From 6f7825e31046fd3ea4df72147b4d28d8a7a071ce Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Fri, 14 Sep 2012 00:07:39 +0100
Subject: Don't store the unnecessary VERSIONMIN. VERSIONMAX, METHOD or UserID
(present as column PrincipalID) parameters in the Avatars table.
These are used to invoke avatar service calls but are not in themselves persistable avatar data.
---
.../Server/Handlers/Avatar/AvatarServerPostHandler.cs | 18 ++++++++++++++++++
1 file changed, 18 insertions(+)
diff --git a/OpenSim/Server/Handlers/Avatar/AvatarServerPostHandler.cs b/OpenSim/Server/Handlers/Avatar/AvatarServerPostHandler.cs
index 393584e..8cd747e 100644
--- a/OpenSim/Server/Handlers/Avatar/AvatarServerPostHandler.cs
+++ b/OpenSim/Server/Handlers/Avatar/AvatarServerPostHandler.cs
@@ -137,6 +137,8 @@ namespace OpenSim.Server.Handlers.Avatar
if (!UUID.TryParse(request["UserID"].ToString(), out user))
return FailureResult();
+ RemoveRequestParamsNotForStorage(request);
+
AvatarData avatar = new AvatarData(request);
if (m_AvatarService.SetAvatar(user, avatar))
return SuccessResult();
@@ -153,11 +155,25 @@ namespace OpenSim.Server.Handlers.Avatar
if (!UUID.TryParse(request["UserID"].ToString(), out user))
return FailureResult();
+ RemoveRequestParamsNotForStorage(request);
+
if (m_AvatarService.ResetAvatar(user))
return SuccessResult();
return FailureResult();
}
+
+ ///
+ /// Remove parameters that were used to invoke the method and should not in themselves be persisted.
+ ///
+ ///
+ private void RemoveRequestParamsNotForStorage(Dictionary request)
+ {
+ request.Remove("VERSIONMAX");
+ request.Remove("VERSIONMIN");
+ request.Remove("METHOD");
+ request.Remove("UserID");
+ }
byte[] SetItems(Dictionary request)
{
@@ -173,6 +189,8 @@ namespace OpenSim.Server.Handlers.Avatar
if (!(request["Names"] is List || request["Values"] is List))
return FailureResult();
+ RemoveRequestParamsNotForStorage(request);
+
List _names = (List)request["Names"];
names = _names.ToArray();
List _values = (List)request["Values"];
--
cgit v1.1
From ce468215d576cc301a261d85bee9baa68a246ce6 Mon Sep 17 00:00:00 2001
From: Oren Hurvitz
Date: Tue, 24 Jul 2012 19:48:08 +0300
Subject: Support multi-region OAR files
Merged ArchiveWriteRequestPreparation.cs and ArchiveWriteRequestExecution.cs. This simplifies the code, and it's faster to write each scene to the archive as it's found rather than all at once at the end.
---
.../RemoteController/RemoteAdminPlugin.cs | 7 +
.../Framework/Serialization/ArchiveConstants.cs | 5 +
OpenSim/Region/Application/OpenSim.cs | 3 +-
.../World/Archiver/ArchiveReadRequest.cs | 365 +++++++++++----
.../World/Archiver/ArchiveScenesGroup.cs | 176 ++++++++
.../World/Archiver/ArchiveWriteRequestExecution.cs | 153 -------
.../Archiver/ArchiveWriteRequestPreparation.cs | 492 ++++++++++++++-------
.../CoreModules/World/Archiver/ArchiverModule.cs | 5 +-
.../CoreModules/World/Archiver/AssetsRequest.cs | 6 +
.../World/Archiver/DearchiveScenesGroup.cs | 232 ++++++++++
.../World/Archiver/Tests/ArchiverTests.cs | 23 +-
.../Region/Framework/Interfaces/IEstateModule.cs | 5 +
OpenSim/Region/Framework/Scenes/EventManager.cs | 6 +-
.../RegionReadyModule/RegionReadyModule.cs | 2 +-
14 files changed, 1080 insertions(+), 400 deletions(-)
create mode 100644 OpenSim/Region/CoreModules/World/Archiver/ArchiveScenesGroup.cs
delete mode 100644 OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestExecution.cs
create mode 100644 OpenSim/Region/CoreModules/World/Archiver/DearchiveScenesGroup.cs
diff --git a/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs b/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs
index 24570d6..a5e56f9 100644
--- a/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs
+++ b/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs
@@ -1369,6 +1369,8 @@ namespace OpenSim.ApplicationPlugins.RemoteController
/// profile url
/// - noassets
/// true if no assets should be saved
+ /// - all
+ /// true to save all the regions in the simulator
/// - perm
/// C and/or T
///
@@ -1425,6 +1427,11 @@ namespace OpenSim.ApplicationPlugins.RemoteController
options["checkPermissions"] = (string)requestData["perm"];
}
+ if ((string)requestData["all"] == "true")
+ {
+ options["all"] = (string)requestData["all"];
+ }
+
IRegionArchiverModule archiver = scene.RequestModuleInterface();
if (archiver != null)
diff --git a/OpenSim/Framework/Serialization/ArchiveConstants.cs b/OpenSim/Framework/Serialization/ArchiveConstants.cs
index 2c5e001..48f1c4f 100644
--- a/OpenSim/Framework/Serialization/ArchiveConstants.cs
+++ b/OpenSim/Framework/Serialization/ArchiveConstants.cs
@@ -53,6 +53,11 @@ namespace OpenSim.Framework.Serialization
public const string INVENTORY_PATH = "inventory/";
///
+ /// Path for regions in a multi-region archive
+ ///
+ public const string REGIONS_PATH = "regions/";
+
+ ///
/// Path for the prims file
///
public const string OBJECTS_PATH = "objects/";
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
m_console.Commands.AddCommand("Archiving", false, "save oar",
//"save oar [-v|--version=] [-p|--profile=] []",
- "save oar [-h|--home=] [--noassets] [--publish] [--perm=] []",
+ "save oar [-h|--home=] [--noassets] [--publish] [--perm=] [--all] []",
"Save a region's data to an OAR archive.",
// "-v|--version= generates scene objects as per older versions of the serialization (e.g. -v=0)" + Environment.NewLine
"-h|--home= adds the url of the profile service to the saved user information.\n"
@@ -302,6 +302,7 @@ namespace OpenSim
+ " this is useful if you're making oars generally available that might be reloaded to the same grid from which you published\n"
+ "--perm= stops objects with insufficient permissions from being saved to the OAR.\n"
+ " can contain one or more of these characters: \"C\" = Copy, \"T\" = Transfer\n"
+ + "--all saves all the regions in the simulator, instead of just the current region.\n"
+ "The OAR path must be a filesystem path."
+ " If this is not given then the oar is saved to region.oar in the current directory.",
SaveOar);
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;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Scenes.Serialization;
using OpenSim.Services.Interfaces;
+using System.Threading;
namespace OpenSim.Region.CoreModules.World.Archiver
{
@@ -52,7 +53,30 @@ namespace OpenSim.Region.CoreModules.World.Archiver
public class ArchiveReadRequest
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+
+ ///
+ /// Contains data used while dearchiving a single scene.
+ ///
+ private class DearchiveContext
+ {
+ public Scene Scene { get; set; }
+
+ public List SerialisedSceneObjects { get; set; }
+
+ public List SerialisedParcels { get; set; }
+
+ public List SceneObjects { get; set; }
+
+ public DearchiveContext(Scene scene)
+ {
+ Scene = scene;
+ SerialisedSceneObjects = new List();
+ SerialisedParcels = new List();
+ SceneObjects = new List();
+ }
+ }
+
///
/// The maximum major version of OAR that we can read. Minor versions shouldn't need a max number since version
/// bumps here should be compatible.
@@ -62,9 +86,10 @@ namespace OpenSim.Region.CoreModules.World.Archiver
///
/// Has the control file been loaded for this archive?
///
- public bool ControlFileLoaded { get; private set; }
+ public bool ControlFileLoaded { get; private set; }
- protected Scene m_scene;
+ protected string m_loadPath;
+ protected Scene m_rootScene;
protected Stream m_loadStream;
protected Guid m_requestId;
protected string m_errorMessage;
@@ -91,7 +116,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
{
if (m_UserMan == null)
{
- m_UserMan = m_scene.RequestModuleInterface();
+ m_UserMan = m_rootScene.RequestModuleInterface();
}
return m_UserMan;
}
@@ -104,10 +129,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver
private IGroupsModule m_groupsModule;
+ private IAssetService m_assetService = null;
+
+
public ArchiveReadRequest(Scene scene, string loadPath, bool merge, bool skipAssets, Guid requestId)
{
- m_scene = scene;
+ m_rootScene = scene;
+ m_loadPath = loadPath;
try
{
m_loadStream = new GZipStream(ArchiveHelpers.GetStream(loadPath), CompressionMode.Decompress);
@@ -128,12 +157,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver
// Zero can never be a valid user id
m_validUserUuids[UUID.Zero] = false;
- m_groupsModule = m_scene.RequestModuleInterface();
+ m_groupsModule = m_rootScene.RequestModuleInterface();
+ m_assetService = m_rootScene.AssetService;
}
public ArchiveReadRequest(Scene scene, Stream loadStream, bool merge, bool skipAssets, Guid requestId)
{
- m_scene = scene;
+ m_rootScene = scene;
+ m_loadPath = null;
m_loadStream = loadStream;
m_merge = merge;
m_skipAssets = skipAssets;
@@ -142,7 +173,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver
// Zero can never be a valid user id
m_validUserUuids[UUID.Zero] = false;
- m_groupsModule = m_scene.RequestModuleInterface();
+ m_groupsModule = m_rootScene.RequestModuleInterface();
+ m_assetService = m_rootScene.AssetService;
}
///
@@ -150,25 +182,25 @@ namespace OpenSim.Region.CoreModules.World.Archiver
///
public void DearchiveRegion()
{
- // The same code can handle dearchiving 0.1 and 0.2 OpenSim Archive versions
- DearchiveRegion0DotStar();
- }
-
- private void DearchiveRegion0DotStar()
- {
int successfulAssetRestores = 0;
int failedAssetRestores = 0;
- List serialisedSceneObjects = new List();
- List serialisedParcels = new List();
- string filePath = "NONE";
- TarArchiveReader archive = new TarArchiveReader(m_loadStream);
+ DearchiveScenesInfo dearchivedScenes;
+
+ // We dearchive all the scenes at once, because the files in the TAR archive might be mixed.
+ // Therefore, we have to keep track of the dearchive context of all the scenes.
+ Dictionary sceneContexts = new Dictionary();
+
+ string fullPath = "NONE";
+ TarArchiveReader archive = null;
byte[] data;
TarArchiveReader.TarEntryType entryType;
-
+
try
{
- while ((data = archive.ReadEntry(out filePath, out entryType)) != null)
+ FindAndLoadControlFile(out archive, out dearchivedScenes);
+
+ while ((data = archive.ReadEntry(out fullPath, out entryType)) != null)
{
//m_log.DebugFormat(
// "[ARCHIVER]: Successfully read {0} ({1} bytes)", filePath, data.Length);
@@ -176,9 +208,30 @@ namespace OpenSim.Region.CoreModules.World.Archiver
if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY == entryType)
continue;
+
+ // Find the scene that this file belongs to
+
+ Scene scene;
+ string filePath;
+ if (!dearchivedScenes.GetRegionFromPath(fullPath, out scene, out filePath))
+ continue; // this file belongs to a region that we're not loading
+
+ DearchiveContext sceneContext = null;
+ if (scene != null)
+ {
+ if (!sceneContexts.TryGetValue(scene.RegionInfo.RegionID, out sceneContext))
+ {
+ sceneContext = new DearchiveContext(scene);
+ sceneContexts.Add(scene.RegionInfo.RegionID, sceneContext);
+ }
+ }
+
+
+ // Process the file
+
if (filePath.StartsWith(ArchiveConstants.OBJECTS_PATH))
{
- serialisedSceneObjects.Add(Encoding.UTF8.GetString(data));
+ sceneContext.SerialisedSceneObjects.Add(Encoding.UTF8.GetString(data));
}
else if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH) && !m_skipAssets)
{
@@ -192,19 +245,19 @@ namespace OpenSim.Region.CoreModules.World.Archiver
}
else if (!m_merge && filePath.StartsWith(ArchiveConstants.TERRAINS_PATH))
{
- LoadTerrain(filePath, data);
+ LoadTerrain(scene, filePath, data);
}
else if (!m_merge && filePath.StartsWith(ArchiveConstants.SETTINGS_PATH))
{
- LoadRegionSettings(filePath, data);
+ LoadRegionSettings(scene, filePath, data, dearchivedScenes);
}
else if (!m_merge && filePath.StartsWith(ArchiveConstants.LANDDATA_PATH))
{
- serialisedParcels.Add(Encoding.UTF8.GetString(data));
+ sceneContext.SerialisedParcels.Add(Encoding.UTF8.GetString(data));
}
else if (filePath == ArchiveConstants.CONTROL_FILE_PATH)
{
- LoadControlFile(filePath, data);
+ // Ignore, because we already read the control file
}
}
@@ -212,15 +265,16 @@ namespace OpenSim.Region.CoreModules.World.Archiver
}
catch (Exception e)
{
- m_log.ErrorFormat(
- "[ARCHIVER]: Aborting load with error in archive file {0}. {1}", filePath, e);
+ m_log.Error(
+ String.Format("[ARCHIVER]: Aborting load with error in archive file {0} ", fullPath), e);
m_errorMessage += e.ToString();
- m_scene.EventManager.TriggerOarFileLoaded(m_requestId, m_errorMessage);
+ m_rootScene.EventManager.TriggerOarFileLoaded(m_requestId, new List(), m_errorMessage);
return;
}
finally
{
- archive.Close();
+ if (archive != null)
+ archive.Close();
}
if (!m_skipAssets)
@@ -234,32 +288,143 @@ namespace OpenSim.Region.CoreModules.World.Archiver
}
}
- if (!m_merge)
+ foreach (DearchiveContext sceneContext in sceneContexts.Values)
{
- m_log.Info("[ARCHIVER]: Clearing all existing scene objects");
- m_scene.DeleteAllSceneObjects();
+ m_log.InfoFormat("[ARCHIVER:] Loading region {0}", sceneContext.Scene.RegionInfo.RegionName);
+
+ if (!m_merge)
+ {
+ m_log.Info("[ARCHIVER]: Clearing all existing scene objects");
+ sceneContext.Scene.DeleteAllSceneObjects();
+ }
+
+ try
+ {
+ LoadParcels(sceneContext.Scene, sceneContext.SerialisedParcels);
+ LoadObjects(sceneContext.Scene, sceneContext.SerialisedSceneObjects, sceneContext.SceneObjects);
+
+ // Inform any interested parties that the region has changed. We waited until now so that all
+ // of the region's objects will be loaded when we send this notification.
+ IEstateModule estateModule = sceneContext.Scene.RequestModuleInterface();
+ if (estateModule != null)
+ estateModule.TriggerRegionInfoChange();
+ }
+ catch (Exception e)
+ {
+ m_log.Error("[ARCHIVER]: Error loading parcels or objects ", e);
+ m_errorMessage += e.ToString();
+ m_rootScene.EventManager.TriggerOarFileLoaded(m_requestId, new List(), m_errorMessage);
+ return;
+ }
}
- LoadParcels(serialisedParcels);
- LoadObjects(serialisedSceneObjects);
+ // Start the scripts. We delayed this because we want the OAR to finish loading ASAP, so
+ // that users can enter the scene. If we allow the scripts to start in the loop above
+ // then they significantly increase the time until the OAR finishes loading.
+ Util.FireAndForget(delegate(object o)
+ {
+ Thread.Sleep(15000);
+ m_log.Info("Starting scripts in scene objects");
+
+ foreach (DearchiveContext sceneContext in sceneContexts.Values)
+ {
+ foreach (SceneObjectGroup sceneObject in sceneContext.SceneObjects)
+ {
+ sceneObject.CreateScriptInstances(0, false, sceneContext.Scene.DefaultScriptEngine, 0); // StateSource.RegionStart
+ sceneObject.ResumeScripts();
+ }
+
+ sceneContext.SceneObjects.Clear();
+ }
+ });
m_log.InfoFormat("[ARCHIVER]: Successfully loaded archive");
- m_scene.EventManager.TriggerOarFileLoaded(m_requestId, m_errorMessage);
+ m_rootScene.EventManager.TriggerOarFileLoaded(m_requestId, dearchivedScenes.GetLoadedScenes(), m_errorMessage);
+ }
+
+ ///
+ /// Searches through the files in the archive for the control file, and reads it.
+ /// We must read the control file first, in order to know which regions are available.
+ ///
+ ///
+ /// In most cases the control file *is* first, since that's how we create archives. However,
+ /// it's possible that someone rewrote the archive externally so we can't rely on this fact.
+ ///
+ ///
+ ///
+ private void FindAndLoadControlFile(out TarArchiveReader archive, out DearchiveScenesInfo dearchivedScenes)
+ {
+ archive = new TarArchiveReader(m_loadStream);
+ dearchivedScenes = new DearchiveScenesInfo();
+
+ string filePath;
+ byte[] data;
+ TarArchiveReader.TarEntryType entryType;
+ bool firstFile = true;
+
+ while ((data = archive.ReadEntry(out filePath, out entryType)) != null)
+ {
+ if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY == entryType)
+ continue;
+
+ if (filePath == ArchiveConstants.CONTROL_FILE_PATH)
+ {
+ LoadControlFile(filePath, data, dearchivedScenes);
+
+ // Find which scenes are available in the simulator
+ ArchiveScenesGroup simulatorScenes = new ArchiveScenesGroup();
+ SceneManager.Instance.ForEachScene(delegate(Scene scene2)
+ {
+ simulatorScenes.AddScene(scene2);
+ });
+ simulatorScenes.CalcSceneLocations();
+ dearchivedScenes.SetSimulatorScenes(m_rootScene, simulatorScenes);
+
+ // If the control file wasn't the first file then reset the read pointer
+ if (!firstFile)
+ {
+ m_log.Warn("Control file wasn't the first file in the archive");
+ if (m_loadStream.CanSeek)
+ {
+ m_loadStream.Seek(0, SeekOrigin.Begin);
+ }
+ else if (m_loadPath != null)
+ {
+ archive.Close();
+ archive = null;
+ m_loadStream.Close();
+ m_loadStream = null;
+ m_loadStream = new GZipStream(ArchiveHelpers.GetStream(m_loadPath), CompressionMode.Decompress);
+ archive = new TarArchiveReader(m_loadStream);
+ }
+ else
+ {
+ // There isn't currently a scenario where this happens, but it's best to add a check just in case
+ throw new Exception("Error reading archive: control file wasn't the first file, and the input stream doesn't allow seeking");
+ }
+ }
+
+ return;
+ }
+
+ firstFile = false;
+ }
+
+ throw new Exception("Control file not found");
}
///
/// Load serialized scene objects.
///
- ///
- protected void LoadObjects(List serialisedSceneObjects)
+ protected void LoadObjects(Scene scene, List serialisedSceneObjects, List sceneObjects)
{
// Reload serialized prims
m_log.InfoFormat("[ARCHIVER]: Loading {0} scene objects. Please wait.", serialisedSceneObjects.Count);
- UUID oldTelehubUUID = m_scene.RegionInfo.RegionSettings.TelehubObject;
+ UUID oldTelehubUUID = scene.RegionInfo.RegionSettings.TelehubObject;
- IRegionSerialiserModule serialiser = m_scene.RequestModuleInterface();
+ IRegionSerialiserModule serialiser = scene.RequestModuleInterface();
int sceneObjectsLoadedCount = 0;
foreach (string serialisedSceneObject in serialisedSceneObjects)
@@ -280,7 +445,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
SceneObjectGroup sceneObject = serialiser.DeserializeGroupFromXml2(serialisedSceneObject);
- bool isTelehub = (sceneObject.UUID == oldTelehubUUID);
+ bool isTelehub = (sceneObject.UUID == oldTelehubUUID) && (oldTelehubUUID != UUID.Zero);
// For now, give all incoming scene objects new uuids. This will allow scenes to be cloned
// 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
if (isTelehub)
{
// Change the Telehub Object to the new UUID
- m_scene.RegionInfo.RegionSettings.TelehubObject = sceneObject.UUID;
- m_scene.RegionInfo.RegionSettings.Save();
+ scene.RegionInfo.RegionSettings.TelehubObject = sceneObject.UUID;
+ scene.RegionInfo.RegionSettings.Save();
oldTelehubUUID = UUID.Zero;
}
@@ -301,17 +466,17 @@ namespace OpenSim.Region.CoreModules.World.Archiver
{
if (part.CreatorData == null || part.CreatorData == string.Empty)
{
- if (!ResolveUserUuid(part.CreatorID))
- part.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
+ if (!ResolveUserUuid(scene, part.CreatorID))
+ part.CreatorID = scene.RegionInfo.EstateSettings.EstateOwner;
}
if (UserManager != null)
UserManager.AddUser(part.CreatorID, part.CreatorData);
- if (!ResolveUserUuid(part.OwnerID))
- part.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
+ if (!ResolveUserUuid(scene, part.OwnerID))
+ part.OwnerID = scene.RegionInfo.EstateSettings.EstateOwner;
- if (!ResolveUserUuid(part.LastOwnerID))
- part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
+ if (!ResolveUserUuid(scene, part.LastOwnerID))
+ part.LastOwnerID = scene.RegionInfo.EstateSettings.EstateOwner;
if (!ResolveGroupUuid(part.GroupID))
part.GroupID = UUID.Zero;
@@ -328,15 +493,15 @@ namespace OpenSim.Region.CoreModules.World.Archiver
TaskInventoryDictionary inv = part.TaskInventory;
foreach (KeyValuePair kvp in inv)
{
- if (!ResolveUserUuid(kvp.Value.OwnerID))
+ if (!ResolveUserUuid(scene, kvp.Value.OwnerID))
{
- kvp.Value.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
+ kvp.Value.OwnerID = scene.RegionInfo.EstateSettings.EstateOwner;
}
if (kvp.Value.CreatorData == null || kvp.Value.CreatorData == string.Empty)
{
- if (!ResolveUserUuid(kvp.Value.CreatorID))
- kvp.Value.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
+ if (!ResolveUserUuid(scene, kvp.Value.CreatorID))
+ kvp.Value.CreatorID = scene.RegionInfo.EstateSettings.EstateOwner;
}
if (UserManager != null)
@@ -348,10 +513,10 @@ namespace OpenSim.Region.CoreModules.World.Archiver
}
}
- if (m_scene.AddRestoredSceneObject(sceneObject, true, false))
+ if (scene.AddRestoredSceneObject(sceneObject, true, false))
{
sceneObjectsLoadedCount++;
- sceneObject.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, 0);
+ sceneObject.CreateScriptInstances(0, false, scene.DefaultScriptEngine, 0);
sceneObject.ResumeScripts();
}
}
@@ -366,16 +531,17 @@ namespace OpenSim.Region.CoreModules.World.Archiver
if (oldTelehubUUID != UUID.Zero)
{
m_log.WarnFormat("Telehub object not found: {0}", oldTelehubUUID);
- m_scene.RegionInfo.RegionSettings.TelehubObject = UUID.Zero;
- m_scene.RegionInfo.RegionSettings.ClearSpawnPoints();
+ scene.RegionInfo.RegionSettings.TelehubObject = UUID.Zero;
+ scene.RegionInfo.RegionSettings.ClearSpawnPoints();
}
}
///
/// Load serialized parcels.
///
+ ///
///
- protected void LoadParcels(List serialisedParcels)
+ protected void LoadParcels(Scene scene, List serialisedParcels)
{
// Reload serialized parcels
m_log.InfoFormat("[ARCHIVER]: Loading {0} parcels. Please wait.", serialisedParcels.Count);
@@ -386,8 +552,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver
// Validate User and Group UUID's
- if (!ResolveUserUuid(parcel.OwnerID))
- parcel.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
+ if (!ResolveUserUuid(scene, parcel.OwnerID))
+ parcel.OwnerID = m_rootScene.RegionInfo.EstateSettings.EstateOwner;
if (!ResolveGroupUuid(parcel.GroupID))
{
@@ -398,7 +564,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
List accessList = new List();
foreach (LandAccessEntry entry in parcel.ParcelAccessList)
{
- if (ResolveUserUuid(entry.AgentID))
+ if (ResolveUserUuid(scene, entry.AgentID))
accessList.Add(entry);
// else, drop this access rule
}
@@ -414,23 +580,24 @@ namespace OpenSim.Region.CoreModules.World.Archiver
if (!m_merge)
{
bool setupDefaultParcel = (landData.Count == 0);
- m_scene.LandChannel.Clear(setupDefaultParcel);
+ scene.LandChannel.Clear(setupDefaultParcel);
}
- m_scene.EventManager.TriggerIncomingLandDataFromStorage(landData);
+ scene.EventManager.TriggerIncomingLandDataFromStorage(landData);
m_log.InfoFormat("[ARCHIVER]: Restored {0} parcels.", landData.Count);
}
///
/// Look up the given user id to check whether it's one that is valid for this grid.
///
+ ///
///
///
- private bool ResolveUserUuid(UUID uuid)
+ private bool ResolveUserUuid(Scene scene, UUID uuid)
{
if (!m_validUserUuids.ContainsKey(uuid))
{
- UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, uuid);
+ UserAccount account = scene.UserAccountService.GetUserAccount(scene.RegionInfo.ScopeID, uuid);
m_validUserUuids.Add(uuid, account != null);
}
@@ -485,7 +652,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
string extension = filename.Substring(i);
string uuid = filename.Remove(filename.Length - extension.Length);
- if (m_scene.AssetService.GetMetadata(uuid) != null)
+ if (m_assetService.GetMetadata(uuid) != null)
{
// m_log.DebugFormat("[ARCHIVER]: found existing asset {0}",uuid);
return true;
@@ -505,7 +672,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
// We're relying on the asset service to do the sensible thing and not store the asset if it already
// exists.
- m_scene.AssetService.Store(asset);
+ m_assetService.Store(asset);
/**
* 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
///
/// Load region settings data
///
+ ///
///
///
+ ///
///
/// true if settings were loaded successfully, false otherwise
///
- private bool LoadRegionSettings(string settingsPath, byte[] data)
+ private bool LoadRegionSettings(Scene scene, string settingsPath, byte[] data, DearchiveScenesInfo dearchivedScenes)
{
RegionSettings loadedRegionSettings;
@@ -554,7 +723,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
return false;
}
- RegionSettings currentRegionSettings = m_scene.RegionInfo.RegionSettings;
+ RegionSettings currentRegionSettings = scene.RegionInfo.RegionSettings;
currentRegionSettings.AgentLimit = loadedRegionSettings.AgentLimit;
currentRegionSettings.AllowDamage = loadedRegionSettings.AllowDamage;
@@ -591,12 +760,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver
foreach (SpawnPoint sp in loadedRegionSettings.SpawnPoints())
currentRegionSettings.AddSpawnPoint(sp);
+ currentRegionSettings.LoadedCreationDateTime = dearchivedScenes.LoadedCreationDateTime;
+ currentRegionSettings.LoadedCreationID = dearchivedScenes.GetOriginalRegionID(scene.RegionInfo.RegionID).ToString();
+
currentRegionSettings.Save();
- m_scene.TriggerEstateSunUpdate();
+ scene.TriggerEstateSunUpdate();
- IEstateModule estateModule = m_scene.RequestModuleInterface();
-
+ IEstateModule estateModule = scene.RequestModuleInterface();
if (estateModule != null)
estateModule.sendRegionHandshakeToAll();
@@ -606,14 +777,15 @@ namespace OpenSim.Region.CoreModules.World.Archiver
///
/// Load terrain data
///
+ ///
///
///
///
/// true if terrain was resolved successfully, false otherwise.
