From 7228ad7a51e7f976e58331e06aba133528ee2cb3 Mon Sep 17 00:00:00 2001
From: UbitUmarov
Date: Thu, 18 Oct 2012 15:30:42 +0100
Subject: extend coment to include all unused SOG CheckSculptAndLoad()
---
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 7 ++++---
1 file changed, 4 insertions(+), 3 deletions(-)
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 4b22ebe..f490d90 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -4287,6 +4287,7 @@ namespace OpenSim.Region.Framework.Scenes
///
/// When the physics engine has finished with it, the sculpt data is discarded to save memory.
///
+/*
public void CheckSculptAndLoad()
{
if (IsDeleted)
@@ -4299,10 +4300,10 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectPart[] parts = m_parts.GetArray();
-// for (int i = 0; i < parts.Length; i++)
-// parts[i].CheckSculptAndLoad();
+ for (int i = 0; i < parts.Length; i++)
+ parts[i].CheckSculptAndLoad();
}
-
+*/
///
/// Set the user group to which this scene object belongs.
///
--
cgit v1.1
From 33a67b691e078df21cd442e8ec6401b25a849250 Mon Sep 17 00:00:00 2001
From: UbitUmarov
Date: Fri, 19 Oct 2012 00:36:32 +0100
Subject: [UNTESTED] core Ode: stop trying to load a broken asset. Make broken
assets behave like phantom by Nebadon request
---
OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 118 +++++++++++++++++++++++-----
1 file changed, 97 insertions(+), 21 deletions(-)
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index b2c2d8a..ad6c4ab 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -341,8 +341,17 @@ namespace OpenSim.Region.Physics.OdePlugin
prim_geom = geom;
//Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
- d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
- d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
+ if (m_assetFailed)
+ {
+ d.GeomSetCategoryBits(prim_geom, 0);
+ d.GeomSetCollideBits(prim_geom, 0);
+ }
+ else
+ {
+
+ d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
+ d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
+ }
_parent_scene.geom_name_map[prim_geom] = Name;
_parent_scene.actor_name_map[prim_geom] = this;
@@ -405,8 +414,17 @@ namespace OpenSim.Region.Physics.OdePlugin
myrot.W = _orientation.W;
d.BodySetQuaternion(Body, ref myrot);
d.GeomSetBody(prim_geom, Body);
- m_collisionCategories |= CollisionCategories.Body;
- m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
+
+ if (m_assetFailed)
+ {
+ d.GeomSetCategoryBits(prim_geom, 0);
+ d.GeomSetCollideBits(prim_geom, 0);
+ }
+ else
+ {
+ m_collisionCategories |= CollisionCategories.Body;
+ m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
+ }
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
@@ -778,8 +796,16 @@ namespace OpenSim.Region.Physics.OdePlugin
m_collisionCategories &= ~CollisionCategories.Body;
m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
- d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
- d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
+ if (m_assetFailed)
+ {
+ d.GeomSetCategoryBits(prim_geom, 0);
+ d.GeomSetCollideBits(prim_geom, 0);
+ }
+ else
+ {
+ d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
+ d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
+ }
d.BodyDestroy(Body);
lock (childrenPrim)
@@ -803,8 +829,17 @@ namespace OpenSim.Region.Physics.OdePlugin
m_collisionCategories &= ~CollisionCategories.Body;
m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
- d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
- d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
+ if (m_assetFailed)
+ {
+ d.GeomSetCategoryBits(prim_geom, 0);
+ d.GeomSetCollideBits(prim_geom, 0);
+ }
+ else
+ {
+
+ d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
+ d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
+ }
Body = IntPtr.Zero;
}
@@ -1094,8 +1129,16 @@ Console.WriteLine("ZProcessTaints for " + Name);
prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
//Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + Name);
- d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
- d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
+ if (prm.m_assetFailed)
+ {
+ d.GeomSetCategoryBits(prm.prim_geom, 0);
+ d.GeomSetCollideBits(prm.prim_geom, 0);
+ }
+ else
+ {
+ d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
+ d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
+ }
d.Quaternion quat = new d.Quaternion();
quat.W = prm._orientation.W;
@@ -1140,10 +1183,18 @@ Console.WriteLine("ZProcessTaints for " + Name);
m_collisionCategories |= CollisionCategories.Body;
m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
-//Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + Name);
- d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
-//Console.WriteLine(" Post GeomSetCategoryBits 2");
- d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
+ if (m_assetFailed)
+ {
+ d.GeomSetCategoryBits(prim_geom, 0);
+ d.GeomSetCollideBits(prim_geom, 0);
+ }
+ else
+ {
+ //Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + Name);
+ d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
+ //Console.WriteLine(" Post GeomSetCategoryBits 2");
+ d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
+ }
d.Quaternion quat2 = new d.Quaternion();
quat2.W = _orientation.W;
@@ -1304,8 +1355,16 @@ Console.WriteLine("ZProcessTaints for " + Name);
disableBodySoft();
}
- d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
- d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
+ if (m_assetFailed)
+ {
+ d.GeomSetCategoryBits(prim_geom, 0);
+ d.GeomSetCollideBits(prim_geom, 0);
+ }
+ else
+ {
+ d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
+ d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
+ }
if (IsPhysical)
{
@@ -1326,8 +1385,16 @@ Console.WriteLine("ZProcessTaints for " + Name);
if (m_collidesWater)
m_collisionFlags |= CollisionCategories.Water;
- d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
- d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
+ if (m_assetFailed)
+ {
+ d.GeomSetCategoryBits(prim_geom, 0);
+ d.GeomSetCollideBits(prim_geom, 0);
+ }
+ else
+ {
+ d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
+ d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
+ }
if (IsPhysical)
{
@@ -1504,6 +1571,8 @@ Console.WriteLine("CreateGeom:");
// m_log.Debug(m_localID);
if (mesh == null)
CheckMeshAsset();
+ else
+ m_assetFailed = false;
}
#if SPAM
@@ -2007,6 +2076,8 @@ Console.WriteLine(" JointCreateFixed");
mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical);
if (mesh == null)
CheckMeshAsset();
+ else
+ m_assetFailed = false;
}
}
@@ -2060,9 +2131,12 @@ Console.WriteLine(" JointCreateFixed");
m_collisionFlags &= ~CollisionCategories.Water;
}
- d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
- }
+ if (m_assetFailed)
+ d.GeomSetCollideBits(prim_geom, 0);
+ else
+ d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
+ }
///
/// Change prim in response to a shape taint.
///
@@ -2110,6 +2184,8 @@ Console.WriteLine(" JointCreateFixed");
mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical);
if (mesh == null)
CheckMeshAsset();
+ else
+ m_assetFailed = false;
}
CreateGeom(m_targetSpace, mesh);
@@ -3278,7 +3354,7 @@ Console.WriteLine(" JointCreateFixed");
_pbs.SculptData = new byte[asset.Data.Length];
asset.Data.CopyTo(_pbs.SculptData, 0);
- m_assetFailed = false;
+// m_assetFailed = false;
m_taintshape = true;
_parent_scene.AddPhysicsActorTaint(this);
}
--
cgit v1.1
From 739782627ac2bd076b37f3ff9188cba3eab01d43 Mon Sep 17 00:00:00 2001
From: UbitUmarov
Date: Fri, 19 Oct 2012 01:25:30 +0100
Subject: [UNTESTED] core Ode: let broken mesh physical prims collide with land
as the defaul basic box so they don't go off world.
