) | 455 | if (isTelehub) |
291 | { | 456 | { |
292 | // Change the Telehub Object to the new UUID | 457 | // Change the Telehub Object to the new UUID |
293 | m_scene.RegionInfo.RegionSettings.TelehubObject = sceneObject.UUID; | 458 | scene.RegionInfo.RegionSettings.TelehubObject = sceneObject.UUID; |
294 | m_scene.RegionInfo.RegionSettings.Save(); | 459 | scene.RegionInfo.RegionSettings.Save(); |
295 | oldTelehubUUID = UUID.Zero; | 460 | oldTelehubUUID = UUID.Zero; |
296 | } | 461 | } |
297 | 462 | ||
@@ -301,17 +466,17 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
301 | { | 466 | { |
302 | if (part.CreatorData == null || part.CreatorData == string.Empty) | 467 | if (part.CreatorData == null || part.CreatorData == string.Empty) |
303 | { | 468 | { |
304 | if (!ResolveUserUuid(part.CreatorID)) | 469 | if (!ResolveUserUuid(scene, part.CreatorID)) |
305 | part.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner; | 470 | part.CreatorID = scene.RegionInfo.EstateSettings.EstateOwner; |
306 | } | 471 | } |
307 | if (UserManager != null) | 472 | if (UserManager != null) |
308 | UserManager.AddUser(part.CreatorID, part.CreatorData); | 473 | UserManager.AddUser(part.CreatorID, part.CreatorData); |
309 | 474 | ||
310 | if (!ResolveUserUuid(part.OwnerID)) | 475 | if (!ResolveUserUuid(scene, part.OwnerID)) |
311 | part.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner; | 476 | part.OwnerID = scene.RegionInfo.EstateSettings.EstateOwner; |
312 | 477 | ||
313 | if (!ResolveUserUuid(part.LastOwnerID)) | 478 | if (!ResolveUserUuid(scene, part.LastOwnerID)) |
314 | part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner; | 479 | part.LastOwnerID = scene.RegionInfo.EstateSettings.EstateOwner; |
315 | 480 | ||
316 | if (!ResolveGroupUuid(part.GroupID)) | 481 | if (!ResolveGroupUuid(part.GroupID)) |
317 | part.GroupID = UUID.Zero; | 482 | part.GroupID = UUID.Zero; |
@@ -328,15 +493,15 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
328 | TaskInventoryDictionary inv = part.TaskInventory; | 493 | TaskInventoryDictionary inv = part.TaskInventory; |
329 | foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv) | 494 | foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv) |
330 | { | 495 | { |
331 | if (!ResolveUserUuid(kvp.Value.OwnerID)) | 496 | if (!ResolveUserUuid(scene, kvp.Value.OwnerID)) |
332 | { | 497 | { |
333 | kvp.Value.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner; | 498 | kvp.Value.OwnerID = scene.RegionInfo.EstateSettings.EstateOwner; |
334 | } | 499 | } |
335 | 500 | ||
336 | if (kvp.Value.CreatorData == null || kvp.Value.CreatorData == string.Empty) | 501 | if (kvp.Value.CreatorData == null || kvp.Value.CreatorData == string.Empty) |
337 | { | 502 | { |
338 | if (!ResolveUserUuid(kvp.Value.CreatorID)) | 503 | if (!ResolveUserUuid(scene, kvp.Value.CreatorID)) |
339 | kvp.Value.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner; | 504 | kvp.Value.CreatorID = scene.RegionInfo.EstateSettings.EstateOwner; |
340 | } | 505 | } |
341 | 506 | ||
342 | if (UserManager != null) | 507 | if (UserManager != null) |
@@ -348,10 +513,10 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
348 | } | 513 | } |
349 | } | 514 | } |
350 | 515 | ||
351 | if (m_scene.AddRestoredSceneObject(sceneObject, true, false)) | 516 | if (scene.AddRestoredSceneObject(sceneObject, true, false)) |
352 | { | 517 | { |
353 | sceneObjectsLoadedCount++; | 518 | sceneObjectsLoadedCount++; |
354 | sceneObject.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, 0); | 519 | sceneObject.CreateScriptInstances(0, false, scene.DefaultScriptEngine, 0); |
355 | sceneObject.ResumeScripts(); | 520 | sceneObject.ResumeScripts(); |
356 | } | 521 | } |
357 | } | 522 | } |
@@ -366,16 +531,17 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
366 | if (oldTelehubUUID != UUID.Zero) | 531 | if (oldTelehubUUID != UUID.Zero) |
367 | { | 532 | { |
368 | m_log.WarnFormat("Telehub object not found: {0}", oldTelehubUUID); | 533 | m_log.WarnFormat("Telehub object not found: {0}", oldTelehubUUID); |
369 | m_scene.RegionInfo.RegionSettings.TelehubObject = UUID.Zero; | 534 | scene.RegionInfo.RegionSettings.TelehubObject = UUID.Zero; |
370 | m_scene.RegionInfo.RegionSettings.ClearSpawnPoints(); | 535 | scene.RegionInfo.RegionSettings.ClearSpawnPoints(); |
371 | } | 536 | } |
372 | } | 537 | } |
373 | 538 | ||
374 | /// <summary> | 539 | /// <summary> |
375 | /// Load serialized parcels. | 540 | /// Load serialized parcels. |
376 | /// </summary> | 541 | /// </summary> |
542 | /// <param name="scene"></param> | ||
377 | /// <param name="serialisedParcels"></param> | 543 | /// <param name="serialisedParcels"></param> |
378 | protected void LoadParcels(List<string> serialisedParcels) | 544 | protected void LoadParcels(Scene scene, List<string> serialisedParcels) |
379 | { | 545 | { |
380 | // Reload serialized parcels | 546 | // Reload serialized parcels |
381 | m_log.InfoFormat("[ARCHIVER]: Loading {0} parcels. Please wait.", serialisedParcels.Count); | 547 | m_log.InfoFormat("[ARCHIVER]: Loading {0} parcels. Please wait.", serialisedParcels.Count); |
@@ -386,8 +552,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
386 | 552 | ||
387 | // Validate User and Group UUID's | 553 | // Validate User and Group UUID's |
388 | 554 | ||
389 | if (!ResolveUserUuid(parcel.OwnerID)) | 555 | if (!ResolveUserUuid(scene, parcel.OwnerID)) |
390 | parcel.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner; | 556 | parcel.OwnerID = m_rootScene.RegionInfo.EstateSettings.EstateOwner; |
391 | 557 | ||
392 | if (!ResolveGroupUuid(parcel.GroupID)) | 558 | if (!ResolveGroupUuid(parcel.GroupID)) |
393 | { | 559 | { |
@@ -398,7 +564,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
398 | List<LandAccessEntry> accessList = new List<LandAccessEntry>(); | 564 | List<LandAccessEntry> accessList = new List<LandAccessEntry>(); |
399 | foreach (LandAccessEntry entry in parcel.ParcelAccessList) | 565 | foreach (LandAccessEntry entry in parcel.ParcelAccessList) |
400 | { | 566 | { |
401 | if (ResolveUserUuid(entry.AgentID)) | 567 | if (ResolveUserUuid(scene, entry.AgentID)) |
402 | accessList.Add(entry); | 568 | accessList.Add(entry); |
403 | // else, drop this access rule | 569 | // else, drop this access rule |
404 | } | 570 | } |
@@ -414,23 +580,24 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
414 | if (!m_merge) | 580 | if (!m_merge) |
415 | { | 581 | { |
416 | bool setupDefaultParcel = (landData.Count == 0); | 582 | bool setupDefaultParcel = (landData.Count == 0); |
417 | m_scene.LandChannel.Clear(setupDefaultParcel); | 583 | scene.LandChannel.Clear(setupDefaultParcel); |
418 | } | 584 | } |
419 | 585 | ||
420 | m_scene.EventManager.TriggerIncomingLandDataFromStorage(landData); | 586 | scene.EventManager.TriggerIncomingLandDataFromStorage(landData); |
421 | m_log.InfoFormat("[ARCHIVER]: Restored {0} parcels.", landData.Count); | 587 | m_log.InfoFormat("[ARCHIVER]: Restored {0} parcels.", landData.Count); |
422 | } | 588 | } |
423 | 589 | ||
424 | /// <summary> | 590 | /// <summary> |
425 | /// Look up the given user id to check whether it's one that is valid for this grid. | 591 | /// Look up the given user id to check whether it's one that is valid for this grid. |
426 | /// </summary> | 592 | /// </summary> |
593 | /// <param name="scene"></param> | ||
427 | /// <param name="uuid"></param> | 594 | /// <param name="uuid"></param> |
428 | /// <returns></returns> | 595 | /// <returns></returns> |
429 | private bool ResolveUserUuid(UUID uuid) | 596 | private bool ResolveUserUuid(Scene scene, UUID uuid) |
430 | { | 597 | { |
431 | if (!m_validUserUuids.ContainsKey(uuid)) | 598 | if (!m_validUserUuids.ContainsKey(uuid)) |
432 | { | 599 | { |
433 | UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, uuid); | 600 | UserAccount account = scene.UserAccountService.GetUserAccount(scene.RegionInfo.ScopeID, uuid); |
434 | m_validUserUuids.Add(uuid, account != null); | 601 | m_validUserUuids.Add(uuid, account != null); |
435 | } | 602 | } |
436 | 603 | ||
@@ -485,7 +652,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
485 | string extension = filename.Substring(i); | 652 | string extension = filename.Substring(i); |
486 | string uuid = filename.Remove(filename.Length - extension.Length); | 653 | string uuid = filename.Remove(filename.Length - extension.Length); |
487 | 654 | ||
488 | if (m_scene.AssetService.GetMetadata(uuid) != null) | 655 | if (m_assetService.GetMetadata(uuid) != null) |
489 | { | 656 | { |
490 | // m_log.DebugFormat("[ARCHIVER]: found existing asset {0}",uuid); | 657 | // m_log.DebugFormat("[ARCHIVER]: found existing asset {0}",uuid); |
491 | return true; | 658 | return true; |
@@ -505,7 +672,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
505 | 672 | ||
506 | // We're relying on the asset service to do the sensible thing and not store the asset if it already | 673 | // We're relying on the asset service to do the sensible thing and not store the asset if it already |
507 | // exists. | 674 | // exists. |
508 | m_scene.AssetService.Store(asset); | 675 | m_assetService.Store(asset); |
509 | 676 | ||
510 | /** | 677 | /** |
511 | * Create layers on decode for image assets. This is likely to significantly increase the time to load archives so | 678 | * Create layers on decode for image assets. This is likely to significantly increase the time to load archives so |
@@ -533,12 +700,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
533 | /// <summary> | 700 | /// <summary> |
534 | /// Load region settings data | 701 | /// Load region settings data |
535 | /// </summary> | 702 | /// </summary> |
703 | /// <param name="scene"></param> | ||
536 | /// <param name="settingsPath"></param> | 704 | /// <param name="settingsPath"></param> |
537 | /// <param name="data"></param> | 705 | /// <param name="data"></param> |
706 | /// <param name="dearchivedScenes"></param> | ||
538 | /// <returns> | 707 | /// <returns> |
539 | /// true if settings were loaded successfully, false otherwise | 708 | /// true if settings were loaded successfully, false otherwise |
540 | /// </returns> | 709 | /// </returns> |
541 | private bool LoadRegionSettings(string settingsPath, byte[] data) | 710 | private bool LoadRegionSettings(Scene scene, string settingsPath, byte[] data, DearchiveScenesInfo dearchivedScenes) |
542 | { | 711 | { |
543 | RegionSettings loadedRegionSettings; | 712 | RegionSettings loadedRegionSettings; |
544 | 713 | ||
@@ -554,7 +723,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
554 | return false; | 723 | return false; |
555 | } | 724 | } |
556 | 725 | ||
557 | RegionSettings currentRegionSettings = m_scene.RegionInfo.RegionSettings; | 726 | RegionSettings currentRegionSettings = scene.RegionInfo.RegionSettings; |
558 | 727 | ||
559 | currentRegionSettings.AgentLimit = loadedRegionSettings.AgentLimit; | 728 | currentRegionSettings.AgentLimit = loadedRegionSettings.AgentLimit; |
560 | currentRegionSettings.AllowDamage = loadedRegionSettings.AllowDamage; | 729 | currentRegionSettings.AllowDamage = loadedRegionSettings.AllowDamage; |
@@ -591,12 +760,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
591 | foreach (SpawnPoint sp in loadedRegionSettings.SpawnPoints()) | 760 | foreach (SpawnPoint sp in loadedRegionSettings.SpawnPoints()) |
592 | currentRegionSettings.AddSpawnPoint(sp); | 761 | currentRegionSettings.AddSpawnPoint(sp); |
593 | 762 | ||
763 | currentRegionSettings.LoadedCreationDateTime = dearchivedScenes.LoadedCreationDateTime; | ||
764 | currentRegionSettings.LoadedCreationID = dearchivedScenes.GetOriginalRegionID(scene.RegionInfo.RegionID).ToString(); | ||
765 | |||
594 | currentRegionSettings.Save(); | 766 | currentRegionSettings.Save(); |
595 | 767 | ||
596 | m_scene.TriggerEstateSunUpdate(); | 768 | scene.TriggerEstateSunUpdate(); |
597 | 769 | ||
598 | IEstateModule estateModule = m_scene.RequestModuleInterface<IEstateModule>(); | 770 | IEstateModule estateModule = scene.RequestModuleInterface<IEstateModule>(); |
599 | |||
600 | if (estateModule != null) | 771 | if (estateModule != null) |
601 | estateModule.sendRegionHandshakeToAll(); | 772 | estateModule.sendRegionHandshakeToAll(); |
602 | 773 | ||
@@ -606,14 +777,15 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
606 | /// <summary> | 777 | /// <summary> |
607 | /// Load terrain data | 778 | /// Load terrain data |
608 | /// </summary> | 779 | /// </summary> |
780 | /// <param name="scene"></param> | ||
609 | /// <param name="terrainPath"></param> | 781 | /// <param name="terrainPath"></param> |
610 | /// <param name="data"></param> | 782 | /// <param name="data"></param> |
611 | /// <returns> | 783 | /// <returns> |
612 | /// true if terrain was resolved successfully, false otherwise. | 784 | /// true if terrain was resolved successfully, false otherwise. |
613 | /// </returns> | 785 | /// </returns> |
614 | private bool LoadTerrain(string terrainPath, byte[] data) | 786 | private bool LoadTerrain(Scene scene, string terrainPath, byte[] data) |
615 | { | 787 | { |
616 | ITerrainModule terrainModule = m_scene.RequestModuleInterface<ITerrainModule>(); | 788 | ITerrainModule terrainModule = scene.RequestModuleInterface<ITerrainModule>(); |
617 | 789 | ||
618 | MemoryStream ms = new MemoryStream(data); | 790 | MemoryStream ms = new MemoryStream(data); |
619 | terrainModule.LoadFromStream(terrainPath, ms); | 791 | terrainModule.LoadFromStream(terrainPath, ms); |
@@ -629,17 +801,18 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
629 | /// </summary> | 801 | /// </summary> |
630 | /// <param name="path"></param> | 802 | /// <param name="path"></param> |
631 | /// <param name="data"></param> | 803 | /// <param name="data"></param> |
632 | public void LoadControlFile(string path, byte[] data) | 804 | /// <param name="dearchivedScenes"></param> |
805 | public DearchiveScenesInfo LoadControlFile(string path, byte[] data, DearchiveScenesInfo dearchivedScenes) | ||
633 | { | 806 | { |
634 | XmlNamespaceManager nsmgr = new XmlNamespaceManager(new NameTable()); | 807 | XmlNamespaceManager nsmgr = new XmlNamespaceManager(new NameTable()); |
635 | XmlParserContext context = new XmlParserContext(null, nsmgr, null, XmlSpace.None); | 808 | XmlParserContext context = new XmlParserContext(null, nsmgr, null, XmlSpace.None); |
636 | XmlTextReader xtr = new XmlTextReader(Encoding.ASCII.GetString(data), XmlNodeType.Document, context); | 809 | XmlTextReader xtr = new XmlTextReader(Encoding.ASCII.GetString(data), XmlNodeType.Document, context); |
637 | 810 | ||
638 | RegionSettings currentRegionSettings = m_scene.RegionInfo.RegionSettings; | 811 | // Loaded metadata will be empty if no information exists in the archive |
812 | dearchivedScenes.LoadedCreationDateTime = 0; | ||
813 | dearchivedScenes.DefaultOriginalID = ""; | ||
639 | 814 | ||
640 | // Loaded metadata will empty if no information exists in the archive | 815 | bool multiRegion = false; |
641 | currentRegionSettings.LoadedCreationDateTime = 0; | ||
642 | currentRegionSettings.LoadedCreationID = ""; | ||
643 | 816 | ||
644 | while (xtr.Read()) | 817 | while (xtr.Read()) |
645 | { | 818 | { |
@@ -665,18 +838,44 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
665 | { | 838 | { |
666 | int value; | 839 | int value; |
667 | if (Int32.TryParse(xtr.ReadElementContentAsString(), out value)) | 840 | if (Int32.TryParse(xtr.ReadElementContentAsString(), out value)) |
668 | currentRegionSettings.LoadedCreationDateTime = value; | 841 | dearchivedScenes.LoadedCreationDateTime = value; |
669 | } | 842 | } |
670 | else if (xtr.Name.ToString() == "id") | 843 | else if (xtr.Name.ToString() == "row") |
844 | { | ||
845 | multiRegion = true; | ||
846 | dearchivedScenes.StartRow(); | ||
847 | } | ||
848 | else if (xtr.Name.ToString() == "region") | ||
671 | { | 849 | { |
672 | currentRegionSettings.LoadedCreationID = xtr.ReadElementContentAsString(); | 850 | dearchivedScenes.StartRegion(); |
851 | } | ||
852 | else if (xtr.Name.ToString() == "id") | ||
853 | { | ||
854 | string id = xtr.ReadElementContentAsString(); | ||
855 | dearchivedScenes.DefaultOriginalID = id; | ||
856 | if (multiRegion) | ||
857 | dearchivedScenes.SetRegionOriginalID(id); | ||
858 | } | ||
859 | else if (xtr.Name.ToString() == "dir") | ||
860 | { | ||
861 | dearchivedScenes.SetRegionDirectory(xtr.ReadElementContentAsString()); | ||
673 | } | 862 | } |
674 | } | 863 | } |
675 | } | 864 | } |
676 | 865 | ||
677 | currentRegionSettings.Save(); | 866 | dearchivedScenes.MultiRegionFormat = multiRegion; |
678 | 867 | if (!multiRegion) | |
868 | { | ||
869 | // Add the single scene | ||
870 | dearchivedScenes.StartRow(); | ||
871 | dearchivedScenes.StartRegion(); | ||
872 | dearchivedScenes.SetRegionOriginalID(dearchivedScenes.DefaultOriginalID); | ||
873 | dearchivedScenes.SetRegionDirectory(""); | ||
874 | } | ||
875 | |||
679 | ControlFileLoaded = true; | 876 | ControlFileLoaded = true; |
877 | |||
878 | return dearchivedScenes; | ||
680 | } | 879 | } |
681 | } | 880 | } |
682 | } \ No newline at end of file | 881 | } \ No newline at end of file |
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveScenesGroup.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveScenesGroup.cs new file mode 100644 index 0000000..a66ed88 --- /dev/null +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveScenesGroup.cs | |||
@@ -0,0 +1,176 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Linq; | ||
31 | using System.Text; | ||
32 | using OpenSim.Region.Framework.Scenes; | ||
33 | using OpenMetaverse; | ||
34 | using System.Drawing; | ||
35 | |||
36 | namespace OpenSim.Region.CoreModules.World.Archiver | ||
37 | { | ||
38 | /// <summary> | ||
39 | /// A group of regions arranged in a rectangle, possibly with holes. | ||
40 | /// </summary> | ||
41 | /// <remarks> | ||
42 | /// The regions usually (but not necessarily) belong to an archive file, in which case we | ||
43 | /// store additional information used to create the archive (e.g., each region's | ||
44 | /// directory within the archive). | ||
45 | /// </remarks> | ||
46 | public class ArchiveScenesGroup | ||
47 | { | ||
48 | /// <summary> | ||
49 | /// All the regions. The outer dictionary contains rows (key: Y coordinate). | ||
50 | /// The inner dictionaries contain each row's regions (key: X coordinate). | ||
51 | /// </summary> | ||
52 | public SortedDictionary<uint, SortedDictionary<uint, Scene>> Regions { get; set; } | ||
53 | |||
54 | /// <summary> | ||
55 | /// The subdirectory where each region is stored in the archive. | ||
56 | /// </summary> | ||
57 | protected Dictionary<UUID, string> m_regionDirs; | ||
58 | |||
59 | /// <summary> | ||
60 | /// The grid coordinates of the regions' bounding box. | ||
61 | /// </summary> | ||
62 | public Rectangle Rect { get; set; } | ||
63 | |||
64 | |||
65 | public ArchiveScenesGroup() | ||
66 | { | ||
67 | Regions = new SortedDictionary<uint, SortedDictionary<uint, Scene>>(); | ||
68 | m_regionDirs = new Dictionary<UUID, string>(); | ||
69 | Rect = new Rectangle(0, 0, 0, 0); | ||
70 | } | ||
71 | |||
72 | public void AddScene(Scene scene) | ||
73 | { | ||
74 | uint x = scene.RegionInfo.RegionLocX; | ||
75 | uint y = scene.RegionInfo.RegionLocY; | ||
76 | |||
77 | SortedDictionary<uint, Scene> row; | ||
78 | if (!Regions.TryGetValue(y, out row)) | ||
79 | { | ||
80 | row = new SortedDictionary<uint, Scene>(); | ||
81 | Regions[y] = row; | ||
82 | } | ||
83 | |||
84 | row[x] = scene; | ||
85 | } | ||
86 | |||
87 | /// <summary> | ||
88 | /// Called after all the scenes have been added. Performs calculations that require | ||
89 | /// knowledge of all the scenes. | ||
90 | /// </summary> | ||
91 | public void CalcSceneLocations() | ||
92 | { | ||
93 | if (Regions.Count == 0) | ||
94 | return; | ||
95 | |||
96 | // Find the bounding rectangle | ||
97 | |||
98 | uint firstY = Regions.First().Key; | ||
99 | uint lastY = Regions.Last().Key; | ||
100 | |||
101 | uint? firstX = null; | ||
102 | uint? lastX = null; | ||
103 | |||
104 | foreach (SortedDictionary<uint, Scene> row in Regions.Values) | ||
105 | { | ||
106 | uint curFirstX = row.First().Key; | ||
107 | uint curLastX = row.Last().Key; | ||
108 | |||
109 | firstX = (firstX == null) ? curFirstX : (firstX < curFirstX) ? firstX : curFirstX; | ||
110 | lastX = (lastX == null) ? curLastX : (lastX > curLastX) ? lastX : curLastX; | ||
111 | } | ||
112 | |||
113 | Rect = new Rectangle((int)firstX, (int)firstY, (int)(lastY - firstY + 1), (int)(lastX - firstX + 1)); | ||
114 | |||
115 | |||
116 | // Calculate the subdirectory in which each region will be stored in the archive | ||
117 | |||
118 | m_regionDirs.Clear(); | ||
119 | ForEachScene(delegate(Scene scene) | ||
120 | { | ||
121 | // We add the region's coordinates to ensure uniqueness even if multiple regions have the same name | ||
122 | string path = string.Format("{0}_{1}_{2}", | ||
123 | scene.RegionInfo.RegionLocX - Rect.X + 1, | ||
124 | scene.RegionInfo.RegionLocY - Rect.Y + 1, | ||
125 | scene.RegionInfo.RegionName.Replace(' ', '_')); | ||
126 | m_regionDirs[scene.RegionInfo.RegionID] = path; | ||
127 | }); | ||
128 | } | ||
129 | |||
130 | /// <summary> | ||
131 | /// Returns the subdirectory where the region is stored. | ||
132 | /// </summary> | ||
133 | /// <param name="regionID"></param> | ||
134 | /// <returns></returns> | ||
135 | public string GetRegionDir(UUID regionID) | ||
136 | { | ||
137 | return m_regionDirs[regionID]; | ||
138 | } | ||
139 | |||
140 | /// <summary> | ||
141 | /// Performs an action on all the scenes in this order: rows from South to North, | ||
142 | /// and within each row West to East. | ||
143 | /// </summary> | ||
144 | /// <param name="action"></param> | ||
145 | public void ForEachScene(Action<Scene> action) | ||
146 | { | ||
147 | foreach (SortedDictionary<uint, Scene> row in Regions.Values) | ||
148 | { | ||
149 | foreach (Scene scene in row.Values) | ||
150 | { | ||
151 | action(scene); | ||
152 | } | ||
153 | } | ||
154 | } | ||
155 | |||
156 | /// <summary> | ||
157 | /// Returns the scene at position 'location'. | ||
158 | /// </summary> | ||
159 | /// <param name="location">A location in the grid</param> | ||
160 | /// <param name="scene">The scene at this location</param> | ||
161 | /// <returns>Whether the scene was found</returns> | ||
162 | public bool TryGetScene(Point location, out Scene scene) | ||
163 | { | ||
164 | SortedDictionary<uint, Scene> row; | ||
165 | if (Regions.TryGetValue((uint)location.Y, out row)) | ||
166 | { | ||
167 | if (row.TryGetValue((uint)location.X, out scene)) | ||
168 | return true; | ||
169 | } | ||
170 | |||
171 | scene = null; | ||
172 | return false; | ||
173 | } | ||
174 | |||
175 | } | ||
176 | } | ||
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs new file mode 100644 index 0000000..d751b1c --- /dev/null +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs | |||
@@ -0,0 +1,634 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.IO; | ||
31 | using System.IO.Compression; | ||
32 | using System.Reflection; | ||
33 | using System.Text.RegularExpressions; | ||
34 | using System.Threading; | ||
35 | using System.Xml; | ||
36 | using log4net; | ||
37 | using OpenMetaverse; | ||
38 | using OpenSim.Framework; | ||
39 | using OpenSim.Framework.Serialization; | ||
40 | using OpenSim.Region.CoreModules.World.Terrain; | ||
41 | using OpenSim.Region.Framework.Interfaces; | ||
42 | using OpenSim.Region.Framework.Scenes; | ||
43 | using Ionic.Zlib; | ||
44 | using GZipStream = Ionic.Zlib.GZipStream; | ||
45 | using CompressionMode = Ionic.Zlib.CompressionMode; | ||
46 | using OpenSim.Framework.Serialization.External; | ||
47 | |||
48 | namespace OpenSim.Region.CoreModules.World.Archiver | ||
49 | { | ||
50 | /// <summary> | ||
51 | /// Prepare to write out an archive. | ||
52 | /// </summary> | ||
53 | public class ArchiveWriteRequest | ||
54 | { | ||
55 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
56 | |||
57 | /// <summary> | ||
58 | /// The minimum major version of OAR that we can write. | ||
59 | /// </summary> | ||
60 | public static int MIN_MAJOR_VERSION = 0; | ||
61 | |||
62 | /// <summary> | ||
63 | /// The maximum major version of OAR that we can write. | ||
64 | /// </summary> | ||
65 | public static int MAX_MAJOR_VERSION = 1; | ||
66 | |||
67 | /// <summary> | ||
68 | /// Whether we're saving a multi-region archive. | ||
69 | /// </summary> | ||
70 | public bool MultiRegionFormat { get; set; } | ||
71 | |||
72 | /// <summary> | ||
73 | /// Determine whether this archive will save assets. Default is true. | ||
74 | /// </summary> | ||
75 | public bool SaveAssets { get; set; } | ||
76 | |||
77 | /// <summary> | ||
78 | /// Determines which objects will be included in the archive, according to their permissions. | ||
79 | /// Default is null, meaning no permission checks. | ||
80 | /// </summary> | ||
81 | public string CheckPermissions { get; set; } | ||
82 | |||
83 | protected Scene m_rootScene; | ||
84 | protected Stream m_saveStream; | ||
85 | protected TarArchiveWriter m_archiveWriter; | ||
86 | protected Guid m_requestId; | ||
87 | protected Dictionary<string, object> m_options; | ||
88 | |||
89 | /// <summary> | ||
90 | /// Constructor | ||
91 | /// </summary> | ||
92 | /// <param name="module">Calling module</param> | ||
93 | /// <param name="savePath">The path to which to save data.</param> | ||
94 | /// <param name="requestId">The id associated with this request</param> | ||
95 | /// <exception cref="System.IO.IOException"> | ||
96 | /// If there was a problem opening a stream for the file specified by the savePath | ||
97 | /// </exception> | ||
98 | public ArchiveWriteRequest(Scene scene, string savePath, Guid requestId) : this(scene, requestId) | ||
99 | { | ||
100 | try | ||
101 | { | ||
102 | m_saveStream = new GZipStream(new FileStream(savePath, FileMode.Create), CompressionMode.Compress, CompressionLevel.BestCompression); | ||
103 | } | ||
104 | catch (EntryPointNotFoundException e) | ||
105 | { | ||
106 | m_log.ErrorFormat( | ||
107 | "[ARCHIVER]: Mismatch between Mono and zlib1g library version when trying to create compression stream." | ||
108 | + "If you've manually installed Mono, have you appropriately updated zlib1g as well?"); | ||
109 | m_log.ErrorFormat("{0} {1}", e.Message, e.StackTrace); | ||
110 | } | ||
111 | } | ||
112 | |||
113 | /// <summary> | ||
114 | /// Constructor. | ||
115 | /// </summary> | ||
116 | /// <param name="scene">The root scene to archive</param> | ||
117 | /// <param name="saveStream">The stream to which to save data.</param> | ||
118 | /// <param name="requestId">The id associated with this request</param> | ||
119 | public ArchiveWriteRequest(Scene scene, Stream saveStream, Guid requestId) : this(scene, requestId) | ||
120 | { | ||
121 | m_saveStream = saveStream; | ||