///
- private bool LoadTerrain(string terrainPath, byte[] data)
+ private bool LoadTerrain(Scene scene, string terrainPath, byte[] data)
{
- ITerrainModule terrainModule = m_scene.RequestModuleInterface();
+ ITerrainModule terrainModule = scene.RequestModuleInterface();
MemoryStream ms = new MemoryStream(data);
terrainModule.LoadFromStream(terrainPath, ms);
@@ -629,17 +801,18 @@ namespace OpenSim.Region.CoreModules.World.Archiver
///
///
///
- public void LoadControlFile(string path, byte[] data)
+ ///
+ public DearchiveScenesInfo LoadControlFile(string path, byte[] data, DearchiveScenesInfo dearchivedScenes)
{
XmlNamespaceManager nsmgr = new XmlNamespaceManager(new NameTable());
XmlParserContext context = new XmlParserContext(null, nsmgr, null, XmlSpace.None);
XmlTextReader xtr = new XmlTextReader(Encoding.ASCII.GetString(data), XmlNodeType.Document, context);
- RegionSettings currentRegionSettings = m_scene.RegionInfo.RegionSettings;
+ // Loaded metadata will be empty if no information exists in the archive
+ dearchivedScenes.LoadedCreationDateTime = 0;
+ dearchivedScenes.DefaultOriginalID = "";
- // Loaded metadata will empty if no information exists in the archive
- currentRegionSettings.LoadedCreationDateTime = 0;
- currentRegionSettings.LoadedCreationID = "";
+ bool multiRegion = false;
while (xtr.Read())
{
@@ -665,18 +838,44 @@ namespace OpenSim.Region.CoreModules.World.Archiver
{
int value;
if (Int32.TryParse(xtr.ReadElementContentAsString(), out value))
- currentRegionSettings.LoadedCreationDateTime = value;
+ dearchivedScenes.LoadedCreationDateTime = value;
}
- else if (xtr.Name.ToString() == "id")
+ else if (xtr.Name.ToString() == "row")
+ {
+ multiRegion = true;
+ dearchivedScenes.StartRow();
+ }
+ else if (xtr.Name.ToString() == "region")
{
- currentRegionSettings.LoadedCreationID = xtr.ReadElementContentAsString();
+ dearchivedScenes.StartRegion();
+ }
+ else if (xtr.Name.ToString() == "id")
+ {
+ string id = xtr.ReadElementContentAsString();
+ dearchivedScenes.DefaultOriginalID = id;
+ if (multiRegion)
+ dearchivedScenes.SetRegionOriginalID(id);
+ }
+ else if (xtr.Name.ToString() == "dir")
+ {
+ dearchivedScenes.SetRegionDirectory(xtr.ReadElementContentAsString());
}
}
}
-
- currentRegionSettings.Save();
-
+
+ dearchivedScenes.MultiRegionFormat = multiRegion;
+ if (!multiRegion)
+ {
+ // Add the single scene
+ dearchivedScenes.StartRow();
+ dearchivedScenes.StartRegion();
+ dearchivedScenes.SetRegionOriginalID(dearchivedScenes.DefaultOriginalID);
+ dearchivedScenes.SetRegionDirectory("");
+ }
+
ControlFileLoaded = true;
+
+ return dearchivedScenes;
}
}
}
\ 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 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+using OpenSim.Region.Framework.Scenes;
+using OpenMetaverse;
+using System.Drawing;
+
+namespace OpenSim.Region.CoreModules.World.Archiver
+{
+ ///
+ /// A group of regions arranged in a rectangle, possibly with holes.
+ ///
+ ///
+ /// The regions usually (but not necessarily) belong to an archive file, in which case we
+ /// store additional information used to create the archive (e.g., each region's
+ /// directory within the archive).
+ ///
+ public class ArchiveScenesGroup
+ {
+ ///
+ /// All the regions. The outer dictionary contains rows (key: Y coordinate).
+ /// The inner dictionaries contain each row's regions (key: X coordinate).
+ ///
+ public SortedDictionary> Regions { get; set; }
+
+ ///
+ /// The subdirectory where each region is stored in the archive.
+ ///
+ protected Dictionary m_regionDirs;
+
+ ///
+ /// The grid coordinates of the regions' bounding box.
+ ///
+ public Rectangle Rect { get; set; }
+
+
+ public ArchiveScenesGroup()
+ {
+ Regions = new SortedDictionary>();
+ m_regionDirs = new Dictionary();
+ Rect = new Rectangle(0, 0, 0, 0);
+ }
+
+ public void AddScene(Scene scene)
+ {
+ uint x = scene.RegionInfo.RegionLocX;
+ uint y = scene.RegionInfo.RegionLocY;
+
+ SortedDictionary row;
+ if (!Regions.TryGetValue(y, out row))
+ {
+ row = new SortedDictionary();
+ Regions[y] = row;
+ }
+
+ row[x] = scene;
+ }
+
+ ///
+ /// Called after all the scenes have been added. Performs calculations that require
+ /// knowledge of all the scenes.
+ ///
+ public void CalcSceneLocations()
+ {
+ if (Regions.Count == 0)
+ return;
+
+ // Find the bounding rectangle
+
+ uint firstY = Regions.First().Key;
+ uint lastY = Regions.Last().Key;
+
+ uint? firstX = null;
+ uint? lastX = null;
+
+ foreach (SortedDictionary row in Regions.Values)
+ {
+ uint curFirstX = row.First().Key;
+ uint curLastX = row.Last().Key;
+
+ firstX = (firstX == null) ? curFirstX : (firstX < curFirstX) ? firstX : curFirstX;
+ lastX = (lastX == null) ? curLastX : (lastX > curLastX) ? lastX : curLastX;
+ }
+
+ Rect = new Rectangle((int)firstX, (int)firstY, (int)(lastY - firstY + 1), (int)(lastX - firstX + 1));
+
+
+ // Calculate the subdirectory in which each region will be stored in the archive
+
+ m_regionDirs.Clear();
+ ForEachScene(delegate(Scene scene)
+ {
+ // We add the region's coordinates to ensure uniqueness even if multiple regions have the same name
+ string path = string.Format("{0}_{1}_{2}",
+ scene.RegionInfo.RegionLocX - Rect.X + 1,
+ scene.RegionInfo.RegionLocY - Rect.Y + 1,
+ scene.RegionInfo.RegionName.Replace(' ', '_'));
+ m_regionDirs[scene.RegionInfo.RegionID] = path;
+ });
+ }
+
+ ///
+ /// Returns the subdirectory where the region is stored.
+ ///
+ ///
+ ///
+ public string GetRegionDir(UUID regionID)
+ {
+ return m_regionDirs[regionID];
+ }
+
+ ///
+ /// Performs an action on all the scenes in this order: rows from South to North,
+ /// and within each row West to East.
+ ///
+ ///
+ public void ForEachScene(Action action)
+ {
+ foreach (SortedDictionary row in Regions.Values)
+ {
+ foreach (Scene scene in row.Values)
+ {
+ action(scene);
+ }
+ }
+ }
+
+ ///
+ /// Returns the scene at position 'location'.
+ ///
+ /// A location in the grid
+ /// The scene at this location
+ /// Whether the scene was found
+ public bool TryGetScene(Point location, out Scene scene)
+ {
+ SortedDictionary row;
+ if (Regions.TryGetValue((uint)location.Y, out row))
+ {
+ if (row.TryGetValue((uint)location.X, out scene))
+ return true;
+ }
+
+ scene = null;
+ return false;
+ }
+
+ }
+}
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 @@
-/*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
-
-using System;
-using System.Collections.Generic;
-using System.IO;
-using System.Reflection;
-using System.Xml;
-using log4net;
-using OpenMetaverse;
-using OpenSim.Framework;
-using OpenSim.Framework.Serialization;
-using OpenSim.Framework.Serialization.External;
-using OpenSim.Region.CoreModules.World.Terrain;
-using OpenSim.Region.Framework.Interfaces;
-using OpenSim.Region.Framework.Scenes;
-
-namespace OpenSim.Region.CoreModules.World.Archiver
-{
- ///
- /// Method called when all the necessary assets for an archive request have been received.
- ///
- public delegate void AssetsRequestCallback(
- ICollection assetsFoundUuids, ICollection assetsNotFoundUuids);
-
- ///
- /// Execute the write of an archive once we have received all the necessary data
- ///
- public class ArchiveWriteRequestExecution
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
-
- protected ITerrainModule m_terrainModule;
- protected IRegionSerialiserModule m_serialiser;
- protected List m_sceneObjects;
- protected Scene m_scene;
- protected TarArchiveWriter m_archiveWriter;
- protected Guid m_requestId;
- protected Dictionary m_options;
-
- public ArchiveWriteRequestExecution(
- List sceneObjects,
- ITerrainModule terrainModule,
- IRegionSerialiserModule serialiser,
- Scene scene,
- TarArchiveWriter archiveWriter,
- Guid requestId,
- Dictionary options)
- {
- m_sceneObjects = sceneObjects;
- m_terrainModule = terrainModule;
- m_serialiser = serialiser;
- m_scene = scene;
- m_archiveWriter = archiveWriter;
- m_requestId = requestId;
- m_options = options;
- }
-
- protected internal void ReceivedAllAssets(
- ICollection assetsFoundUuids, ICollection assetsNotFoundUuids)
- {
- try
- {
- Save(assetsFoundUuids, assetsNotFoundUuids);
- }
- finally
- {
- m_archiveWriter.Close();
- }
-
- m_log.InfoFormat("[ARCHIVER]: Finished writing out OAR for {0}", m_scene.RegionInfo.RegionName);
-
- m_scene.EventManager.TriggerOarFileSaved(m_requestId, String.Empty);
- }
-
- protected internal void Save(ICollection assetsFoundUuids, ICollection assetsNotFoundUuids)
- {
- foreach (UUID uuid in assetsNotFoundUuids)
- {
- m_log.DebugFormat("[ARCHIVER]: Could not find asset {0}", uuid);
- }
-
-// m_log.InfoFormat(
-// "[ARCHIVER]: Received {0} of {1} assets requested",
-// assetsFoundUuids.Count, assetsFoundUuids.Count + assetsNotFoundUuids.Count);
-
- m_log.InfoFormat("[ARCHIVER]: Adding region settings to archive.");
-
- // Write out region settings
- string settingsPath
- = String.Format("{0}{1}.xml", ArchiveConstants.SETTINGS_PATH, m_scene.RegionInfo.RegionName);
- m_archiveWriter.WriteFile(settingsPath, RegionSettingsSerializer.Serialize(m_scene.RegionInfo.RegionSettings));
-
- m_log.InfoFormat("[ARCHIVER]: Adding parcel settings to archive.");
-
- // Write out land data (aka parcel) settings
- ListlandObjects = m_scene.LandChannel.AllParcels();
- foreach (ILandObject lo in landObjects)
- {
- LandData landData = lo.LandData;
- string landDataPath = String.Format("{0}{1}.xml", ArchiveConstants.LANDDATA_PATH,
- landData.GlobalID.ToString());
- m_archiveWriter.WriteFile(landDataPath, LandDataSerializer.Serialize(landData, m_options));
- }
-
- m_log.InfoFormat("[ARCHIVER]: Adding terrain information to archive.");
-
- // Write out terrain
- string terrainPath
- = String.Format("{0}{1}.r32", ArchiveConstants.TERRAINS_PATH, m_scene.RegionInfo.RegionName);
-
- MemoryStream ms = new MemoryStream();
- m_terrainModule.SaveToStream(terrainPath, ms);
- m_archiveWriter.WriteFile(terrainPath, ms.ToArray());
- ms.Close();
-
- m_log.InfoFormat("[ARCHIVER]: Adding scene objects to archive.");
-
- // Write out scene object metadata
- foreach (SceneObjectGroup sceneObject in m_sceneObjects)
- {
- //m_log.DebugFormat("[ARCHIVER]: Saving {0} {1}, {2}", entity.Name, entity.UUID, entity.GetType());
-
- string serializedObject = m_serialiser.SerializeGroupToXml2(sceneObject, m_options);
- m_archiveWriter.WriteFile(ArchiveHelpers.CreateObjectPath(sceneObject), serializedObject);
- }
- }
- }
-}
\ No newline at end of file
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs
index 4edaaca..2c34f4b 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs
@@ -43,6 +43,7 @@ using OpenSim.Region.Framework.Scenes;
using Ionic.Zlib;
using GZipStream = Ionic.Zlib.GZipStream;
using CompressionMode = Ionic.Zlib.CompressionMode;
+using OpenSim.Framework.Serialization.External;
namespace OpenSim.Region.CoreModules.World.Archiver
{
@@ -61,17 +62,29 @@ namespace OpenSim.Region.CoreModules.World.Archiver
///
/// The maximum major version of OAR that we can write.
///
- public static int MAX_MAJOR_VERSION = 0;
+ public static int MAX_MAJOR_VERSION = 1;
+
+ ///
+ /// Whether we're saving a multi-region archive.
+ ///
+ public bool MultiRegionFormat { get; set; }
///
/// Determine whether this archive will save assets. Default is true.
///
public bool SaveAssets { get; set; }
- protected ArchiverModule m_module;
- protected Scene m_scene;
+ ///
+ /// Determines which objects will be included in the archive, according to their permissions.
+ /// Default is null, meaning no permission checks.
+ ///
+ public string CheckPermissions { get; set; }
+
+ protected Scene m_rootScene;
protected Stream m_saveStream;
+ protected TarArchiveWriter m_archiveWriter;
protected Guid m_requestId;
+ protected Dictionary m_options;
///
/// Constructor
@@ -82,7 +95,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
///
/// If there was a problem opening a stream for the file specified by the savePath
///
- public ArchiveWriteRequestPreparation(ArchiverModule module, string savePath, Guid requestId) : this(module, requestId)
+ public ArchiveWriteRequestPreparation(Scene scene, string savePath, Guid requestId) : this(scene, requestId)
{
try
{
@@ -100,26 +113,23 @@ namespace OpenSim.Region.CoreModules.World.Archiver
///
/// Constructor.
///
- /// Calling module
+ /// The root scene to archive
/// The stream to which to save data.
/// The id associated with this request
- public ArchiveWriteRequestPreparation(ArchiverModule module, Stream saveStream, Guid requestId) : this(module, requestId)
+ public ArchiveWriteRequestPreparation(Scene scene, Stream saveStream, Guid requestId) : this(scene, requestId)
{
m_saveStream = saveStream;
}
- protected ArchiveWriteRequestPreparation(ArchiverModule module, Guid requestId)
+ protected ArchiveWriteRequestPreparation(Scene scene, Guid requestId)
{
- m_module = module;
-
- // FIXME: This is only here for regression test purposes since they do not supply a module. Need to fix
- // this.
- if (m_module != null)
- m_scene = m_module.Scene;
-
+ m_rootScene = scene;
m_requestId = requestId;
+ m_archiveWriter = null;
+ MultiRegionFormat = false;
SaveAssets = true;
+ CheckPermissions = null;
}
///
@@ -128,126 +138,157 @@ namespace OpenSim.Region.CoreModules.World.Archiver
/// if there was an io problem with creating the file
public void ArchiveRegion(Dictionary options)
{
+ m_options = options;
+
+ if (options.ContainsKey("all") && (bool)options["all"])
+ MultiRegionFormat = true;
+
if (options.ContainsKey("noassets") && (bool)options["noassets"])
SaveAssets = false;
+ Object temp;
+ if (options.TryGetValue("checkPermissions", out temp))
+ CheckPermissions = (string)temp;
+
+
+ // Find the regions to archive
+ ArchiveScenesGroup scenesGroup = new ArchiveScenesGroup();
+ if (MultiRegionFormat)
+ {
+ m_log.InfoFormat("[ARCHIVER]: Saving {0} regions", SceneManager.Instance.Scenes.Count);
+ SceneManager.Instance.ForEachScene(delegate(Scene scene)
+ {
+ scenesGroup.AddScene(scene);
+ });
+ }
+ else
+ {
+ scenesGroup.AddScene(m_rootScene);
+ }
+ scenesGroup.CalcSceneLocations();
+
+
+ m_archiveWriter = new TarArchiveWriter(m_saveStream);
+
try
{
+ // Write out control file. It should be first so that it will be found ASAP when loading the file.
+ m_archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, CreateControlFile(scenesGroup));
+ m_log.InfoFormat("[ARCHIVER]: Added control file to archive.");
+
+ // Archive the regions
+
Dictionary assetUuids = new Dictionary();
-
- EntityBase[] entities = m_scene.GetEntities();
- List sceneObjects = new List();
-
- string checkPermissions = null;
- int numObjectsSkippedPermissions = 0;
- Object temp;
- if (options.TryGetValue("checkPermissions", out temp))
- checkPermissions = (string)temp;
-
- // Filter entities so that we only have scene objects.
- // FIXME: Would be nicer to have this as a proper list in SceneGraph, since lots of methods
- // end up having to do this
- foreach (EntityBase entity in entities)
+
+ scenesGroup.ForEachScene(delegate(Scene scene)
{
- if (entity is SceneObjectGroup)
- {
- SceneObjectGroup sceneObject = (SceneObjectGroup)entity;
+ string regionDir = MultiRegionFormat ? scenesGroup.GetRegionDir(scene.RegionInfo.RegionID) : "";
+ ArchiveOneRegion(scene, regionDir, assetUuids);
+ });
- if (!sceneObject.IsDeleted && !sceneObject.IsAttachment)
- {
- if (!CanUserArchiveObject(m_scene.RegionInfo.EstateSettings.EstateOwner, sceneObject, checkPermissions))
- {
- // The user isn't allowed to copy/transfer this object, so it will not be included in the OAR.
- ++numObjectsSkippedPermissions;
- }
- else
- {
- sceneObjects.Add(sceneObject);
- }
- }
- }
- }
+ // Archive the assets
if (SaveAssets)
{
- UuidGatherer assetGatherer = new UuidGatherer(m_scene.AssetService);
+ m_log.DebugFormat("[ARCHIVER]: Saving {0} assets", assetUuids.Count);
- foreach (SceneObjectGroup sceneObject in sceneObjects)
- {
- assetGatherer.GatherAssetUuids(sceneObject, assetUuids);
- }
+ // Asynchronously request all the assets required to perform this archive operation
+ AssetsRequest ar
+ = new AssetsRequest(
+ new AssetsArchiver(m_archiveWriter), assetUuids,
+ m_rootScene.AssetService, m_rootScene.UserAccountService,
+ m_rootScene.RegionInfo.ScopeID, options, ReceivedAllAssets);
- m_log.DebugFormat(
- "[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets",
- sceneObjects.Count, assetUuids.Count);
+ Util.FireAndForget(o => ar.Execute());
+
+ // CloseArchive() will be called from ReceivedAllAssets()
}
else
{
m_log.DebugFormat("[ARCHIVER]: Not saving assets since --noassets was specified");
+ CloseArchive(string.Empty);
}
+ }
+ catch (Exception e)
+ {
+ CloseArchive(e.Message);
+ throw;
+ }
+ }
- if (numObjectsSkippedPermissions > 0)
- {
- m_log.DebugFormat(
- "[ARCHIVER]: {0} scene objects skipped due to lack of permissions",
- numObjectsSkippedPermissions);
- }
- // Make sure that we also request terrain texture assets
- RegionSettings regionSettings = m_scene.RegionInfo.RegionSettings;
-
- if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1)
- assetUuids[regionSettings.TerrainTexture1] = AssetType.Texture;
-
- if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2)
- assetUuids[regionSettings.TerrainTexture2] = AssetType.Texture;
-
- if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3)
- assetUuids[regionSettings.TerrainTexture3] = AssetType.Texture;
-
- if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4)
- assetUuids[regionSettings.TerrainTexture4] = AssetType.Texture;
-
- TarArchiveWriter archiveWriter = new TarArchiveWriter(m_saveStream);
-
- // Asynchronously request all the assets required to perform this archive operation
- ArchiveWriteRequestExecution awre
- = new ArchiveWriteRequestExecution(
- sceneObjects,
- m_scene.RequestModuleInterface(),
- m_scene.RequestModuleInterface(),
- m_scene,
- archiveWriter,
- m_requestId,
- options);
-
- m_log.InfoFormat("[ARCHIVER]: Creating archive file. This may take some time.");
-
- // Write out control file. This has to be done first so that subsequent loaders will see this file first
- // XXX: I know this is a weak way of doing it since external non-OAR aware tar executables will not do this
- archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, CreateControlFile(options));
- m_log.InfoFormat("[ARCHIVER]: Added control file to archive.");
+ private void ArchiveOneRegion(Scene scene, string regionDir, Dictionary assetUuids)
+ {
+ m_log.InfoFormat("[ARCHIVER]: Writing region {0}", scene.RegionInfo.RegionName);
- if (SaveAssets)
+ EntityBase[] entities = scene.GetEntities();
+ List sceneObjects = new List();
+
+ int numObjectsSkippedPermissions = 0;
+
+ // Filter entities so that we only have scene objects.
+ // FIXME: Would be nicer to have this as a proper list in SceneGraph, since lots of methods
+ // end up having to do this
+ IPermissionsModule permissionsModule = scene.RequestModuleInterface();
+ foreach (EntityBase entity in entities)
+ {
+ if (entity is SceneObjectGroup)
{
- AssetsRequest ar
- = new AssetsRequest(
- new AssetsArchiver(archiveWriter), assetUuids,
- m_scene.AssetService, m_scene.UserAccountService,
- m_scene.RegionInfo.ScopeID, options, awre.ReceivedAllAssets);
+ SceneObjectGroup sceneObject = (SceneObjectGroup)entity;
- Util.FireAndForget(o => ar.Execute());
+ if (!sceneObject.IsDeleted && !sceneObject.IsAttachment)
+ {
+ if (!CanUserArchiveObject(scene.RegionInfo.EstateSettings.EstateOwner, sceneObject, CheckPermissions, permissionsModule))
+ {
+ // The user isn't allowed to copy/transfer this object, so it will not be included in the OAR.
+ ++numObjectsSkippedPermissions;
+ }
+ else
+ {
+ sceneObjects.Add(sceneObject);
+ }
+ }
}
- else
+ }
+
+ if (SaveAssets)
+ {
+ UuidGatherer assetGatherer = new UuidGatherer(scene.AssetService);
+ int prevAssets = assetUuids.Count;
+
+ foreach (SceneObjectGroup sceneObject in sceneObjects)
{
- awre.ReceivedAllAssets(new List(), new List());
+ assetGatherer.GatherAssetUuids(sceneObject, assetUuids);
}
+
+ m_log.DebugFormat(
+ "[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets",
+ sceneObjects.Count, assetUuids.Count - prevAssets);
}
- catch (Exception)
+
+ if (numObjectsSkippedPermissions > 0)
{
- m_saveStream.Close();
- throw;
- }
+ m_log.DebugFormat(
+ "[ARCHIVER]: {0} scene objects skipped due to lack of permissions",
+ numObjectsSkippedPermissions);
+ }
+
+ // Make sure that we also request terrain texture assets
+ RegionSettings regionSettings = scene.RegionInfo.RegionSettings;
+
+ if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1)
+ assetUuids[regionSettings.TerrainTexture1] = AssetType.Texture;
+
+ if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2)
+ assetUuids[regionSettings.TerrainTexture2] = AssetType.Texture;
+
+ if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3)
+ assetUuids[regionSettings.TerrainTexture3] = AssetType.Texture;
+
+ if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4)
+ assetUuids[regionSettings.TerrainTexture4] = AssetType.Texture;
+
+ Save(scene, sceneObjects, regionDir);
}
///
@@ -256,14 +297,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver
/// The user
/// The object group
/// Which permissions to check: "C" = Copy, "T" = Transfer
+ /// The scene's permissions module
/// Whether the user is allowed to export the object to an OAR
- private bool CanUserArchiveObject(UUID user, SceneObjectGroup objGroup, string checkPermissions)
+ private bool CanUserArchiveObject(UUID user, SceneObjectGroup objGroup, string checkPermissions, IPermissionsModule permissionsModule)
{
if (checkPermissions == null)
return true;
- IPermissionsModule module = m_scene.RequestModuleInterface();
- if (module == null)
+ if (permissionsModule == null)
return true; // this shouldn't happen
// Check whether the user is permitted to export all of the parts in the SOG. If any
@@ -275,7 +316,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
foreach (SceneObjectPart obj in objGroup.Parts)
{
uint perm;
- PermissionClass permissionClass = module.GetPermissionClass(user, obj);
+ PermissionClass permissionClass = permissionsModule.GetPermissionClass(user, obj);
switch (permissionClass)
{
case PermissionClass.Owner:
@@ -330,16 +371,30 @@ namespace OpenSim.Region.CoreModules.World.Archiver
}
///
- /// Create the control file for the most up to date archive
+ /// Create the control file.
///
///
- public string CreateControlFile(Dictionary options)
+ public string CreateControlFile(ArchiveScenesGroup scenesGroup)
{
- int majorVersion = MAX_MAJOR_VERSION, minorVersion = 8;
+ int majorVersion;
+ int minorVersion;
+
+ if (MultiRegionFormat)
+ {
+ majorVersion = MAX_MAJOR_VERSION;
+ minorVersion = 0;
+ }
+ else
+ {
+ // To support older versions of OpenSim, we continue to create single-region OARs
+ // using the old file format. In the future this format will be discontinued.
+ majorVersion = 0;
+ minorVersion = 8;
+ }
//
-// if (options.ContainsKey("version"))
+// if (m_options.ContainsKey("version"))
// {
-// string[] parts = options["version"].ToString().Split('.');
+// string[] parts = m_options["version"].ToString().Split('.');
// if (parts.Length >= 1)
// {
// majorVersion = Int32.Parse(parts[0]);
@@ -368,10 +423,10 @@ namespace OpenSim.Region.CoreModules.World.Archiver
// }
m_log.InfoFormat("[ARCHIVER]: Creating version {0}.{1} OAR", majorVersion, minorVersion);
- //if (majorVersion == 1)
- //{
- // 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");
- //}
+ if (majorVersion == 1)
+ {
+ 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");
+ }
String s;
@@ -389,50 +444,191 @@ namespace OpenSim.Region.CoreModules.World.Archiver
DateTime now = DateTime.UtcNow;
TimeSpan t = now - new DateTime(1970, 1, 1);
xtw.WriteElementString("datetime", ((int)t.TotalSeconds).ToString());
- xtw.WriteElementString("id", UUID.Random().ToString());
+ if (!MultiRegionFormat)
+ xtw.WriteElementString("id", m_rootScene.RegionInfo.RegionID.ToString());
xtw.WriteEndElement();
+
+ xtw.WriteElementString("assets_included", SaveAssets.ToString());
- xtw.WriteStartElement("region_info");
+ if (MultiRegionFormat)
+ {
+ WriteRegionsManifest(scenesGroup, xtw);
+ }
+ else
+ {
+ xtw.WriteStartElement("region_info");
+ WriteRegionInfo(m_rootScene, xtw);
+ xtw.WriteEndElement();
+ }
- bool isMegaregion;
- Vector2 size;
- IRegionCombinerModule rcMod = null;
+ xtw.WriteEndElement();
+
+ xtw.Flush();
+ }
- // FIXME: This is only here for regression test purposes since they do not supply a module. Need to fix
- // this, possibly by doing control file creation somewhere else.
- if (m_module != null)
- rcMod = m_module.RegionCombinerModule;
+ s = sw.ToString();
+ }
- if (rcMod != null)
- isMegaregion = rcMod.IsRootForMegaregion(m_scene.RegionInfo.RegionID);
- else
- isMegaregion = false;
+ return s;
+ }
- if (isMegaregion)
- size = rcMod.GetSizeOfMegaregion(m_scene.RegionInfo.RegionID);
- else
- size = new Vector2((float)Constants.RegionSize, (float)Constants.RegionSize);
+ ///
+ /// Writes the list of regions included in a multi-region OAR.
+ ///
+ private static void WriteRegionsManifest(ArchiveScenesGroup scenesGroup, XmlTextWriter xtw)
+ {
+ xtw.WriteStartElement("regions");
- xtw.WriteElementString("is_megaregion", isMegaregion.ToString());
- xtw.WriteElementString("size_in_meters", string.Format("{0},{1}", size.X, size.Y));
+ // Write the regions in order: rows from South to North, then regions from West to East.
+ // The list of regions can have "holes"; we write empty elements in their position.
