From e99a7d879ecf59737e9916a9eb229698ef866627 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 16 Jan 2014 00:05:04 +0000
Subject: Remove old IInterRegionComms and references. This hasn't been used
since 2009 and was superseded by ISimulationService
---
.../Framework/Interfaces/IInterregionComms.cs | 111 ---------------------
OpenSim/Region/Framework/Scenes/Scene.cs | 12 ---
2 files changed, 123 deletions(-)
delete mode 100644 OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
(limited to 'OpenSim/Region/Framework')
diff --git a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
deleted file mode 100644
index 2d6287f..0000000
--- a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
+++ /dev/null
@@ -1,111 +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 OpenMetaverse;
-using OpenSim.Framework;
-using OpenSim.Region.Framework.Scenes;
-
-namespace OpenSim.Region.Framework.Interfaces
-{
- public delegate bool ChildAgentUpdateReceived(AgentData data);
-
- public interface IInterregionCommsOut
- {
- #region Agents
-
- bool SendCreateChildAgent(ulong regionHandle, AgentCircuitData aCircuit, uint teleportFlags, out string reason);
-
- ///
- /// Full child agent update.
- ///
- ///
- ///
- ///
- bool SendChildAgentUpdate(ulong regionHandle, AgentData data);
-
- ///
- /// Short child agent update, mostly for position.
- ///
- ///
- ///
- ///
- bool SendChildAgentUpdate(ulong regionHandle, AgentPosition data);
-
- bool SendRetrieveRootAgent(ulong regionHandle, UUID id, out IAgentData agent);
-
- ///
- /// Message from receiving region to departing region, telling it got contacted by the client.
- /// When sent over REST, it invokes the opaque uri.
- ///
- ///
- ///
- ///
- ///
- bool SendReleaseAgent(ulong regionHandle, UUID id, string uri);
-
- ///
- /// Close agent.
- ///
- ///
- ///
- ///
- bool SendCloseAgent(ulong regionHandle, UUID id);
-
- #endregion Agents
-
- #region Objects
-
- ///
- /// Create an object in the destination region. This message is used primarily for prim crossing.
- ///
- ///
- ///
- ///
- ///
- bool SendCreateObject(ulong regionHandle, SceneObjectGroup sog, bool isLocalCall);
-
- ///
- /// Create an object from the user's inventory in the destination region.
- /// This message is used primarily by clients.
- ///
- ///
- ///
- ///
- ///
- bool SendCreateObject(ulong regionHandle, UUID userID, UUID itemID);
-
- #endregion Objects
-
- }
-
- // This may not be needed, but having it here for now.
- public interface IInterregionCommsIn
- {
- event ChildAgentUpdateReceived OnChildAgentUpdate;
- }
-
-}
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 7772f94..567ce2a 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -4405,18 +4405,6 @@ namespace OpenSim.Region.Framework.Scenes
return sp;
}
- public virtual bool IncomingRetrieveRootAgent(UUID id, out IAgentData agent)
- {
- agent = null;
- ScenePresence sp = GetScenePresence(id);
- if ((sp != null) && (!sp.IsChildAgent))
- {
- sp.IsChildAgent = true;
- return sp.CopyAgent(out agent);
- }
-
- return false;
- }
///
/// Authenticated close (via network)
///
--
cgit v1.1
From 3ffd90496a366f2b64eb8daadf63a2b6ee05ad7a Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 16 Jan 2014 20:23:31 +0000
Subject: Prevent duplicate invocations or race dontision in
SP.CompleteMovement()
This can happen under poor network conditions if a viewer repeats the message send
If this happens, physics actors can get orphaned, which unecessarily raises physics frame times
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 29 ++++++-
.../Scenes/Tests/ScenePresenceAgentTests.cs | 92 +++++++++-------------
2 files changed, 65 insertions(+), 56 deletions(-)
(limited to 'OpenSim/Region/Framework')
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 49f70c4..63cca56 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -108,6 +108,16 @@ namespace OpenSim.Region.Framework.Scenes
}
}
+ ///
+ /// This exists to prevent race conditions between two CompleteMovement threads if the simulator is slow and
+ /// the viewer fires these in quick succession.
+ ///
+ ///
+ /// TODO: The child -> agent transition should be folded into LifecycleState and the CompleteMovement
+ /// regulation done there.