122 | } | ||
123 | |||
124 | protected ArchiveWriteRequest(Scene scene, Guid requestId) | ||
125 | { | ||
126 | m_rootScene = scene; | ||
127 | m_requestId = requestId; | ||
128 | m_archiveWriter = null; | ||
129 | |||
130 | MultiRegionFormat = false; | ||
131 | SaveAssets = true; | ||
132 | CheckPermissions = null; | ||
133 | } | ||
134 | |||
135 | /// <summary> | ||
136 | /// Archive the region requested. | ||
137 | /// </summary> | ||
138 | /// <exception cref="System.IO.IOException">if there was an io problem with creating the file</exception> | ||
139 | public void ArchiveRegion(Dictionary<string, object> options) | ||
140 | { | ||
141 | m_options = options; | ||
142 | |||
143 | if (options.ContainsKey("all") && (bool)options["all"]) | ||
144 | MultiRegionFormat = true; | ||
145 | |||
146 | if (options.ContainsKey("noassets") && (bool)options["noassets"]) | ||
147 | SaveAssets = false; | ||
148 | |||
149 | Object temp; | ||
150 | if (options.TryGetValue("checkPermissions", out temp)) | ||
151 | CheckPermissions = (string)temp; | ||
152 | |||
153 | |||
154 | // Find the regions to archive | ||
155 | ArchiveScenesGroup scenesGroup = new ArchiveScenesGroup(); | ||
156 | if (MultiRegionFormat) | ||
157 | { | ||
158 | m_log.InfoFormat("[ARCHIVER]: Saving {0} regions", SceneManager.Instance.Scenes.Count); | ||
159 | SceneManager.Instance.ForEachScene(delegate(Scene scene) | ||
160 | { | ||
161 | scenesGroup.AddScene(scene); | ||
162 | }); | ||
163 | } | ||
164 | else | ||
165 | { | ||
166 | scenesGroup.AddScene(m_rootScene); | ||
167 | } | ||
168 | scenesGroup.CalcSceneLocations(); | ||
169 | |||
170 | |||
171 | m_archiveWriter = new TarArchiveWriter(m_saveStream); | ||
172 | |||
173 | try | ||
174 | { | ||
175 | // Write out control file. It should be first so that it will be found ASAP when loading the file. | ||
176 | m_archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, CreateControlFile(scenesGroup)); | ||
177 | m_log.InfoFormat("[ARCHIVER]: Added control file to archive."); | ||
178 | |||
179 | // Archive the regions | ||
180 | |||
181 | Dictionary<UUID, AssetType> assetUuids = new Dictionary<UUID, AssetType>(); | ||
182 | |||
183 | scenesGroup.ForEachScene(delegate(Scene scene) | ||
184 | { | ||
185 | string regionDir = MultiRegionFormat ? scenesGroup.GetRegionDir(scene.RegionInfo.RegionID) : ""; | ||
186 | ArchiveOneRegion(scene, regionDir, assetUuids); | ||
187 | }); | ||
188 | |||
189 | // Archive the assets | ||
190 | |||
191 | if (SaveAssets) | ||
192 | { | ||
193 | m_log.DebugFormat("[ARCHIVER]: Saving {0} assets", assetUuids.Count); | ||
194 | |||
195 | // Asynchronously request all the assets required to perform this archive operation | ||
196 | AssetsRequest ar | ||
197 | = new AssetsRequest( | ||
198 | new AssetsArchiver(m_archiveWriter), assetUuids, | ||
199 | m_rootScene.AssetService, m_rootScene.UserAccountService, | ||
200 | m_rootScene.RegionInfo.ScopeID, options, ReceivedAllAssets); | ||
201 | |||
202 | Util.FireAndForget(o => ar.Execute()); | ||
203 | |||
204 | // CloseArchive() will be called from ReceivedAllAssets() | ||
205 | } | ||
206 | else | ||
207 | { | ||
208 | m_log.DebugFormat("[ARCHIVER]: Not saving assets since --noassets was specified"); | ||
209 | CloseArchive(string.Empty); | ||
210 | } | ||
211 | } | ||
212 | catch (Exception e) | ||
213 | { | ||
214 | CloseArchive(e.Message); | ||
215 | throw; | ||
216 | } | ||
217 | } | ||
218 | |||
219 | |||
220 | private void ArchiveOneRegion(Scene scene, string regionDir, Dictionary<UUID, AssetType> assetUuids) | ||
221 | { | ||
222 | m_log.InfoFormat("[ARCHIVER]: Writing region {0}", scene.RegionInfo.RegionName); | ||
223 | |||
224 | EntityBase[] entities = scene.GetEntities(); | ||
225 | List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>(); | ||
226 | |||
227 | int numObjectsSkippedPermissions = 0; | ||
228 | |||
229 | // Filter entities so that we only have scene objects. | ||
230 | // FIXME: Would be nicer to have this as a proper list in SceneGraph, since lots of methods | ||
231 | // end up having to do this | ||
232 | IPermissionsModule permissionsModule = scene.RequestModuleInterface<IPermissionsModule>(); | ||
233 | foreach (EntityBase entity in entities) | ||
234 | { | ||
235 | if (entity is SceneObjectGroup) | ||
236 | { | ||
237 | SceneObjectGroup sceneObject = (SceneObjectGroup)entity; | ||
238 | |||
239 | if (!sceneObject.IsDeleted && !sceneObject.IsAttachment) | ||
240 | { | ||
241 | if (!CanUserArchiveObject(scene.RegionInfo.EstateSettings.EstateOwner, sceneObject, CheckPermissions, permissionsModule)) | ||
242 | { | ||
243 | // The user isn't allowed to copy/transfer this object, so it will not be included in the OAR. | ||
244 | ++numObjectsSkippedPermissions; | ||
245 | } | ||
246 | else | ||
247 | { | ||
248 | sceneObjects.Add(sceneObject); | ||
249 | } | ||
250 | } | ||
251 | } | ||
252 | } | ||
253 | |||
254 | if (SaveAssets) | ||
255 | { | ||
256 | UuidGatherer assetGatherer = new UuidGatherer(scene.AssetService); | ||
257 | int prevAssets = assetUuids.Count; | ||
258 | |||
259 | foreach (SceneObjectGroup sceneObject in sceneObjects) | ||
260 | { | ||
261 | assetGatherer.GatherAssetUuids(sceneObject, assetUuids); | ||
262 | } | ||
263 | |||
264 | m_log.DebugFormat( | ||
265 | "[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets", | ||
266 | sceneObjects.Count, assetUuids.Count - prevAssets); | ||
267 | } | ||
268 | |||
269 | if (numObjectsSkippedPermissions > 0) | ||
270 | { | ||
271 | m_log.DebugFormat( | ||
272 | "[ARCHIVER]: {0} scene objects skipped due to lack of permissions", | ||
273 | numObjectsSkippedPermissions); | ||
274 | } | ||
275 | |||
276 | // Make sure that we also request terrain texture assets | ||
277 | RegionSettings regionSettings = scene.RegionInfo.RegionSettings; | ||
278 | |||
279 | if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1) | ||
280 | assetUuids[regionSettings.TerrainTexture1] = AssetType.Texture; | ||
281 | |||
282 | if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2) | ||
283 | assetUuids[regionSettings.TerrainTexture2] = AssetType.Texture; | ||
284 | |||
285 | if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3) | ||
286 | assetUuids[regionSettings.TerrainTexture3] = AssetType.Texture; | ||
287 | |||
288 | if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4) | ||
289 | assetUuids[regionSettings.TerrainTexture4] = AssetType.Texture; | ||
290 | |||
291 | Save(scene, sceneObjects, regionDir); | ||
292 | } | ||
293 | |||
294 | /// <summary> | ||
295 | /// Checks whether the user has permission to export an object group to an OAR. | ||
296 | /// </summary> | ||
297 | /// <param name="user">The user</param> | ||
298 | /// <param name="objGroup">The object group</param> | ||
299 | /// <param name="checkPermissions">Which permissions to check: "C" = Copy, "T" = Transfer</param> | ||
300 | /// <param name="permissionsModule">The scene's permissions module</param> | ||
301 | /// <returns>Whether the user is allowed to export the object to an OAR</returns> | ||
302 | private bool CanUserArchiveObject(UUID user, SceneObjectGroup objGroup, string checkPermissions, IPermissionsModule permissionsModule) | ||
303 | { | ||
304 | if (checkPermissions == null) | ||
305 | return true; | ||
306 | |||
307 | if (permissionsModule == null) | ||
308 | return true; // this shouldn't happen | ||
309 | |||
310 | // Check whether the user is permitted to export all of the parts in the SOG. If any | ||
311 | // part can't be exported then the entire SOG can't be exported. | ||
312 | |||
313 | bool permitted = true; | ||
314 | //int primNumber = 1; | ||
315 | |||
316 | foreach (SceneObjectPart obj in objGroup.Parts) | ||
317 | { | ||
318 | uint perm; | ||
319 | PermissionClass permissionClass = permissionsModule.GetPermissionClass(user, obj); | ||
320 | switch (permissionClass) | ||
321 | { | ||
322 | case PermissionClass.Owner: | ||
323 | perm = obj.BaseMask; | ||
324 | break; | ||
325 | case PermissionClass.Group: | ||
326 | perm = obj.GroupMask | obj.EveryoneMask; | ||
327 | break; | ||
328 | case PermissionClass.Everyone: | ||
329 | default: | ||
330 | perm = obj.EveryoneMask; | ||
331 | break; | ||
332 | } | ||
333 | |||
334 | bool canCopy = (perm & (uint)PermissionMask.Copy) != 0; | ||
335 | bool canTransfer = (perm & (uint)PermissionMask.Transfer) != 0; | ||
336 | |||
337 | // Special case: if Everyone can copy the object then this implies it can also be | ||
338 | // Transferred. | ||
339 | // However, if the user is the Owner then we don't check EveryoneMask, because it seems that the mask | ||
340 | // always (incorrectly) includes the Copy bit set in this case. But that's a mistake: the viewer | ||
341 | // does NOT show that the object has Everyone-Copy permissions, and doesn't allow it to be copied. | ||
342 | if (permissionClass != PermissionClass.Owner) | ||
343 | canTransfer |= (obj.EveryoneMask & (uint)PermissionMask.Copy) != 0; | ||
344 | |||
345 | bool partPermitted = true; | ||
346 | if (checkPermissions.Contains("C") && !canCopy) | ||
347 | partPermitted = false; | ||
348 | if (checkPermissions.Contains("T") && !canTransfer) | ||
349 | partPermitted = false; | ||
350 | |||
351 | // If the user is the Creator of the object then it can always be included in the OAR | ||
352 | bool creator = (obj.CreatorID.Guid == user.Guid); | ||
353 | if (creator) | ||
354 | partPermitted = true; | ||
355 | |||
356 | //string name = (objGroup.PrimCount == 1) ? objGroup.Name : string.Format("{0} ({1}/{2})", obj.Name, primNumber, objGroup.PrimCount); | ||
357 | //m_log.DebugFormat("[ARCHIVER]: Object permissions: {0}: Base={1:X4}, Owner={2:X4}, Everyone={3:X4}, permissionClass={4}, checkPermissions={5}, canCopy={6}, canTransfer={7}, creator={8}, permitted={9}", | ||
358 | // name, obj.BaseMask, obj.OwnerMask, obj.EveryoneMask, | ||
359 | // permissionClass, checkPermissions, canCopy, canTransfer, creator, partPermitted); | ||
360 | |||
361 | if (!partPermitted) | ||
362 | { | ||
363 | permitted = false; | ||
364 | break; | ||
365 | } | ||
366 | |||
367 | //++primNumber; | ||
368 | } | ||
369 | |||
370 | return permitted; | ||
371 | } | ||
372 | |||
373 | /// <summary> | ||
374 | /// Create the control file. | ||
375 | /// </summary> | ||
376 | /// <returns></returns> | ||
377 | public string CreateControlFile(ArchiveScenesGroup scenesGroup) | ||
378 | { | ||
379 | int majorVersion; | ||
380 | int minorVersion; | ||
381 | |||
382 | if (MultiRegionFormat) | ||
383 | { | ||
384 | majorVersion = MAX_MAJOR_VERSION; | ||
385 | minorVersion = 0; | ||
386 | } | ||
387 | else | ||
388 | { | ||
389 | // To support older versions of OpenSim, we continue to create single-region OARs | ||
390 | // using the old file format. In the future this format will be discontinued. | ||
391 | majorVersion = 0; | ||
392 | minorVersion = 8; | ||
393 | } | ||
394 | // | ||
395 | // if (m_options.ContainsKey("version")) | ||
396 | // { | ||
397 | // string[] parts = m_options["version"].ToString().Split('.'); | ||
398 | // if (parts.Length >= 1) | ||
399 | // { | ||
400 | // majorVersion = Int32.Parse(parts[0]); | ||
401 | // | ||
402 | // if (parts.Length >= 2) | ||
403 | // minorVersion = Int32.Parse(parts[1]); | ||
404 | // } | ||
405 | // } | ||
406 | // | ||
407 | // if (majorVersion < MIN_MAJOR_VERSION || majorVersion > MAX_MAJOR_VERSION) | ||
408 | // { | ||
409 | // throw new Exception( | ||
410 | // string.Format( | ||
411 | // "OAR version number for save must be between {0} and {1}", | ||
412 | // MIN_MAJOR_VERSION, MAX_MAJOR_VERSION)); | ||
413 | // } | ||
414 | // else if (majorVersion == MAX_MAJOR_VERSION) | ||
415 | // { | ||
416 | // // Force 1.0 | ||
417 | // minorVersion = 0; | ||
418 | // } | ||
419 | // else if (majorVersion == MIN_MAJOR_VERSION) | ||
420 | // { | ||
421 | // // Force 0.4 | ||
422 | // minorVersion = 4; | ||
423 | // } | ||
424 | |||
425 | m_log.InfoFormat("[ARCHIVER]: Creating version {0}.{1} OAR", majorVersion, minorVersion); | ||
426 | if (majorVersion == 1) | ||
427 | { | ||
428 | m_log.WarnFormat("[ARCHIVER]: Please be aware that version 1.0 OARs are not compatible with OpenSim versions prior to 0.7.4. Do not use the --all option if you want to produce a compatible OAR"); | ||
429 | } | ||
430 | |||
431 | String s; | ||
432 | |||
433 | using (StringWriter sw = new StringWriter()) | ||
434 | { | ||
435 | using (XmlTextWriter xtw = new XmlTextWriter(sw)) | ||
436 | { | ||
437 | xtw.Formatting = Formatting.Indented; | ||
438 | xtw.WriteStartDocument(); | ||
439 | xtw.WriteStartElement("archive"); | ||
440 | xtw.WriteAttributeString("major_version", majorVersion.ToString()); | ||
441 | xtw.WriteAttributeString("minor_version", minorVersion.ToString()); | ||
442 | |||
443 | xtw.WriteStartElement("creation_info"); | ||
444 | DateTime now = DateTime.UtcNow; | ||
445 | TimeSpan t = now - new DateTime(1970, 1, 1); | ||
446 | xtw.WriteElementString("datetime", ((int)t.TotalSeconds).ToString()); | ||
447 | if (!MultiRegionFormat) | ||
448 | xtw.WriteElementString("id", m_rootScene.RegionInfo.RegionID.ToString()); | ||
449 | xtw.WriteEndElement(); | ||
450 | |||
451 | xtw.WriteElementString("assets_included", SaveAssets.ToString()); | ||
452 | |||
453 | if (MultiRegionFormat) | ||
454 | { | ||
455 | WriteRegionsManifest(scenesGroup, xtw); | ||
456 | } | ||
457 | else | ||
458 | { | ||
459 | xtw.WriteStartElement("region_info"); | ||
460 | WriteRegionInfo(m_rootScene, xtw); | ||
461 | xtw.WriteEndElement(); | ||
462 | } | ||
463 | |||
464 | xtw.WriteEndElement(); | ||
465 | |||
466 | xtw.Flush(); | ||
467 | } | ||
468 | |||
469 | s = sw.ToString(); | ||
470 | } | ||
471 | |||
472 | return s; | ||
473 | } | ||
474 | |||
475 | /// <summary> | ||
476 | /// Writes the list of regions included in a multi-region OAR. | ||
477 | /// </summary> | ||
478 | private static void WriteRegionsManifest(ArchiveScenesGroup scenesGroup, XmlTextWriter xtw) | ||
479 | { | ||
480 | xtw.WriteStartElement("regions"); | ||
481 | |||
482 | // Write the regions in order: rows from South to North, then regions from West to East. | ||
483 | // The list of regions can have "holes"; we write empty elements in their position. | ||
484 | |||
485 | for (uint y = (uint)scenesGroup.Rect.Top; y < scenesGroup.Rect.Bottom; ++y) | ||
486 | { | ||
487 | SortedDictionary<uint, Scene> row; | ||
488 | if (scenesGroup.Regions.TryGetValue(y, out row)) | ||
489 | { | ||
490 | xtw.WriteStartElement("row"); | ||
491 | |||
492 | for (uint x = (uint)scenesGroup.Rect.Left; x < scenesGroup.Rect.Right; ++x) | ||
493 | { | ||
494 | Scene scene; | ||
495 | if (row.TryGetValue(x, out scene)) | ||
496 | { | ||
497 | xtw.WriteStartElement("region"); | ||
498 | xtw.WriteElementString("id", scene.RegionInfo.RegionID.ToString()); | ||
499 | xtw.WriteElementString("dir", scenesGroup.GetRegionDir(scene.RegionInfo.RegionID)); | ||
500 | WriteRegionInfo(scene, xtw); | ||
501 | xtw.WriteEndElement(); | ||
502 | } | ||
503 | else | ||
504 | { | ||
505 | // Write a placeholder for a missing region | ||
506 | xtw.WriteElementString("region", ""); | ||
507 | } | ||
508 | } | ||
509 | |||
510 | xtw.WriteEndElement(); | ||
511 | } | ||
512 | else | ||
513 | { | ||
514 | // Write a placeholder for a missing row | ||
515 | xtw.WriteElementString("row", ""); | ||
516 | } | ||
517 | } | ||
518 | |||
519 | xtw.WriteEndElement(); // "regions" | ||
520 | } | ||
521 | |||
522 | protected static void WriteRegionInfo(Scene scene, XmlTextWriter xtw) | ||
523 | { | ||
524 | bool isMegaregion; | ||
525 | Vector2 size; | ||
526 | |||
527 | IRegionCombinerModule rcMod = scene.RequestModuleInterface<IRegionCombinerModule>(); | ||
528 | |||
529 | if (rcMod != null) | ||
530 | isMegaregion = rcMod.IsRootForMegaregion(scene.RegionInfo.RegionID); | ||
531 | else | ||
532 | isMegaregion = false; | ||
533 | |||
534 | if (isMegaregion) | ||
535 | size = rcMod.GetSizeOfMegaregion(scene.RegionInfo.RegionID); | ||
536 | else | ||
537 | size = new Vector2((float)Constants.RegionSize, (float)Constants.RegionSize); | ||
538 | |||
539 | xtw.WriteElementString("is_megaregion", isMegaregion.ToString()); | ||
540 | xtw.WriteElementString("size_in_meters", string.Format("{0},{1}", size.X, size.Y)); | ||
541 | } | ||
542 | |||
543 | |||
544 | protected void Save(Scene scene, List<SceneObjectGroup> sceneObjects, string regionDir) | ||
545 | { | ||
546 | if (regionDir != string.Empty) | ||
547 | regionDir = ArchiveConstants.REGIONS_PATH + regionDir + "/"; | ||
548 | |||
549 | m_log.InfoFormat("[ARCHIVER]: Adding region settings to archive."); | ||
550 | |||
551 | // Write out region settings | ||
552 | string settingsPath = String.Format("{0}{1}{2}.xml", | ||
553 | regionDir, ArchiveConstants.SETTINGS_PATH, scene.RegionInfo.RegionName); | ||
554 | m_archiveWriter.WriteFile(settingsPath, RegionSettingsSerializer.Serialize(scene.RegionInfo.RegionSettings)); | ||
555 | |||
556 | m_log.InfoFormat("[ARCHIVER]: Adding parcel settings to archive."); | ||
557 | |||
558 | // Write out land data (aka parcel) settings | ||
559 | List<ILandObject> landObjects = scene.LandChannel.AllParcels(); | ||
560 | foreach (ILandObject lo in landObjects) | ||
561 | { | ||
562 | LandData landData = lo.LandData; | ||
563 | string landDataPath = String.Format("{0}{1}{2}.xml", | ||
564 | regionDir, ArchiveConstants.LANDDATA_PATH, landData.GlobalID.ToString()); | ||
565 | m_archiveWriter.WriteFile(landDataPath, LandDataSerializer.Serialize(landData, m_options)); | ||
566 | } | ||
567 | |||
568 | m_log.InfoFormat("[ARCHIVER]: Adding terrain information to archive."); | ||
569 | |||
570 | // Write out terrain | ||
571 | string terrainPath = String.Format("{0}{1}{2}.r32", | ||
572 | regionDir, ArchiveConstants.TERRAINS_PATH, scene.RegionInfo.RegionName); | ||
573 | |||
574 | MemoryStream ms = new MemoryStream(); | ||
575 | scene.RequestModuleInterface<ITerrainModule>().SaveToStream(terrainPath, ms); | ||
576 | m_archiveWriter.WriteFile(terrainPath, ms.ToArray()); | ||
577 | ms.Close(); | ||
578 | |||
579 | m_log.InfoFormat("[ARCHIVER]: Adding scene objects to archive."); | ||
580 | |||
581 | // Write out scene object metadata | ||
582 | IRegionSerialiserModule serializer = scene.RequestModuleInterface<IRegionSerialiserModule>(); | ||
583 | foreach (SceneObjectGroup sceneObject in sceneObjects) | ||
584 | { | ||
585 | //m_log.DebugFormat("[ARCHIVER]: Saving {0} {1}, {2}", entity.Name, entity.UUID, entity.GetType()); | ||
586 | |||
587 | string serializedObject = serializer.SerializeGroupToXml2(sceneObject, m_options); | ||
588 | string objectPath = string.Format("{0}{1}", regionDir, ArchiveHelpers.CreateObjectPath(sceneObject)); | ||
589 | m_archiveWriter.WriteFile(objectPath, serializedObject); | ||
590 | } | ||
591 | } | ||
592 | |||
593 | protected void ReceivedAllAssets( | ||
594 | ICollection<UUID> assetsFoundUuids, ICollection<UUID> assetsNotFoundUuids) | ||
595 | { | ||
596 | foreach (UUID uuid in assetsNotFoundUuids) | ||
597 | { | ||
598 | m_log.DebugFormat("[ARCHIVER]: Could not find asset {0}", uuid); | ||
599 | } | ||
600 | |||
601 | // m_log.InfoFormat( | ||
602 | // "[ARCHIVER]: Received {0} of {1} assets requested", | ||
603 | // assetsFoundUuids.Count, assetsFoundUuids.Count + assetsNotFoundUuids.Count); | ||
604 | |||
605 | CloseArchive(String.Empty); | ||
606 | } | ||
607 | |||
608 | |||
609 | /// <summary> | ||
610 | /// Closes the archive and notifies that we're done. | ||
611 | /// </summary> | ||
612 | /// <param name="errorMessage">The error that occurred, or empty for success</param> | ||
613 | protected void CloseArchive(string errorMessage) | ||
614 | { | ||
615 | try | ||
616 | { | ||
617 | if (m_archiveWriter != null) | ||
618 | m_archiveWriter.Close(); | ||
619 | m_saveStream.Close(); | ||
620 | } | ||
621 | catch (Exception e) | ||
622 | { | ||
623 | m_log.Error(string.Format("[ARCHIVER]: Error closing archive: {0} ", e.Message), e); | ||
624 | if (errorMessage == string.Empty) | ||
625 | errorMessage = e.Message; | ||
626 | } | ||
627 | |||
628 | m_log.InfoFormat("[ARCHIVER]: Finished writing out OAR for {0}", m_rootScene.RegionInfo.RegionName); | ||
629 | |||
630 | m_rootScene.EventManager.TriggerOarFileSaved(m_requestId, errorMessage); | ||
631 | } | ||
632 | |||
633 | } | ||
634 | } | ||
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestExecution.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestExecution.cs deleted file mode 100644 index 0780d86..0000000 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestExecution.cs +++ /dev/null | |||
@@ -1,153 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.IO; | ||
31 | using System.Reflection; | ||
32 | using System.Xml; | ||
33 | using log4net; | ||
34 | using OpenMetaverse; | ||
35 | using OpenSim.Framework; | ||
36 | using OpenSim.Framework.Serialization; | ||
37 | using OpenSim.Framework.Serialization.External; | ||
38 | using OpenSim.Region.CoreModules.World.Terrain; | ||
39 | using OpenSim.Region.Framework.Interfaces; | ||
40 | using OpenSim.Region.Framework.Scenes; | ||
41 | |||
42 | namespace OpenSim.Region.CoreModules.World.Archiver | ||
43 | { | ||
44 | /// <summary> | ||
45 | /// Method called when all the necessary assets for an archive request have been received. | ||
46 | /// </summary> | ||
47 | public delegate void AssetsRequestCallback( | ||
48 | ICollection<UUID> assetsFoundUuids, ICollection<UUID> assetsNotFoundUuids); | ||
49 | |||
50 | /// <summary> | ||
51 | /// Execute the write of an archive once we have received all the necessary data | ||
52 | /// </summary> | ||
53 | public class ArchiveWriteRequestExecution | ||
54 | { | ||
55 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
56 | |||
57 | protected ITerrainModule m_terrainModule; | ||
58 | protected IRegionSerialiserModule m_serialiser; | ||
59 | protected List<SceneObjectGroup> m_sceneObjects; | ||
60 | protected Scene m_scene; | ||
61 | protected TarArchiveWriter m_archiveWriter; | ||
62 | protected Guid m_requestId; | ||
63 | protected Dictionary<string, object> m_options; | ||
64 | |||
65 | public ArchiveWriteRequestExecution( | ||
66 | List<SceneObjectGroup> sceneObjects, | ||
67 | ITerrainModule terrainModule, | ||
68 | IRegionSerialiserModule serialiser, | ||
69 | Scene scene, | ||
70 | TarArchiveWriter archiveWriter, | ||
71 | Guid requestId, | ||
72 | Dictionary<string, object> options) | ||
73 | { | ||
74 | m_sceneObjects = sceneObjects; | ||
75 | m_terrainModule = terrainModule; | ||
76 | m_serialiser = serialiser; | ||
77 | m_scene = scene; | ||
78 | m_archiveWriter = archiveWriter; | ||
79 | m_requestId = requestId; | ||
80 | m_options = options; | ||
81 | } | ||
82 | |||
83 | protected internal void ReceivedAllAssets( | ||
84 | ICollection<UUID> assetsFoundUuids, ICollection<UUID> assetsNotFoundUuids) | ||
85 | { | ||
86 | try | ||
87 | { | ||
88 | Save(assetsFoundUuids, assetsNotFoundUuids); | ||
89 | } | ||
90 | finally | ||
91 | { | ||
92 | m_archiveWriter.Close(); | ||
93 | } | ||
94 | |||
95 | m_log.InfoFormat("[ARCHIVER]: Finished writing out OAR for {0}", m_scene.RegionInfo.RegionName); | ||
96 | |||
97 | m_scene.EventManager.TriggerOarFileSaved(m_requestId, String.Empty); | ||
98 | } | ||
99 | |||
100 | protected internal void Save(ICollection<UUID> assetsFoundUuids, ICollection<UUID> assetsNotFoundUuids) | ||
101 | { | ||
102 | foreach (UUID uuid in assetsNotFoundUuids) | ||
103 | { | ||
104 | m_log.DebugFormat("[ARCHIVER]: Could not find asset {0}", uuid); | ||
105 | } | ||
106 | |||
107 | // m_log.InfoFormat( | ||
108 | // "[ARCHIVER]: Received {0} of {1} assets requested", | ||
109 | // assetsFoundUuids.Count, assetsFoundUuids.Count + assetsNotFoundUuids.Count); | ||
110 | |||
111 | m_log.InfoFormat("[ARCHIVER]: Adding region settings to archive."); | ||
112 | |||
113 | // Write out region settings | ||
114 | string settingsPath | ||
115 | = String.Format("{0}{1}.xml", ArchiveConstants.SETTINGS_PATH, m_scene.RegionInfo.RegionName); | ||
116 | m_archiveWriter.WriteFile(settingsPath, RegionSettingsSerializer.Serialize(m_scene.RegionInfo.RegionSettings)); | ||
117 | |||
118 | m_log.InfoFormat("[ARCHIVER]: Adding parcel settings to archive."); | ||
119 | |||
120 | // Write out land data (aka parcel) settings | ||
121 | List<ILandObject>landObjects = m_scene.LandChannel.AllParcels(); | ||
122 | foreach (ILandObject lo in landObjects) | ||
123 | { | ||
124 | LandData landData = lo.LandData; | ||
125 | string landDataPath = String.Format("{0}{1}.xml", ArchiveConstants.LANDDATA_PATH, | ||
126 | landData.GlobalID.ToString()); | ||
127 | m_archiveWriter.WriteFile(landDataPath, LandDataSerializer.Serialize(landData, m_options)); | ||
128 | } | ||
129 | |||
130 | m_log.InfoFormat("[ARCHIVER]: Adding terrain information to archive."); | ||
131 | |||
132 | // Write out terrain | ||
133 | string terrainPath | ||
134 | = String.Format("{0}{1}.r32", ArchiveConstants.TERRAINS_PATH, m_scene.RegionInfo.RegionName); | ||
135 | |||
136 | MemoryStream ms = new MemoryStream(); | ||
137 | m_terrainModule.SaveToStream(terrainPath, ms); | ||
138 | m_archiveWriter.WriteFile(terrainPath, ms.ToArray()); | ||
139 | ms.Close(); | ||
140 | |||
141 | m_log.InfoFormat("[ARCHIVER]: Adding scene objects to archive."); | ||
142 | |||
143 | // Write out scene object metadata | ||
144 | foreach (SceneObjectGroup sceneObject in m_sceneObjects) | ||
145 | { | ||
146 | //m_log.DebugFormat("[ARCHIVER]: Saving {0} {1}, {2}", entity.Name, entity.UUID, entity.GetType()); | ||
147 | |||
148 | string serializedObject = m_serialiser.SerializeGroupToXml2(sceneObject, m_options); | ||
149 | m_archiveWriter.WriteFile(ArchiveHelpers.CreateObjectPath(sceneObject), serializedObject); | ||
150 | } | ||
151 | } | ||
152 | } | ||
153 | } \ No newline at end of file | ||
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs deleted file mode 100644 index 4edaaca..0000000 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs +++ /dev/null | |||
@@ -1,438 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.IO; | ||
31 | using System.IO.Compression; | ||
32 | using System.Reflection; | ||
33 | using System.Text.RegularExpressions; | ||
34 | using System.Threading; | ||
35 | using System.Xml; | ||
36 | using log4net; | ||
37 | using OpenMetaverse; | ||
38 | using OpenSim.Framework; | ||
39 | using OpenSim.Framework.Serialization; | ||
40 | using OpenSim.Region.CoreModules.World.Terrain; | ||
41 | using OpenSim.Region.Framework.Interfaces; | ||
42 | using OpenSim.Region.Framework.Scenes; | ||
43 | using Ionic.Zlib; | ||
44 | using GZipStream = Ionic.Zlib.GZipStream; | ||
45 | using CompressionMode = Ionic.Zlib.CompressionMode; | ||
46 | |||
47 | namespace OpenSim.Region.CoreModules.World.Archiver | ||
48 | { | ||
49 | /// <summary> | ||
50 | /// Prepare to write out an archive. | ||
51 | /// </summary> | ||