- xtw.WriteEndElement();
-
- xtw.WriteElementString("assets_included", SaveAssets.ToString());
+ for (uint y = (uint)scenesGroup.Rect.Top; y < scenesGroup.Rect.Bottom; ++y)
+ {
+ SortedDictionary row;
+ if (scenesGroup.Regions.TryGetValue(y, out row))
+ {
+ xtw.WriteStartElement("row");
+
+ for (uint x = (uint)scenesGroup.Rect.Left; x < scenesGroup.Rect.Right; ++x)
+ {
+ Scene scene;
+ if (row.TryGetValue(x, out scene))
+ {
+ xtw.WriteStartElement("region");
+ xtw.WriteElementString("id", scene.RegionInfo.RegionID.ToString());
+ xtw.WriteElementString("dir", scenesGroup.GetRegionDir(scene.RegionInfo.RegionID));
+ WriteRegionInfo(scene, xtw);
+ xtw.WriteEndElement();
+ }
+ else
+ {
+ // Write a placeholder for a missing region
+ xtw.WriteElementString("region", "");
+ }
+ }
xtw.WriteEndElement();
-
- xtw.Flush();
}
+ else
+ {
+ // Write a placeholder for a missing row
+ xtw.WriteElementString("row", "");
+ }
+ }
- s = sw.ToString();
+ xtw.WriteEndElement(); // "regions"
+ }
+
+ protected static void WriteRegionInfo(Scene scene, XmlTextWriter xtw)
+ {
+ bool isMegaregion;
+ Vector2 size;
+
+ IRegionCombinerModule rcMod = scene.RequestModuleInterface();
+
+ if (rcMod != null)
+ isMegaregion = rcMod.IsRootForMegaregion(scene.RegionInfo.RegionID);
+ else
+ isMegaregion = false;
+
+ if (isMegaregion)
+ size = rcMod.GetSizeOfMegaregion(scene.RegionInfo.RegionID);
+ else
+ size = new Vector2((float)Constants.RegionSize, (float)Constants.RegionSize);
+
+ xtw.WriteElementString("is_megaregion", isMegaregion.ToString());
+ xtw.WriteElementString("size_in_meters", string.Format("{0},{1}", size.X, size.Y));
+ }
+
+
+ protected void Save(Scene scene, List sceneObjects, string regionDir)
+ {
+ if (regionDir != string.Empty)
+ regionDir = ArchiveConstants.REGIONS_PATH + regionDir + "/";
+
+ m_log.InfoFormat("[ARCHIVER]: Adding region settings to archive.");
+
+ // Write out region settings
+ string settingsPath = String.Format("{0}{1}{2}.xml",
+ regionDir, ArchiveConstants.SETTINGS_PATH, scene.RegionInfo.RegionName);
+ m_archiveWriter.WriteFile(settingsPath, RegionSettingsSerializer.Serialize(scene.RegionInfo.RegionSettings));
+
+ m_log.InfoFormat("[ARCHIVER]: Adding parcel settings to archive.");
+
+ // Write out land data (aka parcel) settings
+ List landObjects = scene.LandChannel.AllParcels();
+ foreach (ILandObject lo in landObjects)
+ {
+ LandData landData = lo.LandData;
+ string landDataPath = String.Format("{0}{1}{2}.xml",
+ regionDir, ArchiveConstants.LANDDATA_PATH, landData.GlobalID.ToString());
+ m_archiveWriter.WriteFile(landDataPath, LandDataSerializer.Serialize(landData, m_options));
}
-// if (m_scene != null)
-// Console.WriteLine(
-// "[ARCHIVE WRITE REQUEST PREPARATION]: Control file for {0} is: {1}", m_scene.RegionInfo.RegionName, s);
+ m_log.InfoFormat("[ARCHIVER]: Adding terrain information to archive.");
- return s;
+ // Write out terrain
+ string terrainPath = String.Format("{0}{1}{2}.r32",
+ regionDir, ArchiveConstants.TERRAINS_PATH, scene.RegionInfo.RegionName);
+
+ MemoryStream ms = new MemoryStream();
+ scene.RequestModuleInterface().SaveToStream(terrainPath, ms);
+ m_archiveWriter.WriteFile(terrainPath, ms.ToArray());
+ ms.Close();
+
+ m_log.InfoFormat("[ARCHIVER]: Adding scene objects to archive.");
+
+ // Write out scene object metadata
+ IRegionSerialiserModule serializer = scene.RequestModuleInterface();
+ foreach (SceneObjectGroup sceneObject in sceneObjects)
+ {
+ //m_log.DebugFormat("[ARCHIVER]: Saving {0} {1}, {2}", entity.Name, entity.UUID, entity.GetType());
+
+ string serializedObject = serializer.SerializeGroupToXml2(sceneObject, m_options);
+ string objectPath = string.Format("{0}{1}", regionDir, ArchiveHelpers.CreateObjectPath(sceneObject));
+ m_archiveWriter.WriteFile(objectPath, serializedObject);
+ }
}
+
+ protected void ReceivedAllAssets(
+ ICollection assetsFoundUuids, ICollection assetsNotFoundUuids)
+ {
+ foreach (UUID uuid in assetsNotFoundUuids)
+ {
+ m_log.DebugFormat("[ARCHIVER]: Could not find asset {0}", uuid);
+ }
+
+ // m_log.InfoFormat(
+ // "[ARCHIVER]: Received {0} of {1} assets requested",
+ // assetsFoundUuids.Count, assetsFoundUuids.Count + assetsNotFoundUuids.Count);
+
+ CloseArchive(String.Empty);
+ }
+
+
+ ///
+ /// Closes the archive and notifies that we're done.
+ ///
+ /// The error that occurred, or empty for success
+ protected void CloseArchive(string errorMessage)
+ {
+ try
+ {
+ if (m_archiveWriter != null)
+ m_archiveWriter.Close();
+ m_saveStream.Close();
+ }
+ catch (Exception e)
+ {
+ m_log.Error(string.Format("[ARCHIVER]: Error closing archive: {0} ", e.Message), e);
+ if (errorMessage == string.Empty)
+ errorMessage = e.Message;
+ }
+
+ m_log.InfoFormat("[ARCHIVER]: Finished writing out OAR for {0}", m_rootScene.RegionInfo.RegionName);
+
+ m_rootScene.EventManager.TriggerOarFileSaved(m_requestId, errorMessage);
+ }
+
}
}
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs
index bf3b124..26535a9 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
ops.Add("noassets", delegate(string v) { options["noassets"] = v != null; });
ops.Add("publish", v => options["wipe-owners"] = v != null);
ops.Add("perm=", delegate(string v) { options["checkPermissions"] = v; });
+ ops.Add("all", delegate(string v) { options["all"] = v != null; });
List mainParams = ops.Parse(cmdparams);
@@ -169,7 +170,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
m_log.InfoFormat(
"[ARCHIVER]: Writing archive for region {0} to {1}", Scene.RegionInfo.RegionName, savePath);
- new ArchiveWriteRequestPreparation(this, savePath, requestId).ArchiveRegion(options);
+ new ArchiveWriteRequestPreparation(Scene, savePath, requestId).ArchiveRegion(options);
}
public void ArchiveRegion(Stream saveStream)
@@ -184,7 +185,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
public void ArchiveRegion(Stream saveStream, Guid requestId, Dictionary options)
{
- new ArchiveWriteRequestPreparation(this, saveStream, requestId).ArchiveRegion(options);
+ new ArchiveWriteRequestPreparation(Scene, saveStream, requestId).ArchiveRegion(options);
}
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
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+ ///
+ /// Method called when all the necessary assets for an archive request have been received.
+ ///
+ public delegate void AssetsRequestCallback(
+ ICollection assetsFoundUuids, ICollection assetsNotFoundUuids);
+
enum RequestState
{
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 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+using OpenSim.Region.Framework.Scenes;
+using OpenMetaverse;
+using System.Drawing;
+using log4net;
+using System.Reflection;
+using OpenSim.Framework.Serialization;
+
+namespace OpenSim.Region.CoreModules.World.Archiver
+{
+ ///
+ /// The regions included in an OAR file.
+ ///
+ public class DearchiveScenesInfo
+ {
+ private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+
+ ///
+ /// One region in the archive.
+ ///
+ public class RegionInfo
+ {
+ ///
+ /// The subdirectory in which the region is stored.
+ ///
+ public string Directory { get; set; }
+
+ ///
+ /// The region's coordinates (relative to the South-West corner of the block).
+ ///
+ public Point Location { get; set; }
+
+ ///
+ /// The UUID of the original scene from which this archived region was saved.
+ ///
+ public string OriginalID { get; set; }
+
+ ///
+ /// The scene in the current simulator into which this region is loaded.
+ /// If null then the region doesn't have a corresponding scene, and it won't be loaded.
+ ///
+ public Scene Scene { get; set; }
+ }
+
+ ///
+ /// Whether this archive uses the multi-region format.
+ ///
+ public Boolean MultiRegionFormat { get; set; }
+
+ ///
+ /// Maps (Region directory -> region)
+ ///
+ protected Dictionary m_directory2region = new Dictionary();
+
+ ///
+ /// Maps (UUID of the scene in the simulator where the region will be loaded -> region)
+ ///
+ protected Dictionary m_newId2region = new Dictionary();
+
+ public int LoadedCreationDateTime { get; set; }
+ public string DefaultOriginalID { get; set; }
+
+ // These variables are used while reading the archive control file
+ protected int? m_curY = null;
+ protected int? m_curX = null;
+ protected RegionInfo m_curRegion;
+
+
+ public DearchiveScenesInfo()
+ {
+ MultiRegionFormat = false;
+ }
+
+
+ // The following methods are used while reading the archive control file
+
+ public void StartRow()
+ {
+ m_curY = (m_curY == null) ? 0 : m_curY + 1;
+ m_curX = null;
+ }
+
+ public void StartRegion()
+ {
+ m_curX = (m_curX == null) ? 0 : m_curX + 1;
+ // Note: this doesn't mean we have a real region in this location; this could just be a "hole"
+ }
+
+ public void SetRegionOriginalID(string id)
+ {
+ m_curRegion = new RegionInfo();
+ m_curRegion.Location = new Point((int)m_curX, (int)m_curY);
+ m_curRegion.OriginalID = id;
+ // 'curRegion' will be saved in 'm_directory2region' when SetRegionDir() is called
+ }
+
+ public void SetRegionDirectory(string directory)
+ {
+ m_curRegion.Directory = directory;
+ m_directory2region[directory] = m_curRegion;
+ }
+
+
+ ///
+ /// Sets all the scenes present in the simulator.
+ ///
+ ///
+ /// This method matches regions in the archive to scenes in the simulator according to
+ /// their relative position. We only load regions if there's an existing Scene in the
+ /// grid location where the region should be loaded.
+ ///
+ /// The scene where the Load OAR operation was run
+ /// All the scenes in the simulator
+ public void SetSimulatorScenes(Scene rootScene, ArchiveScenesGroup simulatorScenes)
+ {
+ foreach (RegionInfo archivedRegion in m_directory2region.Values)
+ {
+ Point location = new Point((int)rootScene.RegionInfo.RegionLocX, (int)rootScene.RegionInfo.RegionLocY);
+ location.Offset(archivedRegion.Location);
+
+ Scene scene;
+ if (simulatorScenes.TryGetScene(location, out scene))
+ {
+ archivedRegion.Scene = scene;
+ m_newId2region[scene.RegionInfo.RegionID] = archivedRegion;
+ }
+ else
+ {
+ m_log.WarnFormat("[ARCHIVER]: Not loading archived region {0} because there's no existing region at location {1},{2}",
+ archivedRegion.Directory, location.X, location.Y);
+ }
+ }
+ }
+
+ ///
+ /// Returns the archived region according to the path of a file in the archive.
+ /// Also, converts the full path into a path that is relative to the region's directory.
+ ///
+ /// The path of a file in the archive
+ /// The corresponding Scene, or null if none
+ /// The path relative to the region's directory. (Or the original
+ /// path, if this file doesn't belong to a region.)
+ /// True: use this file; False: skip it
+ public bool GetRegionFromPath(string fullPath, out Scene scene, out string relativePath)
+ {
+ scene = null;
+ relativePath = fullPath;
+
+ if (!MultiRegionFormat)
+ {
+ if (m_newId2region.Count > 0)
+ scene = m_newId2region.First().Value.Scene;
+ return true;
+ }
+
+ if (!fullPath.StartsWith(ArchiveConstants.REGIONS_PATH))
+ return true; // this file doesn't belong to a region
+
+ string[] parts = fullPath.Split(new Char[] { '/' }, 3);
+ if (parts.Length != 3)
+ return false;
+ string regionDirectory = parts[1];
+ relativePath = parts[2];
+
+ RegionInfo region;
+ if (m_directory2region.TryGetValue(regionDirectory, out region))
+ {
+ scene = region.Scene;
+ return (scene != null);
+ }
+ else
+ {
+ return false;
+ }
+ }
+
+ ///
+ /// Returns the original UUID of a region (from the simulator where the OAR was saved),
+ /// given the UUID of the scene it was loaded into in the current simulator.
+ ///
+ ///
+ ///
+ public string GetOriginalRegionID(UUID newID)
+ {
+ RegionInfo region;
+ if (m_newId2region.TryGetValue(newID, out region))
+ return region.OriginalID;
+ else
+ return DefaultOriginalID;
+ }
+
+ ///
+ /// Returns the scenes that have been (or will be) loaded.
+ ///
+ ///
+ public List GetLoadedScenes()
+ {
+ return m_newId2region.Keys.ToList();
+ }
+
+ }
+}
diff --git a/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs b/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs
index 904110e..cfdfd8c 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;
using TarArchiveReader = OpenSim.Framework.Serialization.TarArchiveReader;
using TarArchiveWriter = OpenSim.Framework.Serialization.TarArchiveWriter;
using RegionSettings = OpenSim.Framework.RegionSettings;
+using OpenSim.Region.Framework.Interfaces;
namespace OpenSim.Region.CoreModules.World.Archiver.Tests
{
@@ -70,9 +71,12 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
m_scene = new SceneHelpers().SetupScene();
SceneHelpers.SetupSceneModules(m_scene, m_archiverModule, serialiserModule, terrainModule);
+
+ new SceneManager();
+ SceneManager.Instance.Add(m_scene);
}
-
- private void LoadCompleted(Guid requestId, string errorMessage)
+
+ private void LoadCompleted(Guid requestId, List loadedScenes, string errorMessage)
{
lock (this)
{
@@ -186,7 +190,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
Assert.That(filePath, Is.EqualTo(ArchiveConstants.CONTROL_FILE_PATH));
ArchiveReadRequest arr = new ArchiveReadRequest(m_scene, (Stream)null, false, false, Guid.Empty);
- arr.LoadControlFile(filePath, data);
+ arr.LoadControlFile(filePath, data, new DearchiveScenesInfo());
Assert.That(arr.ControlFileLoaded, Is.True);
@@ -270,7 +274,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
Assert.That(filePath, Is.EqualTo(ArchiveConstants.CONTROL_FILE_PATH));
ArchiveReadRequest arr = new ArchiveReadRequest(m_scene, (Stream)null, false, false, Guid.Empty);
- arr.LoadControlFile(filePath, data);
+ arr.LoadControlFile(filePath, data, new DearchiveScenesInfo());
Assert.That(arr.ControlFileLoaded, Is.True);
@@ -307,7 +311,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
tar.WriteFile(
ArchiveConstants.CONTROL_FILE_PATH,
- new ArchiveWriteRequestPreparation(null, (Stream)null, Guid.Empty).CreateControlFile(new Dictionary()));
+ new ArchiveWriteRequestPreparation(m_scene, (Stream)null, Guid.Empty).CreateControlFile(new ArchiveScenesGroup()));
SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(1, ownerId, "obj1-", 0x11);
SceneObjectPart sop2
@@ -362,11 +366,10 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
// Also check that direct entries which will also have a file entry containing that directory doesn't
// upset load
tar.WriteDir(ArchiveConstants.TERRAINS_PATH);
-
+
tar.WriteFile(
ArchiveConstants.CONTROL_FILE_PATH,
- new ArchiveWriteRequestPreparation(null, (Stream)null, Guid.Empty).CreateControlFile(new Dictionary()));
-
+ new ArchiveWriteRequestPreparation(m_scene, (Stream)null, Guid.Empty).CreateControlFile(new ArchiveScenesGroup()));
SceneObjectPart part1 = CreateSceneObjectPart1();
part1.SitTargetOrientation = new Quaternion(0.2f, 0.3f, 0.4f, 0.5f);
@@ -519,6 +522,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
TestScene scene2 = new SceneHelpers().SetupScene();
SceneHelpers.SetupSceneModules(scene2, archiverModule, serialiserModule, terrainModule);
+ SceneManager.Instance.Add(scene2);
+
// Make sure there's a valid owner for the owner we saved (this should have been wiped if the code is
// behaving correctly
UserAccountHelpers.CreateUserWithInventory(scene2, objectOwner);
@@ -554,7 +559,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
tar.WriteDir(ArchiveConstants.TERRAINS_PATH);
tar.WriteFile(
ArchiveConstants.CONTROL_FILE_PATH,
- new ArchiveWriteRequestPreparation(null, (Stream)null, Guid.Empty).CreateControlFile(new Dictionary()));
+ new ArchiveWriteRequestPreparation(m_scene, (Stream)null, Guid.Empty).CreateControlFile(new ArchiveScenesGroup()));
RegionSettings rs = new RegionSettings();
rs.AgentLimit = 17;
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
///
void sendRegionHandshakeToAll();
+ ///
+ /// Fires the OnRegionInfoChange event.
+ ///
+ void TriggerRegionInfoChange();
+
void setEstateTerrainBaseTexture(int level, UUID texture);
void setEstateTerrainTextureHeights(int corner, float lowValue, float highValue);
}
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
/// the scripts may not have started yet
/// Message is non empty string if there were problems loading the oar file
///
- public delegate void OarFileLoaded(Guid guid, string message);
+ public delegate void OarFileLoaded(Guid guid, List loadedScenes, string message);
public event OarFileLoaded OnOarFileLoaded;
///
@@ -2195,7 +2195,7 @@ namespace OpenSim.Region.Framework.Scenes
return 6;
}
- public void TriggerOarFileLoaded(Guid requestId, string message)
+ public void TriggerOarFileLoaded(Guid requestId, List loadedScenes, string message)
{
OarFileLoaded handlerOarFileLoaded = OnOarFileLoaded;
if (handlerOarFileLoaded != null)
@@ -2204,7 +2204,7 @@ namespace OpenSim.Region.Framework.Scenes
{
try
{
- d(requestId, message);
+ d(requestId, loadedScenes, message);
}
catch (Exception e)
{
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
}
}
- void OnOarFileLoaded(Guid requestId, string message)
+ void OnOarFileLoaded(Guid requestId, List loadedScenes, string message)
{
m_oarFileLoading = true;
--
cgit v1.1
From d7e6fe488d5258ec92230b6c652969f2d0420376 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Fri, 7 Sep 2012 23:30:54 +0100
Subject: Rename ArchiveWriteRequestPreparatio nto ArchiveWriteRequest since
after the multi-OAR patch there is now only one class that handles this
operation.
Adapation of 0004-Renamed-ArchiveWriteRequestPreparation-to-ArchiveWri.patch in http://opensimulator.org/mantis/view.php?id=6105
since that did not directly apply
---
.../World/Archiver/ArchiveWriteRequest.cs | 634 +++++++++++++++++++++
.../Archiver/ArchiveWriteRequestPreparation.cs | 634 ---------------------
.../CoreModules/World/Archiver/ArchiverModule.cs | 4 +-
.../World/Archiver/Tests/ArchiverTests.cs | 6 +-
4 files changed, 639 insertions(+), 639 deletions(-)
create mode 100644 OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs
delete mode 100644 OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs
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 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Collections.Generic;
+using System.IO;
+using System.IO.Compression;
+using System.Reflection;
+using System.Text.RegularExpressions;
+using System.Threading;
+using System.Xml;
+using log4net;
+using OpenMetaverse;
+using OpenSim.Framework;
+using OpenSim.Framework.Serialization;
+using OpenSim.Region.CoreModules.World.Terrain;
+using OpenSim.Region.Framework.Interfaces;
+using OpenSim.Region.Framework.Scenes;
+using Ionic.Zlib;
+using GZipStream = Ionic.Zlib.GZipStream;
+using CompressionMode = Ionic.Zlib.CompressionMode;
+using OpenSim.Framework.Serialization.External;
+
+namespace OpenSim.Region.CoreModules.World.Archiver
+{
+ ///
+ /// Prepare to write out an archive.
+ ///
+ public class ArchiveWriteRequest
+ {
+ private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+
+ ///
+ /// The minimum major version of OAR that we can write.
+ ///
+ public static int MIN_MAJOR_VERSION = 0;
+
+ ///
+ /// The maximum major version of OAR that we can write.
+ ///
+ public static int MAX_MAJOR_VERSION = 1;
+
+ ///
+ /// Whether we're saving a multi-region archive.
+ ///
+ public bool MultiRegionFormat { get; set; }
+
+ ///
+ /// Determine whether this archive will save assets. Default is true.
+ ///
+ public bool SaveAssets { get; set; }
+
+ ///
+ /// Determines which objects will be included in the archive, according to their permissions.
+ /// Default is null, meaning no permission checks.
+ ///
+ public string CheckPermissions { get; set; }
+
+ protected Scene m_rootScene;
+ protected Stream m_saveStream;
+ protected TarArchiveWriter m_archiveWriter;
+ protected Guid m_requestId;
+ protected Dictionary m_options;
+
+ ///
+ /// Constructor
+ ///
+ /// Calling module
+ /// The path to which to save data.
+ /// The id associated with this request
+ ///
+ /// If there was a problem opening a stream for the file specified by the savePath
+ ///
+ public ArchiveWriteRequest(Scene scene, string savePath, Guid requestId) : this(scene, requestId)
+ {
+ try
+ {
+ m_saveStream = new GZipStream(new FileStream(savePath, FileMode.Create), CompressionMode.Compress, CompressionLevel.BestCompression);
+ }
+ catch (EntryPointNotFoundException e)
+ {
+ m_log.ErrorFormat(
+ "[ARCHIVER]: Mismatch between Mono and zlib1g library version when trying to create compression stream."
+ + "If you've manually installed Mono, have you appropriately updated zlib1g as well?");
+ m_log.ErrorFormat("{0} {1}", e.Message, e.StackTrace);
+ }
+ }
+
+ ///
+ /// Constructor.
+ ///
+ /// The root scene to archive
+ /// The stream to which to save data.
+ /// The id associated with this request
+ public ArchiveWriteRequest(Scene scene, Stream saveStream, Guid requestId) : this(scene, requestId)
+ {
+ m_saveStream = saveStream;
+ }
+
+ protected ArchiveWriteRequest(Scene scene, Guid requestId)
+ {
+ m_rootScene = scene;
+ m_requestId = requestId;
+ m_archiveWriter = null;
+
+ MultiRegionFormat = false;
+ SaveAssets = true;
+ CheckPermissions = null;
+ }
+
+ ///
+ /// Archive the region requested.
+ ///
+ /// if there was an io problem with creating the file
+ public void ArchiveRegion(Dictionary options)
+ {
+ m_options = options;
+
+ if (options.ContainsKey("all") && (bool)options["all"])
+ MultiRegionFormat = true;
+
+ if (options.ContainsKey("noassets") && (bool)options["noassets"])
+ SaveAssets = false;
+
+ Object temp;
+ if (options.TryGetValue("checkPermissions", out temp))
+ CheckPermissions = (string)temp;
+
+
+ // Find the regions to archive
+ ArchiveScenesGroup scenesGroup = new ArchiveScenesGroup();
+ if (MultiRegionFormat)
+ {
+ m_log.InfoFormat("[ARCHIVER]: Saving {0} regions", SceneManager.Instance.Scenes.Count);
+ SceneManager.Instance.ForEachScene(delegate(Scene scene)
+ {
+ scenesGroup.AddScene(scene);
+ });
+ }
+ else
+ {
+ scenesGroup.AddScene(m_rootScene);
+ }
+ scenesGroup.CalcSceneLocations();
+
+
+ m_archiveWriter = new TarArchiveWriter(m_saveStream);
+
+ try
+ {
+ // Write out control file. It should be first so that it will be found ASAP when loading the file.
+ m_archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, CreateControlFile(scenesGroup));
+ m_log.InfoFormat("[ARCHIVER]: Added control file to archive.");
+
+ // Archive the regions
+
+ Dictionary assetUuids = new Dictionary();
+
+ scenesGroup.ForEachScene(delegate(Scene scene)
+ {
+ string regionDir = MultiRegionFormat ? scenesGroup.GetRegionDir(scene.RegionInfo.RegionID) : "";
+ ArchiveOneRegion(scene, regionDir, assetUuids);
+ });
+
+ // Archive the assets
+
+ if (SaveAssets)
+ {
+ m_log.DebugFormat("[ARCHIVER]: Saving {0} assets", assetUuids.Count);
+
+ // Asynchronously request all the assets required to perform this archive operation
+ AssetsRequest ar
+ = new AssetsRequest(
+ new AssetsArchiver(m_archiveWriter), assetUuids,
+ m_rootScene.AssetService, m_rootScene.UserAccountService,
+ m_rootScene.RegionInfo.ScopeID, options, ReceivedAllAssets);
+
+ Util.FireAndForget(o => ar.Execute());
+
+ // CloseArchive() will be called from ReceivedAllAssets()
+ }
+ else
+ {
+ m_log.DebugFormat("[ARCHIVER]: Not saving assets since --noassets was specified");
+ CloseArchive(string.Empty);
+ }
+ }
+ catch (Exception e)
+ {
+ CloseArchive(e.Message);
+ throw;
+ }
+ }
+
+
+ private void ArchiveOneRegion(Scene scene, string regionDir, Dictionary assetUuids)
+ {
+ m_log.InfoFormat("[ARCHIVER]: Writing region {0}", scene.RegionInfo.RegionName);
+
+ EntityBase[] entities = scene.GetEntities();
+ List sceneObjects = new List();
+
+ int numObjectsSkippedPermissions = 0;
+
+ // Filter entities so that we only have scene objects.
+ // FIXME: Would be nicer to have this as a proper list in SceneGraph, since lots of methods
+ // end up having to do this
+ IPermissionsModule permissionsModule = scene.RequestModuleInterface();
+ foreach (EntityBase entity in entities)
+ {
+ if (entity is SceneObjectGroup)
+ {
+ SceneObjectGroup sceneObject = (SceneObjectGroup)entity;
+
+ if (!sceneObject.IsDeleted && !sceneObject.IsAttachment)
+ {
+ if (!CanUserArchiveObject(scene.RegionInfo.EstateSettings.EstateOwner, sceneObject, CheckPermissions, permissionsModule))
+ {
+ // The user isn't allowed to copy/transfer this object, so it will not be included in the OAR.
+ ++numObjectsSkippedPermissions;
+ }
+ else
+ {
+ sceneObjects.Add(sceneObject);
+ }
+ }
+ }
+ }
+
+ if (SaveAssets)
+ {
+ UuidGatherer assetGatherer = new UuidGatherer(scene.AssetService);
+ int prevAssets = assetUuids.Count;
+
+ foreach (SceneObjectGroup sceneObject in sceneObjects)
+ {
+ assetGatherer.GatherAssetUuids(sceneObject, assetUuids);
+ }
+
+ m_log.DebugFormat(
+ "[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets",
+ sceneObjects.Count, assetUuids.Count - prevAssets);
+ }
+
+ if (numObjectsSkippedPermissions > 0)
+ {
+ m_log.DebugFormat(
+ "[ARCHIVER]: {0} scene objects skipped due to lack of permissions",
+ numObjectsSkippedPermissions);
+ }
+
+ // Make sure that we also request terrain texture assets
+ RegionSettings regionSettings = scene.RegionInfo.RegionSettings;
+
+ if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1)
+ assetUuids[regionSettings.TerrainTexture1] = AssetType.Texture;
+
+ if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2)
+ assetUuids[regionSettings.TerrainTexture2] = AssetType.Texture;
+
+ if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3)
+ assetUuids[regionSettings.TerrainTexture3] = AssetType.Texture;
+
+ if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4)
+ assetUuids[regionSettings.TerrainTexture4] = AssetType.Texture;
+
+ Save(scene, sceneObjects, regionDir);
+ }
+
+ ///
+ /// Checks whether the user has permission to export an object group to an OAR.