+ ///
+ private object m_completeMovementLock = new object();
+
// private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes();
private static readonly Array DIR_CONTROL_FLAGS = Enum.GetValues(typeof(Dir_ControlFlags));
private static readonly Vector3 HEAD_ADJUSTMENT = new Vector3(0f, 0f, 0.3f);
@@ -905,6 +915,7 @@ namespace OpenSim.Region.Framework.Scenes
///
/// Turns a child agent into a root agent.
///
+ ///
/// Child agents are logged into neighbouring sims largely to observe changes. Root agents exist when the
/// avatar is actual in the sim. They can perform all actions.
/// This change is made whenever an avatar enters a region, whether by crossing over from a neighbouring sim,
@@ -912,8 +923,8 @@ namespace OpenSim.Region.Framework.Scenes
///
/// This method is on the critical path for transferring an avatar from one region to another. Delay here
/// delays that crossing.
- ///
- private void MakeRootAgent(Vector3 pos, bool isFlying)
+ ///
+ private bool MakeRootAgent(Vector3 pos, bool isFlying)
{
// m_log.InfoFormat(
// "[SCENE]: Upgrading child to root agent for {0} in {1}",
@@ -921,6 +932,10 @@ namespace OpenSim.Region.Framework.Scenes
//m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
+ lock (m_completeMovementLock)
+ if (!IsChildAgent)
+ return false;
+
IsChildAgent = false;
// Must reset this here so that a teleport to a region next to an existing region does not keep the flag
@@ -1070,6 +1085,7 @@ namespace OpenSim.Region.Framework.Scenes
m_scene.EventManager.TriggerOnMakeRootAgent(this);
+ return true;
}
public int GetStateSource()
@@ -1443,7 +1459,14 @@ namespace OpenSim.Region.Framework.Scenes
}
bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
- MakeRootAgent(AbsolutePosition, flying);
+ if (!MakeRootAgent(AbsolutePosition, flying))
+ {
+ m_log.DebugFormat(
+ "[SCENE PRESENCE]: Aborting CompleteMovement call for {0} in {1} as they are already root",
+ Name, Scene.Name);
+
+ return;
+ }
// Tell the client that we're totally ready
ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look);
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs
index d1aeaee..1ff1329 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs
@@ -111,6 +111,45 @@ namespace OpenSim.Region.Framework.Scenes.Tests
Assert.That(scene.GetScenePresences().Count, Is.EqualTo(1));
}
+ ///
+ /// Test that duplicate complete movement calls are ignored.
+ ///
+ ///
+ /// If duplicate calls are not ignored then there is a risk of race conditions or other unexpected effects.
+ ///
+ [Test]
+ public void TestDupeCompleteMovementCalls()
+ {
+ TestHelpers.InMethod();
+// TestHelpers.EnableLogging();
+
+ UUID spUuid = TestHelpers.ParseTail(0x1);
+
+ TestScene scene = new SceneHelpers().SetupScene();
+
+ int makeRootAgentEvents = 0;
+ scene.EventManager.OnMakeRootAgent += spi => makeRootAgentEvents++;
+
+ ScenePresence sp = SceneHelpers.AddScenePresence(scene, spUuid);
+
+ Assert.That(makeRootAgentEvents, Is.EqualTo(1));
+
+ // Normally these would be invoked by a CompleteMovement message coming in to the UDP stack. But for
+ // convenience, here we will invoke it manually.
+ sp.CompleteMovement(sp.ControllingClient, true);
+
+ Assert.That(makeRootAgentEvents, Is.EqualTo(1));
+
+ // Check rest of exepcted parameters.
+ Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(spUuid), Is.Not.Null);
+ Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
+
+ Assert.That(sp.IsChildAgent, Is.False);
+ Assert.That(sp.UUID, Is.EqualTo(spUuid));
+
+ Assert.That(scene.GetScenePresences().Count, Is.EqualTo(1));
+ }
+
[Test]
public void TestCreateDuplicateRootScenePresence()
{
@@ -249,58 +288,5 @@ namespace OpenSim.Region.Framework.Scenes.Tests
// Assert.That(childPresence, Is.Not.Null);
// Assert.That(childPresence.IsChildAgent, Is.True);
}
-
-// ///
-// /// Test adding a root agent to a scene. Doesn't yet actually complete crossing the agent into the scene.