52 | public class ArchiveWriteRequestPreparation | ||
53 | { | ||
54 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
55 | |||
56 | /// <summary> | ||
57 | /// The minimum major version of OAR that we can write. | ||
58 | /// </summary> | ||
59 | public static int MIN_MAJOR_VERSION = 0; | ||
60 | |||
61 | /// <summary> | ||
62 | /// The maximum major version of OAR that we can write. | ||
63 | /// </summary> | ||
64 | public static int MAX_MAJOR_VERSION = 0; | ||
65 | |||
66 | /// <summary> | ||
67 | /// Determine whether this archive will save assets. Default is true. | ||
68 | /// </summary> | ||
69 | public bool SaveAssets { get; set; } | ||
70 | |||
71 | protected ArchiverModule m_module; | ||
72 | protected Scene m_scene; | ||
73 | protected Stream m_saveStream; | ||
74 | protected Guid m_requestId; | ||
75 | |||
76 | /// <summary> | ||
77 | /// Constructor | ||
78 | /// </summary> | ||
79 | /// <param name="module">Calling module</param> | ||
80 | /// <param name="savePath">The path to which to save data.</param> | ||
81 | /// <param name="requestId">The id associated with this request</param> | ||
82 | /// <exception cref="System.IO.IOException"> | ||
83 | /// If there was a problem opening a stream for the file specified by the savePath | ||
84 | /// </exception> | ||
85 | public ArchiveWriteRequestPreparation(ArchiverModule module, string savePath, Guid requestId) : this(module, requestId) | ||
86 | { | ||
87 | try | ||
88 | { | ||
89 | m_saveStream = new GZipStream(new FileStream(savePath, FileMode.Create), CompressionMode.Compress, CompressionLevel.BestCompression); | ||
90 | } | ||
91 | catch (EntryPointNotFoundException e) | ||
92 | { | ||
93 | m_log.ErrorFormat( | ||
94 | "[ARCHIVER]: Mismatch between Mono and zlib1g library version when trying to create compression stream." | ||
95 | + "If you've manually installed Mono, have you appropriately updated zlib1g as well?"); | ||
96 | m_log.ErrorFormat("{0} {1}", e.Message, e.StackTrace); | ||
97 | } | ||
98 | } | ||
99 | |||
100 | /// <summary> | ||
101 | /// Constructor. | ||
102 | /// </summary> | ||
103 | /// <param name="module">Calling module</param> | ||
104 | /// <param name="saveStream">The stream to which to save data.</param> | ||
105 | /// <param name="requestId">The id associated with this request</param> | ||
106 | public ArchiveWriteRequestPreparation(ArchiverModule module, Stream saveStream, Guid requestId) : this(module, requestId) | ||
107 | { | ||
108 | m_saveStream = saveStream; | ||
109 | } | ||
110 | |||
111 | protected ArchiveWriteRequestPreparation(ArchiverModule module, Guid requestId) | ||
112 | { | ||
113 | m_module = module; | ||
114 | |||
115 | // FIXME: This is only here for regression test purposes since they do not supply a module. Need to fix | ||
116 | // this. | ||
117 | if (m_module != null) | ||
118 | m_scene = m_module.Scene; | ||
119 | |||
120 | m_requestId = requestId; | ||
121 | |||
122 | SaveAssets = true; | ||
123 | } | ||
124 | |||
125 | /// <summary> | ||
126 | /// Archive the region requested. | ||
127 | /// </summary> | ||
128 | /// <exception cref="System.IO.IOException">if there was an io problem with creating the file</exception> | ||
129 | public void ArchiveRegion(Dictionary<string, object> options) | ||
130 | { | ||
131 | if (options.ContainsKey("noassets") && (bool)options["noassets"]) | ||
132 | SaveAssets = false; | ||
133 | |||
134 | try | ||
135 | { | ||
136 | Dictionary<UUID, AssetType> assetUuids = new Dictionary<UUID, AssetType>(); | ||
137 | |||
138 | EntityBase[] entities = m_scene.GetEntities(); | ||
139 | List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>(); | ||
140 | |||
141 | string checkPermissions = null; | ||
142 | int numObjectsSkippedPermissions = 0; | ||
143 | Object temp; | ||
144 | if (options.TryGetValue("checkPermissions", out temp)) | ||
145 | checkPermissions = (string)temp; | ||
146 | |||
147 | // Filter entities so that we only have scene objects. | ||
148 | // FIXME: Would be nicer to have this as a proper list in SceneGraph, since lots of methods | ||
149 | // end up having to do this | ||
150 | foreach (EntityBase entity in entities) | ||
151 | { | ||
152 | if (entity is SceneObjectGroup) | ||
153 | { | ||
154 | SceneObjectGroup sceneObject = (SceneObjectGroup)entity; | ||
155 | |||
156 | if (!sceneObject.IsDeleted && !sceneObject.IsAttachment) | ||
157 | { | ||
158 | if (!CanUserArchiveObject(m_scene.RegionInfo.EstateSettings.EstateOwner, sceneObject, checkPermissions)) | ||
159 | { | ||
160 | // The user isn't allowed to copy/transfer this object, so it will not be included in the OAR. | ||
161 | ++numObjectsSkippedPermissions; | ||
162 | } | ||
163 | else | ||
164 | { | ||
165 | sceneObjects.Add(sceneObject); | ||
166 | } | ||
167 | } | ||
168 | } | ||
169 | } | ||
170 | |||
171 | if (SaveAssets) | ||
172 | { | ||
173 | UuidGatherer assetGatherer = new UuidGatherer(m_scene.AssetService); | ||
174 | |||
175 | foreach (SceneObjectGroup sceneObject in sceneObjects) | ||
176 | { | ||
177 | assetGatherer.GatherAssetUuids(sceneObject, assetUuids); | ||
178 | } | ||
179 | |||
180 | m_log.DebugFormat( | ||
181 | "[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets", | ||
182 | sceneObjects.Count, assetUuids.Count); | ||
183 | } | ||
184 | else | ||
185 | { | ||
186 | m_log.DebugFormat("[ARCHIVER]: Not saving assets since --noassets was specified"); | ||
187 | } | ||
188 | |||
189 | if (numObjectsSkippedPermissions > 0) | ||
190 | { | ||
191 | m_log.DebugFormat( | ||
192 | "[ARCHIVER]: {0} scene objects skipped due to lack of permissions", | ||
193 | numObjectsSkippedPermissions); | ||
194 | } | ||
195 | |||
196 | // Make sure that we also request terrain texture assets | ||
197 | RegionSettings regionSettings = m_scene.RegionInfo.RegionSettings; | ||
198 | |||
199 | if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1) | ||
200 | assetUuids[regionSettings.TerrainTexture1] = AssetType.Texture; | ||
201 | |||
202 | if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2) | ||
203 | assetUuids[regionSettings.TerrainTexture2] = AssetType.Texture; | ||
204 | |||
205 | if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3) | ||
206 | assetUuids[regionSettings.TerrainTexture3] = AssetType.Texture; | ||
207 | |||
208 | if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4) | ||
209 | assetUuids[regionSettings.TerrainTexture4] = AssetType.Texture; | ||
210 | |||
211 | TarArchiveWriter archiveWriter = new TarArchiveWriter(m_saveStream); | ||
212 | |||
213 | // Asynchronously request all the assets required to perform this archive operation | ||
214 | ArchiveWriteRequestExecution awre | ||
215 | = new ArchiveWriteRequestExecution( | ||
216 | sceneObjects, | ||
217 | m_scene.RequestModuleInterface<ITerrainModule>(), | ||
218 | m_scene.RequestModuleInterface<IRegionSerialiserModule>(), | ||
219 | m_scene, | ||
220 | archiveWriter, | ||
221 | m_requestId, | ||
222 | options); | ||
223 | |||
224 | m_log.InfoFormat("[ARCHIVER]: Creating archive file. This may take some time."); | ||
225 | |||
226 | // Write out control file. This has to be done first so that subsequent loaders will see this file first | ||
227 | // XXX: I know this is a weak way of doing it since external non-OAR aware tar executables will not do this | ||
228 | archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, CreateControlFile(options)); | ||
229 | m_log.InfoFormat("[ARCHIVER]: Added control file to archive."); | ||
230 | |||
231 | if (SaveAssets) | ||
232 | { | ||
233 | AssetsRequest ar | ||
234 | = new AssetsRequest( | ||
235 | new AssetsArchiver(archiveWriter), assetUuids, | ||
236 | m_scene.AssetService, m_scene.UserAccountService, | ||
237 | m_scene.RegionInfo.ScopeID, options, awre.ReceivedAllAssets); | ||
238 | |||
239 | Util.FireAndForget(o => ar.Execute()); | ||
240 | } | ||
241 | else | ||
242 | { | ||
243 | awre.ReceivedAllAssets(new List<UUID>(), new List<UUID>()); | ||
244 | } | ||
245 | } | ||
246 | catch (Exception) | ||
247 | { | ||
248 | m_saveStream.Close(); | ||
249 | throw; | ||
250 | } | ||
251 | } | ||
252 | |||
253 | /// <summary> | ||
254 | /// Checks whether the user has permission to export an object group to an OAR. | ||
255 | /// </summary> | ||
256 | /// <param name="user">The user</param> | ||
257 | /// <param name="objGroup">The object group</param> | ||
258 | /// <param name="checkPermissions">Which permissions to check: "C" = Copy, "T" = Transfer</param> | ||
259 | /// <returns>Whether the user is allowed to export the object to an OAR</returns> | ||
260 | private bool CanUserArchiveObject(UUID user, SceneObjectGroup objGroup, string checkPermissions) | ||
261 | { | ||
262 | if (checkPermissions == null) | ||
263 | return true; | ||
264 | |||
265 | IPermissionsModule module = m_scene.RequestModuleInterface<IPermissionsModule>(); | ||
266 | if (module == null) | ||
267 | return true; // this shouldn't happen | ||
268 | |||
269 | // Check whether the user is permitted to export all of the parts in the SOG. If any | ||
270 | // part can't be exported then the entire SOG can't be exported. | ||
271 | |||
272 | bool permitted = true; | ||
273 | //int primNumber = 1; | ||
274 | |||
275 | foreach (SceneObjectPart obj in objGroup.Parts) | ||
276 | { | ||
277 | uint perm; | ||
278 | PermissionClass permissionClass = module.GetPermissionClass(user, obj); | ||
279 | switch (permissionClass) | ||
280 | { | ||
281 | case PermissionClass.Owner: | ||
282 | perm = obj.BaseMask; | ||
283 | break; | ||
284 | case PermissionClass.Group: | ||
285 | perm = obj.GroupMask | obj.EveryoneMask; | ||
286 | break; | ||
287 | case PermissionClass.Everyone: | ||
288 | default: | ||
289 | perm = obj.EveryoneMask; | ||
290 | break; | ||
291 | } | ||
292 | |||
293 | bool canCopy = (perm & (uint)PermissionMask.Copy) != 0; | ||
294 | bool canTransfer = (perm & (uint)PermissionMask.Transfer) != 0; | ||
295 | |||
296 | // Special case: if Everyone can copy the object then this implies it can also be | ||
297 | // Transferred. | ||
298 | // However, if the user is the Owner then we don't check EveryoneMask, because it seems that the mask | ||
299 | // always (incorrectly) includes the Copy bit set in this case. But that's a mistake: the viewer | ||
300 | // does NOT show that the object has Everyone-Copy permissions, and doesn't allow it to be copied. | ||
301 | if (permissionClass != PermissionClass.Owner) | ||
302 | canTransfer |= (obj.EveryoneMask & (uint)PermissionMask.Copy) != 0; | ||
303 | |||
304 | bool partPermitted = true; | ||
305 | if (checkPermissions.Contains("C") && !canCopy) | ||
306 | partPermitted = false; | ||
307 | if (checkPermissions.Contains("T") && !canTransfer) | ||
308 | partPermitted = false; | ||
309 | |||
310 | // If the user is the Creator of the object then it can always be included in the OAR | ||
311 | bool creator = (obj.CreatorID.Guid == user.Guid); | ||
312 | if (creator) | ||
313 | partPermitted = true; | ||
314 | |||
315 | //string name = (objGroup.PrimCount == 1) ? objGroup.Name : string.Format("{0} ({1}/{2})", obj.Name, primNumber, objGroup.PrimCount); | ||
316 | //m_log.DebugFormat("[ARCHIVER]: Object permissions: {0}: Base={1:X4}, Owner={2:X4}, Everyone={3:X4}, permissionClass={4}, checkPermissions={5}, canCopy={6}, canTransfer={7}, creator={8}, permitted={9}", | ||
317 | // name, obj.BaseMask, obj.OwnerMask, obj.EveryoneMask, | ||
318 | // permissionClass, checkPermissions, canCopy, canTransfer, creator, partPermitted); | ||
319 | |||
320 | if (!partPermitted) | ||
321 | { | ||
322 | permitted = false; | ||
323 | break; | ||
324 | } | ||
325 | |||
326 | //++primNumber; | ||
327 | } | ||
328 | |||
329 | return permitted; | ||
330 | } | ||
331 | |||
332 | /// <summary> | ||
333 | /// Create the control file for the most up to date archive | ||
334 | /// </summary> | ||
335 | /// <returns></returns> | ||
336 | public string CreateControlFile(Dictionary<string, object> options) | ||
337 | { | ||
338 | int majorVersion = MAX_MAJOR_VERSION, minorVersion = 8; | ||
339 | // | ||
340 | // if (options.ContainsKey("version")) | ||
341 | // { | ||
342 | // string[] parts = options["version"].ToString().Split('.'); | ||
343 | // if (parts.Length >= 1) | ||
344 | // { | ||
345 | // majorVersion = Int32.Parse(parts[0]); | ||
346 | // | ||
347 | // if (parts.Length >= 2) | ||
348 | // minorVersion = Int32.Parse(parts[1]); | ||
349 | // } | ||
350 | // } | ||
351 | // | ||
352 | // if (majorVersion < MIN_MAJOR_VERSION || majorVersion > MAX_MAJOR_VERSION) | ||
353 | // { | ||
354 | // throw new Exception( | ||
355 | // string.Format( | ||
356 | // "OAR version number for save must be between {0} and {1}", | ||
357 | // MIN_MAJOR_VERSION, MAX_MAJOR_VERSION)); | ||
358 | // } | ||
359 | // else if (majorVersion == MAX_MAJOR_VERSION) | ||
360 | // { | ||
361 | // // Force 1.0 | ||
362 | // minorVersion = 0; | ||
363 | // } | ||
364 | // else if (majorVersion == MIN_MAJOR_VERSION) | ||
365 | // { | ||
366 | // // Force 0.4 | ||
367 | // minorVersion = 4; | ||
368 | // } | ||
369 | |||
370 | m_log.InfoFormat("[ARCHIVER]: Creating version {0}.{1} OAR", majorVersion, minorVersion); | ||
371 | //if (majorVersion == 1) | ||
372 | //{ | ||
373 | // m_log.WarnFormat("[ARCHIVER]: Please be aware that version 1.0 OARs are not compatible with OpenSim 0.7.0.2 and earlier. Please use the --version=0 option if you want to produce a compatible OAR"); | ||
374 | //} | ||
375 | |||
376 | String s; | ||
377 | |||
378 | using (StringWriter sw = new StringWriter()) | ||
379 | { | ||
380 | using (XmlTextWriter xtw = new XmlTextWriter(sw)) | ||
381 | { | ||
382 | xtw.Formatting = Formatting.Indented; | ||
383 | xtw.WriteStartDocument(); | ||
384 | xtw.WriteStartElement("archive"); | ||
385 | xtw.WriteAttributeString("major_version", majorVersion.ToString()); | ||
386 | xtw.WriteAttributeString("minor_version", minorVersion.ToString()); | ||
387 | |||
388 | xtw.WriteStartElement("creation_info"); | ||
389 | DateTime now = DateTime.UtcNow; | ||
390 | TimeSpan t = now - new DateTime(1970, 1, 1); | ||
391 | xtw.WriteElementString("datetime", ((int)t.TotalSeconds).ToString()); | ||
392 | xtw.WriteElementString("id", UUID.Random().ToString()); | ||
393 | xtw.WriteEndElement(); | ||
394 | |||
395 | xtw.WriteStartElement("region_info"); | ||
396 | |||
397 | bool isMegaregion; | ||
398 | Vector2 size; | ||
399 | IRegionCombinerModule rcMod = null; | ||
400 | |||
401 | // FIXME: This is only here for regression test purposes since they do not supply a module. Need to fix | ||
402 | // this, possibly by doing control file creation somewhere else. | ||
403 | if (m_module != null) | ||
404 | rcMod = m_module.RegionCombinerModule; | ||
405 | |||
406 | if (rcMod != null) | ||
407 | isMegaregion = rcMod.IsRootForMegaregion(m_scene.RegionInfo.RegionID); | ||
408 | else | ||
409 | isMegaregion = false; | ||
410 | |||
411 | if (isMegaregion) | ||
412 | size = rcMod.GetSizeOfMegaregion(m_scene.RegionInfo.RegionID); | ||
413 | else | ||
414 | size = new Vector2((float)Constants.RegionSize, (float)Constants.RegionSize); | ||
415 | |||
416 | xtw.WriteElementString("is_megaregion", isMegaregion.ToString()); | ||
417 | xtw.WriteElementString("size_in_meters", string.Format("{0},{1}", size.X, size.Y)); | ||
418 | |||
419 | xtw.WriteEndElement(); | ||
420 | |||
421 | xtw.WriteElementString("assets_included", SaveAssets.ToString()); | ||
422 | |||
423 | xtw.WriteEndElement(); | ||
424 | |||
425 | xtw.Flush(); | ||
426 | } | ||
427 | |||
428 | s = sw.ToString(); | ||
429 | } | ||
430 | |||
431 | // if (m_scene != null) | ||
432 | // Console.WriteLine( | ||
433 | // "[ARCHIVE WRITE REQUEST PREPARATION]: Control file for {0} is: {1}", m_scene.RegionInfo.RegionName, s); | ||
434 | |||
435 | return s; | ||
436 | } | ||
437 | } | ||
438 | } | ||
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs index bf3b124..2a87dc2 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs | |||
@@ -146,6 +146,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
146 | ops.Add("noassets", delegate(string v) { options["noassets"] = v != null; }); | 146 | ops.Add("noassets", delegate(string v) { options["noassets"] = v != null; }); |
147 | ops.Add("publish", v => options["wipe-owners"] = v != null); | 147 | ops.Add("publish", v => options["wipe-owners"] = v != null); |
148 | ops.Add("perm=", delegate(string v) { options["checkPermissions"] = v; }); | 148 | ops.Add("perm=", delegate(string v) { options["checkPermissions"] = v; }); |
149 | ops.Add("all", delegate(string v) { options["all"] = v != null; }); | ||
149 | 150 | ||
150 | List<string> mainParams = ops.Parse(cmdparams); | 151 | List<string> mainParams = ops.Parse(cmdparams); |
151 | 152 | ||
@@ -169,7 +170,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
169 | m_log.InfoFormat( | 170 | m_log.InfoFormat( |
170 | "[ARCHIVER]: Writing archive for region {0} to {1}", Scene.RegionInfo.RegionName, savePath); | 171 | "[ARCHIVER]: Writing archive for region {0} to {1}", Scene.RegionInfo.RegionName, savePath); |
171 | 172 | ||
172 | new ArchiveWriteRequestPreparation(this, savePath, requestId).ArchiveRegion(options); | 173 | new ArchiveWriteRequest(Scene, savePath, requestId).ArchiveRegion(options); |
173 | } | 174 | } |
174 | 175 | ||
175 | public void ArchiveRegion(Stream saveStream) | 176 | public void ArchiveRegion(Stream saveStream) |
@@ -184,7 +185,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
184 | 185 | ||
185 | public void ArchiveRegion(Stream saveStream, Guid requestId, Dictionary<string, object> options) | 186 | public void ArchiveRegion(Stream saveStream, Guid requestId, Dictionary<string, object> options) |
186 | { | 187 | { |
187 | new ArchiveWriteRequestPreparation(this, saveStream, requestId).ArchiveRegion(options); | 188 | new ArchiveWriteRequest(Scene, saveStream, requestId).ArchiveRegion(options); |
188 | } | 189 | } |
189 | 190 | ||
190 | public void DearchiveRegion(string loadPath) | 191 | public void DearchiveRegion(string loadPath) |
diff --git a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs index a073cb9..5787279 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs | |||
@@ -46,6 +46,12 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
46 | { | 46 | { |
47 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 47 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
48 | 48 | ||
49 | /// <summary> | ||
50 | /// Method called when all the necessary assets for an archive request have been received. | ||
51 | /// </summary> | ||
52 | public delegate void AssetsRequestCallback( | ||
53 | ICollection<UUID> assetsFoundUuids, ICollection<UUID> assetsNotFoundUuids); | ||
54 | |||
49 | enum RequestState | 55 | enum RequestState |
50 | { | 56 | { |
51 | Initial, | 57 | Initial, |
diff --git a/OpenSim/Region/CoreModules/World/Archiver/DearchiveScenesGroup.cs b/OpenSim/Region/CoreModules/World/Archiver/DearchiveScenesGroup.cs new file mode 100644 index 0000000..3dcc020 --- /dev/null +++ b/OpenSim/Region/CoreModules/World/Archiver/DearchiveScenesGroup.cs | |||
@@ -0,0 +1,232 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Linq; | ||
31 | using System.Text; | ||
32 | using OpenSim.Region.Framework.Scenes; | ||
33 | using OpenMetaverse; | ||
34 | using System.Drawing; | ||
35 | using log4net; | ||
36 | using System.Reflection; | ||
37 | using OpenSim.Framework.Serialization; | ||
38 | |||
39 | namespace OpenSim.Region.CoreModules.World.Archiver | ||
40 | { | ||
41 | /// <summary> | ||
42 | /// The regions included in an OAR file. | ||
43 | /// </summary> | ||
44 | public class DearchiveScenesInfo | ||
45 | { | ||
46 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
47 | |||
48 | /// <summary> | ||
49 | /// One region in the archive. | ||
50 | /// </summary> | ||
51 | public class RegionInfo | ||
52 | { | ||
53 | /// <summary> | ||
54 | /// The subdirectory in which the region is stored. | ||
55 | /// </summary> | ||
56 | public string Directory { get; set; } | ||
57 | |||
58 | /// <summary> | ||
59 | /// The region's coordinates (relative to the South-West corner of the block). | ||
60 | /// </summary> | ||
61 | public Point Location { get; set; } | ||
62 | |||
63 | /// <summary> | ||
64 | /// The UUID of the original scene from which this archived region was saved. | ||
65 | /// </summary> | ||
66 | public string OriginalID { get; set; } | ||
67 | |||
68 | /// <summary> | ||
69 | /// The scene in the current simulator into which this region is loaded. | ||
70 | /// If null then the region doesn't have a corresponding scene, and it won't be loaded. | ||
71 | /// </summary> | ||
72 | public Scene Scene { get; set; } | ||
73 | } | ||
74 | |||
75 | /// <summary> | ||
76 | /// Whether this archive uses the multi-region format. | ||
77 | /// </summary> | ||
78 | public Boolean MultiRegionFormat { get; set; } | ||
79 | |||
80 | /// <summary> | ||
81 | /// Maps (Region directory -> region) | ||
82 | /// </summary> | ||
83 | protected Dictionary<string, RegionInfo> m_directory2region = new Dictionary<string, RegionInfo>(); | ||
84 | |||
85 | /// <summary> | ||
86 | /// Maps (UUID of the scene in the simulator where the region will be loaded -> region) | ||
87 | /// </summary> | ||
88 | protected Dictionary<UUID, RegionInfo> m_newId2region = new Dictionary<UUID, RegionInfo>(); | ||
89 | |||
90 | public int LoadedCreationDateTime { get; set; } | ||
91 | public string DefaultOriginalID { get; set; } | ||
92 | |||
93 | // These variables are used while reading the archive control file | ||
94 | protected int? m_curY = null; | ||
95 | protected int? m_curX = null; | ||
96 | protected RegionInfo m_curRegion; | ||
97 | |||
98 | |||
99 | public DearchiveScenesInfo() | ||
100 | { | ||
101 | MultiRegionFormat = false; | ||
102 | } | ||
103 | |||
104 | |||
105 | // The following methods are used while reading the archive control file | ||
106 | |||
107 | public void StartRow() | ||
108 | { | ||
109 | m_curY = (m_curY == null) ? 0 : m_curY + 1; | ||
110 | m_curX = null; | ||
111 | } | ||
112 | |||
113 | public void StartRegion() | ||
114 | { | ||
115 | m_curX = (m_curX == null) ? 0 : m_curX + 1; | ||
116 | // Note: this doesn't mean we have a real region in this location; this could just be a "hole" | ||
117 | } | ||
118 | |||
119 | public void SetRegionOriginalID(string id) | ||
120 | { | ||
121 | m_curRegion = new RegionInfo(); | ||
122 | m_curRegion.Location = new Point((int)m_curX, (int)m_curY); | ||
123 | m_curRegion.OriginalID = id; | ||
124 | // 'curRegion' will be saved in 'm_directory2region' when SetRegionDir() is called | ||
125 | } | ||
126 | |||
127 | public void SetRegionDirectory(string directory) | ||
128 | { | ||
129 | m_curRegion.Directory = directory; | ||
130 | m_directory2region[directory] = m_curRegion; | ||
131 | } | ||
132 | |||
133 | |||
134 | /// <summary> | ||
135 | /// Sets all the scenes present in the simulator. | ||
136 | /// </summary> | ||
137 | /// <remarks> | ||
138 | /// This method matches regions in the archive to scenes in the simulator according to | ||
139 | /// their relative position. We only load regions if there's an existing Scene in the | ||
140 | /// grid location where the region should be loaded. | ||
141 | /// </remarks> | ||
142 | /// <param name="rootScene">The scene where the Load OAR operation was run</param> | ||
143 | /// <param name="simulatorScenes">All the scenes in the simulator</param> | ||
144 | public void SetSimulatorScenes(Scene rootScene, ArchiveScenesGroup simulatorScenes) | ||
145 | { | ||
146 | foreach (RegionInfo archivedRegion in m_directory2region.Values) | ||
147 | { | ||
148 | Point location = new Point((int)rootScene.RegionInfo.RegionLocX, (int)rootScene.RegionInfo.RegionLocY); | ||
149 | location.Offset(archivedRegion.Location); | ||
150 | |||
151 | Scene scene; | ||
152 | if (simulatorScenes.TryGetScene(location, out scene)) | ||
153 | { | ||
154 | archivedRegion.Scene = scene; | ||
155 | m_newId2region[scene.RegionInfo.RegionID] = archivedRegion; | ||
156 | } | ||
157 | else | ||
158 | { | ||
159 | m_log.WarnFormat("[ARCHIVER]: Not loading archived region {0} because there's no existing region at location {1},{2}", | ||
160 | archivedRegion.Directory, location.X, location.Y); | ||
161 | } | ||
162 | } | ||
163 | } | ||
164 | |||
165 | /// <summary> | ||
166 | /// Returns the archived region according to the path of a file in the archive. | ||
167 | /// Also, converts the full path into a path that is relative to the region's directory. | ||
168 | /// </summary> | ||
169 | /// <param name="fullPath">The path of a file in the archive</param> | ||
170 | /// <param name="scene">The corresponding Scene, or null if none</param> | ||
171 | /// <param name="relativePath">The path relative to the region's directory. (Or the original | ||
172 | /// path, if this file doesn't belong to a region.)</param> | ||
173 | /// <returns>True: use this file; False: skip it</returns> | ||
174 | public bool GetRegionFromPath(string fullPath, out Scene scene, out string relativePath) | ||
175 | { | ||
176 | scene = null; | ||
177 | relativePath = fullPath; | ||
178 | |||
179 | if (!MultiRegionFormat) | ||
180 | { | ||
181 | if (m_newId2region.Count > 0) | ||
182 | scene = m_newId2region.First().Value.Scene; | ||
183 | return true; | ||
184 | } | ||
185 | |||
186 | if (!fullPath.StartsWith(ArchiveConstants.REGIONS_PATH)) | ||
187 | return true; // this file doesn't belong to a region | ||
188 | |||
189 | string[] parts = fullPath.Split(new Char[] { '/' }, 3); | ||
190 | if (parts.Length != 3) | ||
191 | return false; | ||
192 | string regionDirectory = parts[1]; | ||
193 | relativePath = parts[2]; | ||
194 | |||
195 | RegionInfo region; | ||
196 | if (m_directory2region.TryGetValue(regionDirectory, out region)) | ||
197 | { | ||
198 | scene = region.Scene; | ||
199 | return (scene != null); | ||
200 | } | ||
201 | else | ||
202 | { | ||
203 | return false; | ||
204 | } | ||
205 | } | ||
206 | |||
207 | /// <summary> | ||
208 | /// Returns the original UUID of a region (from the simulator where the OAR was saved), | ||
209 | /// given the UUID of the scene it was loaded into in the current simulator. | ||
210 | /// </summary> | ||
211 | /// <param name="newID"></param> | ||
212 | /// <returns></returns> | ||
213 | public string GetOriginalRegionID(UUID newID) | ||
214 | { | ||
215 | RegionInfo region; | ||
216 | if (m_newId2region.TryGetValue(newID, out region)) | ||
217 | return region.OriginalID; | ||
218 | else | ||
219 | return DefaultOriginalID; | ||
220 | } | ||
221 | |||
222 | /// <summary> | ||
223 | /// Returns the scenes that have been (or will be) loaded. | ||
224 | /// </summary> | ||
225 | /// <returns></returns> | ||
226 | public List<UUID> GetLoadedScenes() | ||
227 | { | ||
228 | return m_newId2region.Keys.ToList(); | ||
229 | } | ||
230 | |||
231 | } | ||
232 | } | ||