+ ///
+ /// The user
+ /// The object group
+ /// Which permissions to check: "C" = Copy, "T" = Transfer
+ /// The scene's permissions module
+ /// Whether the user is allowed to export the object to an OAR
+ private bool CanUserArchiveObject(UUID user, SceneObjectGroup objGroup, string checkPermissions, IPermissionsModule permissionsModule)
+ {
+ if (checkPermissions == null)
+ return true;
+
+ if (permissionsModule == null)
+ return true; // this shouldn't happen
+
+ // Check whether the user is permitted to export all of the parts in the SOG. If any
+ // part can't be exported then the entire SOG can't be exported.
+
+ bool permitted = true;
+ //int primNumber = 1;
+
+ foreach (SceneObjectPart obj in objGroup.Parts)
+ {
+ uint perm;
+ PermissionClass permissionClass = permissionsModule.GetPermissionClass(user, obj);
+ switch (permissionClass)
+ {
+ case PermissionClass.Owner:
+ perm = obj.BaseMask;
+ break;
+ case PermissionClass.Group:
+ perm = obj.GroupMask | obj.EveryoneMask;
+ break;
+ case PermissionClass.Everyone:
+ default:
+ perm = obj.EveryoneMask;
+ break;
+ }
+
+ bool canCopy = (perm & (uint)PermissionMask.Copy) != 0;
+ bool canTransfer = (perm & (uint)PermissionMask.Transfer) != 0;
+
+ // Special case: if Everyone can copy the object then this implies it can also be
+ // Transferred.
+ // However, if the user is the Owner then we don't check EveryoneMask, because it seems that the mask
+ // always (incorrectly) includes the Copy bit set in this case. But that's a mistake: the viewer
+ // does NOT show that the object has Everyone-Copy permissions, and doesn't allow it to be copied.
+ if (permissionClass != PermissionClass.Owner)
+ canTransfer |= (obj.EveryoneMask & (uint)PermissionMask.Copy) != 0;
+
+ bool partPermitted = true;
+ if (checkPermissions.Contains("C") && !canCopy)
+ partPermitted = false;
+ if (checkPermissions.Contains("T") && !canTransfer)
+ partPermitted = false;
+
+ // If the user is the Creator of the object then it can always be included in the OAR
+ bool creator = (obj.CreatorID.Guid == user.Guid);
+ if (creator)
+ partPermitted = true;
+
+ //string name = (objGroup.PrimCount == 1) ? objGroup.Name : string.Format("{0} ({1}/{2})", obj.Name, primNumber, objGroup.PrimCount);
+ //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}",
+ // name, obj.BaseMask, obj.OwnerMask, obj.EveryoneMask,
+ // permissionClass, checkPermissions, canCopy, canTransfer, creator, partPermitted);
+
+ if (!partPermitted)
+ {
+ permitted = false;
+ break;
+ }
+
+ //++primNumber;
+ }
+
+ return permitted;
+ }
+
+ ///
+ /// Create the control file.
+ ///
+ ///
+ public string CreateControlFile(ArchiveScenesGroup scenesGroup)
+ {
+ int majorVersion;
+ int minorVersion;
+
+ if (MultiRegionFormat)
+ {
+ majorVersion = MAX_MAJOR_VERSION;
+ minorVersion = 0;
+ }
+ else
+ {
+ // To support older versions of OpenSim, we continue to create single-region OARs
+ // using the old file format. In the future this format will be discontinued.
+ majorVersion = 0;
+ minorVersion = 8;
+ }
+//
+// if (m_options.ContainsKey("version"))
+// {
+// string[] parts = m_options["version"].ToString().Split('.');
+// if (parts.Length >= 1)
+// {
+// majorVersion = Int32.Parse(parts[0]);
+//
+// if (parts.Length >= 2)
+// minorVersion = Int32.Parse(parts[1]);
+// }
+// }
+//
+// if (majorVersion < MIN_MAJOR_VERSION || majorVersion > MAX_MAJOR_VERSION)
+// {
+// throw new Exception(
+// string.Format(
+// "OAR version number for save must be between {0} and {1}",
+// MIN_MAJOR_VERSION, MAX_MAJOR_VERSION));
+// }
+// else if (majorVersion == MAX_MAJOR_VERSION)
+// {
+// // Force 1.0
+// minorVersion = 0;
+// }
+// else if (majorVersion == MIN_MAJOR_VERSION)
+// {
+// // Force 0.4
+// minorVersion = 4;
+// }
+
+ m_log.InfoFormat("[ARCHIVER]: Creating version {0}.{1} OAR", majorVersion, minorVersion);
+ if (majorVersion == 1)
+ {
+ 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");
+ }
+
+ String s;
+
+ using (StringWriter sw = new StringWriter())
+ {
+ using (XmlTextWriter xtw = new XmlTextWriter(sw))
+ {
+ xtw.Formatting = Formatting.Indented;
+ xtw.WriteStartDocument();
+ xtw.WriteStartElement("archive");
+ xtw.WriteAttributeString("major_version", majorVersion.ToString());
+ xtw.WriteAttributeString("minor_version", minorVersion.ToString());
+
+ xtw.WriteStartElement("creation_info");
+ DateTime now = DateTime.UtcNow;
+ TimeSpan t = now - new DateTime(1970, 1, 1);
+ xtw.WriteElementString("datetime", ((int)t.TotalSeconds).ToString());
+ if (!MultiRegionFormat)
+ xtw.WriteElementString("id", m_rootScene.RegionInfo.RegionID.ToString());
+ xtw.WriteEndElement();
+
+ xtw.WriteElementString("assets_included", SaveAssets.ToString());
+
+ if (MultiRegionFormat)
+ {
+ WriteRegionsManifest(scenesGroup, xtw);
+ }
+ else
+ {
+ xtw.WriteStartElement("region_info");
+ WriteRegionInfo(m_rootScene, xtw);
+ xtw.WriteEndElement();
+ }
+
+ xtw.WriteEndElement();
+
+ xtw.Flush();
+ }
+
+ s = sw.ToString();
+ }
+
+ return s;
+ }
+
+ ///
+ /// Writes the list of regions included in a multi-region OAR.
+ ///
+ private static void WriteRegionsManifest(ArchiveScenesGroup scenesGroup, XmlTextWriter xtw)
+ {
+ xtw.WriteStartElement("regions");
+
+ // Write the regions in order: rows from South to North, then regions from West to East.
+ // The list of regions can have "holes"; we write empty elements in their position.
+
+ for (uint y = (uint)scenesGroup.Rect.Top; y < scenesGroup.Rect.Bottom; ++y)
+ {
+ SortedDictionary row;
+ if (scenesGroup.Regions.TryGetValue(y, out row))
+ {
+ xtw.WriteStartElement("row");
+
+ for (uint x = (uint)scenesGroup.Rect.Left; x < scenesGroup.Rect.Right; ++x)
+ {
+ Scene scene;
+ if (row.TryGetValue(x, out scene))
+ {
+ xtw.WriteStartElement("region");
+ xtw.WriteElementString("id", scene.RegionInfo.RegionID.ToString());
+ xtw.WriteElementString("dir", scenesGroup.GetRegionDir(scene.RegionInfo.RegionID));
+ WriteRegionInfo(scene, xtw);
+ xtw.WriteEndElement();
+ }
+ else
+ {
+ // Write a placeholder for a missing region
+ xtw.WriteElementString("region", "");
+ }
+ }
+
+ xtw.WriteEndElement();
+ }
+ else
+ {
+ // Write a placeholder for a missing row
+ xtw.WriteElementString("row", "");
+ }
+ }
+
+ xtw.WriteEndElement(); // "regions"
+ }
+
+ protected static void WriteRegionInfo(Scene scene, XmlTextWriter xtw)
+ {
+ bool isMegaregion;
+ Vector2 size;
+
+ IRegionCombinerModule rcMod = scene.RequestModuleInterface();
+
+ if (rcMod != null)
+ isMegaregion = rcMod.IsRootForMegaregion(scene.RegionInfo.RegionID);
+ else
+ isMegaregion = false;
+
+ if (isMegaregion)
+ size = rcMod.GetSizeOfMegaregion(scene.RegionInfo.RegionID);
+ else
+ size = new Vector2((float)Constants.RegionSize, (float)Constants.RegionSize);
+
+ xtw.WriteElementString("is_megaregion", isMegaregion.ToString());
+ xtw.WriteElementString("size_in_meters", string.Format("{0},{1}", size.X, size.Y));
+ }
+
+
+ protected void Save(Scene scene, List sceneObjects, string regionDir)
+ {
+ if (regionDir != string.Empty)
+ regionDir = ArchiveConstants.REGIONS_PATH + regionDir + "/";
+
+ m_log.InfoFormat("[ARCHIVER]: Adding region settings to archive.");
+
+ // Write out region settings
+ string settingsPath = String.Format("{0}{1}{2}.xml",
+ regionDir, ArchiveConstants.SETTINGS_PATH, scene.RegionInfo.RegionName);
+ m_archiveWriter.WriteFile(settingsPath, RegionSettingsSerializer.Serialize(scene.RegionInfo.RegionSettings));
+
+ m_log.InfoFormat("[ARCHIVER]: Adding parcel settings to archive.");
+
+ // Write out land data (aka parcel) settings
+ List landObjects = scene.LandChannel.AllParcels();
+ foreach (ILandObject lo in landObjects)
+ {
+ LandData landData = lo.LandData;
+ string landDataPath = String.Format("{0}{1}{2}.xml",
+ regionDir, ArchiveConstants.LANDDATA_PATH, landData.GlobalID.ToString());
+ m_archiveWriter.WriteFile(landDataPath, LandDataSerializer.Serialize(landData, m_options));
+ }
+
+ m_log.InfoFormat("[ARCHIVER]: Adding terrain information to archive.");
+
+ // Write out terrain
+ string terrainPath = String.Format("{0}{1}{2}.r32",
+ regionDir, ArchiveConstants.TERRAINS_PATH, scene.RegionInfo.RegionName);
+
+ MemoryStream ms = new MemoryStream();
+ scene.RequestModuleInterface().SaveToStream(terrainPath, ms);
+ m_archiveWriter.WriteFile(terrainPath, ms.ToArray());
+ ms.Close();
+
+ m_log.InfoFormat("[ARCHIVER]: Adding scene objects to archive.");
+
+ // Write out scene object metadata
+ IRegionSerialiserModule serializer = scene.RequestModuleInterface();
+ foreach (SceneObjectGroup sceneObject in sceneObjects)
+ {
+ //m_log.DebugFormat("[ARCHIVER]: Saving {0} {1}, {2}", entity.Name, entity.UUID, entity.GetType());
+
+ string serializedObject = serializer.SerializeGroupToXml2(sceneObject, m_options);
+ string objectPath = string.Format("{0}{1}", regionDir, ArchiveHelpers.CreateObjectPath(sceneObject));
+ m_archiveWriter.WriteFile(objectPath, serializedObject);
+ }
+ }
+
+ protected void ReceivedAllAssets(
+ ICollection assetsFoundUuids, ICollection assetsNotFoundUuids)
+ {
+ foreach (UUID uuid in assetsNotFoundUuids)
+ {
+ m_log.DebugFormat("[ARCHIVER]: Could not find asset {0}", uuid);
+ }
+
+ // m_log.InfoFormat(
+ // "[ARCHIVER]: Received {0} of {1} assets requested",
+ // assetsFoundUuids.Count, assetsFoundUuids.Count + assetsNotFoundUuids.Count);
+
+ CloseArchive(String.Empty);
+ }
+
+
+ ///
+ /// Closes the archive and notifies that we're done.
+ ///
+ /// The error that occurred, or empty for success
+ protected void CloseArchive(string errorMessage)
+ {
+ try
+ {
+ if (m_archiveWriter != null)
+ m_archiveWriter.Close();
+ m_saveStream.Close();
+ }
+ catch (Exception e)
+ {
+ m_log.Error(string.Format("[ARCHIVER]: Error closing archive: {0} ", e.Message), e);
+ if (errorMessage == string.Empty)
+ errorMessage = e.Message;
+ }
+
+ m_log.InfoFormat("[ARCHIVER]: Finished writing out OAR for {0}", m_rootScene.RegionInfo.RegionName);
+
+ m_rootScene.EventManager.TriggerOarFileSaved(m_requestId, errorMessage);
+ }
+
+ }
+}
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs
deleted file mode 100644
index 2c34f4b..0000000
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs
+++ /dev/null
@@ -1,634 +0,0 @@
-/*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
-
-using System;
-using System.Collections.Generic;
-using System.IO;
-using System.IO.Compression;
-using System.Reflection;
-using System.Text.RegularExpressions;
-using System.Threading;
-using System.Xml;
-using log4net;
-using OpenMetaverse;
-using OpenSim.Framework;
-using OpenSim.Framework.Serialization;
-using OpenSim.Region.CoreModules.World.Terrain;
-using OpenSim.Region.Framework.Interfaces;
-using OpenSim.Region.Framework.Scenes;
-using Ionic.Zlib;
-using GZipStream = Ionic.Zlib.GZipStream;
-using CompressionMode = Ionic.Zlib.CompressionMode;
-using OpenSim.Framework.Serialization.External;
-
-namespace OpenSim.Region.CoreModules.World.Archiver
-{
- ///
- /// Prepare to write out an archive.
- ///
- public class ArchiveWriteRequestPreparation
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
-
- ///
- /// The minimum major version of OAR that we can write.
- ///
- public static int MIN_MAJOR_VERSION = 0;
-
- ///
- /// The maximum major version of OAR that we can write.
- ///
- public static int MAX_MAJOR_VERSION = 1;
-
- ///
- /// Whether we're saving a multi-region archive.
- ///
- public bool MultiRegionFormat { get; set; }
-
- ///
- /// Determine whether this archive will save assets. Default is true.
- ///
- public bool SaveAssets { get; set; }
-
- ///
- /// Determines which objects will be included in the archive, according to their permissions.
- /// Default is null, meaning no permission checks.
- ///
- public string CheckPermissions { get; set; }
-
- protected Scene m_rootScene;
- protected Stream m_saveStream;
- protected TarArchiveWriter m_archiveWriter;
- protected Guid m_requestId;
- protected Dictionary m_options;
-
- ///
- /// Constructor
- ///
- /// Calling module
- /// The path to which to save data.
- /// The id associated with this request
- ///
- /// If there was a problem opening a stream for the file specified by the savePath
- ///
- public ArchiveWriteRequestPreparation(Scene scene, string savePath, Guid requestId) : this(scene, requestId)
- {
- try
- {
- m_saveStream = new GZipStream(new FileStream(savePath, FileMode.Create), CompressionMode.Compress, CompressionLevel.BestCompression);
- }
- catch (EntryPointNotFoundException e)
- {
- m_log.ErrorFormat(
- "[ARCHIVER]: Mismatch between Mono and zlib1g library version when trying to create compression stream."
- + "If you've manually installed Mono, have you appropriately updated zlib1g as well?");
- m_log.ErrorFormat("{0} {1}", e.Message, e.StackTrace);
- }
- }
-
- ///
- /// Constructor.
- ///
- /// The root scene to archive
- /// The stream to which to save data.
- /// The id associated with this request
- public ArchiveWriteRequestPreparation(Scene scene, Stream saveStream, Guid requestId) : this(scene, requestId)
- {
- m_saveStream = saveStream;
- }
-
- protected ArchiveWriteRequestPreparation(Scene scene, Guid requestId)
- {
- m_rootScene = scene;
- m_requestId = requestId;
- m_archiveWriter = null;
-
- MultiRegionFormat = false;
- SaveAssets = true;
- CheckPermissions = null;
- }
-
- ///
- /// Archive the region requested.
- ///
- /// if there was an io problem with creating the file
- public void ArchiveRegion(Dictionary options)
- {
- m_options = options;
-
- if (options.ContainsKey("all") && (bool)options["all"])
- MultiRegionFormat = true;
-
- if (options.ContainsKey("noassets") && (bool)options["noassets"])
- SaveAssets = false;
-
- Object temp;
- if (options.TryGetValue("checkPermissions", out temp))
- CheckPermissions = (string)temp;
-
-
- // Find the regions to archive
- ArchiveScenesGroup scenesGroup = new ArchiveScenesGroup();
- if (MultiRegionFormat)
- {
- m_log.InfoFormat("[ARCHIVER]: Saving {0} regions", SceneManager.Instance.Scenes.Count);
- SceneManager.Instance.ForEachScene(delegate(Scene scene)
- {
- scenesGroup.AddScene(scene);
- });
- }
- else
- {
- scenesGroup.AddScene(m_rootScene);
- }
- scenesGroup.CalcSceneLocations();
-
-
- m_archiveWriter = new TarArchiveWriter(m_saveStream);
-
- try
- {
- // Write out control file. It should be first so that it will be found ASAP when loading the file.
- m_archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, CreateControlFile(scenesGroup));
- m_log.InfoFormat("[ARCHIVER]: Added control file to archive.");
-
- // Archive the regions
-
- Dictionary assetUuids = new Dictionary();
-
- scenesGroup.ForEachScene(delegate(Scene scene)
- {
- string regionDir = MultiRegionFormat ? scenesGroup.GetRegionDir(scene.RegionInfo.RegionID) : "";
- ArchiveOneRegion(scene, regionDir, assetUuids);
- });
-
- // Archive the assets
-
- if (SaveAssets)
- {
- m_log.DebugFormat("[ARCHIVER]: Saving {0} assets", assetUuids.Count);
-
- // Asynchronously request all the assets required to perform this archive operation
- AssetsRequest ar
- = new AssetsRequest(
- new AssetsArchiver(m_archiveWriter), assetUuids,
- m_rootScene.AssetService, m_rootScene.UserAccountService,
- m_rootScene.RegionInfo.ScopeID, options, ReceivedAllAssets);
-
- Util.FireAndForget(o => ar.Execute());
-
- // CloseArchive() will be called from ReceivedAllAssets()
- }
- else
- {
- m_log.DebugFormat("[ARCHIVER]: Not saving assets since --noassets was specified");
- CloseArchive(string.Empty);
- }
- }
- catch (Exception e)
- {
- CloseArchive(e.Message);
- throw;
- }
- }
-
-
- private void ArchiveOneRegion(Scene scene, string regionDir, Dictionary assetUuids)
- {
- m_log.InfoFormat("[ARCHIVER]: Writing region {0}", scene.RegionInfo.RegionName);
-
- EntityBase[] entities = scene.GetEntities();
- List sceneObjects = new List();
-
- int numObjectsSkippedPermissions = 0;
-
- // Filter entities so that we only have scene objects.
- // FIXME: Would be nicer to have this as a proper list in SceneGraph, since lots of methods
- // end up having to do this
- IPermissionsModule permissionsModule = scene.RequestModuleInterface();
- foreach (EntityBase entity in entities)
- {
- if (entity is SceneObjectGroup)
- {
- SceneObjectGroup sceneObject = (SceneObjectGroup)entity;
-
- if (!sceneObject.IsDeleted && !sceneObject.IsAttachment)
- {
- if (!CanUserArchiveObject(scene.RegionInfo.EstateSettings.EstateOwner, sceneObject, CheckPermissions, permissionsModule))
- {
- // The user isn't allowed to copy/transfer this object, so it will not be included in the OAR.
- ++numObjectsSkippedPermissions;
- }
- else
- {
- sceneObjects.Add(sceneObject);
- }
- }
- }
- }
-
- if (SaveAssets)
- {
- UuidGatherer assetGatherer = new UuidGatherer(scene.AssetService);
- int prevAssets = assetUuids.Count;
-
- foreach (SceneObjectGroup sceneObject in sceneObjects)
- {
- assetGatherer.GatherAssetUuids(sceneObject, assetUuids);
- }
-
- m_log.DebugFormat(
- "[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets",
- sceneObjects.Count, assetUuids.Count - prevAssets);
- }
-
- if (numObjectsSkippedPermissions > 0)
- {
- m_log.DebugFormat(
- "[ARCHIVER]: {0} scene objects skipped due to lack of permissions",
- numObjectsSkippedPermissions);
- }
-
- // Make sure that we also request terrain texture assets
- RegionSettings regionSettings = scene.RegionInfo.RegionSettings;
-
- if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1)
- assetUuids[regionSettings.TerrainTexture1] = AssetType.Texture;
-
- if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2)
- assetUuids[regionSettings.TerrainTexture2] = AssetType.Texture;
-
- if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3)
- assetUuids[regionSettings.TerrainTexture3] = AssetType.Texture;
-
- if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4)
- assetUuids[regionSettings.TerrainTexture4] = AssetType.Texture;
-
- Save(scene, sceneObjects, regionDir);
- }
-
- ///
- /// Checks whether the user has permission to export an object group to an OAR.
- ///
- /// The user
- /// The object group
- /// Which permissions to check: "C" = Copy, "T" = Transfer
- /// The scene's permissions module
- /// Whether the user is allowed to export the object to an OAR
- private bool CanUserArchiveObject(UUID user, SceneObjectGroup objGroup, string checkPermissions, IPermissionsModule permissionsModule)
- {
- if (checkPermissions == null)
- return true;
-
- if (permissionsModule == null)
- return true; // this shouldn't happen
-
- // Check whether the user is permitted to export all of the parts in the SOG. If any
- // part can't be exported then the entire SOG can't be exported.
-
- bool permitted = true;
- //int primNumber = 1;
-
- foreach (SceneObjectPart obj in objGroup.Parts)
- {
- uint perm;
- PermissionClass permissionClass = permissionsModule.GetPermissionClass(user, obj);
- switch (permissionClass)
- {
- case PermissionClass.Owner:
- perm = obj.BaseMask;
- break;
- case PermissionClass.Group:
- perm = obj.GroupMask | obj.EveryoneMask;
- break;
- case PermissionClass.Everyone:
- default:
- perm = obj.EveryoneMask;
- break;
- }
-
- bool canCopy = (perm & (uint)PermissionMask.Copy) != 0;
- bool canTransfer = (perm & (uint)PermissionMask.Transfer) != 0;
-
- // Special case: if Everyone can copy the object then this implies it can also be
- // Transferred.
- // However, if the user is the Owner then we don't check EveryoneMask, because it seems that the mask
- // always (incorrectly) includes the Copy bit set in this case. But that's a mistake: the viewer
- // does NOT show that the object has Everyone-Copy permissions, and doesn't allow it to be copied.
- if (permissionClass != PermissionClass.Owner)
- canTransfer |= (obj.EveryoneMask & (uint)PermissionMask.Copy) != 0;
-
- bool partPermitted = true;
- if (checkPermissions.Contains("C") && !canCopy)
- partPermitted = false;
- if (checkPermissions.Contains("T") && !canTransfer)
- partPermitted = false;
-
- // If the user is the Creator of the object then it can always be included in the OAR
- bool creator = (obj.CreatorID.Guid == user.Guid);
- if (creator)
- partPermitted = true;
-
- //string name = (objGroup.PrimCount == 1) ? objGroup.Name : string.Format("{0} ({1}/{2})", obj.Name, primNumber, objGroup.PrimCount);
- //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}",
- // name, obj.BaseMask, obj.OwnerMask, obj.EveryoneMask,
- // permissionClass, checkPermissions, canCopy, canTransfer, creator, partPermitted);
-
- if (!partPermitted)
- {
- permitted = false;
- break;
- }
-
- //++primNumber;
- }
-
- return permitted;
- }
-
- ///
- /// Create the control file.
- ///
- ///
- public string CreateControlFile(ArchiveScenesGroup scenesGroup)
- {
- int majorVersion;
- int minorVersion;
-
- if (MultiRegionFormat)
- {
- majorVersion = MAX_MAJOR_VERSION;
- minorVersion = 0;
- }
- else
- {
- // To support older versions of OpenSim, we continue to create single-region OARs
- // using the old file format. In the future this format will be discontinued.
- majorVersion = 0;
- minorVersion = 8;
- }
-//
-// if (m_options.ContainsKey("version"))
-// {
-// string[] parts = m_options["version"].ToString().Split('.');
-// if (parts.Length >= 1)
-// {
-// majorVersion = Int32.Parse(parts[0]);
-//
-// if (parts.Length >= 2)
-// minorVersion = Int32.Parse(parts[1]);
-// }
-// }
-//
-// if (majorVersion < MIN_MAJOR_VERSION || majorVersion > MAX_MAJOR_VERSION)
-// {
-// throw new Exception(
-// string.Format(
-// "OAR version number for save must be between {0} and {1}",
-// MIN_MAJOR_VERSION, MAX_MAJOR_VERSION));
-// }
-// else if (majorVersion == MAX_MAJOR_VERSION)
-// {
-// // Force 1.0
-// minorVersion = 0;
-// }
-// else if (majorVersion == MIN_MAJOR_VERSION)
-// {
-// // Force 0.4
-// minorVersion = 4;
-// }
-
- m_log.InfoFormat("[ARCHIVER]: Creating version {0}.{1} OAR", majorVersion, minorVersion);
- if (majorVersion == 1)
- {
- 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");
- }
-
- String s;
-
- using (StringWriter sw = new StringWriter())
- {
- using (XmlTextWriter xtw = new XmlTextWriter(sw))
- {
- xtw.Formatting = Formatting.Indented;
- xtw.WriteStartDocument();
- xtw.WriteStartElement("archive");
- xtw.WriteAttributeString("major_version", majorVersion.ToString());
- xtw.WriteAttributeString("minor_version", minorVersion.ToString());
-
- xtw.WriteStartElement("creation_info");
- DateTime now = DateTime.UtcNow;
- TimeSpan t = now - new DateTime(1970, 1, 1);
- xtw.WriteElementString("datetime", ((int)t.TotalSeconds).ToString());
- if (!MultiRegionFormat)
- xtw.WriteElementString("id", m_rootScene.RegionInfo.RegionID.ToString());
- xtw.WriteEndElement();
-
- xtw.WriteElementString("assets_included", SaveAssets.ToString());
-
- if (MultiRegionFormat)
- {
- WriteRegionsManifest(scenesGroup, xtw);
- }
- else
- {
- xtw.WriteStartElement("region_info");
- WriteRegionInfo(m_rootScene, xtw);
- xtw.WriteEndElement();
- }
-
- xtw.WriteEndElement();
-
- xtw.Flush();
- }
-
- s = sw.ToString();
- }
-
- return s;
- }
-
- ///
- /// Writes the list of regions included in a multi-region OAR.
- ///
- private static void WriteRegionsManifest(ArchiveScenesGroup scenesGroup, XmlTextWriter xtw)
- {
- xtw.WriteStartElement("regions");
-
- // Write the regions in order: rows from South to North, then regions from West to East.
- // The list of regions can have "holes"; we write empty elements in their position.