-// ///
-// [Test]
-// public void T010_TestAddRootAgent()
-// {
-// TestHelpers.InMethod();
-//
-// string firstName = "testfirstname";
-//
-// AgentCircuitData agent = new AgentCircuitData();
-// agent.AgentID = agent1;
-// agent.firstname = firstName;
-// agent.lastname = "testlastname";
-// agent.SessionID = UUID.Random();
-// agent.SecureSessionID = UUID.Random();
-// agent.circuitcode = 123;
-// agent.BaseFolder = UUID.Zero;
-// agent.InventoryFolder = UUID.Zero;
-// agent.startpos = Vector3.Zero;
-// agent.CapsPath = GetRandomCapsObjectPath();
-// agent.ChildrenCapSeeds = new Dictionary();
-// agent.child = true;
-//
-// scene.PresenceService.LoginAgent(agent.AgentID.ToString(), agent.SessionID, agent.SecureSessionID);
-//
-// string reason;
-// scene.NewUserConnection(agent, (uint)TeleportFlags.ViaLogin, out reason);
-// testclient = new TestClient(agent, scene);
-// scene.AddNewAgent(testclient);
-//
-// ScenePresence presence = scene.GetScenePresence(agent1);
-//
-// Assert.That(presence, Is.Not.Null, "presence is null");
-// Assert.That(presence.Firstname, Is.EqualTo(firstName), "First name not same");
-// acd1 = agent;
-// }
-//
-// ///
-// /// Test removing an uncrossed root agent from a scene.
-// ///
-// [Test]
-// public void T011_TestRemoveRootAgent()
-// {
-// TestHelpers.InMethod();
-//
-// scene.RemoveClient(agent1);
-//
-// ScenePresence presence = scene.GetScenePresence(agent1);
-//
-// Assert.That(presence, Is.Null, "presence is not null");
-// }
}
}
\ No newline at end of file
--
cgit v1.1
From 3bc669ffc7638b56d5ab5aac038c33106ba9a95b Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 16 Jan 2014 23:31:50 +0000
Subject: Actually put IsChildAgent = true inside the lock, otherwise there is
still a small window for race conditions on duplicate CompleteMovement calls
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 4 +++-
1 file changed, 3 insertions(+), 1 deletion(-)
(limited to 'OpenSim/Region/Framework')
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 63cca56..3290da1 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -933,10 +933,12 @@ namespace OpenSim.Region.Framework.Scenes
//m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
lock (m_completeMovementLock)
+ {
if (!IsChildAgent)
return false;
- IsChildAgent = false;
+ IsChildAgent = false;
+ }
// Must reset this here so that a teleport to a region next to an existing region does not keep the flag
// set and prevent the close of the connection on a subsequent re-teleport.
--
cgit v1.1
From 4fa843ff19441c9daa4e7dae0a4d705f912fca54 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 16 Jan 2014 23:44:17 +0000
Subject: Reorder checks in SP.CompleteMovement() to fix test failures
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 69 ++++++++++++------------
1 file changed, 33 insertions(+), 36 deletions(-)
(limited to 'OpenSim/Region/Framework')
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 18d84a2..85a20e9 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1003,48 +1003,45 @@ namespace OpenSim.Region.Framework.Scenes
///
private bool MakeRootAgent(Vector3 pos, bool isFlying)
{
-// m_log.InfoFormat(
-// "[SCENE]: Upgrading child to root agent for {0} in {1}",
-// Name, m_scene.RegionInfo.RegionName);
-
- if (ParentUUID != UUID.Zero)
+ lock (m_completeMovementLock)
{
- m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
- SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
- if (part == null)
+ if (!IsChildAgent)
+ return false;
+
+ //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
+
+ // m_log.InfoFormat(
+ // "[SCENE]: Upgrading child to root agent for {0} in {1}",
+ // Name, m_scene.RegionInfo.RegionName);
+
+ if (ParentUUID != UUID.Zero)
{
- m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
+ m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
+ SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
+ if (part == null)
+ {
+ m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
+ }
+ else
+ {
+ part.ParentGroup.AddAvatar(UUID);
+ if (part.SitTargetPosition != Vector3.Zero)
+ part.SitTargetAvatar = UUID;
+ // ParentPosition = part.GetWorldPosition();
+ ParentID = part.LocalId;
+ ParentPart = part;