---
OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 17 +++++++++++------
1 file changed, 11 insertions(+), 6 deletions(-)
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index ad6c4ab..2e78de5 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -344,7 +344,7 @@ namespace OpenSim.Region.Physics.OdePlugin
if (m_assetFailed)
{
d.GeomSetCategoryBits(prim_geom, 0);
- d.GeomSetCollideBits(prim_geom, 0);
+ d.GeomSetCollideBits(prim_geom, BadAssetColideBits());
}
else
{
@@ -418,7 +418,7 @@ namespace OpenSim.Region.Physics.OdePlugin
if (m_assetFailed)
{
d.GeomSetCategoryBits(prim_geom, 0);
- d.GeomSetCollideBits(prim_geom, 0);
+ d.GeomSetCollideBits(prim_geom, BadAssetColideBits());
}
else
{
@@ -851,6 +851,11 @@ namespace OpenSim.Region.Physics.OdePlugin
private static Dictionary m_MeshToTriMeshMap = new Dictionary();
+ public int BadAssetColideBits()
+ {
+ return (m_isphysical ? (int)CollisionCategories.Land : 0);
+ }
+
private void setMesh(OdeScene parent_scene, IMesh mesh)
{
// m_log.DebugFormat("[ODE PRIM]: Setting mesh on {0} to {1}", Name, mesh);
@@ -1132,7 +1137,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
if (prm.m_assetFailed)
{
d.GeomSetCategoryBits(prm.prim_geom, 0);
- d.GeomSetCollideBits(prm.prim_geom, 0);
+ d.GeomSetCollideBits(prm.prim_geom, prm.BadAssetColideBits());
}
else
{
@@ -1186,7 +1191,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
if (m_assetFailed)
{
d.GeomSetCategoryBits(prim_geom, 0);
- d.GeomSetCollideBits(prim_geom, 0);
+ d.GeomSetCollideBits(prim_geom, BadAssetColideBits());
}
else
{
@@ -1388,7 +1393,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
if (m_assetFailed)
{
d.GeomSetCategoryBits(prim_geom, 0);
- d.GeomSetCollideBits(prim_geom, 0);
+ d.GeomSetCollideBits(prim_geom, BadAssetColideBits());
}
else
{
@@ -2132,7 +2137,7 @@ Console.WriteLine(" JointCreateFixed");
}
if (m_assetFailed)
- d.GeomSetCollideBits(prim_geom, 0);
+ d.GeomSetCollideBits(prim_geom, BadAssetColideBits());
else
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
--
cgit v1.1
From 0d00b97aecf07a19d50ba57e7e717ffbbcd10658 Mon Sep 17 00:00:00 2001
From: Melanie
Date: Sun, 28 Oct 2012 18:41:47 +0000
Subject: Deep copy the collection of at_target objects so it can't be modified
while it's being iterated
---
OpenSim/Region/Framework/Scenes/Scene.cs | 5 ++++-
1 file changed, 4 insertions(+), 1 deletion(-)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 8034bc6..05ce00a 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1666,7 +1666,10 @@ namespace OpenSim.Region.Framework.Scenes
{
List objs = new List();
lock (m_groupsWithTargets)
- objs = new List(m_groupsWithTargets.Values);
+ {
+ foreach (SceneObjectGroup grp in m_groupsWithTargets.Values)
+ objs.Add(grp);
+ }
foreach (SceneObjectGroup entry in objs)
entry.checkAtTargets();
--
cgit v1.1
From 1a34f42426b5819f97079c138c596182bf683416 Mon Sep 17 00:00:00 2001
From: Melanie
Date: Sun, 28 Oct 2012 18:34:57 +0100
Subject: Add a property to determine if a link set is stored in the database.
Also, fix a bug where "Force object permissive" god action would fail to
reset child prim permissions.
---
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 13 +++++++++++++
1 file changed, 13 insertions(+)
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index b12d0e0..ee61de6 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -307,6 +307,11 @@ namespace OpenSim.Region.Framework.Scenes
private bool m_isBackedUp;
+ public bool IsBackedUp
+ {
+ get { return m_isBackedUp; }
+ }
+
protected MapAndArray m_parts = new MapAndArray();
protected ulong m_regionHandle;
@@ -3431,6 +3436,14 @@ namespace OpenSim.Region.Framework.Scenes
bool god = Scene.Permissions.IsGod(AgentID);
+ if (field == 1 && god)
+ {
+ ForEachPart(part =>
+ {
+ part.BaseMask = RootPart.BaseMask;
+ });
+ }
+
AdjustChildPrimPermissions();
if (field == 1 && god) // Base mask was set. Update all child part inventories
--
cgit v1.1