-
- for (uint y = (uint)scenesGroup.Rect.Top; y < scenesGroup.Rect.Bottom; ++y)
- {
- SortedDictionary row;
- if (scenesGroup.Regions.TryGetValue(y, out row))
- {
- xtw.WriteStartElement("row");
-
- for (uint x = (uint)scenesGroup.Rect.Left; x < scenesGroup.Rect.Right; ++x)
- {
- Scene scene;
- if (row.TryGetValue(x, out scene))
- {
- xtw.WriteStartElement("region");
- xtw.WriteElementString("id", scene.RegionInfo.RegionID.ToString());
- xtw.WriteElementString("dir", scenesGroup.GetRegionDir(scene.RegionInfo.RegionID));
- WriteRegionInfo(scene, xtw);
- xtw.WriteEndElement();
- }
- else
- {
- // Write a placeholder for a missing region
- xtw.WriteElementString("region", "");
- }
- }
-
- xtw.WriteEndElement();
- }
- else
- {
- // Write a placeholder for a missing row
- xtw.WriteElementString("row", "");
- }
- }
-
- xtw.WriteEndElement(); // "regions"
- }
-
- protected static void WriteRegionInfo(Scene scene, XmlTextWriter xtw)
- {
- bool isMegaregion;
- Vector2 size;
-
- IRegionCombinerModule rcMod = scene.RequestModuleInterface();
-
- if (rcMod != null)
- isMegaregion = rcMod.IsRootForMegaregion(scene.RegionInfo.RegionID);
- else
- isMegaregion = false;
-
- if (isMegaregion)
- size = rcMod.GetSizeOfMegaregion(scene.RegionInfo.RegionID);
- else
- size = new Vector2((float)Constants.RegionSize, (float)Constants.RegionSize);
-
- xtw.WriteElementString("is_megaregion", isMegaregion.ToString());
- xtw.WriteElementString("size_in_meters", string.Format("{0},{1}", size.X, size.Y));
- }
-
-
- protected void Save(Scene scene, List sceneObjects, string regionDir)
- {
- if (regionDir != string.Empty)
- regionDir = ArchiveConstants.REGIONS_PATH + regionDir + "/";
-
- m_log.InfoFormat("[ARCHIVER]: Adding region settings to archive.");
-
- // Write out region settings
- string settingsPath = String.Format("{0}{1}{2}.xml",
- regionDir, ArchiveConstants.SETTINGS_PATH, scene.RegionInfo.RegionName);
- m_archiveWriter.WriteFile(settingsPath, RegionSettingsSerializer.Serialize(scene.RegionInfo.RegionSettings));
-
- m_log.InfoFormat("[ARCHIVER]: Adding parcel settings to archive.");
-
- // Write out land data (aka parcel) settings
- List landObjects = scene.LandChannel.AllParcels();
- foreach (ILandObject lo in landObjects)
- {
- LandData landData = lo.LandData;
- string landDataPath = String.Format("{0}{1}{2}.xml",
- regionDir, ArchiveConstants.LANDDATA_PATH, landData.GlobalID.ToString());
- m_archiveWriter.WriteFile(landDataPath, LandDataSerializer.Serialize(landData, m_options));
- }
-
- m_log.InfoFormat("[ARCHIVER]: Adding terrain information to archive.");
-
- // Write out terrain
- string terrainPath = String.Format("{0}{1}{2}.r32",
- regionDir, ArchiveConstants.TERRAINS_PATH, scene.RegionInfo.RegionName);
-
- MemoryStream ms = new MemoryStream();
- scene.RequestModuleInterface().SaveToStream(terrainPath, ms);
- m_archiveWriter.WriteFile(terrainPath, ms.ToArray());
- ms.Close();
-
- m_log.InfoFormat("[ARCHIVER]: Adding scene objects to archive.");
-
- // Write out scene object metadata
- IRegionSerialiserModule serializer = scene.RequestModuleInterface();
- foreach (SceneObjectGroup sceneObject in sceneObjects)
- {
- //m_log.DebugFormat("[ARCHIVER]: Saving {0} {1}, {2}", entity.Name, entity.UUID, entity.GetType());
-
- string serializedObject = serializer.SerializeGroupToXml2(sceneObject, m_options);
- string objectPath = string.Format("{0}{1}", regionDir, ArchiveHelpers.CreateObjectPath(sceneObject));
- m_archiveWriter.WriteFile(objectPath, serializedObject);
- }
- }
-
- protected void ReceivedAllAssets(
- ICollection assetsFoundUuids, ICollection assetsNotFoundUuids)
- {
- foreach (UUID uuid in assetsNotFoundUuids)
- {
- m_log.DebugFormat("[ARCHIVER]: Could not find asset {0}", uuid);
- }
-
- // m_log.InfoFormat(
- // "[ARCHIVER]: Received {0} of {1} assets requested",
- // assetsFoundUuids.Count, assetsFoundUuids.Count + assetsNotFoundUuids.Count);
-
- CloseArchive(String.Empty);
- }
-
-
- ///
- /// Closes the archive and notifies that we're done.
- ///
- /// The error that occurred, or empty for success
- protected void CloseArchive(string errorMessage)
- {
- try
- {
- if (m_archiveWriter != null)
- m_archiveWriter.Close();
- m_saveStream.Close();
- }
- catch (Exception e)
- {
- m_log.Error(string.Format("[ARCHIVER]: Error closing archive: {0} ", e.Message), e);
- if (errorMessage == string.Empty)
- errorMessage = e.Message;
- }
-
- m_log.InfoFormat("[ARCHIVER]: Finished writing out OAR for {0}", m_rootScene.RegionInfo.RegionName);
-
- m_rootScene.EventManager.TriggerOarFileSaved(m_requestId, errorMessage);
- }
-
- }
-}
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs
index 26535a9..2a87dc2 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs
@@ -170,7 +170,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
m_log.InfoFormat(
"[ARCHIVER]: Writing archive for region {0} to {1}", Scene.RegionInfo.RegionName, savePath);
- new ArchiveWriteRequestPreparation(Scene, savePath, requestId).ArchiveRegion(options);
+ new ArchiveWriteRequest(Scene, savePath, requestId).ArchiveRegion(options);
}
public void ArchiveRegion(Stream saveStream)
@@ -185,7 +185,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
public void ArchiveRegion(Stream saveStream, Guid requestId, Dictionary options)
{
- new ArchiveWriteRequestPreparation(Scene, saveStream, requestId).ArchiveRegion(options);
+ new ArchiveWriteRequest(Scene, saveStream, requestId).ArchiveRegion(options);
}
public void DearchiveRegion(string loadPath)
diff --git a/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs b/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs
index cfdfd8c..abbaf41 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs
@@ -311,7 +311,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
tar.WriteFile(
ArchiveConstants.CONTROL_FILE_PATH,
- new ArchiveWriteRequestPreparation(m_scene, (Stream)null, Guid.Empty).CreateControlFile(new ArchiveScenesGroup()));
+ new ArchiveWriteRequest(m_scene, (Stream)null, Guid.Empty).CreateControlFile(new ArchiveScenesGroup()));
SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(1, ownerId, "obj1-", 0x11);
SceneObjectPart sop2
@@ -369,7 +369,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
tar.WriteFile(
ArchiveConstants.CONTROL_FILE_PATH,
- new ArchiveWriteRequestPreparation(m_scene, (Stream)null, Guid.Empty).CreateControlFile(new ArchiveScenesGroup()));
+ new ArchiveWriteRequest(m_scene, (Stream)null, Guid.Empty).CreateControlFile(new ArchiveScenesGroup()));
SceneObjectPart part1 = CreateSceneObjectPart1();
part1.SitTargetOrientation = new Quaternion(0.2f, 0.3f, 0.4f, 0.5f);
@@ -559,7 +559,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
tar.WriteDir(ArchiveConstants.TERRAINS_PATH);
tar.WriteFile(
ArchiveConstants.CONTROL_FILE_PATH,
- new ArchiveWriteRequestPreparation(m_scene, (Stream)null, Guid.Empty).CreateControlFile(new ArchiveScenesGroup()));
+ new ArchiveWriteRequest(m_scene, (Stream)null, Guid.Empty).CreateControlFile(new ArchiveScenesGroup()));
RegionSettings rs = new RegionSettings();
rs.AgentLimit = 17;
--
cgit v1.1
From 5dd2569bf7d50217d1786c3268a537745b2e9fd3 Mon Sep 17 00:00:00 2001
From: Oren Hurvitz
Date: Mon, 27 Aug 2012 12:47:04 +0300
Subject: Added unit tests for multi-region OARs
---
.../Region/ClientStack/RegionApplicationBase.cs | 2 +-
.../World/Archiver/Tests/ArchiverTests.cs | 384 +++++++++++++++++----
OpenSim/Region/Framework/Scenes/SceneManager.cs | 6 +-
3 files changed, 332 insertions(+), 60 deletions(-)
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
protected override void StartupSpecific()
{
- SceneManager = new SceneManager();
+ SceneManager = SceneManager.Instance;
m_clientStackManager = CreateClientStackManager();
Initialize();
diff --git a/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs b/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs
index abbaf41..0a30905 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs
@@ -57,23 +57,25 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
private Guid m_lastRequestId;
private string m_lastErrorMessage;
+ protected SceneHelpers m_sceneHelpers;
protected TestScene m_scene;
protected ArchiverModule m_archiverModule;
+ protected SerialiserModule m_serialiserModule;
protected TaskInventoryItem m_soundItem;
[SetUp]
public void SetUp()
{
+ new SceneManager();
+
m_archiverModule = new ArchiverModule();
- SerialiserModule serialiserModule = new SerialiserModule();
+ m_serialiserModule = new SerialiserModule();
TerrainModule terrainModule = new TerrainModule();
- m_scene = new SceneHelpers().SetupScene();
- SceneHelpers.SetupSceneModules(m_scene, m_archiverModule, serialiserModule, terrainModule);
-
- new SceneManager();
- SceneManager.Instance.Add(m_scene);
+ m_sceneHelpers = new SceneHelpers();
+ m_scene = m_sceneHelpers.SetupScene();
+ SceneHelpers.SetupSceneModules(m_scene, m_archiverModule, m_serialiserModule, terrainModule);
}
private void LoadCompleted(Guid requestId, List loadedScenes, string errorMessage)
@@ -132,26 +134,10 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
- SceneObjectPart part1 = CreateSceneObjectPart1();
- SceneObjectGroup sog1 = new SceneObjectGroup(part1);
- m_scene.AddNewSceneObject(sog1, false);
-
- SceneObjectPart part2 = CreateSceneObjectPart2();
-
- AssetNotecard nc = new AssetNotecard();
- nc.BodyText = "Hello World!";
- nc.Encode();
- UUID ncAssetUuid = new UUID("00000000-0000-0000-1000-000000000000");
- UUID ncItemUuid = new UUID("00000000-0000-0000-1100-000000000000");
- AssetBase ncAsset
- = AssetHelpers.CreateAsset(ncAssetUuid, AssetType.Notecard, nc.AssetData, UUID.Zero);
- m_scene.AssetService.Store(ncAsset);
- SceneObjectGroup sog2 = new SceneObjectGroup(part2);
- TaskInventoryItem ncItem
- = new TaskInventoryItem { Name = "ncItem", AssetID = ncAssetUuid, ItemID = ncItemUuid };
- part2.Inventory.AddInventoryItem(ncItem, true);
-
- m_scene.AddNewSceneObject(sog2, false);
+ SceneObjectGroup sog1;
+ SceneObjectGroup sog2;
+ UUID ncAssetUuid;
+ CreateTestObjects(m_scene, out sog1, out sog2, out ncAssetUuid);
MemoryStream archiveWriteStream = new MemoryStream();
m_scene.EventManager.OnOarFileSaved += SaveCompleted;
@@ -215,6 +201,30 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
// TODO: Test presence of more files and contents of files.
}
+ private void CreateTestObjects(Scene scene, out SceneObjectGroup sog1, out SceneObjectGroup sog2, out UUID ncAssetUuid)
+ {
+ SceneObjectPart part1 = CreateSceneObjectPart1();
+ sog1 = new SceneObjectGroup(part1);
+ scene.AddNewSceneObject(sog1, false);
+
+ AssetNotecard nc = new AssetNotecard();
+ nc.BodyText = "Hello World!";
+ nc.Encode();
+ ncAssetUuid = UUID.Random();
+ UUID ncItemUuid = UUID.Random();
+ AssetBase ncAsset
+ = AssetHelpers.CreateAsset(ncAssetUuid, AssetType.Notecard, nc.AssetData, UUID.Zero);
+ m_scene.AssetService.Store(ncAsset);
+
+ TaskInventoryItem ncItem
+ = new TaskInventoryItem { Name = "ncItem", AssetID = ncAssetUuid, ItemID = ncItemUuid };
+ SceneObjectPart part2 = CreateSceneObjectPart2();
+ sog2 = new SceneObjectGroup(part2);
+ part2.Inventory.AddInventoryItem(ncItem, true);
+
+ scene.AddNewSceneObject(sog2, false);
+ }
+
///
/// Test saving an OpenSim Region Archive with the no assets option
///
@@ -392,31 +402,12 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
Assert.That(soundDataResourceName, Is.Not.Null);
byte[] soundData;
- Console.WriteLine("Loading " + soundDataResourceName);
- using (Stream resource = assembly.GetManifestResourceStream(soundDataResourceName))
- {
- using (BinaryReader br = new BinaryReader(resource))
- {
- // FIXME: Use the inspector instead
- soundData = br.ReadBytes(99999999);
- UUID soundUuid = UUID.Parse("00000000-0000-0000-0000-000000000001");
- string soundAssetFileName
- = ArchiveConstants.ASSETS_PATH + soundUuid
- + ArchiveConstants.ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.SoundWAV];
- tar.WriteFile(soundAssetFileName, soundData);
-
- /*
- AssetBase soundAsset = AssetHelpers.CreateAsset(soundUuid, soundData);
- scene.AssetService.Store(soundAsset);
- asset1FileName = ArchiveConstants.ASSETS_PATH + soundUuid + ".wav";
- */
-
- TaskInventoryItem item1
- = new TaskInventoryItem { AssetID = soundUuid, ItemID = soundItemUuid, Name = soundItemName };
- part1.Inventory.AddInventoryItem(item1, true);
- }
- }
-
+ UUID soundUuid;
+ CreateSoundAsset(tar, assembly, soundDataResourceName, out soundData, out soundUuid);
+
+ TaskInventoryItem item1
+ = new TaskInventoryItem { AssetID = soundUuid, ItemID = soundItemUuid, Name = soundItemName };
+ part1.Inventory.AddInventoryItem(item1, true);
m_scene.AddNewSceneObject(object1, false);
string object1FileName = string.Format(
@@ -438,6 +429,34 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
Assert.That(m_lastErrorMessage, Is.Null);
+ TestLoadedRegion(part1, soundItemName, soundData);
+ }
+
+ private static void CreateSoundAsset(TarArchiveWriter tar, Assembly assembly, string soundDataResourceName, out byte[] soundData, out UUID soundUuid)
+ {
+ using (Stream resource = assembly.GetManifestResourceStream(soundDataResourceName))
+ {
+ using (BinaryReader br = new BinaryReader(resource))
+ {
+ // FIXME: Use the inspector instead
+ soundData = br.ReadBytes(99999999);
+ soundUuid = UUID.Parse("00000000-0000-0000-0000-000000000001");
+ string soundAssetFileName
+ = ArchiveConstants.ASSETS_PATH + soundUuid
+ + ArchiveConstants.ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.SoundWAV];
+ tar.WriteFile(soundAssetFileName, soundData);
+
+ /*
+ AssetBase soundAsset = AssetHelpers.CreateAsset(soundUuid, soundData);
+ scene.AssetService.Store(soundAsset);
+ asset1FileName = ArchiveConstants.ASSETS_PATH + soundUuid + ".wav";
+ */
+ }
+ }
+ }
+
+ private void TestLoadedRegion(SceneObjectPart part1, string soundItemName, byte[] soundData)
+ {
SceneObjectPart object1PartLoaded = m_scene.GetSceneObjectPart(part1.Name);
Assert.That(object1PartLoaded, Is.Not.Null, "object1 was not loaded");
@@ -457,9 +476,6 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
Assert.That(loadedSoundAsset.Data, Is.EqualTo(soundData), "saved and loaded sound data do not match");
Assert.Greater(m_scene.LandChannel.AllParcels().Count, 0, "incorrect number of parcels");
-
- // Temporary
- Console.WriteLine("Successfully completed {0}", MethodBase.GetCurrentMethod());
}
///
@@ -519,11 +535,10 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
SerialiserModule serialiserModule = new SerialiserModule();
TerrainModule terrainModule = new TerrainModule();
- TestScene scene2 = new SceneHelpers().SetupScene();
+ m_sceneHelpers = new SceneHelpers();
+ TestScene scene2 = m_sceneHelpers.SetupScene();
SceneHelpers.SetupSceneModules(scene2, archiverModule, serialiserModule, terrainModule);
- SceneManager.Instance.Add(scene2);
-
// Make sure there's a valid owner for the owner we saved (this should have been wiped if the code is
// behaving correctly
UserAccountHelpers.CreateUserWithInventory(scene2, objectOwner);
@@ -669,7 +684,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
SerialiserModule serialiserModule = new SerialiserModule();
TerrainModule terrainModule = new TerrainModule();
- Scene scene = new SceneHelpers().SetupScene();
+ Scene scene = m_sceneHelpers.SetupScene();
SceneHelpers.SetupSceneModules(scene, archiverModule, serialiserModule, terrainModule);
m_scene.AddNewSceneObject(new SceneObjectGroup(part2), false);
@@ -705,5 +720,258 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
Assert.That(object2PartMerged.GroupPosition, Is.EqualTo(part2.GroupPosition), "object2 group position not equal after merge");
}
}
+
+ ///
+ /// Test saving a multi-region OAR.
+ ///
+ [Test]
+ public void TestSaveMultiRegionOar()
+ {
+ TestHelpers.InMethod();
+
+ // Create test regions
+
+ int WIDTH = 2;
+ int HEIGHT = 2;
+
+ List scenes = new List();
+
+ // Maps (Directory in OAR file -> scene)
+ Dictionary regionPaths = new Dictionary();
+
+ // Maps (Scene -> expected object paths)
+ Dictionary> expectedPaths = new Dictionary>();
+
+ // List of expected assets
+ List expectedAssets = new List();
+
+ for (uint y = 0; y < HEIGHT; y++)
+ {
+ for (uint x = 0; x < WIDTH; x++)
+ {
+ Scene scene;
+ if (x == 0 && y == 0)
+ {
+ scene = m_scene; // this scene was already created in SetUp()
+ }
+ else
+ {
+ scene = m_sceneHelpers.SetupScene(string.Format("Unit test region {0}", (y * WIDTH) + x + 1), UUID.Random(), 1000 + x, 1000 + y);
+ SceneHelpers.SetupSceneModules(scene, new ArchiverModule(), m_serialiserModule, new TerrainModule());
+ }
+ scenes.Add(scene);
+
+ string dir = String.Format("{0}_{1}_{2}", x + 1, y + 1, scene.RegionInfo.RegionName.Replace(" ", "_"));
+ regionPaths[dir] = scene;
+
+ SceneObjectGroup sog1;
+ SceneObjectGroup sog2;
+ UUID ncAssetUuid;
+
+ CreateTestObjects(scene, out sog1, out sog2, out ncAssetUuid);
+
+ expectedPaths[scene.RegionInfo.RegionID] = new List();
+ expectedPaths[scene.RegionInfo.RegionID].Add(ArchiveHelpers.CreateObjectPath(sog1));
+ expectedPaths[scene.RegionInfo.RegionID].Add(ArchiveHelpers.CreateObjectPath(sog2));
+
+ expectedAssets.Add(ncAssetUuid);
+ }
+ }
+
+
+ // Save OAR
+
+ MemoryStream archiveWriteStream = new MemoryStream();
+ m_scene.EventManager.OnOarFileSaved += SaveCompleted;
+
+ Guid requestId = new Guid("00000000-0000-0000-0000-808080808080");
+
+ Dictionary options = new Dictionary();
+ options.Add("all", true);
+
+ lock (this)
+ {
+ m_archiverModule.ArchiveRegion(archiveWriteStream, requestId, options);
+ Monitor.Wait(this, 60000);
+ }
+
+
+ // Check that the OAR contains the expected data
+
+ Assert.That(m_lastRequestId, Is.EqualTo(requestId));
+
+ byte[] archive = archiveWriteStream.ToArray();
+ MemoryStream archiveReadStream = new MemoryStream(archive);
+ TarArchiveReader tar = new TarArchiveReader(archiveReadStream);
+
+ Dictionary> foundPaths = new Dictionary>();
+ List foundAssets = new List();
+
+ foreach (Scene scene in scenes)
+ {
+ foundPaths[scene.RegionInfo.RegionID] = new List();
+ }
+
+ string filePath;
+ TarArchiveReader.TarEntryType tarEntryType;
+
+ byte[] data = tar.ReadEntry(out filePath, out tarEntryType);
+ Assert.That(filePath, Is.EqualTo(ArchiveConstants.CONTROL_FILE_PATH));
+
+ ArchiveReadRequest arr = new ArchiveReadRequest(m_scene, (Stream)null, false, false, Guid.Empty);
+ arr.LoadControlFile(filePath, data, new DearchiveScenesInfo());
+
+ Assert.That(arr.ControlFileLoaded, Is.True);
+
+ while (tar.ReadEntry(out filePath, out tarEntryType) != null)
+ {
+ if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH))
+ {
+ // Assets are shared, so this file doesn't belong to any specific region.
+ string fileName = filePath.Remove(0, ArchiveConstants.ASSETS_PATH.Length);
+ if (fileName.EndsWith("_notecard.txt"))
+ foundAssets.Add(UUID.Parse(fileName.Substring(0, fileName.Length - "_notecard.txt".Length)));
+ }
+ else
+ {
+ // This file belongs to one of the regions. Find out which one.
+ Assert.IsTrue(filePath.StartsWith(ArchiveConstants.REGIONS_PATH));
+ string[] parts = filePath.Split(new Char[] { '/' }, 3);
+ Assert.AreEqual(3, parts.Length);
+ string regionDirectory = parts[1];
+ string relativePath = parts[2];
+ Scene scene = regionPaths[regionDirectory];
+
+ if (relativePath.StartsWith(ArchiveConstants.OBJECTS_PATH))
+ {
+ foundPaths[scene.RegionInfo.RegionID].Add(relativePath);
+ }
+ }
+ }
+
+ Assert.AreEqual(scenes.Count, foundPaths.Count);
+ foreach (Scene scene in scenes)
+ {
+ Assert.That(foundPaths[scene.RegionInfo.RegionID], Is.EquivalentTo(expectedPaths[scene.RegionInfo.RegionID]));
+ }
+
+ Assert.That(foundAssets, Is.EquivalentTo(expectedAssets));
+ }
+
+ ///
+ /// Test loading a multi-region OAR.
+ ///
+ [Test]
+ public void TestLoadMultiRegionOar()
+ {
+ TestHelpers.InMethod();
+
+ // Create an ArchiveScenesGroup with the regions in the OAR. This is needed to generate the control file.
+
+ int WIDTH = 2;
+ int HEIGHT = 2;
+
+ for (uint y = 0; y < HEIGHT; y++)
+ {
+ for (uint x = 0; x < WIDTH; x++)
+ {
+ Scene scene;
+ if (x == 0 && y == 0)
+ {
+ scene = m_scene; // this scene was already created in SetUp()
+ }
+ else
+ {
+ scene = m_sceneHelpers.SetupScene(string.Format("Unit test region {0}", (y * WIDTH) + x + 1), UUID.Random(), 1000 + x, 1000 + y);
+ SceneHelpers.SetupSceneModules(scene, new ArchiverModule(), m_serialiserModule, new TerrainModule());
+ }
+ }
+ }
+
+ ArchiveScenesGroup scenesGroup = new ArchiveScenesGroup();
+ SceneManager.Instance.ForEachScene(delegate(Scene scene)
+ {
+ scenesGroup.AddScene(scene);
+ });
+ scenesGroup.CalcSceneLocations();
+
+ // Generate the OAR file
+
+ MemoryStream archiveWriteStream = new MemoryStream();
+ TarArchiveWriter tar = new TarArchiveWriter(archiveWriteStream);
+
+ ArchiveWriteRequest writeRequest = new ArchiveWriteRequest(m_scene, (Stream)null, Guid.Empty);
+ writeRequest.MultiRegionFormat = true;
+ tar.WriteFile(
+ ArchiveConstants.CONTROL_FILE_PATH, writeRequest.CreateControlFile(scenesGroup));
+
+ SceneObjectPart part1 = CreateSceneObjectPart1();
+ part1.SitTargetOrientation = new Quaternion(0.2f, 0.3f, 0.4f, 0.5f);
+ part1.SitTargetPosition = new Vector3(1, 2, 3);
+
+ SceneObjectGroup object1 = new SceneObjectGroup(part1);
+
+ // Let's put some inventory items into our object
+ string soundItemName = "sound-item1";
+ UUID soundItemUuid = UUID.Parse("00000000-0000-0000-0000-000000000002");
+ Type type = GetType();
+ Assembly assembly = type.Assembly;
+ string soundDataResourceName = null;
+ string[] names = assembly.GetManifestResourceNames();
+ foreach (string name in names)
+ {
+ if (name.EndsWith(".Resources.test-sound.wav"))
+ soundDataResourceName = name;
+ }
+ Assert.That(soundDataResourceName, Is.Not.Null);
+
+ byte[] soundData;
+ UUID soundUuid;
+ CreateSoundAsset(tar, assembly, soundDataResourceName, out soundData, out soundUuid);
+
+ TaskInventoryItem item1
+ = new TaskInventoryItem { AssetID = soundUuid, ItemID = soundItemUuid, Name = soundItemName };
+ part1.Inventory.AddInventoryItem(item1, true);
+ m_scene.AddNewSceneObject(object1, false);
+
+ string object1FileName = string.Format(
+ "{0}_{1:000}-{2:000}-{3:000}__{4}.xml",
+ part1.Name,
+ Math.Round(part1.GroupPosition.X), Math.Round(part1.GroupPosition.Y), Math.Round(part1.GroupPosition.Z),
+ part1.UUID);
+ string path = "regions/1_1_Unit_test_region/" + ArchiveConstants.OBJECTS_PATH + object1FileName;
+ tar.WriteFile(path, SceneObjectSerializer.ToXml2Format(object1));
+
+ tar.Close();
+
+
+ // Delete the current objects, to test that they're loaded from the OAR and didn't
+ // just remain in the scene.
+ SceneManager.Instance.ForEachScene(delegate(Scene scene)
+ {
+ scene.DeleteAllSceneObjects();
+ });
+
+ // Create a "hole", to test that that the corresponding region isn't loaded from the OAR
+ SceneManager.Instance.CloseScene(SceneManager.Instance.Scenes[1]);
+
+
+ // Check thay the OAR file contains the expected data
+
+ MemoryStream archiveReadStream = new MemoryStream(archiveWriteStream.ToArray());
+
+ lock (this)
+ {
+ m_scene.EventManager.OnOarFileLoaded += LoadCompleted;
+ m_archiverModule.DearchiveRegion(archiveReadStream);
+ }
+
+ Assert.That(m_lastErrorMessage, Is.Null);
+
+ Assert.AreEqual(3, SceneManager.Instance.Scenes.Count);
+
+ TestLoadedRegion(part1, soundItemName, soundData);
+ }
+
}
}
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
private static SceneManager m_instance = null;
public static SceneManager Instance
{
- get { return m_instance; }
+ get {
+ if (m_instance == null)
+ m_instance = new SceneManager();
+ return m_instance;
+ }
}
private readonly List m_localScenes = new List();
--
cgit v1.1
From d5c8c6bc12d434bb6a4bbc6f326a4ae784c12861 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Sat, 15 Sep 2012 01:08:15 +0100
Subject: For FlotsamAssetCache, always update access times of cached scene
assets before looking for files to expire.
This is to resolve a problem where an asset marked as local but not temporary but still used in the scene would be removed.
The timed expiry scan no longer tries to refetch assets from the scene that are not currently in the cache - this is not helpful since it just drags a lot of data into the cache that may never be referenced.
This removes the DeepScanBeforePurge option since setting this to false will introduce the above problem. This previously had a default of true.
---
.../Region/CoreModules/Asset/FlotsamAssetCache.cs | 37 ++++++++++------------
bin/config-include/FlotsamCache.ini.example | 7 ----
2 files changed, 17 insertions(+), 27 deletions(-)
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
private IAssetService m_AssetService;
private List m_Scenes = new List();
- private bool m_DeepScanBeforePurge;
-
public FlotsamAssetCache()
{
m_InvalidChars.AddRange(Path.GetInvalidPathChars());
@@ -170,8 +168,6 @@ namespace OpenSim.Region.CoreModules.Asset
m_CacheDirectoryTierLen = assetConfig.GetInt("CacheDirectoryTierLength", m_CacheDirectoryTierLen);
m_CacheWarnAt = assetConfig.GetInt("CacheWarnAt", m_CacheWarnAt);
-
- m_DeepScanBeforePurge = assetConfig.GetBoolean("DeepScanBeforePurge", m_DeepScanBeforePurge);
}
m_log.InfoFormat("[FLOTSAM ASSET CACHE]: Cache Directory {0}", m_CacheDirectory);
@@ -506,13 +502,10 @@ namespace OpenSim.Region.CoreModules.Asset
// Purge all files last accessed prior to this point
DateTime purgeLine = DateTime.Now - m_FileExpiration;
- // An optional deep scan at this point will ensure assets present in scenes,
- // or referenced by objects in the scene, but not recently accessed
- // are not purged.