+ m_pos = PrevSitOffset;
+ // pos = ParentPosition;
+ pos = part.GetWorldPosition();
+ }
+ ParentUUID = UUID.Zero;
+
+ // Animator.TrySetMovementAnimation("SIT");
}
else
{
- part.ParentGroup.AddAvatar(UUID);
- if (part.SitTargetPosition != Vector3.Zero)
- part.SitTargetAvatar = UUID;
-// ParentPosition = part.GetWorldPosition();
- ParentID = part.LocalId;
- ParentPart = part;
- m_pos = PrevSitOffset;
-// pos = ParentPosition;
- pos = part.GetWorldPosition();
+ IsLoggingIn = false;
}
- ParentUUID = UUID.Zero;
-
- IsChildAgent = false;
-
-// Animator.TrySetMovementAnimation("SIT");
- }
- else
- {
- IsChildAgent = false;
- IsLoggingIn = false;
- }
-
- //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
-
- lock (m_completeMovementLock)
- {
- if (!IsChildAgent)
- return false;
IsChildAgent = false;
}
--
cgit v1.1
From b52b50ee56f3461d7f2dc47a905a0b10d07d3346 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Fri, 17 Jan 2014 23:36:23 +0000
Subject: minor: reinsert some method doc back into IEntityTransferModule
---
.../Framework/Interfaces/IEntityTransferModule.cs | 20 ++++++++++++++++++++
1 file changed, 20 insertions(+)
(limited to 'OpenSim/Region/Framework')
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
index 1949a90..214b07a 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
@@ -47,13 +47,33 @@ namespace OpenSim.Region.Framework.Interfaces
/// The handle of the destination region. If it's the same as the region currently
/// occupied by the agent then the teleport will be within that region.
///
+ ///
+ ///
///
///
///
void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags);
+ ///
+ /// Teleports the agent for the given client to their home destination.
+ ///
+ ///
+ ///
bool TeleportHome(UUID id, IClientAPI client);
+ ///
+ /// Teleport an agent directly to a given region without checking whether the region should be substituted.
+ ///
+ ///
+ /// Please use Teleport() instead unless you know exactly what you're doing.
+ /// Do not use for same region teleports.
+ ///
+ ///
+ ///
+ /// /param>
+ ///
+ ///
+ ///
void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination,
Vector3 position, Vector3 lookAt, uint teleportFlags);
--
cgit v1.1
From 3018b2c5d7c9de0e8da6d158f0848c840b7864ab Mon Sep 17 00:00:00 2001
From: Oren Hurvitz
Date: Fri, 6 Dec 2013 16:21:11 +0200
Subject: Materials module: a) Store materials as assets; b) Finalized it
(removed the "Demo" label; removed most of the logging); c) Enabled by
default
Changed UuidGatherer to use 'sbyte' to identify assets instead of 'AssetType'. This lets UuidGatherer handle Materials, which are defined in a different enum from 'AssetType'.
---
.../Framework/Scenes/Tests/UuidGathererTests.cs | 12 +-
OpenSim/Region/Framework/Scenes/UuidGatherer.cs | 138 +++++++--------------
2 files changed, 53 insertions(+), 97 deletions(-)
(limited to 'OpenSim/Region/Framework')
diff --git a/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs b/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
index dd27294..1e59e3f 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
@@ -62,8 +62,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
= AssetHelpers.CreateAsset(corruptAssetUuid, AssetType.Notecard, "CORRUPT ASSET", UUID.Zero);
m_assetService.Store(corruptAsset);
- IDictionary foundAssetUuids = new Dictionary();
- m_uuidGatherer.GatherAssetUuids(corruptAssetUuid, AssetType.Object, foundAssetUuids);
+ IDictionary foundAssetUuids = new Dictionary();
+ m_uuidGatherer.GatherAssetUuids(corruptAssetUuid, (sbyte)AssetType.Object, foundAssetUuids);
// We count the uuid as gathered even if the asset itself is corrupt.
Assert.That(foundAssetUuids.Count, Is.EqualTo(1));
@@ -78,9 +78,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests
TestHelpers.InMethod();
UUID missingAssetUuid = UUID.Parse("00000000-0000-0000-0000-000000000666");
- IDictionary foundAssetUuids = new Dictionary();
+ IDictionary foundAssetUuids = new Dictionary();
- m_uuidGatherer.GatherAssetUuids(missingAssetUuid, AssetType.Object, foundAssetUuids);
+ m_uuidGatherer.GatherAssetUuids(missingAssetUuid, (sbyte)AssetType.Object, foundAssetUuids);
// We count the uuid as gathered even if the asset itself is missing.