diff --git a/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs b/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs index 904110e..0a30905 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs | |||
@@ -47,6 +47,7 @@ using ArchiveConstants = OpenSim.Framework.Serialization.ArchiveConstants; | |||
47 | using TarArchiveReader = OpenSim.Framework.Serialization.TarArchiveReader; | 47 | using TarArchiveReader = OpenSim.Framework.Serialization.TarArchiveReader; |
48 | using TarArchiveWriter = OpenSim.Framework.Serialization.TarArchiveWriter; | 48 | using TarArchiveWriter = OpenSim.Framework.Serialization.TarArchiveWriter; |
49 | using RegionSettings = OpenSim.Framework.RegionSettings; | 49 | using RegionSettings = OpenSim.Framework.RegionSettings; |
50 | using OpenSim.Region.Framework.Interfaces; | ||
50 | 51 | ||
51 | namespace OpenSim.Region.CoreModules.World.Archiver.Tests | 52 | namespace OpenSim.Region.CoreModules.World.Archiver.Tests |
52 | { | 53 | { |
@@ -56,23 +57,28 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests | |||
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 void SetUp() |
66 | { | 69 | { |
70 | new SceneManager(); | ||
71 | |||
67 | m_archiverModule = new ArchiverModule(); | 72 | m_archiverModule = new ArchiverModule(); |
68 | SerialiserModule serialiserModule = new SerialiserModule(); | 73 | m_serialiserModule = new SerialiserModule(); |
69 | TerrainModule terrainModule = new TerrainModule(); | 74 | TerrainModule terrainModule = new TerrainModule(); |
70 | 75 | ||
71 | m_scene = new SceneHelpers().SetupScene(); | 76 | m_sceneHelpers = new SceneHelpers(); |
72 | SceneHelpers.SetupSceneModules(m_scene, m_archiverModule, serialiserModule, terrainModule); | 77 | m_scene = m_sceneHelpers.SetupScene(); |
78 | SceneHelpers.SetupSceneModules(m_scene, m_archiverModule, m_serialiserModule, terrainModule); | ||
73 | } | 79 | } |
74 | 80 | ||
75 | private void LoadCompleted(Guid requestId, string errorMessage) | 81 | private void LoadCompleted(Guid requestId, List<UUID> loadedScenes, string errorMessage) |
76 | { | 82 | { |
77 | lock (this) | 83 | lock (this) |
78 | { | 84 | { |
@@ -128,26 +134,10 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests | |||
128 | TestHelpers.InMethod(); | 134 | TestHelpers.InMethod(); |
129 | // log4net.Config.XmlConfigurator.Configure(); | 135 | // log4net.Config.XmlConfigurator.Configure(); |
130 | 136 | ||
131 | SceneObjectPart part1 = CreateSceneObjectPart1(); | 137 | SceneObjectGroup sog1; |
132 | SceneObjectGroup sog1 = new SceneObjectGroup(part1); | 138 | SceneObjectGroup sog2; |
133 | m_scene.AddNewSceneObject(sog1, false); | 139 | UUID ncAssetUuid; |
134 | 140 | 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 | 141 | ||
152 | MemoryStream archiveWriteStream = new MemoryStream(); | 142 | MemoryStream archiveWriteStream = new MemoryStream(); |
153 | m_scene.EventManager.OnOarFileSaved += SaveCompleted; | 143 | m_scene.EventManager.OnOarFileSaved += SaveCompleted; |
@@ -186,7 +176,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests | |||
186 | Assert.That(filePath, Is.EqualTo(ArchiveConstants.CONTROL_FILE_PATH)); | 176 | Assert.That(filePath, Is.EqualTo(ArchiveConstants.CONTROL_FILE_PATH)); |
187 | 177 | ||
188 | ArchiveReadRequest arr = new ArchiveReadRequest(m_scene, (Stream)null, false, false, Guid.Empty); | 178 | ArchiveReadRequest arr = new ArchiveReadRequest(m_scene, (Stream)null, false, false, Guid.Empty); |
189 | arr.LoadControlFile(filePath, data); | 179 | arr.LoadControlFile(filePath, data, new DearchiveScenesInfo()); |
190 | 180 | ||
191 | Assert.That(arr.ControlFileLoaded, Is.True); | 181 | Assert.That(arr.ControlFileLoaded, Is.True); |
192 | 182 | ||
@@ -211,6 +201,30 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests | |||
211 | // TODO: Test presence of more files and contents of files. | 201 | // TODO: Test presence of more files and contents of files. |
212 | } | 202 | } |
213 | 203 | ||
204 | private void CreateTestObjects(Scene scene, out SceneObjectGroup sog1, out SceneObjectGroup sog2, out UUID ncAssetUuid) | ||
205 | { | ||
206 | SceneObjectPart part1 = CreateSceneObjectPart1(); | ||
207 | sog1 = new SceneObjectGroup(part1); | ||
208 | scene.AddNewSceneObject(sog1, false); | ||
209 | |||
210 | AssetNotecard nc = new AssetNotecard(); | ||
211 | nc.BodyText = "Hello World!"; | ||
212 | nc.Encode(); | ||
213 | ncAssetUuid = UUID.Random(); | ||
214 | UUID ncItemUuid = UUID.Random(); | ||
215 | AssetBase ncAsset | ||
216 | = AssetHelpers.CreateAsset(ncAssetUuid, AssetType.Notecard, nc.AssetData, UUID.Zero); | ||
217 | m_scene.AssetService.Store(ncAsset); | ||
218 | |||
219 | TaskInventoryItem ncItem | ||
220 | = new TaskInventoryItem { Name = "ncItem", AssetID = ncAssetUuid, ItemID = ncItemUuid }; | ||
221 | SceneObjectPart part2 = CreateSceneObjectPart2(); | ||
222 | sog2 = new SceneObjectGroup(part2); | ||
223 | part2.Inventory.AddInventoryItem(ncItem, true); | ||
224 | |||
225 | scene.AddNewSceneObject(sog2, false); | ||
226 | } | ||
227 | |||
214 | /// <summary> | 228 | /// <summary> |
215 | /// Test saving an OpenSim Region Archive with the no assets option | 229 | /// Test saving an OpenSim Region Archive with the no assets option |
216 | /// </summary> | 230 | /// </summary> |
@@ -270,7 +284,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests | |||
270 | Assert.That(filePath, Is.EqualTo(ArchiveConstants.CONTROL_FILE_PATH)); | 284 | Assert.That(filePath, Is.EqualTo(ArchiveConstants.CONTROL_FILE_PATH)); |
271 | 285 | ||
272 | ArchiveReadRequest arr = new ArchiveReadRequest(m_scene, (Stream)null, false, false, Guid.Empty); | 286 | ArchiveReadRequest arr = new ArchiveReadRequest(m_scene, (Stream)null, false, false, Guid.Empty); |
273 | arr.LoadControlFile(filePath, data); | 287 | arr.LoadControlFile(filePath, data, new DearchiveScenesInfo()); |
274 | 288 | ||
275 | Assert.That(arr.ControlFileLoaded, Is.True); | 289 | Assert.That(arr.ControlFileLoaded, Is.True); |
276 | 290 | ||
@@ -307,7 +321,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests | |||
307 | 321 | ||
308 | tar.WriteFile( | 322 | tar.WriteFile( |
309 | ArchiveConstants.CONTROL_FILE_PATH, | 323 | ArchiveConstants.CONTROL_FILE_PATH, |
310 | new ArchiveWriteRequestPreparation(null, (Stream)null, Guid.Empty).CreateControlFile(new Dictionary<string, Object>())); | 324 | new ArchiveWriteRequest(m_scene, (Stream)null, Guid.Empty).CreateControlFile(new ArchiveScenesGroup())); |
311 | 325 | ||
312 | SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(1, ownerId, "obj1-", 0x11); | 326 | SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(1, ownerId, "obj1-", 0x11); |
313 | SceneObjectPart sop2 | 327 | SceneObjectPart sop2 |
@@ -362,11 +376,10 @@ 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 | 376 | // Also check that direct entries which will also have a file entry containing that directory doesn't |
363 | // upset load | 377 | // upset load |
364 | tar.WriteDir(ArchiveConstants.TERRAINS_PATH); | 378 | tar.WriteDir(ArchiveConstants.TERRAINS_PATH); |
365 | 379 | ||
366 | tar.WriteFile( | 380 | tar.WriteFile( |
367 | ArchiveConstants.CONTROL_FILE_PATH, | 381 | ArchiveConstants.CONTROL_FILE_PATH, |
368 | new ArchiveWriteRequestPreparation(null, (Stream)null, Guid.Empty).CreateControlFile(new Dictionary<string, Object>())); | 382 | new ArchiveWriteRequest(m_scene, (Stream)null, Guid.Empty).CreateControlFile(new ArchiveScenesGroup())); |
369 | |||
370 | SceneObjectPart part1 = CreateSceneObjectPart1(); | 383 | SceneObjectPart part1 = CreateSceneObjectPart1(); |
371 | 384 | ||
372 | part1.SitTargetOrientation = new Quaternion(0.2f, 0.3f, 0.4f, 0.5f); | 385 | part1.SitTargetOrientation = new Quaternion(0.2f, 0.3f, 0.4f, 0.5f); |
@@ -389,31 +402,12 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests | |||
389 | Assert.That(soundDataResourceName, Is.Not.Null); | 402 | Assert.That(soundDataResourceName, Is.Not.Null); |
390 | 403 | ||
391 | byte[] soundData; | 404 | byte[] soundData; |
392 | Console.WriteLine("Loading " + soundDataResourceName); | 405 | UUID soundUuid; |
393 | using (Stream resource = assembly.GetManifestResourceStream(soundDataResourceName)) | 406 | CreateSoundAsset(tar, assembly, soundDataResourceName, out soundData, out soundUuid); |
394 | { | 407 | |
395 | using (BinaryReader br = new BinaryReader(resource)) | 408 | TaskInventoryItem item1 |
396 | { | 409 | = new TaskInventoryItem { AssetID = soundUuid, ItemID = soundItemUuid, Name = soundItemName }; |
397 | // FIXME: Use the inspector instead | 410 | 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); | 411 | m_scene.AddNewSceneObject(object1, false); |
418 | 412 | ||
419 | string object1FileName = string.Format( | 413 | string object1FileName = string.Format( |
@@ -435,6 +429,34 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests | |||
435 | 429 | ||
436 | Assert.That(m_lastErrorMessage, Is.Null); | 430 | Assert.That(m_lastErrorMessage, Is.Null); |
437 | 431 | ||
432 | TestLoadedRegion(part1, soundItemName, soundData); | ||
433 | } | ||
434 | |||
435 | private static void CreateSoundAsset(TarArchiveWriter tar, Assembly assembly, string soundDataResourceName, out byte[] soundData, out UUID soundUuid) | ||
436 | { | ||
437 | using (Stream resource = assembly.GetManifestResourceStream(soundDataResourceName)) | ||
438 | { | ||
439 | using (BinaryReader br = new BinaryReader(resource)) | ||
440 | { | ||
441 | // FIXME: Use the inspector instead | ||
442 | soundData = br.ReadBytes(99999999); | ||
443 | soundUuid = UUID.Parse("00000000-0000-0000-0000-000000000001"); | ||
444 | string soundAssetFileName | ||
445 | = ArchiveConstants.ASSETS_PATH + soundUuid | ||
446 | + ArchiveConstants.ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.SoundWAV]; | ||
447 | tar.WriteFile(soundAssetFileName, soundData); | ||
448 | |||
449 | /* | ||
450 | AssetBase soundAsset = AssetHelpers.CreateAsset(soundUuid, soundData); | ||
451 | scene.AssetService.Store(soundAsset); | ||
452 | asset1FileName = ArchiveConstants.ASSETS_PATH + soundUuid + ".wav"; | ||
453 | */ | ||
454 | } | ||
455 | } | ||
456 | } | ||
457 | |||
458 | private void TestLoadedRegion(SceneObjectPart part1, string soundItemName, byte[] soundData) | ||
459 | { | ||
438 | SceneObjectPart object1PartLoaded = m_scene.GetSceneObjectPart(part1.Name); | 460 | SceneObjectPart object1PartLoaded = m_scene.GetSceneObjectPart(part1.Name); |
439 | 461 | ||
440 | Assert.That(object1PartLoaded, Is.Not.Null, "object1 was not loaded"); | 462 | Assert.That(object1PartLoaded, Is.Not.Null, "object1 was not loaded"); |
@@ -454,9 +476,6 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests | |||
454 | Assert.That(loadedSoundAsset.Data, Is.EqualTo(soundData), "saved and loaded sound data do not match"); | 476 | Assert.That(loadedSoundAsset.Data, Is.EqualTo(soundData), "saved and loaded sound data do not match"); |
455 | 477 | ||
456 | Assert.Greater(m_scene.LandChannel.AllParcels().Count, 0, "incorrect number of parcels"); | 478 | Assert.Greater(m_scene.LandChannel.AllParcels().Count, 0, "incorrect number of parcels"); |
457 | |||
458 | // Temporary | ||
459 | Console.WriteLine("Successfully completed {0}", MethodBase.GetCurrentMethod()); | ||
460 | } | 479 | } |
461 | 480 | ||
462 | /// <summary> | 481 | /// <summary> |
@@ -516,7 +535,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests | |||
516 | SerialiserModule serialiserModule = new SerialiserModule(); | 535 | SerialiserModule serialiserModule = new SerialiserModule(); |
517 | TerrainModule terrainModule = new TerrainModule(); | 536 | TerrainModule terrainModule = new TerrainModule(); |
518 | 537 | ||
519 | TestScene scene2 = new SceneHelpers().SetupScene(); | 538 | m_sceneHelpers = new SceneHelpers(); |
539 | TestScene scene2 = m_sceneHelpers.SetupScene(); | ||
520 | SceneHelpers.SetupSceneModules(scene2, archiverModule, serialiserModule, terrainModule); | 540 | SceneHelpers.SetupSceneModules(scene2, archiverModule, serialiserModule, terrainModule); |
521 | 541 | ||
522 | // Make sure there's a valid owner for the owner we saved (this should have been wiped if the code is | 542 | // Make sure there's a valid owner for the owner we saved (this should have been wiped if the code is |
@@ -554,7 +574,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests | |||
554 | tar.WriteDir(ArchiveConstants.TERRAINS_PATH); | 574 | tar.WriteDir(ArchiveConstants.TERRAINS_PATH); |
555 | tar.WriteFile( | 575 | tar.WriteFile( |
556 | ArchiveConstants.CONTROL_FILE_PATH, | 576 | ArchiveConstants.CONTROL_FILE_PATH, |
557 | new ArchiveWriteRequestPreparation(null, (Stream)null, Guid.Empty).CreateControlFile(new Dictionary<string, Object>())); | 577 | new ArchiveWriteRequest(m_scene, (Stream)null, Guid.Empty).CreateControlFile(new ArchiveScenesGroup())); |
558 | 578 | ||
559 | RegionSettings rs = new RegionSettings(); | 579 | RegionSettings rs = new RegionSettings(); |
560 | rs.AgentLimit = 17; | 580 | rs.AgentLimit = 17; |
@@ -664,7 +684,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests | |||
664 | SerialiserModule serialiserModule = new SerialiserModule(); | 684 | SerialiserModule serialiserModule = new SerialiserModule(); |
665 | TerrainModule terrainModule = new TerrainModule(); | 685 | TerrainModule terrainModule = new TerrainModule(); |
666 | 686 | ||
667 | Scene scene = new SceneHelpers().SetupScene(); | 687 | Scene scene = m_sceneHelpers.SetupScene(); |
668 | SceneHelpers.SetupSceneModules(scene, archiverModule, serialiserModule, terrainModule); | 688 | SceneHelpers.SetupSceneModules(scene, archiverModule, serialiserModule, terrainModule); |
669 | 689 | ||
670 | m_scene.AddNewSceneObject(new SceneObjectGroup(part2), false); | 690 | m_scene.AddNewSceneObject(new SceneObjectGroup(part2), false); |
@@ -700,5 +720,258 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests | |||
700 | Assert.That(object2PartMerged.GroupPosition, Is.EqualTo(part2.GroupPosition), "object2 group position not equal after merge"); | 720 | Assert.That(object2PartMerged.GroupPosition, Is.EqualTo(part2.GroupPosition), "object2 group position not equal after merge"); |
701 | } | 721 | } |
702 | } | 722 | } |
723 | |||
724 | /// <summary> | ||
725 | /// Test saving a multi-region OAR. | ||
726 | /// </summary> | ||
727 | [Test] | ||
728 | public void TestSaveMultiRegionOar() | ||
729 | { | ||
730 | TestHelpers.InMethod(); | ||
731 | |||
732 | // Create test regions | ||
733 | |||
734 | int WIDTH = 2; | ||
735 | int HEIGHT = 2; | ||
736 | |||
737 | List<Scene> scenes = new List<Scene>(); | ||
738 | |||
739 | // Maps (Directory in OAR file -> scene) | ||
740 | Dictionary<string, Scene> regionPaths = new Dictionary<string, Scene>(); | ||
741 | |||
742 | // Maps (Scene -> expected object paths) | ||
743 | Dictionary<UUID, List<string>> expectedPaths = new Dictionary<UUID, List<string>>(); | ||
744 | |||
745 | // List of expected assets | ||
746 | List<UUID> expectedAssets = new List<UUID>(); | ||
747 | |||
748 | for (uint y = 0; y < HEIGHT; y++) | ||
749 | { | ||
750 | for (uint x = 0; x < WIDTH; x++) | ||
751 | { | ||
752 | Scene scene; | ||
753 | if (x == 0 && y == 0) | ||
754 | { | ||
755 | scene = m_scene; // this scene was already created in SetUp() | ||
756 | } | ||
757 | else | ||
758 | { | ||
759 | scene = m_sceneHelpers.SetupScene(string.Format("Unit test region {0}", (y * WIDTH) + x + 1), UUID.Random(), 1000 + x, 1000 + y); | ||
760 | SceneHelpers.SetupSceneModules(scene, new ArchiverModule(), m_serialiserModule, new TerrainModule()); | ||
761 | } | ||
762 | scenes.Add(scene); | ||
763 | |||
764 | string dir = String.Format("{0}_{1}_{2}", x + 1, y + 1, scene.RegionInfo.RegionName.Replace(" ", "_")); | ||
765 | regionPaths[dir] = scene; | ||
766 | |||
767 | SceneObjectGroup sog1; | ||
768 | SceneObjectGroup sog2; | ||
769 | UUID ncAssetUuid; | ||
770 | |||
771 | CreateTestObjects(scene, out sog1, out sog2, out ncAssetUuid); | ||
772 | |||
773 | expectedPaths[scene.RegionInfo.RegionID] = new List<string>(); | ||
774 | expectedPaths[scene.RegionInfo.RegionID].Add(ArchiveHelpers.CreateObjectPath(sog1)); | ||
775 | expectedPaths[scene.RegionInfo.RegionID].Add(ArchiveHelpers.CreateObjectPath(sog2)); | ||
776 | |||
777 | expectedAssets.Add(ncAssetUuid); | ||
778 | } | ||
779 | } | ||
780 | |||
781 | |||
782 | // Save OAR | ||
783 | |||
784 | MemoryStream archiveWriteStream = new MemoryStream(); | ||
785 | m_scene.EventManager.OnOarFileSaved += SaveCompleted; | ||
786 | |||
787 | Guid requestId = new Guid("00000000-0000-0000-0000-808080808080"); | ||
788 | |||
789 | Dictionary<string, Object> options = new Dictionary<string, Object>(); | ||
790 | options.Add("all", true); | ||
791 | |||
792 | lock (this) | ||
793 | { | ||
794 | m_archiverModule.ArchiveRegion(archiveWriteStream, requestId, options); | ||
795 | Monitor.Wait(this, 60000); | ||
796 | } | ||
797 | |||
798 | |||
799 | // Check that the OAR contains the expected data | ||
800 | |||
801 | Assert.That(m_lastRequestId, Is.EqualTo(requestId)); | ||
802 | |||
803 | byte[] archive = archiveWriteStream.ToArray(); | ||
804 | MemoryStream archiveReadStream = new MemoryStream(archive); | ||
805 | TarArchiveReader tar = new TarArchiveReader(archiveReadStream); | ||
806 | |||
807 | Dictionary<UUID, List<string>> foundPaths = new Dictionary<UUID, List<string>>(); | ||
808 | List<UUID> foundAssets = new List<UUID>(); | ||
809 | |||
810 | foreach (Scene scene in scenes) | ||
811 | { | ||
812 | foundPaths[scene.RegionInfo.RegionID] = new List<string>(); | ||
813 | } | ||
814 | |||
815 | string filePath; | ||
816 | TarArchiveReader.TarEntryType tarEntryType; | ||
817 | |||
818 | byte[] data = tar.ReadEntry(out filePath, out tarEntryType); | ||
819 | Assert.That(filePath, Is.EqualTo(ArchiveConstants.CONTROL_FILE_PATH)); | ||
820 | |||
821 | ArchiveReadRequest arr = new ArchiveReadRequest(m_scene, (Stream)null, false, false, Guid.Empty); | ||
822 | arr.LoadControlFile(filePath, data, new DearchiveScenesInfo()); | ||
823 | |||
824 | Assert.That(arr.ControlFileLoaded, Is.True); | ||
825 | |||
826 | while (tar.ReadEntry(out filePath, out tarEntryType) != null) | ||
827 | { | ||
828 | if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH)) | ||
829 | { | ||
830 | // Assets are shared, so this file doesn't belong to any specific region. | ||
831 | string fileName = filePath.Remove(0, ArchiveConstants.ASSETS_PATH.Length); | ||
832 | if (fileName.EndsWith("_notecard.txt")) | ||
833 | foundAssets.Add(UUID.Parse(fileName.Substring(0, fileName.Length - "_notecard.txt".Length))); | ||
834 | } | ||
835 | else | ||
836 | { | ||
837 | // This file belongs to one of the regions. Find out which one. | ||
838 | Assert.IsTrue(filePath.StartsWith(ArchiveConstants.REGIONS_PATH)); | ||
839 | string[] parts = filePath.Split(new Char[] { '/' }, 3); | ||
840 | Assert.AreEqual(3, parts.Length); | ||
841 | string regionDirectory = parts[1]; | ||
842 | string relativePath = parts[2]; | ||
843 | Scene scene = regionPaths[regionDirectory]; | ||
844 | |||
845 | if (relativePath.StartsWith(ArchiveConstants.OBJECTS_PATH)) | ||
846 | { | ||
847 | foundPaths[scene.RegionInfo.RegionID].Add(relativePath); | ||
848 | } | ||
849 | } | ||
850 | } | ||
851 | |||
852 | Assert.AreEqual(scenes.Count, foundPaths.Count); | ||
853 | foreach (Scene scene in scenes) | ||
854 | { | ||
855 | Assert.That(foundPaths[scene.RegionInfo.RegionID], Is.EquivalentTo(expectedPaths[scene.RegionInfo.RegionID])); | ||
856 | } | ||
857 | |||
858 | Assert.That(foundAssets, Is.EquivalentTo(expectedAssets)); | ||
859 | } | ||
860 | |||
861 | /// <summary> | ||
862 | /// Test loading a multi-region OAR. | ||
863 | /// </summary> | ||
864 | [Test] | ||
865 | public void TestLoadMultiRegionOar() | ||
866 | { | ||
867 | TestHelpers.InMethod(); | ||
868 | |||
869 | // Create an ArchiveScenesGroup with the regions in the OAR. This is needed to generate the control file. | ||
870 | |||
871 | int WIDTH = 2; | ||
872 | int HEIGHT = 2; | ||
873 | |||
874 | for (uint y = 0; y < HEIGHT; y++) | ||
875 | { | ||
876 | for (uint x = 0; x < WIDTH; x++) | ||
877 | { | ||
878 | Scene scene; | ||
879 | if (x == 0 && y == 0) | ||
880 | { | ||
881 | scene = m_scene; // this scene was already created in SetUp() | ||
882 | } | ||
883 | else | ||
884 | { | ||
885 | scene = m_sceneHelpers.SetupScene(string.Format("Unit test region {0}", (y * WIDTH) + x + 1), UUID.Random(), 1000 + x, 1000 + y); | ||
886 | SceneHelpers.SetupSceneModules(scene, new ArchiverModule(), m_serialiserModule, new TerrainModule()); | ||
887 | } | ||
888 | } | ||
889 | } | ||
890 | |||
891 | ArchiveScenesGroup scenesGroup = new ArchiveScenesGroup(); | ||
892 | SceneManager.Instance.ForEachScene(delegate(Scene scene) | ||
893 | { | ||
894 | scenesGroup.AddScene(scene); | ||
895 | }); | ||
896 | scenesGroup.CalcSceneLocations(); | ||
897 | |||
898 | // Generate the OAR file | ||
899 | |||
900 | MemoryStream archiveWriteStream = new MemoryStream(); | ||
901 | TarArchiveWriter tar = new TarArchiveWriter(archiveWriteStream); | ||
902 | |||
903 | ArchiveWriteRequest writeRequest = new ArchiveWriteRequest(m_scene, (Stream)null, Guid.Empty); | ||
904 | writeRequest.MultiRegionFormat = true; | ||
905 | tar.WriteFile( | ||
906 | ArchiveConstants.CONTROL_FILE_PATH, writeRequest.CreateControlFile(scenesGroup)); | ||
907 | |||
908 | SceneObjectPart part1 = CreateSceneObjectPart1(); | ||
909 | part1.SitTargetOrientation = new Quaternion(0.2f, 0.3f, 0.4f, 0.5f); | ||
910 | part1.SitTargetPosition = new Vector3(1, 2, 3); | ||
911 | |||
912 | SceneObjectGroup object1 = new SceneObjectGroup(part1); | ||
913 | |||
914 | // Let's put some inventory items into our object | ||
915 | string soundItemName = "sound-item1"; | ||
916 | UUID soundItemUuid = UUID.Parse("00000000-0000-0000-0000-000000000002"); | ||
917 | Type type = GetType(); | ||
918 | Assembly assembly = type.Assembly; | ||
919 | string soundDataResourceName = null; | ||
920 | string[] names = assembly.GetManifestResourceNames(); | ||
921 | foreach (string name in names) | ||
922 | { | ||
923 | if (name.EndsWith(".Resources.test-sound.wav")) | ||
924 | soundDataResourceName = name; | ||
925 | } | ||
926 | Assert.That(soundDataResourceName, Is.Not.Null); | ||
927 | |||
928 | byte[] soundData; | ||
929 | UUID soundUuid; | ||
930 | CreateSoundAsset(tar, assembly, soundDataResourceName, out soundData, out soundUuid); | ||
931 | |||
932 | TaskInventoryItem item1 | ||
933 | = new TaskInventoryItem { AssetID = soundUuid, ItemID = soundItemUuid, Name = soundItemName }; | ||
934 | part1.Inventory.AddInventoryItem(item1, true); | ||
935 | m_scene.AddNewSceneObject(object1, false); | ||
936 | |||
937 | string object1FileName = string.Format( | ||
938 | "{0}_{1:000}-{2:000}-{3:000}__{4}.xml", | ||
939 | part1.Name, | ||
940 | Math.Round(part1.GroupPosition.X), Math.Round(part1.GroupPosition.Y), Math.Round(part1.GroupPosition.Z), | ||
941 | part1.UUID); | ||
942 | string path = "regions/1_1_Unit_test_region/" + ArchiveConstants.OBJECTS_PATH + object1FileName; | ||
943 | tar.WriteFile(path, SceneObjectSerializer.ToXml2Format(object1)); | ||
944 | |||
945 | tar.Close(); | ||
946 | |||
947 | |||
948 | // Delete the current objects, to test that they're loaded from the OAR and didn't | ||
949 | // just remain in the scene. | ||
950 | SceneManager.Instance.ForEachScene(delegate(Scene scene) | ||
951 | { | ||
952 | scene.DeleteAllSceneObjects(); | ||
953 | }); | ||
954 | |||
955 | // Create a "hole", to test that that the corresponding region isn't loaded from the OAR | ||
956 | SceneManager.Instance.CloseScene(SceneManager.Instance.Scenes[1]); | ||
957 | |||
958 | |||
959 | // Check thay the OAR file contains the expected data | ||
960 | |||
961 | MemoryStream archiveReadStream = new MemoryStream(archiveWriteStream.ToArray()); | ||
962 | |||
963 | lock (this) | ||
964 | { | ||
965 | m_scene.EventManager.OnOarFileLoaded += LoadCompleted; | ||
966 | m_archiverModule.DearchiveRegion(archiveReadStream); | ||
967 | } | ||
968 | |||
969 | Assert.That(m_lastErrorMessage, Is.Null); | ||
970 | |||
971 | Assert.AreEqual(3, SceneManager.Instance.Scenes.Count); | ||
972 | |||
973 | TestLoadedRegion(part1, soundItemName, soundData); | ||
974 | } | ||
975 | |||
703 | } | 976 | } |
704 | } | 977 | } |
diff --git a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs index 15cd238..1983984 100644 --- a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs | |||
@@ -46,6 +46,11 @@ namespace OpenSim.Region.Framework.Interfaces | |||
46 | /// </summary> | 46 | /// </summary> |
47 | void sendRegionHandshakeToAll(); | 47 | void sendRegionHandshakeToAll(); |
48 | 48 | ||
49 | /// <summary> | ||
50 | /// Fires the OnRegionInfoChange event. | ||
51 | /// </summary> | ||
52 | void TriggerRegionInfoChange(); | ||
53 | |||
49 | void setEstateTerrainBaseTexture(int level, UUID texture); | 54 | void setEstateTerrainBaseTexture(int level, UUID texture); |
50 | void setEstateTerrainTextureHeights(int corner, float lowValue, float highValue); | 55 | void setEstateTerrainTextureHeights(int corner, float lowValue, float highValue); |
51 | } | 56 | } |
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs index 2f34785..e1c9c8e 100644 --- a/OpenSim/Region/Framework/Scenes/EventManager.cs +++ b/OpenSim/Region/Framework/Scenes/EventManager.cs | |||
@@ -531,7 +531,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
531 | /// the scripts may not have started yet | 531 | /// the scripts may not have started yet |
532 | /// Message is non empty string if there were problems loading the oar file | 532 | /// Message is non empty string if there were problems loading the oar file |
533 | /// </summary> | 533 | /// </summary> |
534 | public delegate void OarFileLoaded(Guid guid, string message); | 534 | public delegate void OarFileLoaded(Guid guid, List<UUID> loadedScenes, string message); |
535 | public event OarFileLoaded OnOarFileLoaded; | 535 | public event OarFileLoaded OnOarFileLoaded; |
536 | 536 | ||
537 | /// <summary> | 537 | /// <summary> |
@@ -2195,7 +2195,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2195 | return 6; | 2195 | return 6; |
2196 | } | 2196 | } |
2197 | 2197 | ||
2198 | public void TriggerOarFileLoaded(Guid requestId, string message) | 2198 | public void TriggerOarFileLoaded(Guid requestId, List<UUID> loadedScenes, string message) |
2199 | { | 2199 | { |
2200 | OarFileLoaded handlerOarFileLoaded = OnOarFileLoaded; | 2200 | OarFileLoaded handlerOarFileLoaded = OnOarFileLoaded; |
2201 | if (handlerOarFileLoaded != null) | 2201 | if (handlerOarFileLoaded != null) |
@@ -2204,7 +2204,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2204 | { | 2204 | { |
2205 | try | 2205 | try |
2206 | { | 2206 | { |
2207 | d(requestId, message); | 2207 | d(requestId, loadedScenes, message); |
2208 | } | 2208 | } |
2209 | catch (Exception e) | 2209 | catch (Exception e) |