- if (m_DeepScanBeforePurge)
- {
- CacheScenes();
- }
+ // An asset cache may contain local non-temporary assets that are not in the asset service. Therefore,
+ // before cleaning up expired files we must scan the objects in the scene to make sure that we retain
+ // such local assets if they have not been recently accessed.
+ TouchAllSceneAssets(false);
foreach (string dir in Directory.GetDirectories(m_CacheDirectory))
{
@@ -705,11 +698,14 @@ namespace OpenSim.Region.CoreModules.Asset
///
/// Iterates through all Scenes, doing a deep scan through assets
- /// to cache all assets present in the scene or referenced by assets
- /// in the scene
+ /// to update the access time of all assets present in the scene or referenced by assets
+ /// in the scene.
///
- ///
- private int CacheScenes()
+ ///
+ /// If true, then assets scanned which are not found in cache are added to the cache.
+ ///
+ /// Number of distinct asset references found in the scene.
+ private int TouchAllSceneAssets(bool storeUncached)
{
UuidGatherer gatherer = new UuidGatherer(m_AssetService);
@@ -732,7 +728,7 @@ namespace OpenSim.Region.CoreModules.Asset
{
File.SetLastAccessTime(filename, DateTime.Now);
}
- else
+ else if (storeUncached)
{
m_AssetService.Get(assetID.ToString());
}
@@ -860,13 +856,14 @@ namespace OpenSim.Region.CoreModules.Asset
break;
-
case "assets":
- m_log.Info("[FLOTSAM ASSET CACHE]: Caching all assets, in all scenes.");
+ m_log.Info("[FLOTSAM ASSET CACHE]: Ensuring assets are cached for all scenes.");
Util.FireAndForget(delegate {
- int assetsCached = CacheScenes();
- m_log.InfoFormat("[FLOTSAM ASSET CACHE]: Completed Scene Caching, {0} assets found.", assetsCached);
+ int assetReferenceTotal = TouchAllSceneAssets(true);
+ m_log.InfoFormat(
+ "[FLOTSAM ASSET CACHE]: Completed check with {0} assets.",
+ assetReferenceTotal);
});
break;
diff --git a/bin/config-include/FlotsamCache.ini.example b/bin/config-include/FlotsamCache.ini.example
index b9c6d84..ad74fc1 100644
--- a/bin/config-include/FlotsamCache.ini.example
+++ b/bin/config-include/FlotsamCache.ini.example
@@ -54,10 +54,3 @@
; Warning level for cache directory size
;CacheWarnAt = 30000
-
- ; Perform a deep scan of all assets within all regions, looking for all assets
- ; present or referenced. Mark all assets found that are already present in the
- ; cache, and request all assets that are found that are not already cached (this
- ; will cause those assets to be cached)
- ;
- DeepScanBeforePurge = true
--
cgit v1.1
From 1ec84ac8b160c1a6ee903b832c75635d1219fe5a Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Sat, 15 Sep 2012 02:12:26 +0100
Subject: Add basic asset connector tests to check behaviour for normal, local
and temporary assets.
Make AssetServiceConnector return more useful data on failure, such as what DLL it was trying to load
Allow LocalAssetServiceConnector.GetData() to work without a cache present, as works for the other lasc Get* methods.
---
.../Asset/LocalAssetServiceConnector.cs | 7 +-
.../Asset/Tests/AssetConnectorTests.cs | 136 +++++++++++++++++++++
OpenSim/Services/AssetService/AssetServiceBase.cs | 4 +-
prebuild.xml | 1 +
4 files changed, 144 insertions(+), 4 deletions(-)
create mode 100644 OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/Tests/AssetConnectorTests.cs
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
public byte[] GetData(string id)
{
// m_log.DebugFormat("[LOCAL ASSET SERVICES CONNECTOR]: Requesting data for asset {0}", id);
-
- AssetBase asset = m_Cache.Get(id);
+
+ AssetBase asset = null;
+
+ if (m_Cache != null)
+ asset = m_Cache.Get(id);
if (asset != null)
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 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Collections.Generic;
+using System.IO;
+using System.Reflection;
+using System.Threading;
+using log4net.Config;
+using Nini.Config;
+using NUnit.Framework;
+using OpenMetaverse;
+using OpenSim.Framework;
+using OpenSim.Region.Framework.Scenes;
+using OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset;
+using OpenSim.Tests.Common;
+
+namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset.Tests
+{
+ [TestFixture]
+ public class AssetConnectorsTests : OpenSimTestCase
+ {
+ [Test]
+ public void TestAddAsset()
+ {
+ TestHelpers.InMethod();
+// TestHelpers.EnableLogging();
+
+ IConfigSource config = new IniConfigSource();
+ config.AddConfig("Modules");
+ config.Configs["Modules"].Set("AssetServices", "LocalAssetServicesConnector");
+ config.AddConfig("AssetService");
+ config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Services.AssetService.dll:AssetService");
+ config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll");
+
+ LocalAssetServicesConnector lasc = new LocalAssetServicesConnector();
+ lasc.Initialise(config);
+
+ AssetBase a1 = AssetHelpers.CreateNotecardAsset();
+ lasc.Store(a1);
+
+ AssetBase retreivedA1 = lasc.Get(a1.ID);
+ Assert.That(retreivedA1.ID, Is.EqualTo(a1.ID));
+ Assert.That(retreivedA1.Metadata.ID, Is.EqualTo(a1.Metadata.ID));
+ Assert.That(retreivedA1.Data.Length, Is.EqualTo(a1.Data.Length));
+
+ AssetMetadata retrievedA1Metadata = lasc.GetMetadata(a1.ID);
+ Assert.That(retrievedA1Metadata.ID, Is.EqualTo(a1.ID));
+
+ byte[] retrievedA1Data = lasc.GetData(a1.ID);
+ Assert.That(retrievedA1Data.Length, Is.EqualTo(a1.Data.Length));
+
+ // TODO: Add cache and check that this does receive a copy of the asset
+ }
+
+ [Test]
+ public void TestAddTemporaryAsset()
+ {
+ TestHelpers.InMethod();
+// TestHelpers.EnableLogging();
+
+ IConfigSource config = new IniConfigSource();
+ config.AddConfig("Modules");
+ config.Configs["Modules"].Set("AssetServices", "LocalAssetServicesConnector");
+ config.AddConfig("AssetService");
+ config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Services.AssetService.dll:AssetService");
+ config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll");
+
+ LocalAssetServicesConnector lasc = new LocalAssetServicesConnector();
+ lasc.Initialise(config);
+
+ AssetBase a1 = AssetHelpers.CreateNotecardAsset();
+ a1.Temporary = true;
+
+ lasc.Store(a1);
+
+ Assert.That(lasc.Get(a1.ID), Is.Null);
+ Assert.That(lasc.GetData(a1.ID), Is.Null);
+ Assert.That(lasc.GetMetadata(a1.ID), Is.Null);
+
+ // TODO: Add cache and check that this does receive a copy of the asset
+ }
+
+ [Test]
+ public void TestAddLocalAsset()
+ {
+ TestHelpers.InMethod();
+// TestHelpers.EnableLogging();
+
+ IConfigSource config = new IniConfigSource();
+ config.AddConfig("Modules");
+ config.Configs["Modules"].Set("AssetServices", "LocalAssetServicesConnector");
+ config.AddConfig("AssetService");
+ config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Services.AssetService.dll:AssetService");
+ config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll");
+
+ LocalAssetServicesConnector lasc = new LocalAssetServicesConnector();
+ lasc.Initialise(config);
+
+ AssetBase a1 = AssetHelpers.CreateNotecardAsset();
+ a1.Local = true;
+
+ lasc.Store(a1);
+
+ Assert.That(lasc.Get(a1.ID), Is.Null);
+ Assert.That(lasc.GetData(a1.ID), Is.Null);
+ Assert.That(lasc.GetMetadata(a1.ID), Is.Null);
+
+ // TODO: Add cache and check that this does receive a copy of the asset
+ }
+ }
+}
\ No newline at end of file
diff --git a/OpenSim/Services/AssetService/AssetServiceBase.cs b/OpenSim/Services/AssetService/AssetServiceBase.cs
index 177c565..58ab052 100644
--- a/OpenSim/Services/AssetService/AssetServiceBase.cs
+++ b/OpenSim/Services/AssetService/AssetServiceBase.cs
@@ -84,7 +84,7 @@ namespace OpenSim.Services.AssetService
m_Database = LoadPlugin(dllName);
if (m_Database == null)
- throw new Exception("Could not find a storage interface in the given module");
+ throw new Exception(string.Format("Could not find a storage interface in the module {0}", dllName));
m_Database.Initialise(connString);
@@ -96,7 +96,7 @@ namespace OpenSim.Services.AssetService
m_AssetLoader = LoadPlugin(loaderName);
if (m_AssetLoader == null)
- throw new Exception("Asset loader could not be loaded");
+ throw new Exception(string.Format("Asset loader could not be loaded from {0}", loaderName));
}
}
}
diff --git a/prebuild.xml b/prebuild.xml
index f10607d..d3af892 100644
--- a/prebuild.xml
+++ b/prebuild.xml
@@ -2970,6 +2970,7 @@
+
--
cgit v1.1
From 2c5ff9399063080276a23bcd06fb696d653bef2e Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Thu, 13 Sep 2012 08:11:54 -0700
Subject: BulletSim: Way too many changes in one commit. Many changes to
BSDynamic for readability and commentary. Linkset hacking for vehicles: don't
over mass the root prim. Add parameter for link constraint solver iterations.
Correct uses of timestep in timescale calculations for vehicles. Reorganize
code/logic for making objects static and dynamic for readability and use
of API2. Changed most calls in BSPrim to use API2 calls (the new way).
Avatars do not generate default Bullet collision events but do call up to
the simulator for every avatar. Reduces overhead. Objects added to collision
list only if they are processing collisions. Reduces overhead especially
for large numbers of avatars. Generalize call for water height to
GetWaterHeightAtXYZ(). Catch and correct exception getting terrain height
when out of bounds. Correct race condition in Terrain Manager where creation
wasn't at taint-time. Add API calls for constructing compound shapes. Move
NeedsMeshing() logic into object class. Reorganize logic for object meshing
to reduce rebuilding of meshs/hulls.
---
.../Region/Physics/BulletSPlugin/BSCharacter.cs | 17 +-
.../Region/Physics/BulletSPlugin/BSConstraint.cs | 16 +-
OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 218 +++++++++------------
OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 32 ++-
.../Region/Physics/BulletSPlugin/BSPhysObject.cs | 2 +-
OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 196 ++++++++++--------
OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 67 ++++---
.../Physics/BulletSPlugin/BSTerrainManager.cs | 60 +++---
.../Region/Physics/BulletSPlugin/BulletSimAPI.cs | 29 ++-
9 files changed, 351 insertions(+), 286 deletions(-)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index fa22c78..a9b1365 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -131,8 +131,6 @@ public class BSCharacter : BSPhysObject
BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, LocalID, _buoyancy);
BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(Scene.World.Ptr, LocalID));
- // avatars get all collisions no matter what (makes walking on ground and such work)
- BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
});
return;
@@ -480,11 +478,10 @@ public class BSCharacter : BSPhysObject
// Stop collision events
public override void UnSubscribeEvents() {
_subscribedEventsMs = 0;
- // Avatars get all their collision events
- // Scene.TaintedObject("BSCharacter.UnSubscribeEvents", delegate()
- // {
- // BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
- // });
+ Scene.TaintedObject("BSCharacter.UnSubscribeEvents", delegate()
+ {
+ BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
+ });
}
// Return 'true' if someone has subscribed to events
public override bool SubscribedEvents() {
@@ -532,10 +529,12 @@ public class BSCharacter : BSPhysObject
// The collision, if it should be reported to the character, is placed in a collection
// that will later be sent to the simulator when SendCollisions() is called.
CollisionEventUpdate collisionCollection = null;
- public override void Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth)
+ public override bool Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth)
{
// m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith);
+ bool ret = false;
+
// The following makes IsColliding() and IsCollidingGround() work
_collidingStep = Scene.SimulationStep;
if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID)
@@ -553,8 +552,10 @@ public class BSCharacter : BSPhysObject
if (collisionCollection == null)
collisionCollection = new CollisionEventUpdate();
collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
+ ret = true;
}
}
+ return ret;
}
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
return ret;
}
+ public virtual bool SetSolverIterations(float cnt)
+ {
+ bool ret = false;
+ if (m_enabled)
+ {
+ BulletSimAPI.SetConstraintNumSolverIterations2(m_constraint.Ptr, cnt);
+ ret = true;
+ }
+ return ret;
+ }
+
public virtual bool CalculateTransforms()
{
bool ret = false;
@@ -96,12 +107,9 @@ public abstract class BSConstraint : IDisposable
ret = CalculateTransforms();
if (ret)
{
- // m_world.scene.PhysicsLogging.Write("{0},BSConstraint.RecomputeConstraintVariables,taint,enabling,A={1},B={2}",
- // BSScene.DetailLogZero, Body1.ID, Body2.ID);
-
// Setting an object's mass to zero (making it static like when it's selected)
// automatically disables the constraints.
- // If enabled, be sure to set the constraint itself to enabled.
+ // If the link is enabled, be sure to set the constraint itself to enabled.
BulletSimAPI.SetConstraintEnable2(m_constraint.Ptr, m_world.scene.NumericBool(true));
}
else
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 8169e99..098fea7 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -80,7 +80,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Linear properties
private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL
- private Vector3 m_dir = Vector3.Zero; // velocity applied to body
+ private Vector3 m_newVelocity = Vector3.Zero; // velocity computed to be applied to body
private Vector3 m_linearFrictionTimescale = Vector3.Zero;
private float m_linearMotorDecayTimescale = 0;
private float m_linearMotorTimescale = 0;
@@ -475,32 +475,33 @@ namespace OpenSim.Region.Physics.BulletSPlugin
frcount = 0;
MoveLinear(pTimestep);
- MoveAngular(pTimestep);
+ // MoveAngular(pTimestep);
LimitRotation(pTimestep);
+ // remember the position so next step we can limit absolute movement effects
+ m_lastPositionVector = m_prim.Position;
+
VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}",
m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity);
}// end Step
private void MoveLinear(float pTimestep)
{
- // requested m_linearMotorDirection is significant
- // if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f))
- if (m_linearMotorDirection.LengthSquared() > 0.0001f)
+ // m_linearMotorDirection is the direction we are moving relative to the vehicle coordinates
+ // m_lastLinearVelocityVector is the speed we are moving in that direction
+ if (m_linearMotorDirection.LengthSquared() > 0.001f)
{
Vector3 origDir = m_linearMotorDirection;
Vector3 origVel = m_lastLinearVelocityVector;
// add drive to body
- // Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep);
- Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale);
- // lastLinearVelocityVector is the current body velocity vector?
+ // Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale / pTimestep);
+ Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/(m_linearMotorTimescale / pTimestep);
+ // lastLinearVelocityVector is the current body velocity vector
// RA: Not sure what the *10 is for. A correction for pTimestep?
// m_lastLinearVelocityVector += (addAmount*10);
m_lastLinearVelocityVector += addAmount;
- // This will work temporarily, but we really need to compare speed on an axis
- // KF: Limit body velocity to applied velocity?
// Limit the velocity vector to less than the last set linear motor direction
if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X))
m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X;
@@ -509,34 +510,29 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z))
m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z;
+ /*
// decay applied velocity
- Vector3 decayfraction = ((Vector3.One/(m_linearMotorDecayTimescale/pTimestep)));
+ Vector3 decayfraction = Vector3.One/(m_linearMotorDecayTimescale / pTimestep);
+ // (RA: do not know where the 0.5f comes from)
m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f;
-
- /*
- Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/m_linearMotorTimescale;
- m_lastLinearVelocityVector += addAmount;
-
- float decayfraction = (1.0f - 1.0f / m_linearMotorDecayTimescale);
- m_linearMotorDirection *= decayfraction;
-
*/
+ float keepfraction = 1.0f - (1.0f / (m_linearMotorDecayTimescale / pTimestep));
+ m_linearMotorDirection *= keepfraction;
- VDetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},decay={4},dir={5},vel={6}",
- m_prim.LocalID, origDir, origVel, addAmount, decayfraction, m_linearMotorDirection, m_lastLinearVelocityVector);
+ VDetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},notDecay={4},dir={5},vel={6}",
+ m_prim.LocalID, origDir, origVel, addAmount, keepfraction, m_linearMotorDirection, m_lastLinearVelocityVector);
}
else
{
- // if what remains of applied is small, zero it.
- // if (m_lastLinearVelocityVector.ApproxEquals(Vector3.Zero, 0.01f))
- // m_lastLinearVelocityVector = Vector3.Zero;
+ // if what remains of direction is very small, zero it.
m_linearMotorDirection = Vector3.Zero;
m_lastLinearVelocityVector = Vector3.Zero;
+ VDetailLog("{0},MoveLinear,zeroed", m_prim.LocalID);
}
// convert requested object velocity to object relative vector
Quaternion rotq = m_prim.Orientation;
- m_dir = m_lastLinearVelocityVector * rotq;
+ m_newVelocity = m_lastLinearVelocityVector * rotq;
// Add the various forces into m_dir which will be our new direction vector (velocity)
@@ -544,60 +540,31 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// KF: So far I have found no good method to combine a script-requested
// .Z velocity and gravity. Therefore only 0g will used script-requested
// .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only.
- Vector3 grav = Vector3.Zero;
// There is some gravity, make a gravity force vector that is applied after object velocity.
// m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
- grav.Z = m_prim.Scene.DefaultGravity.Z * m_prim.Mass * (1f - m_VehicleBuoyancy);
+ Vector3 grav = m_prim.Scene.DefaultGravity * (m_prim.Mass * (1f - m_VehicleBuoyancy));
+
+ /*
+ * RA: Not sure why one would do this
// Preserve the current Z velocity
Vector3 vel_now = m_prim.Velocity;
m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity
+ */
Vector3 pos = m_prim.Position;
- Vector3 posChange = pos;
// 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);
- double Zchange = Math.Abs(posChange.Z);
- if (m_BlockingEndPoint != Vector3.Zero)
- {
- bool changed = false;
- if (pos.X >= (m_BlockingEndPoint.X - (float)1))
- {
- pos.X -= posChange.X + 1;
- changed = true;
- }
- if (pos.Y >= (m_BlockingEndPoint.Y - (float)1))
- {
- pos.Y -= posChange.Y + 1;
- changed = true;
- }
- if (pos.Z >= (m_BlockingEndPoint.Z - (float)1))
- {
- pos.Z -= posChange.Z + 1;
- changed = true;
- }
- if (pos.X <= 0)
- {
- pos.X += posChange.X + 1;
- changed = true;
- }
- if (pos.Y <= 0)
- {
- pos.Y += posChange.Y + 1;
- changed = true;
- }
- if (changed)
- {
- m_prim.Position = pos;
- VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}",
- m_prim.LocalID, m_BlockingEndPoint, posChange, pos);
- }
- }
// If below the terrain, move us above the ground a little.
- if (pos.Z < m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos))
+ float terrainHeight = m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos);
+ // Taking the rotated size doesn't work here because m_prim.Size is the size of the root prim and not the linkset.
+ // Need to add a m_prim.LinkSet.Size similar to m_prim.LinkSet.Mass.
+ // Vector3 rotatedSize = m_prim.Size * m_prim.Orientation;
+ // if (rotatedSize.Z < terrainHeight)
+ if (pos.Z < terrainHeight)
{
- pos.Z = m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 2;
+ pos.Z = terrainHeight + 2;
m_prim.Position = pos;
- VDetailLog("{0},MoveLinear,terrainHeight,pos={1}", m_prim.LocalID, pos);
+ VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", m_prim.LocalID, terrainHeight, pos);
}
// Check if hovering
@@ -606,11 +573,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// We should hover, get the target height
if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
{
- m_VhoverTargetHeight = m_prim.Scene.GetWaterLevel() + m_VhoverHeight;
+ m_VhoverTargetHeight = m_prim.Scene.GetWaterLevelAtXYZ(pos) + m_VhoverHeight;
}
if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
{
- m_VhoverTargetHeight = m_prim.Scene.TerrainManager.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
+ m_VhoverTargetHeight = terrainHeight + m_VhoverHeight;
}
if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0)
{
@@ -635,82 +602,92 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Replace Vertical speed with correction figure if significant
if (Math.Abs(herr0) > 0.01f)
{
- m_dir.Z = -((herr0 * pTimestep * 50.0f) / m_VhoverTimescale);
+ m_newVelocity.Z = -((herr0 * pTimestep * 50.0f) / m_VhoverTimescale);
//KF: m_VhoverEfficiency is not yet implemented
}
else
{
- m_dir.Z = 0f;
+ m_newVelocity.Z = 0f;
}
}
- VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_dir, m_VhoverHeight, m_VhoverTargetHeight);
+ VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_newVelocity, m_VhoverHeight, m_VhoverTargetHeight);
+ }
-// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
-// m_VhoverTimescale = 0f; // time to acheive height
-// pTimestep is time since last frame,in secs
+ Vector3 posChange = pos - m_lastPositionVector;
+ if (m_BlockingEndPoint != Vector3.Zero)
+ {
+ bool changed = false;
+ if (pos.X >= (m_BlockingEndPoint.X - (float)1))
+ {
+ pos.X -= posChange.X + 1;
+ changed = true;
+ }
+ if (pos.Y >= (m_BlockingEndPoint.Y - (float)1))
+ {
+ pos.Y -= posChange.Y + 1;
+ changed = true;
+ }
+ if (pos.Z >= (m_BlockingEndPoint.Z - (float)1))
+ {
+ pos.Z -= posChange.Z + 1;
+ changed = true;
+ }
+ if (pos.X <= 0)
+ {
+ pos.X += posChange.X + 1;
+ changed = true;
+ }
+ if (pos.Y <= 0)
+ {
+ pos.Y += posChange.Y + 1;
+ changed = true;
+ }
+ if (changed)
+ {
+ m_prim.Position = pos;
+ VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}",
+ m_prim.LocalID, m_BlockingEndPoint, posChange, pos);
+ }
}
+ float Zchange = Math.Abs(posChange.Z);
if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0)
{
- //Start Experimental Values
if (Zchange > .3)
- {
grav.Z = (float)(grav.Z * 3);
- }
if (Zchange > .15)
- {
grav.Z = (float)(grav.Z * 2);
- }
if (Zchange > .75)
- {
grav.Z = (float)(grav.Z * 1.5);
- }
if (Zchange > .05)
- {
grav.Z = (float)(grav.Z * 1.25);
- }
if (Zchange > .025)
- {
grav.Z = (float)(grav.Z * 1.125);
- }
- float terraintemp = m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos);
- float postemp = (pos.Z - terraintemp);
+ float postemp = (pos.Z - terrainHeight);
if (postemp > 2.5f)
- {
grav.Z = (float)(grav.Z * 1.037125);
- }
VDetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav);
- //End Experimental Values
}
if ((m_flags & (VehicleFlag.NO_X)) != 0)
- {
- m_dir.X = 0;
- }
+ m_newVelocity.X = 0;
if ((m_flags & (VehicleFlag.NO_Y)) != 0)
- {
- m_dir.Y = 0;
- }
+ m_newVelocity.Y = 0;
if ((m_flags & (VehicleFlag.NO_Z)) != 0)
- {
- m_dir.Z = 0;
- }
-
- m_lastPositionVector = m_prim.Position;
+ m_newVelocity.Z = 0;
// Apply velocity
- m_prim.Velocity = m_dir;
+ m_prim.Velocity = m_newVelocity;
// apply gravity force
// Why is this set here? The physics engine already does gravity.
// m_prim.AddForce(grav, false);
- // m_prim.Force = grav;
// Apply friction
- Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep);
- m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount;
+ Vector3 keepFraction = Vector3.One - (Vector3.One / (m_linearFrictionTimescale / pTimestep));
+ m_lastLinearVelocityVector *= keepFraction;
- VDetailLog("{0},MoveLinear,done,pos={1},vel={2},force={3},decay={4}",
- m_prim.LocalID, m_lastPositionVector, m_dir, grav, decayamount);
+ VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},grav={4},1Mdecay={5}",
+ m_prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity, grav, keepFraction);
} // end MoveLinear()
@@ -735,17 +712,18 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// There are m_angularMotorApply steps.
Vector3 origAngularVelocity = m_angularMotorVelocity;
// ramp up to new value
- // current velocity += error / (time to get there / step interval)
- // requested speed - last motor speed
+ // current velocity += error / ( time to get there / step interval)
+ // requested speed - last motor speed
m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep);
m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep);
m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep);
- VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},origvel={2},dir={3},vel={4}",
- m_prim.LocalID,m_angularMotorApply,origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity);
+ VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},angTScale={2},timeStep={3},origvel={4},dir={5},vel={6}",
+ m_prim.LocalID, m_angularMotorApply, m_angularMotorTimescale, pTimestep, origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity);
- m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected
- // velocity may still be acheived.
+ // This is done so that if script request rate is less than phys frame rate the expected
+ // velocity may still be acheived.
+ m_angularMotorApply--;
}
else
{
@@ -760,7 +738,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
Vector3 vertattr = Vector3.Zero;
if (m_verticalAttractionTimescale < 300)
{
- float VAservo = 0.2f / (m_verticalAttractionTimescale * pTimestep);
+ float VAservo = 0.2f / (m_verticalAttractionTimescale / pTimestep);
// get present body rotation
Quaternion rotq = m_prim.Orientation;
// make a vector pointing up
@@ -863,16 +841,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_rot.Y = 0;
changed = true;
}
- if ((m_flags & VehicleFlag.LOCK_ROTATION) != 0)
- {
- m_rot.X = 0;
- m_rot.Y = 0;
- changed = true;
- }
if (changed)
+ {
m_prim.Orientation = m_rot;
+ VDetailLog("{0},LimitRotation,done,orig={1},new={2}", m_prim.LocalID, rotq, m_rot);
+ }
- VDetailLog("{0},LimitRotation,done,changed={1},orig={2},new={3}", m_prim.LocalID, changed, rotq, m_rot);
}
// 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..dc1de6c 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
@@ -206,7 +206,7 @@ public class BSLinkset
// its internal properties.
public void Refresh(BSPhysObject requestor)
{
- // If there are no children, there aren't any constraints to recompute
+ // If there are no children, there can't be any constraints to recompute
if (!HasAnyChildren)
return;
@@ -225,11 +225,12 @@ public class BSLinkset
// from a linkset to make sure the constraints know about the new mass and
// geometry.
// Must only be called at taint time!!
- private bool RecomputeLinksetConstraintVariables()
+ private void RecomputeLinksetConstraintVariables()
{
float linksetMass = LinksetMass;
lock (m_linksetActivityLock)
{
+ bool somethingMissing = false;
foreach (BSPhysObject child in m_children)
{
BSConstraint constrain;
@@ -241,16 +242,29 @@ public class BSLinkset
}
else
{
- // Non-fatal error that can happen when children are being added to the linkset but
+ // Non-fatal error that happens when children are being added to the linkset but
// their constraints have not been created yet.
// Caused by the fact that m_children is built at run time but building constraints
// happens at taint time.
- // m_physicsScene.Logger.ErrorFormat("{0} RecomputeLinksetConstraintVariables: constraint not found for root={1}, child={2}",
- // LogHeader, m_linksetRoot.Body.ID, child.Body.ID);
+ somethingMissing = true;
+ break;
}
}
+
+ // If the whole linkset is not here, doesn't make sense to recompute the root prim now.