Assert.That(foundAssetUuids.Count, Is.EqualTo(1));
@@ -103,8 +103,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
AssetBase ncAsset = AssetHelpers.CreateNotecardAsset(ncAssetId, soAssetId.ToString());
m_assetService.Store(ncAsset);
- IDictionary foundAssetUuids = new Dictionary();
- m_uuidGatherer.GatherAssetUuids(ncAssetId, AssetType.Notecard, foundAssetUuids);
+ IDictionary foundAssetUuids = new Dictionary();
+ m_uuidGatherer.GatherAssetUuids(ncAssetId, (sbyte)AssetType.Notecard, foundAssetUuids);
// We count the uuid as gathered even if the asset itself is corrupt.
Assert.That(foundAssetUuids.Count, Is.EqualTo(2));
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index 3e074b9..42a1977 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -38,6 +38,7 @@ using OpenMetaverse.StructuredData;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes.Serialization;
using OpenSim.Services.Interfaces;
+using OpenSimAssetType = OpenSim.Framework.SLUtil.OpenSimAssetType;
namespace OpenSim.Region.Framework.Scenes
{
@@ -83,7 +84,7 @@ namespace OpenSim.Region.Framework.Scenes
/// The uuid of the asset for which to gather referenced assets
/// The type of the asset for the uuid given
/// The assets gathered
- public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary assetUuids)
+ public void GatherAssetUuids(UUID assetUuid, sbyte assetType, IDictionary assetUuids)
{
// avoid infinite loops
if (assetUuids.ContainsKey(assetUuid))
@@ -93,23 +94,27 @@ namespace OpenSim.Region.Framework.Scenes
{
assetUuids[assetUuid] = assetType;
- if (AssetType.Bodypart == assetType || AssetType.Clothing == assetType)
+ if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType)
{
GetWearableAssetUuids(assetUuid, assetUuids);
}
- else if (AssetType.Gesture == assetType)
+ else if ((sbyte)AssetType.Gesture == assetType)
{
GetGestureAssetUuids(assetUuid, assetUuids);
}
- else if (AssetType.Notecard == assetType)
+ else if ((sbyte)AssetType.Notecard == assetType)
{
GetTextEmbeddedAssetUuids(assetUuid, assetUuids);
}
- else if (AssetType.LSLText == assetType)
+ else if ((sbyte)AssetType.LSLText == assetType)
{
GetTextEmbeddedAssetUuids(assetUuid, assetUuids);
}
- else if (AssetType.Object == assetType)
+ else if ((sbyte)OpenSimAssetType.Material == assetType)
+ {
+ GetMaterialAssetUuids(assetUuid, assetUuids);
+ }
+ else if ((sbyte)AssetType.Object == assetType)
{
GetSceneObjectAssetUuids(assetUuid, assetUuids);
}
@@ -136,7 +141,7 @@ namespace OpenSim.Region.Framework.Scenes
/// A dictionary which is populated with the asset UUIDs gathered and the type of that asset.
/// For assets where the type is not clear (e.g. UUIDs extracted from LSL and notecards), the type is Unknown.