2210 | { | 2210 | { |
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs index c81b55d..cb5b2ba 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 List<Scene> m_localScenes = new List<Scene>(); | 102 | private readonly List<Scene> m_localScenes = new List<Scene>(); |
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/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index fa22c78..526dbad 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -131,8 +131,6 @@ public class BSCharacter : BSPhysObject | |||
131 | BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, LocalID, _buoyancy); | 131 | BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, LocalID, _buoyancy); |
132 | 132 | ||
133 | BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(Scene.World.Ptr, LocalID)); | 133 | BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(Scene.World.Ptr, LocalID)); |
134 | // avatars get all collisions no matter what (makes walking on ground and such work) | ||
135 | BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
136 | }); | 134 | }); |
137 | 135 | ||
138 | return; | 136 | return; |
@@ -480,11 +478,10 @@ public class BSCharacter : BSPhysObject | |||
480 | // Stop collision events | 478 | // Stop collision events |
481 | public override void UnSubscribeEvents() { | 479 | public override void UnSubscribeEvents() { |
482 | _subscribedEventsMs = 0; | 480 | _subscribedEventsMs = 0; |
483 | // Avatars get all their collision events | 481 | Scene.TaintedObject("BSCharacter.UnSubscribeEvents", delegate() |
484 | // Scene.TaintedObject("BSCharacter.UnSubscribeEvents", delegate() | 482 | { |
485 | // { | 483 | BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
486 | // BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 484 | }); |
487 | // }); | ||
488 | } | 485 | } |
489 | // Return 'true' if someone has subscribed to events | 486 | // Return 'true' if someone has subscribed to events |
490 | public override bool SubscribedEvents() { | 487 | public override bool SubscribedEvents() { |
@@ -532,20 +529,20 @@ public class BSCharacter : BSPhysObject | |||
532 | // The collision, if it should be reported to the character, is placed in a collection | 529 | // The collision, if it should be reported to the character, is placed in a collection |
533 | // that will later be sent to the simulator when SendCollisions() is called. | 530 | // that will later be sent to the simulator when SendCollisions() is called. |
534 | CollisionEventUpdate collisionCollection = null; | 531 | CollisionEventUpdate collisionCollection = null; |
535 | public override void Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth) | 532 | public override bool Collide(uint collidingWith, BSPhysObject collidee, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth) |
536 | { | 533 | { |
537 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); | 534 | bool ret = false; |
538 | 535 | ||
539 | // The following makes IsColliding() and IsCollidingGround() work | 536 | // The following makes IsColliding() and IsCollidingGround() work |
540 | _collidingStep = Scene.SimulationStep; | 537 | _collidingStep = Scene.SimulationStep; |
541 | if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID) | 538 | if (collidingWith <= Scene.TerrainManager.HighestTerrainID) |
542 | { | 539 | { |
543 | _collidingGroundStep = Scene.SimulationStep; | 540 | _collidingGroundStep = Scene.SimulationStep; |
544 | } | 541 | } |
545 | // DetailLog("{0},BSCharacter.Collison,call,with={1}", LocalID, collidingWith); | 542 | // DetailLog("{0},BSCharacter.Collison,call,with={1}", LocalID, collidingWith); |
546 | 543 | ||
547 | // throttle collisions to the rate specified in the subscription | 544 | // throttle collisions to the rate specified in the subscription |
548 | if (_subscribedEventsMs != 0) { | 545 | if (SubscribedEvents()) { |
549 | int nowTime = Scene.SimulationNowTime; | 546 | int nowTime = Scene.SimulationNowTime; |
550 | if (nowTime >= _nextCollisionOkTime) { | 547 | if (nowTime >= _nextCollisionOkTime) { |
551 | _nextCollisionOkTime = nowTime + _subscribedEventsMs; | 548 | _nextCollisionOkTime = nowTime + _subscribedEventsMs; |
@@ -553,8 +550,10 @@ public class BSCharacter : BSPhysObject | |||
553 | if (collisionCollection == null) | 550 | if (collisionCollection == null) |
554 | collisionCollection = new CollisionEventUpdate(); | 551 | collisionCollection = new CollisionEventUpdate(); |
555 | collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | 552 | collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); |
553 | ret = true; | ||
556 | } | 554 | } |
557 | } | 555 | } |
556 | return ret; | ||
558 | } | 557 | } |
559 | 558 | ||
560 | public override void SendCollisions() | 559 | public override void SendCollisions() |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs index 2e15ced..1376a29 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs | |||
@@ -74,6 +74,17 @@ public abstract class BSConstraint : IDisposable | |||
74 | return ret; | 74 | return ret; |
75 | } | 75 | } |
76 | 76 | ||
77 | public virtual bool SetSolverIterations(float cnt) | ||
78 | { | ||
79 | bool ret = false; | ||
80 | if (m_enabled) | ||
81 | { | ||
82 | BulletSimAPI.SetConstraintNumSolverIterations2(m_constraint.Ptr, cnt); | ||
83 | ret = true; | ||
84 | } | ||
85 | return ret; | ||
86 | } | ||
87 | |||
77 | public virtual bool CalculateTransforms() | 88 | public virtual bool CalculateTransforms() |
78 | { | 89 | { |
79 | bool ret = false; | 90 | bool ret = false; |
@@ -96,12 +107,9 @@ public abstract class BSConstraint : IDisposable | |||
96 | ret = CalculateTransforms(); | 107 | ret = CalculateTransforms(); |
97 | if (ret) | 108 | if (ret) |
98 | { | 109 | { |
99 | // m_world.scene.PhysicsLogging.Write("{0},BSConstraint.RecomputeConstraintVariables,taint,enabling,A={1},B={2}", | ||
100 | // BSScene.DetailLogZero, Body1.ID, Body2.ID); | ||
101 | |||
102 | // Setting an object's mass to zero (making it static like when it's selected) | 110 | // Setting an object's mass to zero (making it static like when it's selected) |
103 | // automatically disables the constraints. | 111 | // automatically disables the constraints. |
104 | // If enabled, be sure to set the constraint itself to enabled. | 112 | // If the link is enabled, be sure to set the constraint itself to enabled. |
105 | BulletSimAPI.SetConstraintEnable2(m_constraint.Ptr, m_world.scene.NumericBool(true)); | 113 | BulletSimAPI.SetConstraintEnable2(m_constraint.Ptr, m_world.scene.NumericBool(true)); |
106 | } | 114 | } |
107 | else | 115 | else |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 8169e99..61006f0 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -80,7 +80,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
80 | // Linear properties | 80 | // Linear properties |
81 | private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time | 81 | private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time |
82 | private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL | 82 | private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL |
83 | private Vector3 m_dir = Vector3.Zero; // velocity applied to body | 83 | private Vector3 m_newVelocity = Vector3.Zero; // velocity computed to be applied to body |
84 | private Vector3 m_linearFrictionTimescale = Vector3.Zero; | 84 | private Vector3 m_linearFrictionTimescale = Vector3.Zero; |
85 | private float m_linearMotorDecayTimescale = 0; | 85 | private float m_linearMotorDecayTimescale = 0; |
86 | private float m_linearMotorTimescale = 0; | 86 | private float m_linearMotorTimescale = 0; |
@@ -131,7 +131,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
131 | m_type = Vehicle.TYPE_NONE; | 131 | m_type = Vehicle.TYPE_NONE; |
132 | } | 132 | } |
133 | 133 | ||
134 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue, float timestep) | 134 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue) |
135 | { | 135 | { |
136 | VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); | 136 | VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); |
137 | switch (pParam) | 137 | switch (pParam) |
@@ -230,7 +230,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
230 | } | 230 | } |
231 | }//end ProcessFloatVehicleParam | 231 | }//end ProcessFloatVehicleParam |
232 | 232 | ||
233 | internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue, float timestep) | 233 | internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue) |
234 | { | 234 | { |
235 | VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); | 235 | VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); |
236 | switch (pParam) | 236 | switch (pParam) |
@@ -299,7 +299,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
299 | } | 299 | } |
300 | }//end ProcessVehicleFlags | 300 | }//end ProcessVehicleFlags |
301 | 301 | ||
302 | internal void ProcessTypeChange(Vehicle pType, float stepSize) | 302 | internal void ProcessTypeChange(Vehicle pType) |
303 | { | 303 | { |
304 | VDetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType); | 304 | VDetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType); |
305 | // Set Defaults For Type | 305 | // Set Defaults For Type |
@@ -478,29 +478,30 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
478 | MoveAngular(pTimestep); | 478 | MoveAngular(pTimestep); |
479 | LimitRotation(pTimestep); | 479 | LimitRotation(pTimestep); |
480 | 480 | ||
481 | // remember the position so next step we can limit absolute movement effects | ||
482 | m_lastPositionVector = m_prim.Position; | ||
483 | |||
481 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", | 484 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", |
482 | m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity); | 485 | m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity); |
483 | }// end Step | 486 | }// end Step |
484 | 487 | ||
485 | private void MoveLinear(float pTimestep) | 488 | private void MoveLinear(float pTimestep) |
486 | { | 489 | { |
487 | // requested m_linearMotorDirection is significant | 490 | // m_linearMotorDirection is the direction we are moving relative to the vehicle coordinates |
488 | // if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) | 491 | // m_lastLinearVelocityVector is the speed we are moving in that direction |
489 | if (m_linearMotorDirection.LengthSquared() > 0.0001f) | 492 | if (m_linearMotorDirection.LengthSquared() > 0.001f) |
490 | { | 493 | { |
491 | Vector3 origDir = m_linearMotorDirection; | 494 | Vector3 origDir = m_linearMotorDirection; |
492 | Vector3 origVel = m_lastLinearVelocityVector; | 495 | Vector3 origVel = m_lastLinearVelocityVector; |
493 | 496 | ||
494 | // add drive to body | 497 | // add drive to body |
495 | // Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep); | 498 | // Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale / pTimestep); |
496 | Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale); | 499 | Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/(m_linearMotorTimescale / pTimestep); |
497 | // lastLinearVelocityVector is the current body velocity vector? | 500 | // lastLinearVelocityVector is the current body velocity vector |
498 | // RA: Not sure what the *10 is for. A correction for pTimestep? | 501 | // RA: Not sure what the *10 is for. A correction for pTimestep? |
499 | // m_lastLinearVelocityVector += (addAmount*10); | 502 | // m_lastLinearVelocityVector += (addAmount*10); |
500 | m_lastLinearVelocityVector += addAmount; | 503 | m_lastLinearVelocityVector += addAmount; |
501 | 504 | ||
502 | // This will work temporarily, but we really need to compare speed on an axis | ||
503 | // KF: Limit body velocity to applied velocity? | ||
504 | // Limit the velocity vector to less than the last set linear motor direction | 505 | // Limit the velocity vector to less than the last set linear motor direction |
505 | if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X)) | 506 | if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X)) |
506 | m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X; | 507 | m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X; |
@@ -509,95 +510,58 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
509 | if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z)) | 510 | if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z)) |
510 | m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z; | 511 | m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z; |
511 | 512 | ||
513 | /* | ||
512 | // decay applied velocity | 514 | // decay applied velocity |
513 | Vector3 decayfraction = ((Vector3.One/(m_linearMotorDecayTimescale/pTimestep))); | 515 | Vector3 decayfraction = Vector3.One/(m_linearMotorDecayTimescale / pTimestep); |
516 | // (RA: do not know where the 0.5f comes from) | ||
514 | m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f; | 517 | m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f; |
515 | |||
516 | /* | ||
517 | Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/m_linearMotorTimescale; | ||
518 | m_lastLinearVelocityVector += addAmount; | ||
519 | |||
520 | float decayfraction = (1.0f - 1.0f / m_linearMotorDecayTimescale); | ||
521 | m_linearMotorDirection *= decayfraction; | ||
522 | |||
523 | */ | 518 | */ |
519 | float keepfraction = 1.0f - (1.0f / (m_linearMotorDecayTimescale / pTimestep)); | ||
520 | m_linearMotorDirection *= keepfraction; | ||
524 | 521 | ||
525 | VDetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},decay={4},dir={5},vel={6}", | 522 | VDetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},notDecay={4},dir={5},vel={6}", |
526 | m_prim.LocalID, origDir, origVel, addAmount, decayfraction, m_linearMotorDirection, m_lastLinearVelocityVector); | 523 | m_prim.LocalID, origDir, origVel, addAmount, keepfraction, m_linearMotorDirection, m_lastLinearVelocityVector); |
527 | } | 524 | } |
528 | else | 525 | else |
529 | { | 526 | { |
530 | // if what remains of applied is small, zero it. | 527 | // if what remains of direction is very small, zero it. |
531 | // if (m_lastLinearVelocityVector.ApproxEquals(Vector3.Zero, 0.01f)) | ||
532 | // m_lastLinearVelocityVector = Vector3.Zero; | ||
533 | m_linearMotorDirection = Vector3.Zero; | 528 | m_linearMotorDirection = Vector3.Zero; |
534 | m_lastLinearVelocityVector = Vector3.Zero; | 529 | m_lastLinearVelocityVector = Vector3.Zero; |
530 | VDetailLog("{0},MoveLinear,zeroed", m_prim.LocalID); | ||
535 | } | 531 | } |
536 | 532 | ||
537 | // convert requested object velocity to object relative vector | 533 | // convert requested object velocity to object relative vector |
538 | Quaternion rotq = m_prim.Orientation; | 534 | Quaternion rotq = m_prim.Orientation; |
539 | m_dir = m_lastLinearVelocityVector * rotq; | 535 | m_newVelocity = m_lastLinearVelocityVector * rotq; |
540 | 536 | ||
541 | // Add the various forces into m_dir which will be our new direction vector (velocity) | 537 | // Add the various forces into m_dir which will be our new direction vector (velocity) |
542 | 538 | ||
543 | // add Gravity and Buoyancy | 539 | // add Gravity and Buoyancy |
544 | // KF: So far I have found no good method to combine a script-requested | ||
545 | // .Z velocity and gravity. Therefore only 0g will used script-requested | ||
546 | // .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only. | ||
547 | Vector3 grav = Vector3.Zero; | ||
548 | // There is some gravity, make a gravity force vector that is applied after object velocity. | 540 | // There is some gravity, make a gravity force vector that is applied after object velocity. |
549 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; | 541 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; |
550 | grav.Z = m_prim.Scene.DefaultGravity.Z * m_prim.Mass * (1f - m_VehicleBuoyancy); | 542 | Vector3 grav = m_prim.Scene.DefaultGravity * (m_prim.Mass * (1f - m_VehicleBuoyancy)); |
543 | |||
544 | /* | ||
545 | * RA: Not sure why one would do this | ||
551 | // Preserve the current Z velocity | 546 | // Preserve the current Z velocity |
552 | Vector3 vel_now = m_prim.Velocity; | 547 | Vector3 vel_now = m_prim.Velocity; |
553 | m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity | 548 | m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity |
549 | */ | ||
554 | 550 | ||
555 | Vector3 pos = m_prim.Position; | 551 | Vector3 pos = m_prim.Position; |
556 | Vector3 posChange = pos; | ||
557 | // 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); | 552 | // 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); |
558 | double Zchange = Math.Abs(posChange.Z); | ||
559 | if (m_BlockingEndPoint != Vector3.Zero) | ||
560 | { | ||
561 | bool changed = false; | ||
562 | if (pos.X >= (m_BlockingEndPoint.X - (float)1)) | ||
563 | { | ||
564 | pos.X -= posChange.X + 1; | ||
565 | changed = true; | ||
566 | } | ||
567 | if (pos.Y >= (m_BlockingEndPoint.Y - (float)1)) | ||
568 | { | ||
569 | pos.Y -= posChange.Y + 1; | ||
570 | changed = true; | ||
571 | } | ||
572 | if (pos.Z >= (m_BlockingEndPoint.Z - (float)1)) | ||
573 | { | ||
574 | pos.Z -= posChange.Z + 1; | ||
575 | changed = true; | ||
576 | } | ||
577 | if (pos.X <= 0) | ||
578 | { | ||
579 | pos.X += posChange.X + 1; | ||
580 | changed = true; | ||
581 | } | ||
582 | if (pos.Y <= 0) | ||
583 | { | ||
584 | pos.Y += posChange.Y + 1; | ||
585 | changed = true; | ||
586 | } | ||
587 | if (changed) | ||
588 | { | ||
589 | m_prim.Position = pos; | ||
590 | VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", | ||
591 | m_prim.LocalID, m_BlockingEndPoint, posChange, pos); | ||
592 | } | ||
593 | } | ||
594 | 553 | ||
595 | // If below the terrain, move us above the ground a little. | 554 | // If below the terrain, move us above the ground a little. |
596 | if (pos.Z < m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos)) | 555 | float terrainHeight = m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos); |
556 | // Taking the rotated size doesn't work here because m_prim.Size is the size of the root prim and not the linkset. | ||
557 | // Need to add a m_prim.LinkSet.Size similar to m_prim.LinkSet.Mass. | ||
558 | // Vector3 rotatedSize = m_prim.Size * m_prim.Orientation; | ||
559 | // if (rotatedSize.Z < terrainHeight) | ||
560 | if (pos.Z < terrainHeight) | ||
597 | { | 561 | { |
598 | pos.Z = m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 2; | 562 | pos.Z = terrainHeight + 2; |
599 | m_prim.Position = pos; | 563 | m_prim.Position = pos; |
600 | VDetailLog("{0},MoveLinear,terrainHeight,pos={1}", m_prim.LocalID, pos); | 564 | VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", m_prim.LocalID, terrainHeight, pos); |
601 | } | 565 | } |
602 | 566 | ||
603 | // Check if hovering | 567 | // Check if hovering |
@@ -606,11 +570,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
606 | // We should hover, get the target height | 570 | // We should hover, get the target height |
607 | if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) | 571 | if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) |
608 | { | 572 | { |
609 | m_VhoverTargetHeight = m_prim.Scene.GetWaterLevel() + m_VhoverHeight; | 573 | m_VhoverTargetHeight = m_prim.Scene.GetWaterLevelAtXYZ(pos) + m_VhoverHeight; |
610 | } | 574 | } |
611 | if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) | 575 | if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) |
612 | { | 576 | { |
613 | m_VhoverTargetHeight = m_prim.Scene.TerrainManager.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight; | 577 | m_VhoverTargetHeight = terrainHeight + m_VhoverHeight; |
614 | } | 578 | } |
615 | if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) | 579 | if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) |
616 | { | 580 | { |
@@ -635,82 +599,92 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
635 | // Replace Vertical speed with correction figure if significant | 599 | // Replace Vertical speed with correction figure if significant |
636 | if (Math.Abs(herr0) > 0.01f) | 600 | if (Math.Abs(herr0) > 0.01f) |
637 | { | 601 | { |
638 | m_dir.Z = -((herr0 * pTimestep * 50.0f) / m_VhoverTimescale); | 602 | m_newVelocity.Z = -((herr0 * pTimestep * 50.0f) / m_VhoverTimescale); |
639 | //KF: m_VhoverEfficiency is not yet implemented | 603 | //KF: m_VhoverEfficiency is not yet implemented |
640 | } | 604 | } |
641 | else | 605 | else |
642 | { | 606 | { |
643 | m_dir.Z = 0f; | 607 | m_newVelocity.Z = 0f; |
644 | } | 608 | } |
645 | } | 609 | } |
646 | 610 | ||
647 | VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_dir, m_VhoverHeight, m_VhoverTargetHeight); | 611 | VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_newVelocity, m_VhoverHeight, m_VhoverTargetHeight); |
612 | } | ||
648 | 613 | ||
649 | // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped | 614 | Vector3 posChange = pos - m_lastPositionVector; |
650 | // m_VhoverTimescale = 0f; // time to acheive height | 615 | if (m_BlockingEndPoint != Vector3.Zero) |
651 | // pTimestep is time since last frame,in secs | 616 | { |
617 | bool changed = false; | ||
618 | if (pos.X >= (m_BlockingEndPoint.X - (float)1)) | ||
619 | { | ||
620 | pos.X -= posChange.X + 1; | ||
621 | changed = true; | ||
622 | } | ||
623 | if (pos.Y >= (m_BlockingEndPoint.Y - (float)1)) | ||
624 | { | ||
625 | pos.Y -= posChange.Y + 1; | ||
626 | changed = true; | ||
627 | } | ||
628 | if (pos.Z >= (m_BlockingEndPoint.Z - (float)1)) | ||
629 | { | ||
630 | pos.Z -= posChange.Z + 1; | ||
631 | changed = true; | ||
632 | } | ||
633 | if (pos.X <= 0) | ||
634 | { | ||
635 | pos.X += posChange.X + 1; | ||
636 | changed = true; | ||
637 | } | ||
638 | if (pos.Y <= 0) | ||
639 | { | ||
640 | pos.Y += posChange.Y + 1; | ||
641 | changed = true; | ||
642 | } | ||
643 | if (changed) | ||
644 | { | ||
645 | m_prim.Position = pos; | ||
646 | VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", | ||
647 | m_prim.LocalID, m_BlockingEndPoint, posChange, pos); | ||
648 | } | ||
652 | } | 649 | } |
653 | 650 | ||
651 | float Zchange = Math.Abs(posChange.Z); | ||
654 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) | 652 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) |
655 | { | 653 | { |
656 | //Start Experimental Values | ||
657 | if (Zchange > .3) | 654 | if (Zchange > .3) |
658 | { | ||
659 | grav.Z = (float)(grav.Z * 3); | 655 | grav.Z = (float)(grav.Z * 3); |
660 | } | ||
661 | if (Zchange > .15) | 656 | if (Zchange > .15) |
662 | { | ||
663 | grav.Z = (float)(grav.Z * 2); | 657 | grav.Z = (float)(grav.Z * 2); |
664 | } | ||
665 | if (Zchange > .75) | 658 | if (Zchange > .75) |
666 | { | ||
667 | grav.Z = (float)(grav.Z * 1.5); | 659 | grav.Z = (float)(grav.Z * 1.5); |
668 | } | ||
669 | if (Zchange > .05) | 660 | if (Zchange > .05) |
670 | { | ||
671 | grav.Z = (float)(grav.Z * 1.25); | 661 | grav.Z = (float)(grav.Z * 1.25); |
672 | } | ||
673 | if (Zchange > .025) | 662 | if (Zchange > .025) |
674 | { | ||
675 | grav.Z = (float)(grav.Z * 1.125); | 663 | grav.Z = (float)(grav.Z * 1.125); |
676 | } | 664 | float postemp = (pos.Z - terrainHeight); |
677 | float terraintemp = m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos); | ||
678 | float postemp = (pos.Z - terraintemp); | ||
679 | if (postemp > 2.5f) | 665 | if (postemp > 2.5f) |
680 | { | ||
681 | grav.Z = (float)(grav.Z * 1.037125); | 666 | grav.Z = (float)(grav.Z * 1.037125); |
682 | } | ||
683 | VDetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav); | 667 | VDetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav); |
684 | //End Experimental Values | ||
685 | } | 668 | } |
686 | if ((m_flags & (VehicleFlag.NO_X)) != 0) | 669 | if ((m_flags & (VehicleFlag.NO_X)) != 0) |
687 | { | 670 | m_newVelocity.X = 0; |
688 | m_dir.X = 0; | ||
689 | } | ||
690 | if ((m_flags & (VehicleFlag.NO_Y)) != 0) | 671 | if ((m_flags & (VehicleFlag.NO_Y)) != 0) |
691 | { | 672 | m_newVelocity.Y = 0; |
692 | m_dir.Y = 0; | ||
693 | } | ||
694 | if ((m_flags & (VehicleFlag.NO_Z)) != 0) | 673 | if ((m_flags & (VehicleFlag.NO_Z)) != 0) |
695 | { | 674 | m_newVelocity.Z = 0; |
696 | m_dir.Z = 0; | ||
697 | } | ||
698 | |||
699 | m_lastPositionVector = m_prim.Position; | ||
700 | 675 | ||
701 | // Apply velocity | 676 | // Apply velocity |
702 | m_prim.Velocity = m_dir; | 677 | m_prim.Velocity = m_newVelocity; |
703 | // apply gravity force | 678 | // apply gravity force |
704 | // Why is this set here? The physics engine already does gravity. | 679 | // Why is this set here? The physics engine already does gravity. |
705 | // m_prim.AddForce(grav, false); | 680 | // m_prim.AddForce(grav, false); |
706 | // m_prim.Force = grav; | ||
707 | 681 | ||
708 | // Apply friction | 682 | // Apply friction |
709 | Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep); | 683 | Vector3 keepFraction = Vector3.One - (Vector3.One / (m_linearFrictionTimescale / pTimestep)); |
710 | m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount; | 684 | m_lastLinearVelocityVector *= keepFraction; |
711 | 685 | ||
712 | VDetailLog("{0},MoveLinear,done,pos={1},vel={2},force={3},decay={4}", | 686 | VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},grav={4},1Mdecay={5}", |
713 | m_prim.LocalID, m_lastPositionVector, m_dir, grav, decayamount); | 687 | m_prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity, grav, keepFraction); |
714 | 688 | ||
715 | } // end MoveLinear() | 689 | } // end MoveLinear() |
716 | 690 | ||
@@ -735,17 +709,18 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
735 | // There are m_angularMotorApply steps. | 709 | // There are m_angularMotorApply steps. |
736 | Vector3 origAngularVelocity = m_angularMotorVelocity; | 710 | Vector3 origAngularVelocity = m_angularMotorVelocity; |
737 | // ramp up to new value | 711 | // ramp up to new value |
738 | // current velocity += error / (time to get there / step interval) | 712 | // current velocity += error / ( time to get there / step interval) |
739 | // requested speed - last motor speed | 713 | // requested speed - last motor speed |
740 | m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep); | 714 | m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep); |
741 | m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); | 715 | m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); |
742 | m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); | 716 | m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); |
743 | 717 | ||
744 | VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},origvel={2},dir={3},vel={4}", | 718 | VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},angTScale={2},timeStep={3},origvel={4},dir={5},vel={6}", |
745 | m_prim.LocalID,m_angularMotorApply,origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity); | 719 | m_prim.LocalID, m_angularMotorApply, m_angularMotorTimescale, pTimestep, origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity); |