+ if (!somethingMissing)
+ {
+ // The root prim takes on the weight of the whole linkset
+ /*
+ OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(LinksetRoot.BSShape.Ptr, linksetMass);
+ BulletSimAPI.SetMassProps2(LinksetRoot.BSBody.Ptr, linksetMass, inertia);
+ OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass();
+ BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.Ptr, centerOfMass, OMV.Quaternion.Identity);
+ BulletSimAPI.UpdateInertiaTensor2(LinksetRoot.BSBody.Ptr);
+ */
+ }
}
- return false;
+ return;
}
// I am the root of a linkset and a new child is being added
@@ -296,9 +310,9 @@ public class BSLinkset
DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID);
PhysicallyUnlinkAChildFromRoot(rootx, childx);
+ RecomputeLinksetConstraintVariables();
});
- RecomputeLinksetConstraintVariables();
}
else
{
@@ -377,6 +391,10 @@ public class BSLinkset
PhysicsScene.Params.linkConstraintTransMotorMaxVel,
PhysicsScene.Params.linkConstraintTransMotorMaxForce);
constrain.SetCFMAndERP(PhysicsScene.Params.linkConstraintCFM, PhysicsScene.Params.linkConstraintERP);
+ if (PhysicsScene.Params.linkConstraintSolverIterations != 0f)
+ {
+ constrain.SetSolverIterations(PhysicsScene.Params.linkConstraintSolverIterations);
+ }
RecomputeLinksetConstraintVariables();
}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index e411fcb..969c53e 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -41,7 +41,7 @@ public abstract class BSPhysObject : PhysicsActor
{
public abstract BSLinkset Linkset { get; set; }
- public abstract void Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type,
+ public abstract bool Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type,
OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth);
public abstract void SendCollisions();
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 6d0af63..481a8db 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -136,11 +136,11 @@ public sealed class BSPrim : BSPhysObject
Linkset = new BSLinkset(Scene, this); // a linkset of one
_vehicle = new BSDynamics(Scene, this); // add vehicleness
_mass = CalculateMass();
- // do the actual object creation at taint time
DetailLog("{0},BSPrim.constructor,call", LocalID);
+ // do the actual object creation at taint time
_scene.TaintedObject("BSPrim.create", delegate()
{
- RecreateGeomAndObject();
+ CreateGeomAndObject(true);
// Get the pointer to the physical body for this object.
// At the moment, we're still letting BulletSim manage the creation and destruction
@@ -186,9 +186,10 @@ public sealed class BSPrim : BSPhysObject
_scene.TaintedObject("BSPrim.setSize", delegate()
{
_mass = CalculateMass(); // changing size changes the mass
- BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical);
- DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical);
- RecreateGeomAndObject();
+ // Since _size changed, the mesh needs to be rebuilt. If rebuilt, all the correct
+ // scale and margins are set.
+ CreateGeomAndObject(true);
+ DetailLog("{0}: BSPrim.setSize: size={1}, scale={2}, mass={3}, physical={4}", LocalID, _size, _scale, _mass, IsPhysical);
});
}
}
@@ -198,7 +199,7 @@ public sealed class BSPrim : BSPhysObject
_scene.TaintedObject("BSPrim.setShape", delegate()
{
_mass = CalculateMass(); // changing the shape changes the mass
- RecreateGeomAndObject();
+ CreateGeomAndObject(false);
});
}
}
@@ -279,7 +280,7 @@ public sealed class BSPrim : BSPhysObject
get {
if (!Linkset.IsRoot(this))
// child prims move around based on their parent. Need to get the latest location
- _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
+ _position = BulletSimAPI.GetPosition2(BSBody.Ptr);
// don't do the GetObjectPosition for root elements because this function is called a zillion times
// _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
@@ -291,7 +292,7 @@ public sealed class BSPrim : BSPhysObject
_scene.TaintedObject("BSPrim.setPosition", delegate()
{
DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
- BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
+ BulletSimAPI.SetTranslation2(BSBody.Ptr, _position, _orientation);
});
}
}
@@ -302,7 +303,8 @@ public sealed class BSPrim : BSPhysObject
{
get
{
- return Linkset.LinksetMass;
+ // return Linkset.LinksetMass;
+ return _mass;
}
}
@@ -328,7 +330,6 @@ public sealed class BSPrim : BSPhysObject
_scene.TaintedObject("BSPrim.setForce", delegate()
{
DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force);
- // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
BulletSimAPI.SetObjectForce2(BSBody.Ptr, _force);
});
}
@@ -406,7 +407,7 @@ public sealed class BSPrim : BSPhysObject
_scene.TaintedObject("BSPrim.setVelocity", delegate()
{
DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity);
- BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity);
+ BulletSimAPI.SetLinearVelocity2(BSBody.Ptr, _velocity);
});
}
}
@@ -430,7 +431,7 @@ public sealed class BSPrim : BSPhysObject
if (!Linkset.IsRoot(this))
{
// Children move around because tied to parent. Get a fresh value.
- _orientation = BulletSimAPI.GetObjectOrientation(_scene.WorldID, LocalID);
+ _orientation = BulletSimAPI.GetOrientation2(BSBody.Ptr);
}
return _orientation;
}
@@ -441,7 +442,7 @@ public sealed class BSPrim : BSPhysObject
{
// _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation);
- BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
+ BulletSimAPI.SetTranslation2(BSBody.Ptr, _position, _orientation);
});
}
}
@@ -483,31 +484,37 @@ public sealed class BSPrim : BSPhysObject
{
// If it's becoming dynamic, it will need hullness
VerifyCorrectPhysicalShape();
+ UpdatePhysicalParameters();
+ }
+ private void UpdatePhysicalParameters()
+ {
+ /*
// Bullet wants static objects to have a mass of zero
float mass = IsStatic ? 0f : _mass;
BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass);
- /*
+ */
BulletSimAPI.RemoveObjectFromWorld2(Scene.World.Ptr, BSBody.Ptr);
- // Set up the object physicalness (static or dynamic)
- MakeDynamic();
+ // Set up the object physicalness (does gravity and collisions move this object)
+ MakeDynamic(IsStatic);
- // Make solid or not and arrange for collisions, etc
- MakeSolid();
+ // Make solid or not (do things bounce off or pass through this object)
+ MakeSolid(IsSolid);
- m_currentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.Ptr);
+ // Arrange for collisions events if the simulator wants them
+ EnableCollisions(SubscribedEvents());
BulletSimAPI.AddObjectToWorld2(Scene.World.Ptr, BSBody.Ptr);
- */
// Recompute any linkset parameters.
// When going from non-physical to physical, this re-enables the constraints that
// had been automatically disabled when the mass was set to zero.
Linkset.Refresh(this);
- DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, m_currentCollisionFlags);
+ DetailLog("{0},BSPrim.UpdatePhysicalParameters,taint,static={1},solid={2},mass={3}, cf={4}",
+ LocalID, IsStatic, IsSolid, _mass, m_currentCollisionFlags);
}
// "Making dynamic" means changing to and from static.
@@ -515,12 +522,12 @@ public sealed class BSPrim : BSPhysObject
// When dynamic, the object can fall and be pushed by others.
// This is independent of its 'solidness' which controls what passes through
// this object and what interacts with it.
- private void MakeDynamic()
+ private void MakeDynamic(bool makeStatic)
{
- if (IsStatic)
+ if (makeStatic)
{
// Become a Bullet 'static' object type
- BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT);
+ m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT);
// Stop all movement
BulletSimAPI.ClearAllForces2(BSBody.Ptr);
// Mass is zero which disables a bunch of physics stuff in Bullet
@@ -533,12 +540,11 @@ public sealed class BSPrim : BSPhysObject
else
{
// Not a Bullet static object
- BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT);
+ m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT);
// A dynamic object has mass
- BulletSimAPI.SetMassProps2(BSBody.Ptr, _mass, OMV.Vector3.Zero);
- // The shape is interesting and has mass and a center of gravity
IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.Ptr);
- BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, _mass, OMV.Vector3.Zero);
+ OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, _mass);
+ BulletSimAPI.SetMassProps2(BSBody.Ptr, _mass, inertia);
// Inertia is based on our new mass
BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr);
// Force activation of the object so Bullet will act on it.
@@ -546,8 +552,31 @@ public sealed class BSPrim : BSPhysObject
}
}
- private void MakeSolid()
+ // "Making solid" means that other object will not pass through this object.
+ private void MakeSolid(bool makeSolid)
{
+ if (makeSolid)
+ {
+ // Easy in Bullet -- just remove the object flag that controls collision response
+ m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
+ }
+ else
+ {
+ m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
+ }
+ }
+
+ // Turn on or off the flag controlling whether collision events are returned to the simulator.
+ private void EnableCollisions(bool wantsCollisionEvents)
+ {
+ if (wantsCollisionEvents)
+ {
+ m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
+ }
+ else
+ {
+ m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
+ }
}
// prims don't fly
@@ -607,7 +636,7 @@ public sealed class BSPrim : BSPhysObject
_scene.TaintedObject("BSPrim.setRotationalVelocity", delegate()
{
DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
- BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity);
+ BulletSimAPI.SetAngularVelocity2(BSBody.Ptr, _rotationalVelocity);
});
}
}
@@ -624,7 +653,10 @@ public sealed class BSPrim : BSPhysObject
_scene.TaintedObject("BSPrim.setBuoyancy", delegate()
{
DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
- BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy);
+ // Buoyancy is faked by changing the gravity applied to the object
+ float grav = Scene.Params.gravity * (1f - _buoyancy);
+ BulletSimAPI.SetGravity2(BSBody.Ptr, new OMV.Vector3(0f, 0f, grav));
+ // BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy);
});
}
}
@@ -686,8 +718,8 @@ public sealed class BSPrim : BSPhysObject
}
m_accumulatedForces.Clear();
}
- DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force);
- // For unknown reason, "ApplyCentralForce" is really additive.
+ DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, fSum);
+ // For unknown reasons, "ApplyCentralForce" adds this force to the total force on the object.
BulletSimAPI.ApplyCentralForce2(BSBody.Ptr, fSum);
});
}
@@ -1030,29 +1062,36 @@ public sealed class BSPrim : BSPhysObject
// Returns 'true' if the geometry was rebuilt
private bool CreateGeom(bool forceRebuild)
{
- // the mesher thought this was too simple to mesh. Use a native Bullet collision shape.
bool ret = false;
- if (!_scene.NeedsMeshing(_pbs))
+ bool haveShape = false;
+
+ // If the prim attributes are simple, this could be a simple Bullet native shape
+ if ((_pbs.SculptEntry && !Scene.ShouldMeshSculptedPrim)
+ || (_pbs.ProfileBegin == 0 && _pbs.ProfileEnd == 0
+ && _pbs.ProfileHollow == 0
+ && _pbs.PathTwist == 0 && _pbs.PathTwistBegin == 0
+ && _pbs.PathBegin == 0 && _pbs.PathEnd == 0
+ && _pbs.PathTaperX == 0 && _pbs.PathTaperY == 0
+ && _pbs.PathScaleX == 100 && _pbs.PathScaleY == 100
+ && _pbs.PathShearX == 0 && _pbs.PathShearY == 0) )
{
if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
{
- // if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
- // {
- // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size);
- if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE))
- {
- DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild);
- _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE;
- // Bullet native objects are scaled by the Bullet engine so pass the size in
- _scale = _size;
- // TODO: do we need to check for and destroy a mesh or hull that might have been left from before?
- ret = true;
- }
- // }
+ haveShape = true;
+ if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE))
+ {
+ DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild);
+ _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE;
+ // Bullet native objects are scaled by the Bullet engine so pass the size in
+ _scale = _size;
+ // TODO: do we need to check for and destroy a mesh or hull that might have been left from before?
+ ret = true;
+ }
}
else
{
// m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size);
+ haveShape = true;
if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX))
{
DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild);
@@ -1063,16 +1102,16 @@ public sealed class BSPrim : BSPhysObject
}
}
}
- else
+ // If a simple shape isn't happening, create a mesh and possibly a hull
+ if (!haveShape)
{
if (IsPhysical)
{
if (forceRebuild || _hullKey == 0)
{
// physical objects require a hull for interaction.
- // This will create the mesh if it doesn't already exist
- CreateGeomHull();
- ret = true;
+ // This also creates the mesh if it doesn't already exist
+ ret = CreateGeomHull();
}
}
else
@@ -1080,8 +1119,7 @@ public sealed class BSPrim : BSPhysObject
if (forceRebuild || _meshKey == 0)
{
// Static (non-physical) objects only need a mesh for bumping into
- CreateGeomMesh();
- ret = true;
+ ret = CreateGeomMesh();
}
}
}
@@ -1089,7 +1127,8 @@ public sealed class BSPrim : BSPhysObject
}
// No locking here because this is done when we know physics is not simulating
- private void CreateGeomMesh()
+ // Returns 'true' of a mesh was actually rebuild (we could also have one of these specs).
+ private bool CreateGeomMesh()
{
// level of detail based on size and type of the object
float lod = _scene.MeshLOD;
@@ -1103,7 +1142,7 @@ public sealed class BSPrim : BSPhysObject
// m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey);
// if this new shape is the same as last time, don't recreate the mesh
- if (_meshKey == newMeshKey) return;
+ if (_meshKey == newMeshKey) return false;
DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey);
// Since we're recreating new, get rid of any previously generated shape
@@ -1140,19 +1179,19 @@ public sealed class BSPrim : BSPhysObject
_shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH;
// meshes are already scaled by the meshmerizer
_scale = new OMV.Vector3(1f, 1f, 1f);
- DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID);
- return;
+ return true;
}
// No locking here because this is done when we know physics is not simulating
- private void CreateGeomHull()
+ // Returns 'true' of a mesh was actually rebuild (we could also have one of these specs).
+ private bool CreateGeomHull()
{
float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD;
ulong newHullKey = (ulong)_pbs.GetMeshKey(_size, lod);
// m_log.DebugFormat("{0}: CreateGeomHull: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _hullKey, newHullKey);
// if the hull hasn't changed, don't rebuild it
- if (newHullKey == _hullKey) return;
+ if (newHullKey == _hullKey) return false;
DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey);
@@ -1255,7 +1294,7 @@ public sealed class BSPrim : BSPhysObject
// meshes are already scaled by the meshmerizer
_scale = new OMV.Vector3(1f, 1f, 1f);
DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID);
- return;
+ return true;
}
// Callback from convex hull creater with a newly created hull.
@@ -1268,20 +1307,12 @@ public sealed class BSPrim : BSPhysObject
private void VerifyCorrectPhysicalShape()
{
- if (IsStatic)
- {
- // if static, we don't need a hull so, if there is one, rebuild without it
- if (_hullKey != 0)
- {
- RecreateGeomAndObject();
- }
- }
- else
+ if (!IsStatic)
{
// if not static, it will need a hull to efficiently collide with things
if (_hullKey == 0)
{
- RecreateGeomAndObject();
+ CreateGeomAndObject(false);
}
}
@@ -1300,8 +1331,9 @@ public sealed class BSPrim : BSPhysObject
// m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type);
bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape);
- // the CreateObject() may have recreated the rigid body. Make sure we have the latest.
+ // the CreateObject() may have recreated the rigid body. Make sure we have the latest address.
BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID));
+ BSShape = new BulletShape(BulletSimAPI.GetCollisionShape2(BSBody.Ptr));
return ret;
}
@@ -1325,15 +1357,20 @@ public sealed class BSPrim : BSPhysObject
shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue;
}
-
// Rebuild the geometry and object.
// This is called when the shape changes so we need to recreate the mesh/hull.
// No locking here because this is done when the physics engine is not simulating
- private void RecreateGeomAndObject()
+ private void CreateGeomAndObject(bool forceRebuild)
{
- // m_log.DebugFormat("{0}: RecreateGeomAndObject. lID={1}", LogHeader, _localID);
- if (CreateGeom(true))
+ // m_log.DebugFormat("{0}: CreateGeomAndObject. lID={1}, force={2}", LogHeader, _localID, forceRebuild);
+ // Create the geometry that will make up the object
+ if (CreateGeom(forceRebuild))
+ {
+ // Create the object and place it into the world
CreateObject();
+ // Make sure the properties are set on the new object
+ UpdatePhysicalParameters();
+ }
return;
}
@@ -1430,9 +1467,10 @@ public sealed class BSPrim : BSPhysObject
// I've collided with something
// Called at taint time from within the Step() function
CollisionEventUpdate collisionCollection;
- public override void Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
+ public override bool Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
{
// m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith);
+ bool ret = false;
// The following lines make IsColliding() and IsCollidingGround() work
_collidingStep = _scene.SimulationStep;
@@ -1446,7 +1484,7 @@ public sealed class BSPrim : BSPhysObject
// prims in the same linkset cannot collide with each other
if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID))
{
- return;
+ return ret;
}
// if someone has subscribed for collision events....
@@ -1459,8 +1497,10 @@ public sealed class BSPrim : BSPhysObject
if (collisionCollection == null)
collisionCollection = new CollisionEventUpdate();
collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
+ ret = true;
}
}
+ return ret;
}
// 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..eea899f 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -79,7 +79,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
private HashSet m_objectsWithCollisions = new HashSet();
// Following is a kludge and can be removed when avatar animation updating is
// moved to a better place.
- private HashSet m_avatarsWithCollisions = new HashSet();
+ private HashSet m_avatarsWithCollisions = new HashSet();
// List of all the objects that have vehicle properties and should be called
// to update each physics step.
@@ -132,8 +132,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
private EntityProperties[] m_updateArray;
private GCHandle m_updateArrayPinnedHandle;
- private bool _meshSculptedPrim = true; // cause scuplted prims to get meshed
- private bool _forceSimplePrimMeshing = false; // if a cube or sphere, let Bullet do internal shapes
+ public bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed
+ public bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes
public float PID_D { get; private set; } // derivative
public float PID_P { get; private set; } // proportional
@@ -153,6 +153,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters
{
get { return new Vector3(0f, 0f, Params.gravity); }
}
+ // Just the Z value of the gravity
+ public float DefaultGravityZ
+ {
+ get { return Params.gravity; }
+ }
public float MaximumObjectMass { get; private set; }
@@ -171,8 +176,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
callback = c;
}
}
+ private Object _taintLock = new Object(); // lock for using the next object
private List _taintedObjects;
- private Object _taintLock = new Object();
// A pointer to an instance if this structure is passed to the C++ code
// Used to pass basic configuration values to the unmanaged code.
@@ -478,6 +483,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
// Some of the prims operate with special vehicle properties
ProcessVehicles(timeStep);
+ numTaints += _taintedObjects.Count;
ProcessTaints(); // the vehicles might have added taints
// step the physical world one interval
@@ -506,6 +512,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
// Get a value for 'now' so all the collision and update routines don't have to get their own
SimulationNowTime = Util.EnvironmentTickCount();
+ // This is a kludge to get avatar movement updates.
+ // ODE sends collisions for avatars even if there are have been no collisions. This updates
+ // avatar animations and stuff.
+ // If you fix avatar animation updates, remove this overhead and let collisions happen.
+ m_objectsWithCollisions = new HashSet(m_avatarsWithCollisions);
+
// If there were collisions, process them by sending the event to the prim.
// Collisions must be processed before updates.
if (collidersCount > 0)
@@ -527,13 +539,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters
bsp.SendCollisions();
m_objectsWithCollisions.Clear();
- // This is a kludge to get avatar movement updated.
- // ODE sends collisions even if there are none and this is used to update
- // avatar animations and stuff.
- foreach (BSPhysObject bpo in m_avatarsWithCollisions)
- bpo.SendCollisions();
- // m_avatarsWithCollisions.Clear();
-
// If any of the objects had updated properties, tell the object it has been changed by the physics engine
if (updatedEntityCount > 0)
{
@@ -544,7 +549,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters
if (PhysObjects.TryGetValue(entprop.ID, out pobj))
{
pobj.UpdateProperties(entprop);
- continue;
}
}
}
@@ -600,8 +604,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters
// DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith);
- collider.Collide(collidingWith, collidee, type, collidePoint, collideNormal, penetration);
- m_objectsWithCollisions.Add(collider);
+ if (collider.Collide(collidingWith, collidee, type, collidePoint, collideNormal, penetration))
+ {
+ // If a collision was posted, remember to send it to the simulator
+ m_objectsWithCollisions.Add(collider);
+ }
return;
}
@@ -619,9 +626,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
public override void SetWaterLevel(float baseheight)
{
m_waterLevel = baseheight;
- // TODO: pass to physics engine so things will float?
}
- public float GetWaterLevel()
+ // Someday....
+ public float GetWaterLevelAtXYZ(Vector3 loc)
{
return m_waterLevel;
}
@@ -672,7 +679,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
// int iPropertiesNotSupportedDefault = 0;
- if (pbs.SculptEntry && !_meshSculptedPrim)
+ if (pbs.SculptEntry && !ShouldMeshSculptedPrim)
{
// Render sculpties as boxes
return false;
@@ -680,7 +687,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
// if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since Bullet
// can use an internal representation for the prim
- if (!_forceSimplePrimMeshing)
+ if (!ShouldForceSimplePrimMeshing)
{
if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
|| (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
@@ -782,7 +789,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters
if (!m_initialized) return;
lock (_taintLock)
+ {
_taintedObjects.Add(new TaintCallbackEntry(ident, callback));
+ }
+
return;
}
@@ -919,14 +929,14 @@ public class BSScene : PhysicsScene, IPhysicsParameters
{
new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties",
ConfigurationParameters.numericTrue,
- (s,cf,p,v) => { s._meshSculptedPrim = cf.GetBoolean(p, s.BoolNumeric(v)); },
- (s) => { return s.NumericBool(s._meshSculptedPrim); },
- (s,p,l,v) => { s._meshSculptedPrim = s.BoolNumeric(v); } ),
+ (s,cf,p,v) => { s.ShouldMeshSculptedPrim = cf.GetBoolean(p, s.BoolNumeric(v)); },
+ (s) => { return s.NumericBool(s.ShouldMeshSculptedPrim); },
+ (s,p,l,v) => { s.ShouldMeshSculptedPrim = s.BoolNumeric(v); } ),
new ParameterDefn("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects",
ConfigurationParameters.numericFalse,
- (s,cf,p,v) => { s._forceSimplePrimMeshing = cf.GetBoolean(p, s.BoolNumeric(v)); },
- (s) => { return s.NumericBool(s._forceSimplePrimMeshing); },
- (s,p,l,v) => { s._forceSimplePrimMeshing = s.BoolNumeric(v); } ),
+ (s,cf,p,v) => { s.ShouldForceSimplePrimMeshing = cf.GetBoolean(p, s.BoolNumeric(v)); },
+ (s) => { return s.NumericBool(s.ShouldForceSimplePrimMeshing); },
+ (s,p,l,v) => { s.ShouldForceSimplePrimMeshing = s.BoolNumeric(v); } ),
new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
8f,
@@ -1162,8 +1172,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
(s,cf,p,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].linkConstraintTransMotorMaxForce; },
(s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = v; } ),
- new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=none, 1=all. Default=0",
- 0.0f,
+ new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1",
+ 0.1f,
(s,cf,p,v) => { s.m_params[0].linkConstraintCFM = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].linkConstraintCFM; },
(s,p,l,v) => { s.m_params[0].linkConstraintCFM = v; } ),
@@ -1172,6 +1182,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters
(s,cf,p,v) => { s.m_params[0].linkConstraintERP = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].linkConstraintERP; },
(s,p,l,v) => { s.m_params[0].linkConstraintERP = v; } ),
+ new ParameterDefn("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)",
+ 40,
+ (s,cf,p,v) => { s.m_params[0].linkConstraintSolverIterations = cf.GetFloat(p, v); },
+ (s) => { return s.m_params[0].linkConstraintSolverIterations; },
+ (s,p,l,v) => { s.m_params[0].linkConstraintSolverIterations = v; } ),
new ParameterDefn("DetailedStats", "Frames between outputting detailed phys stats. (0 is off)",
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
// The simulator wants to set a new heightmap for the terrain.
public void SetTerrain(float[] heightMap) {
- if (m_worldOffset != Vector3.Zero && m_parentScene != null)
+ float[] localHeightMap = heightMap;
+ m_physicsScene.TaintedObject("TerrainManager.SetTerrain", delegate()
{
- // If a child of a mega-region, we shouldn't have any terrain allocated for us
- ReleaseGroundPlaneAndTerrain();
- // If doing the mega-prim stuff and we are the child of the zero region,
- // the terrain is added to our parent
- if (m_parentScene is BSScene)
+ if (m_worldOffset != Vector3.Zero && m_parentScene != null)
{
- DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}",
- BSScene.DetailLogZero, m_worldOffset, m_worldMax);
- ((BSScene)m_parentScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID,
- heightMap, m_worldOffset, m_worldOffset+DefaultRegionSize, false);
+ // If a child of a mega-region, we shouldn't have any terrain allocated for us
+ ReleaseGroundPlaneAndTerrain();
+ // If doing the mega-prim stuff and we are the child of the zero region,
+ // the terrain is added to our parent
+ if (m_parentScene is BSScene)
+ {
+ DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}",
+ BSScene.DetailLogZero, m_worldOffset, m_worldMax);
+ ((BSScene)m_parentScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID,
+ localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true);
+ }
}
- }
- else
- {
- // If not doing the mega-prim thing, just change the terrain
- DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero);
+ else
+ {
+ // If not doing the mega-prim thing, just change the terrain
+ DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero);
- UpdateOrCreateTerrain(BSScene.TERRAIN_ID, heightMap, m_worldOffset, m_worldOffset+DefaultRegionSize, false);
- }
+ UpdateOrCreateTerrain(BSScene.TERRAIN_ID, localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true);
+ }
+ });
}
// If called with no mapInfo for the terrain, this will create a new mapInfo and terrain
@@ -319,6 +323,8 @@ public class BSTerrainManager
// Make sure the new shape is processed.
BulletSimAPI.Activate2(mapInfo.terrainBody.Ptr, true);
+
+ m_terrainModified = true;
};
// There is the option to do the changes now (we're already in 'taint time'), or
@@ -357,6 +363,8 @@ public class BSTerrainManager
m_heightMaps.Add(terrainRegionBase, mapInfo);
// Build the terrain
UpdateOrCreateTerrain(newTerrainID, heightMap, minCoords, maxCoords, true);
+
+ m_terrainModified = true;
};
// If already in taint-time, just call Bullet. Otherwise queue the operations for the safe time.
@@ -383,7 +391,7 @@ public class BSTerrainManager
private float lastHeightTX = 999999f;
private float lastHeightTY = 999999f;
private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT;
- public float GetTerrainHeightAtXY(float tX, float tY)
+ private float GetTerrainHeightAtXY(float tX, float tY)
{
// You'd be surprized at the number of times this routine is called
// with the same parameters as last time.
@@ -403,11 +411,18 @@ public class BSTerrainManager
{
float regionX = tX - offsetX;
float regionY = tY - offsetY;
- if (regionX >= mapInfo.sizeX || regionX < 0f) regionX = 0;
- if (regionY >= mapInfo.sizeY || regionY < 0f) regionY = 0;
int mapIndex = (int)regionY * (int)mapInfo.sizeY + (int)regionX;
- ret = mapInfo.heightMap[mapIndex];
- m_terrainModified = false;
+ try
+ {
+ ret = mapInfo.heightMap[mapIndex];
+ }
+ catch
+ {
+ // Sometimes they give us wonky values of X and Y. Give a warning and return something.