///
- public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary assetUuids)
+ public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary assetUuids)
{
// m_log.DebugFormat(
// "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);
@@ -156,7 +161,7 @@ namespace OpenSim.Region.Framework.Scenes
{
// Get the prim's default texture. This will be used for faces which don't have their own texture
if (textureEntry.DefaultTexture != null)
- assetUuids[textureEntry.DefaultTexture.TextureID] = AssetType.Texture;
+ assetUuids[textureEntry.DefaultTexture.TextureID] = (sbyte)AssetType.Texture;
if (textureEntry.FaceTextures != null)
{
@@ -164,20 +169,20 @@ namespace OpenSim.Region.Framework.Scenes
foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures)
{
if (texture != null)
- assetUuids[texture.TextureID] = AssetType.Texture;
+ assetUuids[texture.TextureID] = (sbyte)AssetType.Texture;
}
}
}
// If the prim is a sculpt then preserve this information too
if (part.Shape.SculptTexture != UUID.Zero)
- assetUuids[part.Shape.SculptTexture] = AssetType.Texture;
+ assetUuids[part.Shape.SculptTexture] = (sbyte)AssetType.Texture;
if (part.Shape.ProjectionTextureUUID != UUID.Zero)
- assetUuids[part.Shape.ProjectionTextureUUID] = AssetType.Texture;
+ assetUuids[part.Shape.ProjectionTextureUUID] = (sbyte)AssetType.Texture;
if (part.CollisionSound != UUID.Zero)
- assetUuids[part.CollisionSound] = AssetType.Sound;
+ assetUuids[part.CollisionSound] = (sbyte)AssetType.Sound;
if (part.ParticleSystem.Length > 0)
{
@@ -185,7 +190,7 @@ namespace OpenSim.Region.Framework.Scenes
{
Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0);
if (ps.Texture != UUID.Zero)
- assetUuids[ps.Texture] = AssetType.Texture;
+ assetUuids[ps.Texture] = (sbyte)AssetType.Texture;
}
catch (Exception e)
{
@@ -205,7 +210,7 @@ namespace OpenSim.Region.Framework.Scenes
// tii.Name, tii.Type, part.Name, part.UUID);
if (!assetUuids.ContainsKey(tii.AssetID))
- GatherAssetUuids(tii.AssetID, (AssetType)tii.Type, assetUuids);
+ GatherAssetUuids(tii.AssetID, (sbyte)tii.Type, assetUuids);
}
// FIXME: We need to make gathering modular but we cannot yet, since gatherers are not guaranteed
@@ -213,8 +218,6 @@ namespace OpenSim.Region.Framework.Scenes
// inventory transfer. There needs to be a way for a module to register a method without assuming a
// Scene.EventManager is present.
// part.ParentGroup.Scene.EventManager.TriggerGatherUuids(part, assetUuids);
-
- GatherMaterialsUuids(part, assetUuids);
}
catch (Exception e)
{
@@ -225,7 +228,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
}
-
+
// ///
// /// The callback made when we request the asset for an object from the asset service.
// ///
@@ -238,73 +241,6 @@ namespace OpenSim.Region.Framework.Scenes
// Monitor.Pulse(this);
// }
// }
-
- ///
- /// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps
- ///
- ///
- ///
- public void GatherMaterialsUuids(SceneObjectPart part, IDictionary assetUuids)
- {
- // scan thru the dynAttrs map of this part for any textures used as materials
- OSD osdMaterials = null;
-
- lock (part.DynAttrs)
- {
- if (part.DynAttrs.ContainsStore("OpenSim", "Materials"))
- {
- OSDMap materialsStore = part.DynAttrs.GetStore("OpenSim", "Materials");
-
- if (materialsStore == null)
- return;
-
- materialsStore.TryGetValue("Materials", out osdMaterials);
- }
-
- if (osdMaterials != null)
- {
- //m_log.Info("[UUID Gatherer]: found Materials: " + OSDParser.SerializeJsonString(osd));
-
- if (osdMaterials is OSDArray)
- {
- OSDArray matsArr = osdMaterials as OSDArray;
- foreach (OSDMap matMap in matsArr)
- {
- try
- {
- if (matMap.ContainsKey("Material"))
- {
- OSDMap mat = matMap["Material"] as OSDMap;
- if (mat.ContainsKey("NormMap"))
- {
- UUID normalMapId = mat["NormMap"].AsUUID();
- if (normalMapId != UUID.Zero)
- {
- assetUuids[normalMapId] = AssetType.Texture;
- //m_log.Info("[UUID Gatherer]: found normal map ID: " + normalMapId.ToString());
- }
- }
- if (mat.ContainsKey("SpecMap"))
- {
- UUID specularMapId = mat["SpecMap"].AsUUID();
- if (specularMapId != UUID.Zero)
- {
- assetUuids[specularMapId] = AssetType.Texture;
- //m_log.Info("[UUID Gatherer]: found specular map ID: " + specularMapId.ToString());
- }
- }
- }
-
- }
- catch (Exception e)
- {
- m_log.Warn("[UUID Gatherer]: exception getting materials: " + e.Message);
- }
- }
- }
- }
- }
- }
///
/// Get an asset synchronously, potentially using an asynchronous callback. If the
@@ -344,7 +280,7 @@ namespace OpenSim.Region.Framework.Scenes
///
///
/// Dictionary in which to record the references
- private void GetTextEmbeddedAssetUuids(UUID embeddingAssetId, IDictionary assetUuids)
+ private void GetTextEmbeddedAssetUuids(UUID embeddingAssetId, IDictionary assetUuids)
{
// m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId);
@@ -364,7 +300,7 @@ namespace OpenSim.Region.Framework.Scenes
// Embedded asset references (if not false positives) could be for many types of asset, so we will
// label these as unknown.