746 | 720 | ||
747 | m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected | 721 | // This is done so that if script request rate is less than phys frame rate the expected |
748 | // velocity may still be acheived. | 722 | // velocity may still be acheived. |
723 | m_angularMotorApply--; | ||
749 | } | 724 | } |
750 | else | 725 | else |
751 | { | 726 | { |
@@ -760,7 +735,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
760 | Vector3 vertattr = Vector3.Zero; | 735 | Vector3 vertattr = Vector3.Zero; |
761 | if (m_verticalAttractionTimescale < 300) | 736 | if (m_verticalAttractionTimescale < 300) |
762 | { | 737 | { |
763 | float VAservo = 0.2f / (m_verticalAttractionTimescale * pTimestep); | 738 | float VAservo = 0.2f / (m_verticalAttractionTimescale / pTimestep); |
764 | // get present body rotation | 739 | // get present body rotation |
765 | Quaternion rotq = m_prim.Orientation; | 740 | Quaternion rotq = m_prim.Orientation; |
766 | // make a vector pointing up | 741 | // make a vector pointing up |
@@ -863,16 +838,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
863 | m_rot.Y = 0; | 838 | m_rot.Y = 0; |
864 | changed = true; | 839 | changed = true; |
865 | } | 840 | } |
866 | if ((m_flags & VehicleFlag.LOCK_ROTATION) != 0) | ||
867 | { | ||
868 | m_rot.X = 0; | ||
869 | m_rot.Y = 0; | ||
870 | changed = true; | ||
871 | } | ||
872 | if (changed) | 841 | if (changed) |
842 | { | ||
873 | m_prim.Orientation = m_rot; | 843 | m_prim.Orientation = m_rot; |
844 | VDetailLog("{0},LimitRotation,done,orig={1},new={2}", m_prim.LocalID, rotq, m_rot); | ||
845 | } | ||
874 | 846 | ||
875 | VDetailLog("{0},LimitRotation,done,changed={1},orig={2},new={3}", m_prim.LocalID, changed, rotq, m_rot); | ||
876 | } | 847 | } |
877 | 848 | ||
878 | // Invoke the detailed logger and output something if it's enabled. | 849 | // Invoke the detailed logger and output something if it's enabled. |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 5f6601d..7e784eb 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |||
@@ -202,11 +202,33 @@ public class BSLinkset | |||
202 | return com; | 202 | return com; |
203 | } | 203 | } |
204 | 204 | ||
205 | // The object is going dynamic (physical). Do any setup necessary | ||
206 | // for a dynamic linkset. | ||
207 | // Only the state of the passed object can be modified. The rest of the linkset | ||
208 | // has not yet been fully constructed. | ||
209 | // Return 'true' if any properties updated on the passed object. | ||
210 | // Called at taint-time! | ||
211 | public bool MakeDynamic(BSPhysObject child) | ||
212 | { | ||
213 | bool ret = false; | ||
214 | return ret; | ||
215 | } | ||
216 | |||
217 | // The object is going static (non-physical). Do any setup necessary | ||
218 | // for a static linkset. | ||
219 | // Return 'true' if any properties updated on the passed object. | ||
220 | // Called at taint-time! | ||
221 | public bool MakeStatic(BSPhysObject child) | ||
222 | { | ||
223 | // What is done for each object in BSPrim is what we want. | ||
224 | return false; | ||
225 | } | ||
226 | |||
205 | // When physical properties are changed the linkset needs to recalculate | 227 | // When physical properties are changed the linkset needs to recalculate |
206 | // its internal properties. | 228 | // its internal properties. |
207 | public void Refresh(BSPhysObject requestor) | 229 | public void Refresh(BSPhysObject requestor) |
208 | { | 230 | { |
209 | // If there are no children, there aren't any constraints to recompute | 231 | // If there are no children, there can't be any constraints to recompute |
210 | if (!HasAnyChildren) | 232 | if (!HasAnyChildren) |
211 | return; | 233 | return; |
212 | 234 | ||
@@ -225,11 +247,12 @@ public class BSLinkset | |||
225 | // from a linkset to make sure the constraints know about the new mass and | 247 | // from a linkset to make sure the constraints know about the new mass and |
226 | // geometry. | 248 | // geometry. |
227 | // Must only be called at taint time!! | 249 | // Must only be called at taint time!! |
228 | private bool RecomputeLinksetConstraintVariables() | 250 | private void RecomputeLinksetConstraintVariables() |
229 | { | 251 | { |
230 | float linksetMass = LinksetMass; | 252 | float linksetMass = LinksetMass; |
231 | lock (m_linksetActivityLock) | 253 | lock (m_linksetActivityLock) |
232 | { | 254 | { |
255 | bool somethingMissing = false; | ||
233 | foreach (BSPhysObject child in m_children) | 256 | foreach (BSPhysObject child in m_children) |
234 | { | 257 | { |
235 | BSConstraint constrain; | 258 | BSConstraint constrain; |
@@ -241,16 +264,36 @@ public class BSLinkset | |||
241 | } | 264 | } |
242 | else | 265 | else |
243 | { | 266 | { |
244 | // Non-fatal error that can happen when children are being added to the linkset but | 267 | // Non-fatal error that happens when children are being added to the linkset but |
245 | // their constraints have not been created yet. | 268 | // their constraints have not been created yet. |
246 | // Caused by the fact that m_children is built at run time but building constraints | 269 | // Caused by the fact that m_children is built at run time but building constraints |
247 | // happens at taint time. | 270 | // happens at taint time. |
248 | // m_physicsScene.Logger.ErrorFormat("{0} RecomputeLinksetConstraintVariables: constraint not found for root={1}, child={2}", | 271 | somethingMissing = true; |
249 | // LogHeader, m_linksetRoot.Body.ID, child.Body.ID); | 272 | break; |
250 | } | 273 | } |
251 | } | 274 | } |
275 | |||
276 | // If the whole linkset is not here, doesn't make sense to recompute linkset wide values | ||
277 | if (!somethingMissing) | ||
278 | { | ||
279 | // If this is a multiple object linkset, set everybody's center of mass to the set's center of mass | ||
280 | OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass(); | ||
281 | BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.Ptr, centerOfMass, OMV.Quaternion.Identity); | ||
282 | foreach (BSPhysObject child in m_children) | ||
283 | { | ||
284 | BulletSimAPI.SetCenterOfMassByPosRot2(child.BSBody.Ptr, centerOfMass, OMV.Quaternion.Identity); | ||
285 | } | ||
286 | /* | ||
287 | // The root prim takes on the weight of the whole linkset | ||
288 | OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(LinksetRoot.BSShape.Ptr, linksetMass); | ||
289 | BulletSimAPI.SetMassProps2(LinksetRoot.BSBody.Ptr, linksetMass, inertia); | ||
290 | OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass(); | ||
291 | BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.Ptr, centerOfMass, OMV.Quaternion.Identity); | ||
292 | BulletSimAPI.UpdateInertiaTensor2(LinksetRoot.BSBody.Ptr); | ||
293 | */ | ||
294 | } | ||
252 | } | 295 | } |
253 | return false; | 296 | return; |
254 | } | 297 | } |
255 | 298 | ||
256 | // I am the root of a linkset and a new child is being added | 299 | // I am the root of a linkset and a new child is being added |
@@ -296,9 +339,9 @@ public class BSLinkset | |||
296 | DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); | 339 | DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); |
297 | 340 | ||
298 | PhysicallyUnlinkAChildFromRoot(rootx, childx); | 341 | PhysicallyUnlinkAChildFromRoot(rootx, childx); |
342 | RecomputeLinksetConstraintVariables(); | ||
299 | }); | 343 | }); |
300 | 344 | ||
301 | RecomputeLinksetConstraintVariables(); | ||
302 | } | 345 | } |
303 | else | 346 | else |
304 | { | 347 | { |
@@ -377,6 +420,10 @@ public class BSLinkset | |||
377 | PhysicsScene.Params.linkConstraintTransMotorMaxVel, | 420 | PhysicsScene.Params.linkConstraintTransMotorMaxVel, |
378 | PhysicsScene.Params.linkConstraintTransMotorMaxForce); | 421 | PhysicsScene.Params.linkConstraintTransMotorMaxForce); |
379 | constrain.SetCFMAndERP(PhysicsScene.Params.linkConstraintCFM, PhysicsScene.Params.linkConstraintERP); | 422 | constrain.SetCFMAndERP(PhysicsScene.Params.linkConstraintCFM, PhysicsScene.Params.linkConstraintERP); |
423 | if (PhysicsScene.Params.linkConstraintSolverIterations != 0f) | ||
424 | { | ||
425 | constrain.SetSolverIterations(PhysicsScene.Params.linkConstraintSolverIterations); | ||
426 | } | ||
380 | 427 | ||
381 | RecomputeLinksetConstraintVariables(); | 428 | RecomputeLinksetConstraintVariables(); |
382 | } | 429 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index e411fcb..3fe71e1 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -41,7 +41,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
41 | { | 41 | { |
42 | public abstract BSLinkset Linkset { get; set; } | 42 | public abstract BSLinkset Linkset { get; set; } |
43 | 43 | ||
44 | public abstract void Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, | 44 | public abstract bool Collide(uint collidingWith, BSPhysObject collidee, |
45 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth); | 45 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth); |
46 | public abstract void SendCollisions(); | 46 | public abstract void SendCollisions(); |
47 | 47 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 6d0af63..26a581f 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -136,11 +136,11 @@ public sealed class BSPrim : BSPhysObject | |||
136 | Linkset = new BSLinkset(Scene, this); // a linkset of one | 136 | Linkset = new BSLinkset(Scene, this); // a linkset of one |
137 | _vehicle = new BSDynamics(Scene, this); // add vehicleness | 137 | _vehicle = new BSDynamics(Scene, this); // add vehicleness |
138 | _mass = CalculateMass(); | 138 | _mass = CalculateMass(); |
139 | // do the actual object creation at taint time | ||
140 | DetailLog("{0},BSPrim.constructor,call", LocalID); | 139 | DetailLog("{0},BSPrim.constructor,call", LocalID); |
140 | // do the actual object creation at taint time | ||
141 | _scene.TaintedObject("BSPrim.create", delegate() | 141 | _scene.TaintedObject("BSPrim.create", delegate() |
142 | { | 142 | { |
143 | RecreateGeomAndObject(); | 143 | CreateGeomAndObject(true); |
144 | 144 | ||
145 | // Get the pointer to the physical body for this object. | 145 | // Get the pointer to the physical body for this object. |
146 | // At the moment, we're still letting BulletSim manage the creation and destruction | 146 | // At the moment, we're still letting BulletSim manage the creation and destruction |
@@ -186,9 +186,10 @@ public sealed class BSPrim : BSPhysObject | |||
186 | _scene.TaintedObject("BSPrim.setSize", delegate() | 186 | _scene.TaintedObject("BSPrim.setSize", delegate() |
187 | { | 187 | { |
188 | _mass = CalculateMass(); // changing size changes the mass | 188 | _mass = CalculateMass(); // changing size changes the mass |
189 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical); | 189 | // Since _size changed, the mesh needs to be rebuilt. If rebuilt, all the correct |
190 | DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical); | 190 | // scale and margins are set. |
191 | RecreateGeomAndObject(); | 191 | CreateGeomAndObject(true); |
192 | DetailLog("{0}: BSPrim.setSize: size={1}, scale={2}, mass={3}, physical={4}", LocalID, _size, _scale, _mass, IsPhysical); | ||
192 | }); | 193 | }); |
193 | } | 194 | } |
194 | } | 195 | } |
@@ -198,7 +199,7 @@ public sealed class BSPrim : BSPhysObject | |||
198 | _scene.TaintedObject("BSPrim.setShape", delegate() | 199 | _scene.TaintedObject("BSPrim.setShape", delegate() |
199 | { | 200 | { |
200 | _mass = CalculateMass(); // changing the shape changes the mass | 201 | _mass = CalculateMass(); // changing the shape changes the mass |
201 | RecreateGeomAndObject(); | 202 | CreateGeomAndObject(false); |
202 | }); | 203 | }); |
203 | } | 204 | } |
204 | } | 205 | } |
@@ -279,7 +280,7 @@ public sealed class BSPrim : BSPhysObject | |||
279 | get { | 280 | get { |
280 | if (!Linkset.IsRoot(this)) | 281 | if (!Linkset.IsRoot(this)) |
281 | // child prims move around based on their parent. Need to get the latest location | 282 | // child prims move around based on their parent. Need to get the latest location |
282 | _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 283 | _position = BulletSimAPI.GetPosition2(BSBody.Ptr); |
283 | 284 | ||
284 | // don't do the GetObjectPosition for root elements because this function is called a zillion times | 285 | // don't do the GetObjectPosition for root elements because this function is called a zillion times |
285 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 286 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); |
@@ -291,7 +292,7 @@ public sealed class BSPrim : BSPhysObject | |||
291 | _scene.TaintedObject("BSPrim.setPosition", delegate() | 292 | _scene.TaintedObject("BSPrim.setPosition", delegate() |
292 | { | 293 | { |
293 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 294 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
294 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 295 | BulletSimAPI.SetTranslation2(BSBody.Ptr, _position, _orientation); |
295 | }); | 296 | }); |
296 | } | 297 | } |
297 | } | 298 | } |
@@ -302,7 +303,8 @@ public sealed class BSPrim : BSPhysObject | |||
302 | { | 303 | { |
303 | get | 304 | get |
304 | { | 305 | { |
305 | return Linkset.LinksetMass; | 306 | // return Linkset.LinksetMass; |
307 | return _mass; | ||
306 | } | 308 | } |
307 | } | 309 | } |
308 | 310 | ||
@@ -328,7 +330,6 @@ public sealed class BSPrim : BSPhysObject | |||
328 | _scene.TaintedObject("BSPrim.setForce", delegate() | 330 | _scene.TaintedObject("BSPrim.setForce", delegate() |
329 | { | 331 | { |
330 | DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); | 332 | DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); |
331 | // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); | ||
332 | BulletSimAPI.SetObjectForce2(BSBody.Ptr, _force); | 333 | BulletSimAPI.SetObjectForce2(BSBody.Ptr, _force); |
333 | }); | 334 | }); |
334 | } | 335 | } |
@@ -345,7 +346,7 @@ public sealed class BSPrim : BSPhysObject | |||
345 | { | 346 | { |
346 | // Done at taint time so we're sure the physics engine is not using the variables | 347 | // Done at taint time so we're sure the physics engine is not using the variables |
347 | // Vehicle code changes the parameters for this vehicle type. | 348 | // Vehicle code changes the parameters for this vehicle type. |
348 | _vehicle.ProcessTypeChange(type, Scene.LastSimulatedTimestep); | 349 | _vehicle.ProcessTypeChange(type); |
349 | // Tell the scene about the vehicle so it will get processing each frame. | 350 | // Tell the scene about the vehicle so it will get processing each frame. |
350 | _scene.VehicleInSceneTypeChanged(this, type); | 351 | _scene.VehicleInSceneTypeChanged(this, type); |
351 | }); | 352 | }); |
@@ -355,14 +356,14 @@ public sealed class BSPrim : BSPhysObject | |||
355 | { | 356 | { |
356 | _scene.TaintedObject("BSPrim.VehicleFloatParam", delegate() | 357 | _scene.TaintedObject("BSPrim.VehicleFloatParam", delegate() |
357 | { | 358 | { |
358 | _vehicle.ProcessFloatVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); | 359 | _vehicle.ProcessFloatVehicleParam((Vehicle)param, value); |
359 | }); | 360 | }); |
360 | } | 361 | } |
361 | public override void VehicleVectorParam(int param, OMV.Vector3 value) | 362 | public override void VehicleVectorParam(int param, OMV.Vector3 value) |
362 | { | 363 | { |
363 | _scene.TaintedObject("BSPrim.VehicleVectorParam", delegate() | 364 | _scene.TaintedObject("BSPrim.VehicleVectorParam", delegate() |
364 | { | 365 | { |
365 | _vehicle.ProcessVectorVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); | 366 | _vehicle.ProcessVectorVehicleParam((Vehicle)param, value); |
366 | }); | 367 | }); |
367 | } | 368 | } |
368 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) | 369 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) |
@@ -406,7 +407,7 @@ public sealed class BSPrim : BSPhysObject | |||
406 | _scene.TaintedObject("BSPrim.setVelocity", delegate() | 407 | _scene.TaintedObject("BSPrim.setVelocity", delegate() |
407 | { | 408 | { |
408 | DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); | 409 | DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); |
409 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); | 410 | BulletSimAPI.SetLinearVelocity2(BSBody.Ptr, _velocity); |
410 | }); | 411 | }); |
411 | } | 412 | } |
412 | } | 413 | } |
@@ -430,7 +431,7 @@ public sealed class BSPrim : BSPhysObject | |||
430 | if (!Linkset.IsRoot(this)) | 431 | if (!Linkset.IsRoot(this)) |
431 | { | 432 | { |
432 | // Children move around because tied to parent. Get a fresh value. | 433 | // Children move around because tied to parent. Get a fresh value. |
433 | _orientation = BulletSimAPI.GetObjectOrientation(_scene.WorldID, LocalID); | 434 | _orientation = BulletSimAPI.GetOrientation2(BSBody.Ptr); |
434 | } | 435 | } |
435 | return _orientation; | 436 | return _orientation; |
436 | } | 437 | } |
@@ -441,7 +442,7 @@ public sealed class BSPrim : BSPhysObject | |||
441 | { | 442 | { |
442 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 443 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); |
443 | DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 444 | DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
444 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 445 | BulletSimAPI.SetTranslation2(BSBody.Ptr, _position, _orientation); |
445 | }); | 446 | }); |
446 | } | 447 | } |
447 | } | 448 | } |
@@ -483,31 +484,37 @@ public sealed class BSPrim : BSPhysObject | |||
483 | { | 484 | { |
484 | // If it's becoming dynamic, it will need hullness | 485 | // If it's becoming dynamic, it will need hullness |
485 | VerifyCorrectPhysicalShape(); | 486 | VerifyCorrectPhysicalShape(); |
487 | UpdatePhysicalParameters(); | ||
488 | } | ||
486 | 489 | ||
490 | private void UpdatePhysicalParameters() | ||
491 | { | ||
492 | /* | ||
487 | // Bullet wants static objects to have a mass of zero | 493 | // Bullet wants static objects to have a mass of zero |
488 | float mass = IsStatic ? 0f : _mass; | 494 | float mass = IsStatic ? 0f : _mass; |
489 | 495 | ||
490 | BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); | 496 | BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); |
491 | /* | 497 | */ |
492 | BulletSimAPI.RemoveObjectFromWorld2(Scene.World.Ptr, BSBody.Ptr); | 498 | BulletSimAPI.RemoveObjectFromWorld2(Scene.World.Ptr, BSBody.Ptr); |
493 | 499 | ||
494 | // Set up the object physicalness (static or dynamic) | 500 | // Set up the object physicalness (does gravity and collisions move this object) |
495 | MakeDynamic(); | 501 | MakeDynamic(IsStatic); |
496 | 502 | ||
497 | // Make solid or not and arrange for collisions, etc | 503 | // Make solid or not (do things bounce off or pass through this object) |
498 | MakeSolid(); | 504 | MakeSolid(IsSolid); |
499 | 505 | ||
500 | m_currentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.Ptr); | 506 | // Arrange for collisions events if the simulator wants them |
507 | EnableCollisions(SubscribedEvents()); | ||
501 | 508 | ||
502 | BulletSimAPI.AddObjectToWorld2(Scene.World.Ptr, BSBody.Ptr); | 509 | BulletSimAPI.AddObjectToWorld2(Scene.World.Ptr, BSBody.Ptr); |
503 | */ | ||
504 | 510 | ||
505 | // Recompute any linkset parameters. | 511 | // Recompute any linkset parameters. |
506 | // When going from non-physical to physical, this re-enables the constraints that | 512 | // When going from non-physical to physical, this re-enables the constraints that |
507 | // had been automatically disabled when the mass was set to zero. | 513 | // had been automatically disabled when the mass was set to zero. |
508 | Linkset.Refresh(this); | 514 | Linkset.Refresh(this); |
509 | 515 | ||
510 | DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, m_currentCollisionFlags); | 516 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,taint,static={1},solid={2},mass={3}, cf={4}", |
517 | LocalID, IsStatic, IsSolid, _mass, m_currentCollisionFlags); | ||
511 | } | 518 | } |
512 | 519 | ||
513 | // "Making dynamic" means changing to and from static. | 520 | // "Making dynamic" means changing to and from static. |
@@ -515,39 +522,84 @@ public sealed class BSPrim : BSPhysObject | |||
515 | // When dynamic, the object can fall and be pushed by others. | 522 | // When dynamic, the object can fall and be pushed by others. |
516 | // This is independent of its 'solidness' which controls what passes through | 523 | // This is independent of its 'solidness' which controls what passes through |
517 | // this object and what interacts with it. | 524 | // this object and what interacts with it. |
518 | private void MakeDynamic() | 525 | private void MakeDynamic(bool makeStatic) |
519 | { | 526 | { |
520 | if (IsStatic) | 527 | if (makeStatic) |
521 | { | 528 | { |
522 | // Become a Bullet 'static' object type | 529 | // Become a Bullet 'static' object type |
523 | BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); | 530 | m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); |
524 | // Stop all movement | 531 | // Stop all movement |
525 | BulletSimAPI.ClearAllForces2(BSBody.Ptr); | 532 | BulletSimAPI.ClearAllForces2(BSBody.Ptr); |
533 | // Center of mass is at the center of the object | ||
534 | BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.BSBody.Ptr, _position, _orientation); | ||
526 | // Mass is zero which disables a bunch of physics stuff in Bullet | 535 | // Mass is zero which disables a bunch of physics stuff in Bullet |
527 | BulletSimAPI.SetMassProps2(BSBody.Ptr, 0f, OMV.Vector3.Zero); | 536 | BulletSimAPI.SetMassProps2(BSBody.Ptr, 0f, OMV.Vector3.Zero); |
528 | // There is no inertia in a static object | 537 | // There is no inertia in a static object |
529 | BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr); | 538 | BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr); |
539 | // There can be special things needed for implementing linksets | ||
540 | Linkset.MakeStatic(this); | ||
530 | // The activation state is 'sleeping' so Bullet will not try to act on it | 541 | // The activation state is 'sleeping' so Bullet will not try to act on it |
531 | BulletSimAPI.ForceActivationState2(BSBody.Ptr, ActivationState.ISLAND_SLEEPING); | 542 | BulletSimAPI.ForceActivationState2(BSBody.Ptr, ActivationState.ISLAND_SLEEPING); |
532 | } | 543 | } |
533 | else | 544 | else |
534 | { | 545 | { |
535 | // Not a Bullet static object | 546 | // Not a Bullet static object |
536 | BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); | 547 | m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); |
548 | |||
549 | // Set various physical properties so internal things will get computed correctly as they are set | ||
550 | BulletSimAPI.SetFriction2(BSBody.Ptr, Scene.Params.defaultFriction); | ||
551 | BulletSimAPI.SetRestitution2(BSBody.Ptr, Scene.Params.defaultRestitution); | ||
552 | // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382 | ||
553 | BulletSimAPI.SetInterpolationLinearVelocity2(BSBody.Ptr, OMV.Vector3.Zero); | ||
554 | BulletSimAPI.SetInterpolationAngularVelocity2(BSBody.Ptr, OMV.Vector3.Zero); | ||
555 | BulletSimAPI.SetInterpolationVelocity2(BSBody.Ptr, OMV.Vector3.Zero, OMV.Vector3.Zero); | ||
556 | |||
537 | // A dynamic object has mass | 557 | // A dynamic object has mass |
538 | BulletSimAPI.SetMassProps2(BSBody.Ptr, _mass, OMV.Vector3.Zero); | ||
539 | // The shape is interesting and has mass and a center of gravity | ||
540 | IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.Ptr); | 558 | IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.Ptr); |
541 | BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, _mass, OMV.Vector3.Zero); | 559 | OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, Linkset.LinksetMass); |
560 | BulletSimAPI.SetMassProps2(BSBody.Ptr, _mass, inertia); | ||
542 | // Inertia is based on our new mass | 561 | // Inertia is based on our new mass |
543 | BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr); | 562 | BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr); |
563 | |||
564 | // Various values for simulation limits | ||
565 | BulletSimAPI.SetDamping2(BSBody.Ptr, Scene.Params.linearDamping, Scene.Params.angularDamping); | ||
566 | BulletSimAPI.SetDeactivationTime2(BSBody.Ptr, Scene.Params.deactivationTime); | ||
567 | BulletSimAPI.SetSleepingThresholds2(BSBody.Ptr, Scene.Params.linearSleepingThreshold, Scene.Params.angularSleepingThreshold); | ||
568 | BulletSimAPI.SetContactProcessingThreshold2(BSBody.Ptr, Scene.Params.contactProcessingThreshold); | ||
569 | |||
570 | // There can be special things needed for implementing linksets | ||
571 | Linkset.MakeDynamic(this); | ||
572 | |||
544 | // Force activation of the object so Bullet will act on it. | 573 | // Force activation of the object so Bullet will act on it. |
545 | BulletSimAPI.Activate2(BSBody.Ptr, true); | 574 | BulletSimAPI.Activate2(BSBody.Ptr, true); |
546 | } | 575 | } |
547 | } | 576 | } |
548 | 577 | ||
549 | private void MakeSolid() | 578 | // "Making solid" means that other object will not pass through this object. |
579 | private void MakeSolid(bool makeSolid) | ||
550 | { | 580 | { |
581 | if (makeSolid) | ||
582 | { | ||
583 | // Easy in Bullet -- just remove the object flag that controls collision response | ||
584 | m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | ||
585 | } | ||
586 | else | ||
587 | { | ||
588 | m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | ||
589 | } | ||
590 | } | ||
591 | |||
592 | // Turn on or off the flag controlling whether collision events are returned to the simulator. | ||
593 | private void EnableCollisions(bool wantsCollisionEvents) | ||
594 | { | ||
595 | if (wantsCollisionEvents) | ||
596 | { | ||
597 | m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
598 | } | ||
599 | else | ||
600 | { | ||
601 | m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
602 | } | ||
551 | } | 603 | } |
552 | 604 | ||
553 | // prims don't fly | 605 | // prims don't fly |
@@ -607,7 +659,7 @@ public sealed class BSPrim : BSPhysObject | |||
607 | _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() | 659 | _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() |
608 | { | 660 | { |
609 | DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); | 661 | DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); |
610 | BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); | 662 | BulletSimAPI.SetAngularVelocity2(BSBody.Ptr, _rotationalVelocity); |
611 | }); | 663 | }); |
612 | } | 664 | } |
613 | } | 665 | } |
@@ -624,7 +676,10 @@ public sealed class BSPrim : BSPhysObject | |||
624 | _scene.TaintedObject("BSPrim.setBuoyancy", delegate() | 676 | _scene.TaintedObject("BSPrim.setBuoyancy", delegate() |
625 | { | 677 | { |
626 | DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 678 | DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