+ m_physicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, x={2}, y={3}",
+ LogHeader, terrainBaseXY, regionX, regionY);
+ ret = HEIGHT_GETHEIGHT_RET;
+ }
// DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}",
// BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret);
}
@@ -416,6 +431,7 @@ public class BSTerrainManager
m_physicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}",
LogHeader, m_physicsScene.RegionName, tX, tY);
}
+ m_terrainModified = false;
lastHeight = ret;
return ret;
}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
index e579cf2..043423e 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
@@ -213,6 +213,7 @@ public struct ConfigurationParameters
public float linkConstraintTransMotorMaxForce;
public float linkConstraintERP;
public float linkConstraintCFM;
+ public float linkConstraintSolverIterations;
public const float numericTrue = 1f;
public const float numericFalse = 0f;
@@ -395,23 +396,6 @@ public static extern bool DestroyMesh(uint worldID, System.UInt64 meshKey);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool CreateObject(uint worldID, ShapeData shapeData);
-/* Remove old functionality
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern void CreateLinkset(uint worldID, int objectCount, ShapeData[] shapeDatas);
-
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern void AddConstraint(uint worldID, uint id1, uint id2,
- Vector3 frame1, Quaternion frame1rot,
- Vector3 frame2, Quaternion frame2rot,
- Vector3 lowLinear, Vector3 hiLinear, Vector3 lowAngular, Vector3 hiAngular);
-
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern bool RemoveConstraintByID(uint worldID, uint id1);
-
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern bool RemoveConstraint(uint worldID, uint id1, uint id2);
- */
-
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetObjectPosition(uint WorldID, uint id);
@@ -545,6 +529,15 @@ public static extern bool DeleteCollisionShape2(IntPtr world, IntPtr shape);
public static extern IntPtr CreateBodyFromShape2(IntPtr sim, IntPtr shape, Vector3 pos, Quaternion rot);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
+public static extern IntPtr CreateCompoundShape2(IntPtr sim);
+
+[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
+public static extern void AddChildToCompoundShape2(IntPtr cShape, IntPtr addShape, Vector3 pos, Quaternion rot);
+
+[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
+public static extern void RemoveChildFromCompoundShape2(IntPtr cShape, IntPtr removeShape);
+
+[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr CreateBodyFromShapeAndInfo2(IntPtr sim, IntPtr shape, IntPtr constructionInfo);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
@@ -1010,7 +1003,7 @@ public static extern void SetLocalScaling2(IntPtr shape, Vector3 scale);
public static extern Vector3 GetLocalScaling2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern void CalculateLocalInertia2(IntPtr shape, float mass, Vector3 inertia);
+public static extern Vector3 CalculateLocalInertia2(IntPtr shape, float mass);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern int GetShapeType2(IntPtr shape);
--
cgit v1.1
From c0fec70b1ad3047b8e543558a6aaee2916bd7b3f Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Thu, 13 Sep 2012 10:10:29 -0700
Subject: BulletSim: Add 'IsNativeShape2' call
---
OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | 11 +++++++----
1 file changed, 7 insertions(+), 4 deletions(-)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
index 043423e..087c61b 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
@@ -523,10 +523,7 @@ public static extern IntPtr BuildNativeShape2(IntPtr world,
float shapeType, float collisionMargin, Vector3 scale);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern bool DeleteCollisionShape2(IntPtr world, IntPtr shape);
-
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern IntPtr CreateBodyFromShape2(IntPtr sim, IntPtr shape, Vector3 pos, Quaternion rot);
+public static extern bool IsNativeShape2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr CreateCompoundShape2(IntPtr sim);
@@ -541,6 +538,12 @@ public static extern void RemoveChildFromCompoundShape2(IntPtr cShape, IntPtr re
public static extern IntPtr CreateBodyFromShapeAndInfo2(IntPtr sim, IntPtr shape, IntPtr constructionInfo);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
+public static extern bool DeleteCollisionShape2(IntPtr world, IntPtr shape);
+
+[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
+public static extern IntPtr CreateBodyFromShape2(IntPtr sim, IntPtr shape, Vector3 pos, Quaternion rot);
+
+[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr CreateBodyWithDefaultMotionState2(IntPtr shape, Vector3 pos, Quaternion rot);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
--
cgit v1.1
From d86cbe637943acde05528d0bce6dc61a77257cc0 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Thu, 13 Sep 2012 10:11:25 -0700
Subject: BulletSim: remove unused NeedsMeshing() code from BSScene.
---
OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 116 ------------------------
1 file changed, 116 deletions(-)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index eea899f..9c958d5 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -56,7 +56,6 @@ using OpenMetaverse;
// Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect
// Implement LockAngularMotion
// Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation)
-// Does NeedsMeshing() really need to exclude all the different shapes?
// Remove mesh and Hull stuff. Use mesh passed to bullet and use convexdecom from bullet.
// Add PID movement operations. What does ScenePresence.MoveToTarget do?
// Check terrain size. 128 or 127?
@@ -666,121 +665,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters
public override bool IsThreaded { get { return false; } }
- ///
- /// Routine to figure out if we need to mesh this prim with our mesher
- ///
- ///
- /// true if the prim needs meshing
- public bool NeedsMeshing(PrimitiveBaseShape pbs)
- {
- // most of this is redundant now as the mesher will return null if it cant mesh a prim
- // but we still need to check for sculptie meshing being enabled so this is the most
- // convenient place to do it for now...
-
- // int iPropertiesNotSupportedDefault = 0;
-
- if (pbs.SculptEntry && !ShouldMeshSculptedPrim)
- {
- // Render sculpties as boxes
- return false;
- }
-
- // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since Bullet
- // can use an internal representation for the prim
- if (!ShouldForceSimplePrimMeshing)
- {
- if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
- || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
- && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
- {
-
- if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
- && pbs.ProfileHollow == 0
- && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
- && pbs.PathBegin == 0 && pbs.PathEnd == 0
- && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
- && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
- && pbs.PathShearX == 0 && pbs.PathShearY == 0)
- {
- return false;
- }
- }
- }
-
- /* TODO: verify that the mesher will now do all these shapes
- if (pbs.ProfileHollow != 0)
- iPropertiesNotSupportedDefault++;
-
- if ((pbs.PathBegin != 0) || pbs.PathEnd != 0)
- iPropertiesNotSupportedDefault++;
-
- if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
- iPropertiesNotSupportedDefault++;
-
- if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
- iPropertiesNotSupportedDefault++;
-
- if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
- iPropertiesNotSupportedDefault++;
-
- if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
- iPropertiesNotSupportedDefault++;
-
- if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
- iPropertiesNotSupportedDefault++;
-
- 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))
- iPropertiesNotSupportedDefault++;
-
- if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
- iPropertiesNotSupportedDefault++;
-
- // test for torus
- if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
- {
- if (pbs.PathCurve == (byte)Extrusion.Curve1)
- {
- iPropertiesNotSupportedDefault++;
- }
- }
- else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
- {
- if (pbs.PathCurve == (byte)Extrusion.Straight)
- {
- iPropertiesNotSupportedDefault++;
- }
- // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
- else if (pbs.PathCurve == (byte)Extrusion.Curve1)
- {
- iPropertiesNotSupportedDefault++;
- }
- }
- else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
- {
- if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
- {
- iPropertiesNotSupportedDefault++;
- }
- }
- else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
- {
- if (pbs.PathCurve == (byte)Extrusion.Straight)
- {
- iPropertiesNotSupportedDefault++;
- }
- else if (pbs.PathCurve == (byte)Extrusion.Curve1)
- {
- iPropertiesNotSupportedDefault++;
- }
- }
- if (iPropertiesNotSupportedDefault == 0)
- {
- return false;
- }
- */
- return true;
- }
-
// Calls to the PhysicsActors can't directly call into the physics engine
// because it might be busy. We delay changes to a known time.
// We rely on C#'s closure to save and restore the context for the delegate.
--
cgit v1.1
From 7c347f4c5c966848669b979b367e1bc3912621d5 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Thu, 13 Sep 2012 10:11:39 -0700
Subject: BulletSim: Add calls to linkset class when object going static or
dynamic. Reset center of mass on an object when going dynamic.
---
OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 20 ++++++++++++++++++--
OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 20 ++++++++++++++------
2 files changed, 32 insertions(+), 8 deletions(-)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
index dc1de6c..3d73887 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
@@ -202,6 +202,24 @@ public class BSLinkset
return com;
}
+ // The object is going dynamic (physical). Do any setup necessary
+ // for a dynamic linkset.
+ // Return 'true' if any properties updated on the passed object.
+ // Called at taint-time!
+ public bool MakeDynamic(BSPhysObject child)
+ {
+ return false;
+ }
+
+ // The object is going static (non-physical). Do any setup necessary
+ // for a static linkset.
+ // Return 'true' if any properties updated on the passed object.
+ // Called at taint-time!
+ public bool MakeStatic(BSPhysObject child)
+ {
+ return false;
+ }
+
// When physical properties are changed the linkset needs to recalculate
// its internal properties.
public void Refresh(BSPhysObject requestor)
@@ -255,13 +273,11 @@ public class BSLinkset
if (!somethingMissing)
{
// The root prim takes on the weight of the whole linkset
- /*
OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(LinksetRoot.BSShape.Ptr, linksetMass);
BulletSimAPI.SetMassProps2(LinksetRoot.BSBody.Ptr, linksetMass, inertia);
OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass();
BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.Ptr, centerOfMass, OMV.Quaternion.Identity);
BulletSimAPI.UpdateInertiaTensor2(LinksetRoot.BSBody.Ptr);
- */
}
}
return;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 481a8db..04b7be5 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -530,10 +530,14 @@ public sealed class BSPrim : BSPhysObject
m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT);
// Stop all movement
BulletSimAPI.ClearAllForces2(BSBody.Ptr);
+ // Center of mass is at the center of the object
+ BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.BSBody.Ptr, _position, _orientation);
// Mass is zero which disables a bunch of physics stuff in Bullet
BulletSimAPI.SetMassProps2(BSBody.Ptr, 0f, OMV.Vector3.Zero);
// There is no inertia in a static object
BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr);
+ // There can be special things needed for implementing linksets
+ Linkset.MakeStatic(this);
// The activation state is 'sleeping' so Bullet will not try to act on it
BulletSimAPI.ForceActivationState2(BSBody.Ptr, ActivationState.ISLAND_SLEEPING);
}
@@ -543,10 +547,12 @@ public sealed class BSPrim : BSPhysObject
m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT);
// A dynamic object has mass
IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.Ptr);
- OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, _mass);
+ OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, Linkset.LinksetMass);
BulletSimAPI.SetMassProps2(BSBody.Ptr, _mass, inertia);
// Inertia is based on our new mass
BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr);
+ // There can be special things needed for implementing linksets
+ Linkset.MakeDynamic(this);
// Force activation of the object so Bullet will act on it.
BulletSimAPI.Activate2(BSBody.Ptr, true);
}
@@ -1055,11 +1061,12 @@ public sealed class BSPrim : BSPhysObject
}// end CalculateMass
#endregion Mass Calculation
- // Create the geometry information in Bullet for later use
- // The objects needs a hull if it's physical otherwise a mesh is enough
- // No locking here because this is done when we know physics is not simulating
- // if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used
- // Returns 'true' if the geometry was rebuilt
+ // Create the geometry information in Bullet for later use.
+ // The objects needs a hull if it's physical otherwise a mesh is enough.
+ // No locking here because this is done when we know physics is not simulating.
+ // if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used.
+ // Returns 'true' if the geometry was rebuilt.
+ // Called at taint-time!
private bool CreateGeom(bool forceRebuild)
{
bool ret = false;
@@ -1128,6 +1135,7 @@ public sealed class BSPrim : BSPhysObject
// No locking here because this is done when we know physics is not simulating
// Returns 'true' of a mesh was actually rebuild (we could also have one of these specs).
+ // Called at taint-time!
private bool CreateGeomMesh()
{
// level of detail based on size and type of the object
--
cgit v1.1
From f0a098924e8a3f64692de5d3326bfbdfb2b208a2 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Thu, 13 Sep 2012 13:51:28 -0700
Subject: BulletSim: set all linkset objects center of mass to the whole
linkset's center of mass
---
OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 17 +++++++++++++++--
1 file changed, 15 insertions(+), 2 deletions(-)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
index 3d73887..7e784eb 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
@@ -204,11 +204,14 @@ public class BSLinkset
// The object is going dynamic (physical). Do any setup necessary
// for a dynamic linkset.
+ // Only the state of the passed object can be modified. The rest of the linkset
+ // has not yet been fully constructed.
// Return 'true' if any properties updated on the passed object.
// Called at taint-time!
public bool MakeDynamic(BSPhysObject child)
{
- return false;
+ bool ret = false;
+ return ret;
}
// The object is going static (non-physical). Do any setup necessary
@@ -217,6 +220,7 @@ public class BSLinkset
// Called at taint-time!
public bool MakeStatic(BSPhysObject child)
{
+ // What is done for each object in BSPrim is what we want.
return false;
}
@@ -269,15 +273,24 @@ public class BSLinkset
}
}
- // If the whole linkset is not here, doesn't make sense to recompute the root prim now.
+ // If the whole linkset is not here, doesn't make sense to recompute linkset wide values
if (!somethingMissing)
{
+ // If this is a multiple object linkset, set everybody's center of mass to the set's center of mass
+ OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass();
+ BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.Ptr, centerOfMass, OMV.Quaternion.Identity);
+ foreach (BSPhysObject child in m_children)
+ {
+ BulletSimAPI.SetCenterOfMassByPosRot2(child.BSBody.Ptr, centerOfMass, OMV.Quaternion.Identity);
+ }
+ /*
// The root prim takes on the weight of the whole linkset
OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(LinksetRoot.BSShape.Ptr, linksetMass);
BulletSimAPI.SetMassProps2(LinksetRoot.BSBody.Ptr, linksetMass, inertia);
OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass();
BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.Ptr, centerOfMass, OMV.Quaternion.Identity);
BulletSimAPI.UpdateInertiaTensor2(LinksetRoot.BSBody.Ptr);
+ */
}
}
return;
--
cgit v1.1
From 6632eb7c051e2638ea1c58c2876e7d6825398556 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Thu, 13 Sep 2012 13:51:42 -0700
Subject: BulletSim: Remove calculation and passing of unused collied object
type. Fix collision code to properly sense mega-region children regions as
terrain. When setting an object physical, reset all the physical properties
(friction, ...).
---
.../Region/Physics/BulletSPlugin/BSCharacter.cs | 8 +++----
.../Region/Physics/BulletSPlugin/BSPhysObject.cs | 2 +-
OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 28 +++++++++++++++++-----
OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 26 ++++++++------------
4 files changed, 36 insertions(+), 28 deletions(-)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index a9b1365..526dbad 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -529,22 +529,20 @@ public class BSCharacter : BSPhysObject
// The collision, if it should be reported to the character, is placed in a collection
// that will later be sent to the simulator when SendCollisions() is called.
CollisionEventUpdate collisionCollection = null;
- public override bool Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth)
+ public override bool Collide(uint collidingWith, BSPhysObject collidee, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth)
{
- // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith);
-
bool ret = false;
// The following makes IsColliding() and IsCollidingGround() work
_collidingStep = Scene.SimulationStep;
- if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID)
+ if (collidingWith <= Scene.TerrainManager.HighestTerrainID)
{
_collidingGroundStep = Scene.SimulationStep;
}
// DetailLog("{0},BSCharacter.Collison,call,with={1}", LocalID, collidingWith);
// throttle collisions to the rate specified in the subscription
- if (_subscribedEventsMs != 0) {
+ if (SubscribedEvents()) {
int nowTime = Scene.SimulationNowTime;
if (nowTime >= _nextCollisionOkTime) {
_nextCollisionOkTime = nowTime + _subscribedEventsMs;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index 969c53e..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
{
public abstract BSLinkset Linkset { get; set; }
- public abstract bool Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type,
+ public abstract bool Collide(uint collidingWith, BSPhysObject collidee,
OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth);
public abstract void SendCollisions();
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 04b7be5..6827be0 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -545,14 +545,31 @@ public sealed class BSPrim : BSPhysObject
{
// Not a Bullet static object
m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT);
+
+ // Set various physical properties so internal things will get computed correctly as they are set
+ BulletSimAPI.SetFriction2(BSBody.Ptr, Scene.Params.defaultFriction);
+ BulletSimAPI.SetRestitution2(BSBody.Ptr, Scene.Params.defaultRestitution);
+ // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382
+ BulletSimAPI.SetInterpolationLinearVelocity2(BSBody.Ptr, OMV.Vector3.Zero);
+ BulletSimAPI.SetInterpolationAngularVelocity2(BSBody.Ptr, OMV.Vector3.Zero);
+ BulletSimAPI.SetInterpolationVelocity2(BSBody.Ptr, OMV.Vector3.Zero, OMV.Vector3.Zero);
+
// A dynamic object has mass
IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.Ptr);
OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, Linkset.LinksetMass);
BulletSimAPI.SetMassProps2(BSBody.Ptr, _mass, inertia);
// Inertia is based on our new mass
BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr);
+
+ // Various values for simulation limits
+ BulletSimAPI.SetDamping2(BSBody.Ptr, Scene.Params.linearDamping, Scene.Params.angularDamping);
+ BulletSimAPI.SetDeactivationTime2(BSBody.Ptr, Scene.Params.deactivationTime);
+ BulletSimAPI.SetSleepingThresholds2(BSBody.Ptr, Scene.Params.linearSleepingThreshold, Scene.Params.angularSleepingThreshold);
+ BulletSimAPI.SetContactProcessingThreshold2(BSBody.Ptr, Scene.Params.contactProcessingThreshold);
+
// There can be special things needed for implementing linksets
Linkset.MakeDynamic(this);
+
// Force activation of the object so Bullet will act on it.
BulletSimAPI.Activate2(BSBody.Ptr, true);
}
@@ -1475,16 +1492,15 @@ public sealed class BSPrim : BSPhysObject
// I've collided with something
// Called at taint time from within the Step() function
CollisionEventUpdate collisionCollection;
- public override bool Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
+ public override bool Collide(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
{
- // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith);
bool ret = false;
// The following lines make IsColliding() and IsCollidingGround() work
- _collidingStep = _scene.SimulationStep;
- if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID)
+ _collidingStep = Scene.SimulationStep;
+ if (collidingWith <= Scene.TerrainManager.HighestTerrainID)
{
- _collidingGroundStep = _scene.SimulationStep;
+ _collidingGroundStep = Scene.SimulationStep;
}
// DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith);
@@ -1498,7 +1514,7 @@ public sealed class BSPrim : BSPhysObject
// if someone has subscribed for collision events....
if (SubscribedEvents()) {
// throttle the collisions to the number of milliseconds specified in the subscription
- int nowTime = _scene.SimulationNowTime;
+ int nowTime = Scene.SimulationNowTime;
if (nowTime >= _nextCollisionOkTime) {
_nextCollisionOkTime = nowTime + _subscribedEventsMs;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 9c958d5..c38867f 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -583,27 +583,21 @@ public class BSScene : PhysicsScene, IPhysicsParameters
return; // don't send collisions to the terrain
}
- BSPhysObject collider = PhysObjects[localID];
- // TODO: as of this code, terrain was not in the physical object list.
- // When BSTerrain is created and it will be in the list, we can remove
- // the possibility that it's not there and just fetch the collidee.
- BSPhysObject collidee = null;
-
- ActorTypes type = ActorTypes.Prim;
- if (collidingWith <= TerrainManager.HighestTerrainID)
+ BSPhysObject collider;
+ if (!PhysObjects.TryGetValue(localID, out collider))
{
- type = ActorTypes.Ground;
- }
- else
- {
- collidee = PhysObjects[collidingWith];
- if (collidee is BSCharacter)
- type = ActorTypes.Agent;
+ // If the object that is colliding cannot be found, just ignore the collision.
+ return;
}
+ // The terrain is not in the physical object list so 'collidee'
+ // can be null when Collide() is called.
+ BSPhysObject collidee = null;
+ PhysObjects.TryGetValue(collidingWith, out collidee);
+
// DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith);
- if (collider.Collide(collidingWith, collidee, type, collidePoint, collideNormal, penetration))
+ if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration))
{
// If a collision was posted, remember to send it to the simulator
m_objectsWithCollisions.Add(collider);
--
cgit v1.1
From dcb94b8a242dff0f3a33f084565af49d6582f663 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Fri, 14 Sep 2012 11:11:43 -0700
Subject: BulletSim: remove timeStep parameter from calls for vehicle parameter
setting. There is no reason these should be using the simulation time
interval for parameter calculation.
---
OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 9 +++------
OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 6 +++---
2 files changed, 6 insertions(+), 9 deletions(-)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 098fea7..5f62b12 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -131,7 +131,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_type = Vehicle.TYPE_NONE;
}
- internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue, float timestep)
+ internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
{
VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
switch (pParam)
@@ -230,7 +230,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
}
}//end ProcessFloatVehicleParam
- internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue, float timestep)
+ internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
{
VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
switch (pParam)
@@ -299,7 +299,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
}
}//end ProcessVehicleFlags
- internal void ProcessTypeChange(Vehicle pType, float stepSize)
+ internal void ProcessTypeChange(Vehicle pType)
{
VDetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType);
// Set Defaults For Type
@@ -537,9 +537,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Add the various forces into m_dir which will be our new direction vector (velocity)
// add Gravity and Buoyancy
- // KF: So far I have found no good method to combine a script-requested
- // .Z velocity and gravity. Therefore only 0g will used script-requested
- // .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only.
// There is some gravity, make a gravity force vector that is applied after object velocity.
// m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
Vector3 grav = m_prim.Scene.DefaultGravity * (m_prim.Mass * (1f - m_VehicleBuoyancy));
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 6827be0..d97231c 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -346,7 +346,7 @@ public sealed class BSPrim : BSPhysObject
{
// Done at taint time so we're sure the physics engine is not using the variables
// Vehicle code changes the parameters for this vehicle type.
- _vehicle.ProcessTypeChange(type, Scene.LastSimulatedTimestep);
+ _vehicle.ProcessTypeChange(type);
// Tell the scene about the vehicle so it will get processing each frame.
_scene.VehicleInSceneTypeChanged(this, type);
});
@@ -356,14 +356,14 @@ public sealed class BSPrim : BSPhysObject
{
_scene.TaintedObject("BSPrim.VehicleFloatParam", delegate()
{
- _vehicle.ProcessFloatVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep);
+ _vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
});
}
public override void VehicleVectorParam(int param, OMV.Vector3 value)
{
_scene.TaintedObject("BSPrim.VehicleVectorParam", delegate()
{
- _vehicle.ProcessVectorVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep);
+ _vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
});
}
public override void VehicleRotationParam(int param, OMV.Quaternion rotation)
--
cgit v1.1
From f35bd6eb7d5b0eb1a6d385f5f1d0147acfc3c8ef Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Fri, 14 Sep 2012 11:12:23 -0700
Subject: BulletSim: another attempt at computing physics FPS correctly.
---
OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 29 +++++--------------------
1 file changed, 6 insertions(+), 23 deletions(-)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index c38867f..52997dd 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -110,11 +110,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters
private long m_simulationStep = 0;
public long SimulationStep { get { return m_simulationStep; } }
- // The length of the last timestep we were asked to simulate.
- // This is used by the vehicle code. Since the vehicle code is called
- // once per simulation step, its constants need to be scaled by this.
- public float LastSimulatedTimestep { get; private set; }
-
// A value of the time now so all the collision and update routines do not have to get their own
// Set to 'now' just before all the prims and actors are called for collisions and updates
public int SimulationNowTime { get; private set; }
@@ -469,12 +464,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
int collidersCount = 0;
IntPtr collidersPtr;
- LastSimulatedTimestep = timeStep;
-
// prevent simulation until we've been initialized
- if (!m_initialized) return 10.0f;
-
- int simulateStartTime = Util.EnvironmentTickCount();
+ if (!m_initialized) return 5.0f;
// update the prim states while we know the physics engine is not busy
int numTaints = _taintedObjects.Count;
@@ -514,7 +505,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
// This is a kludge to get avatar movement updates.
// ODE sends collisions for avatars even if there are have been no collisions. This updates
// avatar animations and stuff.
- // If you fix avatar animation updates, remove this overhead and let collisions happen.
+ // If you fix avatar animation updates, remove this overhead and let normal collision processing happen.
m_objectsWithCollisions = new HashSet(m_avatarsWithCollisions);
// If there were collisions, process them by sending the event to the prim.
@@ -561,18 +552,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters
}
}
- // this is a waste since the outside routine also calcuates the physics simulation
- // period. TODO: There should be a way of computing physics frames from simulator computation.
- // long simulateTotalTime = Util.EnvironmentTickCountSubtract(simulateStartTime);
- // return (timeStep * (float)simulateTotalTime);
-
- // TODO: FIX THIS: fps calculation possibly wrong.
- // This calculation says 1/timeStep is the ideal frame rate. Any time added to
- // that by the physics simulation gives a slower frame rate.
- long totalSimulationTime = Util.EnvironmentTickCountSubtract(simulateStartTime);
- if (totalSimulationTime >= timeStep)
- return 0;
- return 1f / (timeStep + totalSimulationTime);
+ // The physics engine returns the number of milliseconds it simulated this call.
+ // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS.
+ // Since Bullet normally does 5 or 6 substeps, this will normally sum to about 60 FPS.
+ return numSubSteps * m_fixedTimeStep;
}
// Something has collided
--
cgit v1.1
From 1826b2b18e8d82a91ca34787e17cf4ef0d1f46a6 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Fri, 14 Sep 2012 11:13:05 -0700
Subject: BulletSim: add the debugging routine DumpRigidBody2() to API2.
---
OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | 9 ++++++---
1 file changed, 6 insertions(+), 3 deletions(-)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
index 087c61b..9221cdb 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
@@ -558,9 +558,6 @@ public static extern void DestroyObject2(IntPtr sim, IntPtr obj);
// =====================================================================================
// Terrain creation and helper routines
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern void DumpMapInfo(IntPtr sim, IntPtr manInfo);
-
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr CreateHeightMapInfo2(IntPtr sim, uint id, Vector3 minCoords, Vector3 maxCoords,
[MarshalAs(UnmanagedType.LPArray)] float[] heightMap, float collisionMargin);
@@ -1023,6 +1020,12 @@ public static extern void SetCollisionFilterMask(IntPtr shape, uint filter, uint
// =====================================================================================
// Debugging
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
+public static extern void DumpRigidBody2(IntPtr sim, IntPtr collisionObject);
+
+[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
+public static extern void DumpMapInfo2(IntPtr sim, IntPtr manInfo);
+
+[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void DumpPhysicsStatistics2(IntPtr sim);
}
--
cgit v1.1
From c77be802d2879c0504438905359c1b865a92d3a1 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Sat, 15 Sep 2012 15:23:54 -0700
Subject: BulletSim: some debugging prints in BSPrim for tracking changes in
linkset children.
---
OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 4 +++-
1 file changed, 3 insertions(+), 1 deletion(-)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index d97231c..26a581f 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -1476,12 +1476,14 @@ public sealed class BSPrim : BSPhysObject
DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
+ // BulletSimAPI.DumpRigidBody2(Scene.World.Ptr, BSBody.Ptr);
+
base.RequestPhysicsterseUpdate();
}
/*
else
{
- // For debugging, we also report the movement of children
+ // For debugging, we can also report the movement of children
DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
entprop.Acceleration, entprop.RotationalVelocity);
--
cgit v1.1
From b602b476adafe8e6eab9ec257db029a3d05db224 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Sat, 15 Sep 2012 15:36:13 -0700
Subject: BulletSim: update DLLs and SOs and remove some debugging code.
---
OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 2 +-
bin/lib32/BulletSim.dll | Bin 567296 -> 569856 bytes
bin/lib32/libBulletSim.so | Bin 2503027 -> 2510105 bytes
bin/lib64/BulletSim.dll | Bin 727552 -> 731136 bytes
bin/lib64/libBulletSim.so | Bin 2742386 -> 2750288 bytes
5 files changed, 1 insertion(+), 1 deletion(-)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 5f62b12..61006f0 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -475,7 +475,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
frcount = 0;
MoveLinear(pTimestep);
- // MoveAngular(pTimestep);
+ MoveAngular(pTimestep);
LimitRotation(pTimestep);
// remember the position so next step we can limit absolute movement effects
diff --git a/bin/lib32/BulletSim.dll b/bin/lib32/BulletSim.dll
index 0dd508c..3b35a98 100755
Binary files a/bin/lib32/BulletSim.dll and b/bin/lib32/BulletSim.dll differ
diff --git a/bin/lib32/libBulletSim.so b/bin/lib32/libBulletSim.so
index 747df24..65eba37 100755
Binary files a/bin/lib32/libBulletSim.so and b/bin/lib32/libBulletSim.so differ
diff --git a/bin/lib64/BulletSim.dll b/bin/lib64/BulletSim.dll
index 877ad4c..f01655b 100755
Binary files a/bin/lib64/BulletSim.dll and b/bin/lib64/BulletSim.dll differ
diff --git a/bin/lib64/libBulletSim.so b/bin/lib64/libBulletSim.so
index a55e633..5302e29 100755
Binary files a/bin/lib64/libBulletSim.so and b/bin/lib64/libBulletSim.so differ
--
cgit v1.1