627 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); | 679 | // Buoyancy is faked by changing the gravity applied to the object |
680 | float grav = Scene.Params.gravity * (1f - _buoyancy); | ||
681 | BulletSimAPI.SetGravity2(BSBody.Ptr, new OMV.Vector3(0f, 0f, grav)); | ||
682 | // BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); | ||
628 | }); | 683 | }); |
629 | } | 684 | } |
630 | } | 685 | } |
@@ -686,8 +741,8 @@ public sealed class BSPrim : BSPhysObject | |||
686 | } | 741 | } |
687 | m_accumulatedForces.Clear(); | 742 | m_accumulatedForces.Clear(); |
688 | } | 743 | } |
689 | DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force); | 744 | DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, fSum); |
690 | // For unknown reason, "ApplyCentralForce" is really additive. | 745 | // For unknown reasons, "ApplyCentralForce" adds this force to the total force on the object. |
691 | BulletSimAPI.ApplyCentralForce2(BSBody.Ptr, fSum); | 746 | BulletSimAPI.ApplyCentralForce2(BSBody.Ptr, fSum); |
692 | }); | 747 | }); |
693 | } | 748 | } |
@@ -1023,36 +1078,44 @@ public sealed class BSPrim : BSPhysObject | |||
1023 | }// end CalculateMass | 1078 | }// end CalculateMass |
1024 | #endregion Mass Calculation | 1079 | #endregion Mass Calculation |
1025 | 1080 | ||
1026 | // Create the geometry information in Bullet for later use | 1081 | // Create the geometry information in Bullet for later use. |
1027 | // The objects needs a hull if it's physical otherwise a mesh is enough | 1082 | // The objects needs a hull if it's physical otherwise a mesh is enough. |
1028 | // No locking here because this is done when we know physics is not simulating | 1083 | // No locking here because this is done when we know physics is not simulating. |
1029 | // if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used | 1084 | // if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used. |
1030 | // Returns 'true' if the geometry was rebuilt | 1085 | // Returns 'true' if the geometry was rebuilt. |
1086 | // Called at taint-time! | ||
1031 | private bool CreateGeom(bool forceRebuild) | 1087 | private bool CreateGeom(bool forceRebuild) |
1032 | { | 1088 | { |
1033 | // the mesher thought this was too simple to mesh. Use a native Bullet collision shape. | ||
1034 | bool ret = false; | 1089 | bool ret = false; |
1035 | if (!_scene.NeedsMeshing(_pbs)) | 1090 | bool haveShape = false; |
1091 | |||
1092 | // If the prim attributes are simple, this could be a simple Bullet native shape | ||
1093 | if ((_pbs.SculptEntry && !Scene.ShouldMeshSculptedPrim) | ||
1094 | || (_pbs.ProfileBegin == 0 && _pbs.ProfileEnd == 0 | ||
1095 | && _pbs.ProfileHollow == 0 | ||
1096 | && _pbs.PathTwist == 0 && _pbs.PathTwistBegin == 0 | ||
1097 | && _pbs.PathBegin == 0 && _pbs.PathEnd == 0 | ||
1098 | && _pbs.PathTaperX == 0 && _pbs.PathTaperY == 0 | ||
1099 | && _pbs.PathScaleX == 100 && _pbs.PathScaleY == 100 | ||
1100 | && _pbs.PathShearX == 0 && _pbs.PathShearY == 0) ) | ||
1036 | { | 1101 | { |
1037 | if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) | 1102 | if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) |
1038 | { | 1103 | { |
1039 | // if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) | 1104 | haveShape = true; |
1040 | // { | 1105 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) |
1041 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size); | 1106 | { |
1042 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) | 1107 | DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); |
1043 | { | 1108 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; |
1044 | DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); | 1109 | // Bullet native objects are scaled by the Bullet engine so pass the size in |
1045 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; | 1110 | _scale = _size; |
1046 | // Bullet native objects are scaled by the Bullet engine so pass the size in | 1111 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? |
1047 | _scale = _size; | 1112 | ret = true; |
1048 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? | 1113 | } |
1049 | ret = true; | ||
1050 | } | ||
1051 | // } | ||
1052 | } | 1114 | } |
1053 | else | 1115 | else |
1054 | { | 1116 | { |
1055 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); | 1117 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); |
1118 | haveShape = true; | ||
1056 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)) | 1119 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)) |
1057 | { | 1120 | { |
1058 | DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); | 1121 | DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); |
@@ -1063,16 +1126,16 @@ public sealed class BSPrim : BSPhysObject | |||
1063 | } | 1126 | } |
1064 | } | 1127 | } |
1065 | } | 1128 | } |
1066 | else | 1129 | // If a simple shape isn't happening, create a mesh and possibly a hull |
1130 | if (!haveShape) | ||
1067 | { | 1131 | { |
1068 | if (IsPhysical) | 1132 | if (IsPhysical) |
1069 | { | 1133 | { |
1070 | if (forceRebuild || _hullKey == 0) | 1134 | if (forceRebuild || _hullKey == 0) |
1071 | { | 1135 | { |
1072 | // physical objects require a hull for interaction. | 1136 | // physical objects require a hull for interaction. |
1073 | // This will create the mesh if it doesn't already exist | 1137 | // This also creates the mesh if it doesn't already exist |
1074 | CreateGeomHull(); | 1138 | ret = CreateGeomHull(); |
1075 | ret = true; | ||
1076 | } | 1139 | } |
1077 | } | 1140 | } |
1078 | else | 1141 | else |
@@ -1080,8 +1143,7 @@ public sealed class BSPrim : BSPhysObject | |||
1080 | if (forceRebuild || _meshKey == 0) | 1143 | if (forceRebuild || _meshKey == 0) |
1081 | { | 1144 | { |
1082 | // Static (non-physical) objects only need a mesh for bumping into | 1145 | // Static (non-physical) objects only need a mesh for bumping into |
1083 | CreateGeomMesh(); | 1146 | ret = CreateGeomMesh(); |
1084 | ret = true; | ||
1085 | } | 1147 | } |
1086 | } | 1148 | } |
1087 | } | 1149 | } |
@@ -1089,7 +1151,9 @@ public sealed class BSPrim : BSPhysObject | |||
1089 | } | 1151 | } |
1090 | 1152 | ||
1091 | // No locking here because this is done when we know physics is not simulating | 1153 | // No locking here because this is done when we know physics is not simulating |
1092 | private void CreateGeomMesh() | 1154 | // Returns 'true' of a mesh was actually rebuild (we could also have one of these specs). |
1155 | // Called at taint-time! | ||
1156 | private bool CreateGeomMesh() | ||
1093 | { | 1157 | { |
1094 | // level of detail based on size and type of the object | 1158 | // level of detail based on size and type of the object |
1095 | float lod = _scene.MeshLOD; | 1159 | float lod = _scene.MeshLOD; |
@@ -1103,7 +1167,7 @@ public sealed class BSPrim : BSPhysObject | |||
1103 | // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey); | 1167 | // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey); |
1104 | 1168 | ||
1105 | // if this new shape is the same as last time, don't recreate the mesh | 1169 | // if this new shape is the same as last time, don't recreate the mesh |
1106 | if (_meshKey == newMeshKey) return; | 1170 | if (_meshKey == newMeshKey) return false; |
1107 | 1171 | ||
1108 | DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey); | 1172 | DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey); |
1109 | // Since we're recreating new, get rid of any previously generated shape | 1173 | // Since we're recreating new, get rid of any previously generated shape |
@@ -1140,19 +1204,19 @@ public sealed class BSPrim : BSPhysObject | |||
1140 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; | 1204 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; |
1141 | // meshes are already scaled by the meshmerizer | 1205 | // meshes are already scaled by the meshmerizer |
1142 | _scale = new OMV.Vector3(1f, 1f, 1f); | 1206 | _scale = new OMV.Vector3(1f, 1f, 1f); |
1143 | DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID); | 1207 | return true; |
1144 | return; | ||
1145 | } | 1208 | } |
1146 | 1209 | ||
1147 | // No locking here because this is done when we know physics is not simulating | 1210 | // No locking here because this is done when we know physics is not simulating |
1148 | private void CreateGeomHull() | 1211 | // Returns 'true' of a mesh was actually rebuild (we could also have one of these specs). |
1212 | private bool CreateGeomHull() | ||
1149 | { | 1213 | { |
1150 | float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD; | 1214 | float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD; |
1151 | ulong newHullKey = (ulong)_pbs.GetMeshKey(_size, lod); | 1215 | ulong newHullKey = (ulong)_pbs.GetMeshKey(_size, lod); |
1152 | // m_log.DebugFormat("{0}: CreateGeomHull: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _hullKey, newHullKey); | 1216 | // m_log.DebugFormat("{0}: CreateGeomHull: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _hullKey, newHullKey); |
1153 | 1217 | ||
1154 | // if the hull hasn't changed, don't rebuild it | 1218 | // if the hull hasn't changed, don't rebuild it |
1155 | if (newHullKey == _hullKey) return; | 1219 | if (newHullKey == _hullKey) return false; |
1156 | 1220 | ||
1157 | DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); | 1221 | DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); |
1158 | 1222 | ||
@@ -1255,7 +1319,7 @@ public sealed class BSPrim : BSPhysObject | |||
1255 | // meshes are already scaled by the meshmerizer | 1319 | // meshes are already scaled by the meshmerizer |
1256 | _scale = new OMV.Vector3(1f, 1f, 1f); | 1320 | _scale = new OMV.Vector3(1f, 1f, 1f); |
1257 | DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID); | 1321 | DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID); |
1258 | return; | 1322 | return true; |
1259 | } | 1323 | } |
1260 | 1324 | ||
1261 | // Callback from convex hull creater with a newly created hull. | 1325 | // Callback from convex hull creater with a newly created hull. |
@@ -1268,20 +1332,12 @@ public sealed class BSPrim : BSPhysObject | |||
1268 | 1332 | ||
1269 | private void VerifyCorrectPhysicalShape() | 1333 | private void VerifyCorrectPhysicalShape() |
1270 | { | 1334 | { |
1271 | if (IsStatic) | 1335 | if (!IsStatic) |
1272 | { | ||
1273 | // if static, we don't need a hull so, if there is one, rebuild without it | ||
1274 | if (_hullKey != 0) | ||
1275 | { | ||
1276 | RecreateGeomAndObject(); | ||
1277 | } | ||
1278 | } | ||
1279 | else | ||
1280 | { | 1336 | { |
1281 | // if not static, it will need a hull to efficiently collide with things | 1337 | // if not static, it will need a hull to efficiently collide with things |
1282 | if (_hullKey == 0) | 1338 | if (_hullKey == 0) |
1283 | { | 1339 | { |
1284 | RecreateGeomAndObject(); | 1340 | CreateGeomAndObject(false); |
1285 | } | 1341 | } |
1286 | 1342 | ||
1287 | } | 1343 | } |
@@ -1300,8 +1356,9 @@ public sealed class BSPrim : BSPhysObject | |||
1300 | // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type); | 1356 | // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type); |
1301 | bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape); | 1357 | bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape); |
1302 | 1358 | ||
1303 | // the CreateObject() may have recreated the rigid body. Make sure we have the latest. | 1359 | // the CreateObject() may have recreated the rigid body. Make sure we have the latest address. |
1304 | BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); | 1360 | BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); |
1361 | BSShape = new BulletShape(BulletSimAPI.GetCollisionShape2(BSBody.Ptr)); | ||
1305 | 1362 | ||
1306 | return ret; | 1363 | return ret; |
1307 | } | 1364 | } |
@@ -1325,15 +1382,20 @@ public sealed class BSPrim : BSPhysObject | |||
1325 | shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue; | 1382 | shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue; |
1326 | } | 1383 | } |
1327 | 1384 | ||
1328 | |||
1329 | // Rebuild the geometry and object. | 1385 | // Rebuild the geometry and object. |
1330 | // This is called when the shape changes so we need to recreate the mesh/hull. | 1386 | // This is called when the shape changes so we need to recreate the mesh/hull. |
1331 | // No locking here because this is done when the physics engine is not simulating | 1387 | // No locking here because this is done when the physics engine is not simulating |
1332 | private void RecreateGeomAndObject() | 1388 | private void CreateGeomAndObject(bool forceRebuild) |
1333 | { | 1389 | { |
1334 | // m_log.DebugFormat("{0}: RecreateGeomAndObject. lID={1}", LogHeader, _localID); | 1390 | // m_log.DebugFormat("{0}: CreateGeomAndObject. lID={1}, force={2}", LogHeader, _localID, forceRebuild); |
1335 | if (CreateGeom(true)) | 1391 | // Create the geometry that will make up the object |
1392 | if (CreateGeom(forceRebuild)) | ||
1393 | { | ||
1394 | // Create the object and place it into the world | ||
1336 | CreateObject(); | 1395 | CreateObject(); |
1396 | // Make sure the properties are set on the new object | ||
1397 | UpdatePhysicalParameters(); | ||
1398 | } | ||
1337 | return; | 1399 | return; |
1338 | } | 1400 | } |
1339 | 1401 | ||
@@ -1414,12 +1476,14 @@ public sealed class BSPrim : BSPhysObject | |||
1414 | DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 1476 | DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
1415 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); | 1477 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); |
1416 | 1478 | ||
1479 | // BulletSimAPI.DumpRigidBody2(Scene.World.Ptr, BSBody.Ptr); | ||
1480 | |||
1417 | base.RequestPhysicsterseUpdate(); | 1481 | base.RequestPhysicsterseUpdate(); |
1418 | } | 1482 | } |
1419 | /* | 1483 | /* |
1420 | else | 1484 | else |
1421 | { | 1485 | { |
1422 | // For debugging, we also report the movement of children | 1486 | // For debugging, we can also report the movement of children |
1423 | DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 1487 | DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
1424 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, | 1488 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, |
1425 | entprop.Acceleration, entprop.RotationalVelocity); | 1489 | entprop.Acceleration, entprop.RotationalVelocity); |
@@ -1430,15 +1494,15 @@ public sealed class BSPrim : BSPhysObject | |||
1430 | // I've collided with something | 1494 | // I've collided with something |
1431 | // Called at taint time from within the Step() function | 1495 | // Called at taint time from within the Step() function |
1432 | CollisionEventUpdate collisionCollection; | 1496 | CollisionEventUpdate collisionCollection; |
1433 | public override void Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | 1497 | public override bool Collide(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) |
1434 | { | 1498 | { |
1435 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); | 1499 | bool ret = false; |
1436 | 1500 | ||
1437 | // The following lines make IsColliding() and IsCollidingGround() work | 1501 | // The following lines make IsColliding() and IsCollidingGround() work |
1438 | _collidingStep = _scene.SimulationStep; | 1502 | _collidingStep = Scene.SimulationStep; |
1439 | if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID) | 1503 | if (collidingWith <= Scene.TerrainManager.HighestTerrainID) |
1440 | { | 1504 | { |
1441 | _collidingGroundStep = _scene.SimulationStep; | 1505 | _collidingGroundStep = Scene.SimulationStep; |
1442 | } | 1506 | } |
1443 | 1507 | ||
1444 | // DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith); | 1508 | // DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith); |
@@ -1446,21 +1510,23 @@ public sealed class BSPrim : BSPhysObject | |||
1446 | // prims in the same linkset cannot collide with each other | 1510 | // prims in the same linkset cannot collide with each other |
1447 | if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID)) | 1511 | if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID)) |
1448 | { | 1512 | { |
1449 | return; | 1513 | return ret; |
1450 | } | 1514 | } |
1451 | 1515 | ||
1452 | // if someone has subscribed for collision events.... | 1516 | // if someone has subscribed for collision events.... |
1453 | if (SubscribedEvents()) { | 1517 | if (SubscribedEvents()) { |
1454 | // throttle the collisions to the number of milliseconds specified in the subscription | 1518 | // throttle the collisions to the number of milliseconds specified in the subscription |
1455 | int nowTime = _scene.SimulationNowTime; | 1519 | int nowTime = Scene.SimulationNowTime; |
1456 | if (nowTime >= _nextCollisionOkTime) { | 1520 | if (nowTime >= _nextCollisionOkTime) { |
1457 | _nextCollisionOkTime = nowTime + _subscribedEventsMs; | 1521 | _nextCollisionOkTime = nowTime + _subscribedEventsMs; |
1458 | 1522 | ||
1459 | if (collisionCollection == null) | 1523 | if (collisionCollection == null) |
1460 | collisionCollection = new CollisionEventUpdate(); | 1524 | collisionCollection = new CollisionEventUpdate(); |
1461 | collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | 1525 | collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); |
1526 | ret = true; | ||
1462 | } | 1527 | } |
1463 | } | 1528 | } |
1529 | return ret; | ||
1464 | } | 1530 | } |
1465 | 1531 | ||
1466 | // The scene is telling us it's time to pass our collected collisions into the simulator | 1532 | // The scene is telling us it's time to pass our collected collisions into the simulator |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 4a468af..52997dd 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -56,7 +56,6 @@ using OpenMetaverse; | |||
56 | // 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 |
57 | // Implement LockAngularMotion | 57 | // Implement LockAngularMotion |
58 | // 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) |
59 | // Does NeedsMeshing() really need to exclude all the different shapes? | ||
60 | // 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. |
61 | // Add PID movement operations. What does ScenePresence.MoveToTarget do? | 60 | // Add PID movement operations. What does ScenePresence.MoveToTarget do? |
62 | // Check terrain size. 128 or 127? | 61 | // Check terrain size. 128 or 127? |
@@ -79,7 +78,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
79 | private HashSet<BSPhysObject> m_objectsWithCollisions = new HashSet<BSPhysObject>(); | 78 | private HashSet<BSPhysObject> m_objectsWithCollisions = new HashSet<BSPhysObject>(); |
80 | // Following is a kludge and can be removed when avatar animation updating is | 79 | // Following is a kludge and can be removed when avatar animation updating is |
81 | // moved to a better place. | 80 | // moved to a better place. |
82 | private HashSet<BSCharacter> m_avatarsWithCollisions = new HashSet<BSCharacter>(); | 81 | private HashSet<BSPhysObject> m_avatarsWithCollisions = new HashSet<BSPhysObject>(); |
83 | 82 | ||
84 | // List of all the objects that have vehicle properties and should be called | 83 | // List of all the objects that have vehicle properties and should be called |
85 | // to update each physics step. | 84 | // to update each physics step. |
@@ -111,11 +110,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
111 | private long m_simulationStep = 0; | 110 | private long m_simulationStep = 0; |
112 | public long SimulationStep { get { return m_simulationStep; } } | 111 | public long SimulationStep { get { return m_simulationStep; } } |
113 | 112 | ||
114 | // The length of the last timestep we were asked to simulate. | ||
115 | // This is used by the vehicle code. Since the vehicle code is called | ||
116 | // once per simulation step, its constants need to be scaled by this. | ||
117 | public float LastSimulatedTimestep { get; private set; } | ||
118 | |||
119 | // A value of the time now so all the collision and update routines do not have to get their own | 113 | // A value of the time now so all the collision and update routines do not have to get their own |
120 | // Set to 'now' just before all the prims and actors are called for collisions and updates | 114 | // Set to 'now' just before all the prims and actors are called for collisions and updates |
121 | public int SimulationNowTime { get; private set; } | 115 | public int SimulationNowTime { get; private set; } |
@@ -132,8 +126,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
132 | private EntityProperties[] m_updateArray; | 126 | private EntityProperties[] m_updateArray; |
133 | private GCHandle m_updateArrayPinnedHandle; | 127 | private GCHandle m_updateArrayPinnedHandle; |
134 | 128 | ||
135 | private bool _meshSculptedPrim = true; // cause scuplted prims to get meshed | 129 | public bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed |
136 | private bool _forceSimplePrimMeshing = false; // if a cube or sphere, let Bullet do internal shapes | 130 | public bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes |
137 | 131 | ||
138 | public float PID_D { get; private set; } // derivative | 132 | public float PID_D { get; private set; } // derivative |
139 | public float PID_P { get; private set; } // proportional | 133 | public float PID_P { get; private set; } // proportional |
@@ -153,6 +147,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
153 | { | 147 | { |
154 | get { return new Vector3(0f, 0f, Params.gravity); } | 148 | get { return new Vector3(0f, 0f, Params.gravity); } |
155 | } | 149 | } |
150 | // Just the Z value of the gravity | ||
151 | public float DefaultGravityZ | ||
152 | { | ||
153 | get { return Params.gravity; } | ||
154 | } | ||
156 | 155 | ||
157 | public float MaximumObjectMass { get; private set; } | 156 | public float MaximumObjectMass { get; private set; } |
158 | 157 | ||
@@ -171,8 +170,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
171 | callback = c; | 170 | callback = c; |
172 | } | 171 | } |
173 | } | 172 | } |
173 | private Object _taintLock = new Object(); // lock for using the next object | ||
174 | private List<TaintCallbackEntry> _taintedObjects; | 174 | private List<TaintCallbackEntry> _taintedObjects; |
175 | private Object _taintLock = new Object(); | ||
176 | 175 | ||
177 | // A pointer to an instance if this structure is passed to the C++ code | 176 | // A pointer to an instance if this structure is passed to the C++ code |
178 | // Used to pass basic configuration values to the unmanaged code. | 177 | // Used to pass basic configuration values to the unmanaged code. |
@@ -465,12 +464,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
465 | int collidersCount = 0; | 464 | int collidersCount = 0; |
466 | IntPtr collidersPtr; | 465 | IntPtr collidersPtr; |
467 | 466 | ||
468 | LastSimulatedTimestep = timeStep; | ||
469 | |||
470 | // prevent simulation until we've been initialized | 467 | // prevent simulation until we've been initialized |
471 | if (!m_initialized) return 10.0f; | 468 | if (!m_initialized) return 5.0f; |
472 | |||
473 | int simulateStartTime = Util.EnvironmentTickCount(); | ||
474 | 469 | ||
475 | // update the prim states while we know the physics engine is not busy | 470 | // update the prim states while we know the physics engine is not busy |
476 | int numTaints = _taintedObjects.Count; | 471 | int numTaints = _taintedObjects.Count; |
@@ -478,6 +473,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
478 | 473 | ||
479 | // Some of the prims operate with special vehicle properties | 474 | // Some of the prims operate with special vehicle properties |
480 | ProcessVehicles(timeStep); | 475 | ProcessVehicles(timeStep); |
476 | numTaints += _taintedObjects.Count; | ||
481 | ProcessTaints(); // the vehicles might have added taints | 477 | ProcessTaints(); // the vehicles might have added taints |
482 | 478 | ||
483 | // step the physical world one interval | 479 | // step the physical world one interval |
@@ -506,6 +502,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
506 | // Get a value for 'now' so all the collision and update routines don't have to get their own | 502 | // Get a value for 'now' so all the collision and update routines don't have to get their own |
507 | SimulationNowTime = Util.EnvironmentTickCount(); | 503 | SimulationNowTime = Util.EnvironmentTickCount(); |
508 | 504 | ||
505 | // This is a kludge to get avatar movement updates. | ||
506 | // ODE sends collisions for avatars even if there are have been no collisions. This updates | ||
507 | // avatar animations and stuff. | ||
508 | // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. | ||
509 | m_objectsWithCollisions = new HashSet<BSPhysObject>(m_avatarsWithCollisions); | ||
510 | |||
509 | // If there were collisions, process them by sending the event to the prim. | 511 | // If there were collisions, process them by sending the event to the prim. |
510 | // Collisions must be processed before updates. | 512 | // Collisions must be processed before updates. |
511 | if (collidersCount > 0) | 513 | if (collidersCount > 0) |
@@ -527,13 +529,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
527 | bsp.SendCollisions(); | 529 | bsp.SendCollisions(); |
528 | m_objectsWithCollisions.Clear(); | 530 | m_objectsWithCollisions.Clear(); |
529 | 531 | ||
530 | // This is a kludge to get avatar movement updated. | ||
531 | // ODE sends collisions even if there are none and this is used to update | ||
532 | // avatar animations and stuff. | ||
533 | foreach (BSPhysObject bpo in m_avatarsWithCollisions) | ||
534 | bpo.SendCollisions(); | ||
535 | // m_avatarsWithCollisions.Clear(); | ||
536 | |||
537 | // If any of the objects had updated properties, tell the object it has been changed by the physics engine | 532 | // If any of the objects had updated properties, tell the object it has been changed by the physics engine |
538 | if (updatedEntityCount > 0) | 533 | if (updatedEntityCount > 0) |
539 | { | 534 | { |
@@ -544,7 +539,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
544 | if (PhysObjects.TryGetValue(entprop.ID, out pobj)) | 539 | if (PhysObjects.TryGetValue(entprop.ID, out pobj)) |
545 | { | 540 | { |
546 | pobj.UpdateProperties(entprop); | 541 | pobj.UpdateProperties(entprop); |
547 | continue; | ||
548 | } | 542 | } |
549 | } | 543 | } |
550 | } | 544 | } |
@@ -558,18 +552,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
558 | } | 552 | } |
559 | } | 553 | } |
560 | 554 | ||
561 | // this is a waste since the outside routine also calcuates the physics simulation | 555 | // The physics engine returns the number of milliseconds it simulated this call. |
562 | // period. TODO: There should be a way of computing physics frames from simulator computation. | 556 | // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. |
563 | // long simulateTotalTime = Util.EnvironmentTickCountSubtract(simulateStartTime); | 557 | // Since Bullet normally does 5 or 6 substeps, this will normally sum to about 60 FPS. |
564 | // return (timeStep * (float)simulateTotalTime); | 558 | return numSubSteps * m_fixedTimeStep; |
565 | |||
566 | // TODO: FIX THIS: fps calculation possibly wrong. | ||
567 | // This calculation says 1/timeStep is the ideal frame rate. Any time added to | ||
568 | // that by the physics simulation gives a slower frame rate. | ||
569 | long totalSimulationTime = Util.EnvironmentTickCountSubtract(simulateStartTime); | ||
570 | if (totalSimulationTime >= timeStep) | ||
571 | return 0; | ||
572 | return 1f / (timeStep + totalSimulationTime); | ||
573 | } | 559 | } |
574 | 560 | ||
575 | // Something has collided | 561 | // Something has collided |
@@ -580,28 +566,25 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
580 | return; // don't send collisions to the terrain | 566 | return; // don't send collisions to the terrain |
581 | } | 567 | } |
582 | 568 | ||
583 | BSPhysObject collider = PhysObjects[localID]; | 569 | BSPhysObject collider; |
584 | // TODO: as of this code, terrain was not in the physical object list. | 570 | if (!PhysObjects.TryGetValue(localID, out collider)) |
585 | // When BSTerrain is created and it will be in the list, we can remove | ||
586 | // the possibility that it's not there and just fetch the collidee. | ||
587 | BSPhysObject collidee = null; | ||
588 | |||
589 | ActorTypes type = ActorTypes.Prim; | ||
590 | if (collidingWith <= TerrainManager.HighestTerrainID) | ||
591 | { | ||
592 | type = ActorTypes.Ground; | ||
593 | } | ||
594 | else | ||
595 | { | 571 | { |
596 | collidee = PhysObjects[collidingWith]; | 572 | // If the object that is colliding cannot be found, just ignore the collision. |
597 | if (collidee is BSCharacter) | 573 | return; |
598 | type = ActorTypes.Agent; | ||
599 | } | 574 | } |
600 | 575 | ||
576 | // The terrain is not in the physical object list so 'collidee' | ||
577 | // can be null when Collide() is called. | ||
578 | BSPhysObject collidee = null; | ||
579 | PhysObjects.TryGetValue(collidingWith, out collidee); | ||
580 | |||
601 | // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); | 581 | // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); |
602 | 582 | ||
603 | collider.Collide(collidingWith, collidee, type, collidePoint, collideNormal, penetration); | 583 | if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration)) |
604 | m_objectsWithCollisions.Add(collider); | 584 | { |
585 | // If a collision was posted, remember to send it to the simulator | ||
586 | m_objectsWithCollisions.Add(collider); | ||
587 | } | ||
605 | 588 | ||
606 | return; | 589 | return; |
607 | } | 590 | } |
@@ -619,9 +602,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
619 | public override void SetWaterLevel(float baseheight) | 602 | public override void SetWaterLevel(float baseheight) |
620 | { | 603 | { |
621 | m_waterLevel = baseheight; | 604 | m_waterLevel = baseheight; |
622 | // TODO: pass to physics engine so things will float? | ||
623 | } | 605 | } |
624 | public float GetWaterLevel() | 606 | // Someday.... |
607 | public float GetWaterLevelAtXYZ(Vector3 loc) | ||
625 | { | 608 | { |
626 | return m_waterLevel; | 609 | return m_waterLevel; |
627 | } | 610 | } |
@@ -659,121 +642,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
659 | 642 | ||
660 | public override bool IsThreaded { get { return false; } } | 643 | public override bool IsThreaded { get { return false; } } |
661 | 644 | ||
662 | /// <summary> | ||
663 | /// Routine to figure out if we need to mesh this prim with our mesher | ||
664 | /// </summary> | ||
665 | /// <param name="pbs"></param> | ||
666 | /// <returns>true if the prim needs meshing</returns> | ||
667 | public bool NeedsMeshing(PrimitiveBaseShape pbs) | ||
668 | { | ||
669 | // most of this is redundant now as the mesher will return null if it cant mesh a prim | ||
670 | // but we still need to check for sculptie meshing being enabled so this is the most | ||
671 | // convenient place to do it for now... | ||
672 | |||
673 | // int iPropertiesNotSupportedDefault = 0; | ||
674 | |||
675 | if (pbs.SculptEntry && !_meshSculptedPrim) | ||
676 | { | ||
677 | // Render sculpties as boxes | ||
678 | return false; | ||
679 | } | ||
680 | |||
681 | // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since Bullet | ||
682 | // can use an internal representation for the prim | ||
683 | if (!_forceSimplePrimMeshing) | ||
684 | { | ||
685 | if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight) | ||
686 | || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 | ||
687 | && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z)) | ||
688 | { | ||
689 | |||
690 | if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 | ||
691 | && pbs.ProfileHollow == 0 | ||
692 | && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0 | ||
693 | && pbs.PathBegin == 0 && pbs.PathEnd == 0 | ||
694 | && pbs.PathTaperX == 0 && pbs.PathTaperY == 0 | ||
695 | && pbs.PathScaleX == 100 && pbs.PathScaleY == 100 | ||
696 | && pbs.PathShearX == 0 && pbs.PathShearY == 0) | ||
697 | { | ||
698 | return false; | ||
699 | } | ||
700 | } | ||
701 | } | ||
702 | |||
703 | /* TODO: verify that the mesher will now do all these shapes | ||
704 | if (pbs.ProfileHollow != 0) | ||
705 | iPropertiesNotSupportedDefault++; | ||
706 | |||
707 | if ((pbs.PathBegin != 0) || pbs.PathEnd != 0) | ||
708 | iPropertiesNotSupportedDefault++; | ||
709 | |||
710 | if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0)) | ||
711 | iPropertiesNotSupportedDefault++; | ||
712 | |||
713 | if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0) | ||
714 | iPropertiesNotSupportedDefault++; | ||
715 | |||
716 | if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100)) | ||
717 | iPropertiesNotSupportedDefault++; | ||
718 | |||
719 | if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0)) | ||
720 | iPropertiesNotSupportedDefault++; | ||
721 | |||
722 | if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight) | ||
723 | iPropertiesNotSupportedDefault++; | ||
724 | |||
725 | 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)) | ||
726 | iPropertiesNotSupportedDefault++; | ||
727 | |||
728 | if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1) | ||
729 | iPropertiesNotSupportedDefault++; | ||
730 | |||
731 | // test for torus | ||
732 | if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square) | ||
733 | { | ||
734 | if (pbs.PathCurve == (byte)Extrusion.Curve1) | ||
735 | { | ||
736 | iPropertiesNotSupportedDefault++; | ||
737 | } | ||
738 | } | ||
739 | else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle) | ||
740 | { | ||
741 | if (pbs.PathCurve == (byte)Extrusion.Straight) | ||
742 | { | ||
743 | iPropertiesNotSupportedDefault++; | ||
744 | } | ||
745 | // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits | ||
746 | else if (pbs.PathCurve == (byte)Extrusion.Curve1) | ||
747 | { | ||
748 | iPropertiesNotSupportedDefault++; | ||
749 | } | ||
750 | } | ||
751 | else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle) | ||
752 | { | ||
753 | if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2) | ||
754 | { | ||
755 | iPropertiesNotSupportedDefault++; | ||
756 | } | ||
757 | } | ||
758 | else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle) | ||
759 | { | ||
760 | if (pbs.PathCurve == (byte)Extrusion.Straight) | ||
761 | { | ||
762 | iPropertiesNotSupportedDefault++; | ||
763 | } | ||
764 | else if (pbs.PathCurve == (byte)Extrusion.Curve1) | ||
765 | { | ||
766 | iPropertiesNotSupportedDefault++; | ||
767 | } | ||
768 | } | ||
769 | if (iPropertiesNotSupportedDefault == 0) | ||
770 | { | ||
771 | return false; | ||
772 | } | ||
773 | */ | ||
774 | return true; | ||
775 | } | ||
776 | |||
777 | // Calls to the PhysicsActors can't directly call into the physics engine | 645 | // Calls to the PhysicsActors can't directly call into the physics engine |
778 | // because it might be busy. We delay changes to a known time. | 646 | // because it might be busy. We delay changes to a known time. |
779 | // We rely on C#'s closure to save and restore the context for the delegate. | 647 | // We rely on C#'s closure to save and restore the context for the delegate. |
@@ -782,7 +650,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
782 | if (!m_initialized) return; | 650 | if (!m_initialized) return; |
783 | 651 | ||
784 | lock (_taintLock) | 652 | lock (_taintLock) |
653 | { | ||
785 | _taintedObjects.Add(new TaintCallbackEntry(ident, callback)); | 654 | _taintedObjects.Add(new TaintCallbackEntry(ident, callback)); |
655 | } | ||
656 | |||
786 | return; | 657 | return; |
787 | } | 658 | } |
788 | 659 | ||
@@ -919,14 +790,14 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
919 | { | 790 | { |
920 | new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties", | 791 | new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties", |
921 | ConfigurationParameters.numericTrue, | 792 | ConfigurationParameters.numericTrue, |
922 | (s,cf,p,v) => { s._meshSculptedPrim = cf.GetBoolean(p, s.BoolNumeric(v)); }, | 793 | (s,cf,p,v) => { s.ShouldMeshSculptedPrim = cf.GetBoolean(p, s.BoolNumeric(v)); }, |
923 | (s) => { return s.NumericBool(s._meshSculptedPrim); }, | 794 | (s) => { return s.NumericBool(s.ShouldMeshSculptedPrim); }, |
924 | (s,p,l,v) => { s._meshSculptedPrim = s.BoolNumeric(v); } ), | 795 | (s,p,l,v) => { s.ShouldMeshSculptedPrim = s.BoolNumeric(v); } ), |
925 | new ParameterDefn("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects", | 796 | new ParameterDefn("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects", |
926 | ConfigurationParameters.numericFalse, | 797 | ConfigurationParameters.numericFalse, |
927 | (s,cf,p,v) => { s._forceSimplePrimMeshing = cf.GetBoolean(p, s.BoolNumeric(v)); }, | 798 | (s,cf,p,v) => { s.ShouldForceSimplePrimMeshing = cf.GetBoolean(p, s.BoolNumeric(v)); }, |
928 | (s) => { return s.NumericBool(s._forceSimplePrimMeshing); }, | 799 | (s) => { return s.NumericBool(s.ShouldForceSimplePrimMeshing); }, |
929 | (s,p,l,v) => { s._forceSimplePrimMeshing = s.BoolNumeric(v); } ), | 800 | (s,p,l,v) => { s.ShouldForceSimplePrimMeshing = s.BoolNumeric(v); } ), |
930 | 801 | ||
931 | new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", | 802 | new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", |
932 | 8f, | 803 | 8f, |
@@ -1162,8 +1033,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1162 | (s,cf,p,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = cf.GetFloat(p, v); }, | 1033 | (s,cf,p,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = cf.GetFloat(p, v); }, |
1163 | (s) => { return s.m_params[0].linkConstraintTransMotorMaxForce; }, | 1034 | (s) => { return s.m_params[0].linkConstraintTransMotorMaxForce; }, |
1164 | (s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = v; } ), | 1035 | (s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = v; } ), |
1165 | new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=none, 1=all. Default=0", | 1036 | new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1", |
1166 | 0.0f, | 1037 | 0.1f, |
1167 | (s,cf,p,v) => { s.m_params[0].linkConstraintCFM = cf.GetFloat(p, v); }, | 1038 | (s,cf,p,v) => { s.m_params[0].linkConstraintCFM = cf.GetFloat(p, v); }, |
1168 | (s) => { return s.m_params[0].linkConstraintCFM; }, | 1039 | (s) => { return s.m_params[0].linkConstraintCFM; }, |
1169 | (s,p,l,v) => { s.m_params[0].linkConstraintCFM = v; } ), | 1040 | (s,p,l,v) => { s.m_params[0].linkConstraintCFM = v; } ), |
@@ -1172,6 +1043,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1172 | (s,cf,p,v) => { s.m_params[0].linkConstraintERP = cf.GetFloat(p, v); }, | 1043 | (s,cf,p,v) => { s.m_params[0].linkConstraintERP = cf.GetFloat(p, v); }, |
1173 | (s) => { return s.m_params[0].linkConstraintERP; }, | 1044 | (s) => { return s.m_params[0].linkConstraintERP; }, |
1174 | (s,p,l,v) => { s.m_params[0].linkConstraintERP = v; } ), | 1045 | (s,p,l,v) => { s.m_params[0].linkConstraintERP = v; } ), |
1046 | new ParameterDefn("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)", | ||
1047 | 40, | ||
1048 | (s,cf,p,v) => { s.m_params[0].linkConstraintSolverIterations = cf.GetFloat(p, v); }, | ||
1049 | (s) => { return s.m_params[0].linkConstraintSolverIterations; }, | ||
1050 | (s,p,l,v) => { s.m_params[0].linkConstraintSolverIterations = v; } ), | ||
1175 | 1051 | ||
1176 | new ParameterDefn("DetailedStats", "Frames between outputting detailed phys stats. (0 is off)", | 1052 | new ParameterDefn("DetailedStats", "Frames between outputting detailed phys stats. (0 is off)", |
1177 | 0f, | 1053 | 0f, |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index 47d7199..d48462e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | |||
@@ -154,27 +154,31 @@ public class BSTerrainManager | |||
154 | 154 | ||
155 | // The simulator wants to set a new heightmap for the terrain. | 155 | // The simulator wants to set a new heightmap for the terrain. |
156 | public void SetTerrain(float[] heightMap) { | 156 | public void SetTerrain(float[] heightMap) { |
157 | if (m_worldOffset != Vector3.Zero && m_parentScene != null) | 157 | float[] localHeightMap = heightMap; |
158 | m_physicsScene.TaintedObject("TerrainManager.SetTerrain", delegate() | ||
158 | { | 159 | { |
159 | // If a child of a mega-region, we shouldn't have any terrain allocated for us | 160 | if (m_worldOffset != Vector3.Zero && m_parentScene != null) |
160 | ReleaseGroundPlaneAndTerrain(); | ||
161 | // If doing the mega-prim stuff and we are the child of the zero region, | ||
162 | // the terrain is added to our parent | ||
163 | if (m_parentScene is BSScene) | ||
164 | { | 161 | { |
165 | DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", | 162 | // If a child of a mega-region, we shouldn't have any terrain allocated for us |
166 | BSScene.DetailLogZero, m_worldOffset, m_worldMax); | 163 | ReleaseGroundPlaneAndTerrain(); |
167 | ((BSScene)m_parentScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID, | 164 | // If doing the mega-prim stuff and we are the child of the zero region, |
168 | heightMap, m_worldOffset, m_worldOffset+DefaultRegionSize, false); | 165 | // the terrain is added to our parent |
166 | if (m_parentScene is BSScene) | ||
167 | { | ||
168 | DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", | ||
169 | BSScene.DetailLogZero, m_worldOffset, m_worldMax); | ||
170 | ((BSScene)m_parentScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID, | ||
171 | localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true); | ||
172 | } | ||
169 | } | 173 | } |
170 | } | 174 | else |
171 | else | 175 | { |
172 | { | 176 | // If not doing the mega-prim thing, just change the terrain |
173 | // If not doing the mega-prim thing, just change the terrain | 177 | DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); |
174 | DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); | ||
175 | 178 | ||
176 | UpdateOrCreateTerrain(BSScene.TERRAIN_ID, heightMap, m_worldOffset, m_worldOffset+DefaultRegionSize, false); | 179 | UpdateOrCreateTerrain(BSScene.TERRAIN_ID, localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true); |
177 | } | 180 | } |
181 | }); | ||
178 | } | 182 | } |
179 | 183 | ||
180 | // If called with no mapInfo for the terrain, this will create a new mapInfo and terrain | 184 | // If called with no mapInfo for the terrain, this will create a new mapInfo and terrain |
@@ -319,6 +323,8 @@ public class BSTerrainManager | |||
319 | 323 | ||
320 | // Make sure the new shape is processed. | 324 | // Make sure the new shape is processed. |
321 | BulletSimAPI.Activate2(mapInfo.terrainBody.Ptr, true); | 325 | BulletSimAPI.Activate2(mapInfo.terrainBody.Ptr, true); |
326 | |||
327 | m_terrainModified = true; | ||
322 | }; | 328 | }; |
323 | 329 | ||
324 | // There is the option to do the changes now (we're already in 'taint time'), or | 330 | // There is the option to do the changes now (we're already in 'taint time'), or |
@@ -357,6 +363,8 @@ public class BSTerrainManager | |||
357 | m_heightMaps.Add(terrainRegionBase, mapInfo); | 363 | m_heightMaps.Add(terrainRegionBase, mapInfo); |
358 | // Build the terrain | 364 | // Build the terrain |
359 | UpdateOrCreateTerrain(newTerrainID, heightMap, minCoords, maxCoords, true); | 365 | UpdateOrCreateTerrain(newTerrainID, heightMap, minCoords, maxCoords, true); |
366 | |||
367 | m_terrainModified = true; | ||
360 | }; | 368 | }; |
361 | 369 | ||
362 | // If already in taint-time, just call Bullet. Otherwise queue the operations for the safe time. | 370 | // If already in taint-time, just call Bullet. Otherwise queue the operations for the safe time. |
@@ -383,7 +391,7 @@ public class BSTerrainManager | |||
383 | private float lastHeightTX = 999999f; | 391 | private float lastHeightTX = 999999f; |
384 | private float lastHeightTY = 999999f; | 392 | private float lastHeightTY = 999999f; |
385 | private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT; | 393 | private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT; |
386 | public float GetTerrainHeightAtXY(float tX, float tY) | 394 | private float GetTerrainHeightAtXY(float tX, float tY) |
387 | { | 395 | { |
388 | // You'd be surprized at the number of times this routine is called | 396 | // You'd be surprized at the number of times this routine is called |
389 | // with the same parameters as last time. | 397 | // with the same parameters as last time. |
@@ -403,11 +411,18 @@ public class BSTerrainManager | |||
403 | { | 411 | { |
404 | float regionX = tX - offsetX; | 412 | float regionX = tX - offsetX; |
405 | float regionY = tY - offsetY; | 413 | float regionY = tY - offsetY; |
406 | if (regionX >= mapInfo.sizeX || regionX < 0f) regionX = 0; | ||
407 | if (regionY >= mapInfo.sizeY || regionY < 0f) regionY = 0; | ||
408 | int mapIndex = (int)regionY * (int)mapInfo.sizeY + (int)regionX; | 414 | int mapIndex = (int)regionY * (int)mapInfo.sizeY + (int)regionX; |
409 | ret = mapInfo.heightMap[mapIndex]; | 415 | try |
410 | m_terrainModified = false; | 416 | { |
417 | ret = mapInfo.heightMap[mapIndex]; | ||
418 | } | ||
419 | catch | ||
420 | { | ||
421 | // Sometimes they give us wonky values of X and Y. Give a warning and return something. | ||
422 | m_physicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, x={2}, y={3}", | ||
423 | LogHeader, terrainBaseXY, regionX, regionY); | ||
424 | ret = HEIGHT_GETHEIGHT_RET; | ||
425 | } | ||
411 | // DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}", | 426 | // DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}", |
412 | // BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret); | 427 | // BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret); |
413 | } | 428 | } |
@@ -416,6 +431,7 @@ public class BSTerrainManager | |||
416 | m_physicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", | 431 | m_physicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", |
417 | LogHeader, m_physicsScene.RegionName, tX, tY); | 432 | LogHeader, m_physicsScene.RegionName, tX, tY); |
418 | } | 433 | } |
434 | m_terrainModified = false; | ||
419 | lastHeight = ret; | 435 | lastHeight = ret; |
420 | return ret; | 436 | return ret; |
421 | } | 437 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs index e579cf2..9221cdb 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | |||
@@ -213,6 +213,7 @@ public struct ConfigurationParameters | |||
213 | public float linkConstraintTransMotorMaxForce; | 213 | public float linkConstraintTransMotorMaxForce; |
214 | public float linkConstraintERP; | 214 | public float linkConstraintERP; |
215 | public float linkConstraintCFM; | 215 | public float linkConstraintCFM; |
216 | public float linkConstraintSolverIterations; | ||
216 | 217 | ||
217 | public const float numericTrue = 1f; | 218 | public const float numericTrue = 1f; |
218 | public const float numericFalse = 0f; | 219 | public const float numericFalse = 0f; |
@@ -395,23 +396,6 @@ public static extern bool DestroyMesh(uint worldID, System.UInt64 meshKey); | |||
395 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 396 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
396 | public static extern bool CreateObject(uint worldID, ShapeData shapeData); | 397 | public static extern bool CreateObject(uint worldID, ShapeData shapeData); |
397 | 398 | ||
398 | /* Remove old functionality | ||
399 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
400 | public static extern void CreateLinkset(uint worldID, int objectCount, ShapeData[] shapeDatas); | ||
401 | |||
402 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
403 | public static extern void AddConstraint(uint worldID, uint id1, uint id2, | ||
404 | Vector3 frame1, Quaternion frame1rot, | ||
405 | Vector3 frame2, Quaternion frame2rot, | ||
406 | Vector3 lowLinear, Vector3 hiLinear, Vector3 lowAngular, Vector3 hiAngular); | ||
407 | |||
408 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
409 | public static extern bool RemoveConstraintByID(uint worldID, uint id1); | ||
410 | |||
411 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
412 | public static extern bool RemoveConstraint(uint worldID, uint id1, uint id2); | ||
413 | */ | ||
414 | |||
415 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 399 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
416 | public static extern Vector3 GetObjectPosition(uint WorldID, uint id); | 400 | public static extern Vector3 GetObjectPosition(uint WorldID, uint id); |
417 | 401 | ||
@@ -539,15 +523,27 @@ public static extern IntPtr BuildNativeShape2(IntPtr world, | |||
539 | float shapeType, float collisionMargin, Vector3 scale); | 523 | float shapeType, float collisionMargin, Vector3 scale); |
540 | 524 | ||
541 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 525 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
542 | public static extern bool DeleteCollisionShape2(IntPtr world, IntPtr shape); | 526 | public static extern bool IsNativeShape2(IntPtr shape); |
543 | 527 | ||
544 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 528 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
545 | public static extern IntPtr CreateBodyFromShape2(IntPtr sim, IntPtr shape, Vector3 pos, Quaternion rot); | 529 | public static extern IntPtr CreateCompoundShape2(IntPtr sim); |
530 | |||
531 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
532 | public static extern void AddChildToCompoundShape2(IntPtr cShape, IntPtr addShape, Vector3 pos, Quaternion rot); | ||
533 | |||
534 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
535 | public static extern void RemoveChildFromCompoundShape2(IntPtr cShape, IntPtr removeShape); | ||
546 | 536 | ||
547 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 537 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
548 | public static extern IntPtr CreateBodyFromShapeAndInfo2(IntPtr sim, IntPtr shape, IntPtr constructionInfo); | 538 | public static extern IntPtr CreateBodyFromShapeAndInfo2(IntPtr sim, IntPtr shape, IntPtr constructionInfo); |
549 | 539 | ||
550 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 540 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
541 | public static extern bool DeleteCollisionShape2(IntPtr world, IntPtr shape); | ||
542 | |||
543 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
544 | public static extern IntPtr CreateBodyFromShape2(IntPtr sim, IntPtr shape, Vector3 pos, Quaternion rot); | ||
545 | |||
546 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
551 | public static extern IntPtr CreateBodyWithDefaultMotionState2(IntPtr shape, Vector3 pos, Quaternion rot); | 547 | public static extern IntPtr CreateBodyWithDefaultMotionState2(IntPtr shape, Vector3 pos, Quaternion rot); |
552 | 548 | ||
553 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 549 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
@@ -562,9 +558,6 @@ public static extern void DestroyObject2(IntPtr sim, IntPtr obj); | |||
562 | // ===================================================================================== | 558 | // ===================================================================================== |
563 | // Terrain creation and helper routines | 559 | // Terrain creation and helper routines |
564 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 560 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
565 | public static extern void DumpMapInfo(IntPtr sim, IntPtr manInfo); | ||
566 | |||
567 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
568 | public static extern IntPtr CreateHeightMapInfo2(IntPtr sim, uint id, Vector3 minCoords, Vector3 maxCoords, | 561 | public static extern IntPtr CreateHeightMapInfo2(IntPtr sim, uint id, Vector3 minCoords, Vector3 maxCoords, |
569 | [MarshalAs(UnmanagedType.LPArray)] float[] heightMap, float collisionMargin); | 562 | [MarshalAs(UnmanagedType.LPArray)] float[] heightMap, float collisionMargin); |
570 | 563 | ||
@@ -1010,7 +1003,7 @@ public static extern void SetLocalScaling2(IntPtr shape, Vector3 scale); | |||
1010 | public static extern Vector3 GetLocalScaling2(IntPtr shape); | 1003 | public static extern Vector3 GetLocalScaling2(IntPtr shape); |
1011 | 1004 | ||
1012 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1005 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1013 | public static extern void CalculateLocalInertia2(IntPtr shape, float mass, Vector3 inertia); | 1006 | public static extern Vector3 CalculateLocalInertia2(IntPtr shape, float mass); |
1014 | 1007 | ||
1015 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1008 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1016 | public static extern int GetShapeType2(IntPtr shape); | 1009 | public static extern int GetShapeType2(IntPtr shape); |
@@ -1027,6 +1020,12 @@ public static extern void SetCollisionFilterMask(IntPtr shape, uint filter, uint | |||
1027 | // ===================================================================================== | 1020 | // ===================================================================================== |
1028 | // Debugging | 1021 | // Debugging |
1029 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1022 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1023 | public static extern void DumpRigidBody2(IntPtr sim, IntPtr collisionObject); | ||
1024 | |||
1025 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1026 | public static extern void DumpMapInfo2(IntPtr sim, IntPtr manInfo); | ||
1027 | |||
1028 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1030 | public static extern void DumpPhysicsStatistics2(IntPtr sim); | 1029 | public static extern void DumpPhysicsStatistics2(IntPtr sim); |
1031 | 1030 | ||
1032 | } | 1031 | } |