- assetUuids[uuid] = AssetType.Unknown;
+ assetUuids[uuid] = (sbyte)AssetType.Unknown;
}
}
}
@@ -374,7 +310,7 @@ namespace OpenSim.Region.Framework.Scenes
///
///
/// Dictionary in which to record the references
- private void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary assetUuids)
+ private void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary assetUuids)
{
AssetBase assetBase = GetAsset(wearableAssetUuid);
@@ -389,7 +325,7 @@ namespace OpenSim.Region.Framework.Scenes
foreach (UUID uuid in wearableAsset.Textures.Values)
{
- assetUuids[uuid] = AssetType.Texture;
+ assetUuids[uuid] = (sbyte)AssetType.Texture;
}
}
}
@@ -401,7 +337,7 @@ namespace OpenSim.Region.Framework.Scenes
///
///
///
- private void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary assetUuids)
+ private void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary assetUuids)
{
AssetBase objectAsset = GetAsset(sceneObjectUuid);
@@ -430,7 +366,7 @@ namespace OpenSim.Region.Framework.Scenes
///
///
///
- private void GetGestureAssetUuids(UUID gestureUuid, IDictionary assetUuids)
+ private void GetGestureAssetUuids(UUID gestureUuid, IDictionary assetUuids)
{
AssetBase assetBase = GetAsset(gestureUuid);
if (null == assetBase)
@@ -464,9 +400,29 @@ namespace OpenSim.Region.Framework.Scenes
// If it can be parsed as a UUID, it is an asset ID
UUID uuid;
if (UUID.TryParse(id, out uuid))
- assetUuids[uuid] = AssetType.Animation;
+ assetUuids[uuid] = (sbyte)AssetType.Animation;
}
}
+
+ ///
+ /// Get the asset uuid's referenced in a material.
+ ///
+ private void GetMaterialAssetUuids(UUID materialUuid, IDictionary assetUuids)
+ {
+ AssetBase assetBase = GetAsset(materialUuid);
+ if (null == assetBase)
+ return;
+
+ OSDMap mat = (OSDMap)OSDParser.DeserializeLLSDXml(assetBase.Data);
+
+ UUID normMap = mat["NormMap"].AsUUID();
+ if (normMap != UUID.Zero)
+ assetUuids[normMap] = (sbyte)AssetType.Texture;
+
+ UUID specMap = mat["SpecMap"].AsUUID();
+ if (specMap != UUID.Zero)
+ assetUuids[specMap] = (sbyte)AssetType.Texture;
+ }
}
public class HGUuidGatherer : UuidGatherer
--
cgit v1.1
From 8e72b53edc435c2c2fbec0b8c91304e7f7a6a4f2 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 20 Jan 2014 19:16:19 +0000
Subject: Stop exceptions being generated on agent connection if a telehub
object has been deleted or has no spawn points.
---
OpenSim/Region/Framework/Scenes/Scene.cs | 50 ++++++---
.../Framework/Scenes/Tests/SceneTelehubTests.cs | 119 +++++++++++++++++++++
2 files changed, 154 insertions(+), 15 deletions(-)
create mode 100644 OpenSim/Region/Framework/Scenes/Tests/SceneTelehubTests.cs
(limited to 'OpenSim/Region/Framework')
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 567ce2a..59c5b09 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -3946,32 +3946,52 @@ namespace OpenSim.Region.Framework.Scenes
}
}
+// m_log.DebugFormat(
+// "[SCENE]: Found telehub object {0} for new user connection {1} to {2}",
+// RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
+
// Honor Estate teleport routing via Telehubs excluding ViaHome and GodLike TeleportFlags
if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero &&
RegionInfo.EstateSettings.AllowDirectTeleport == false &&
!viahome && !godlike)
{
SceneObjectGroup telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject);
- // Can have multiple SpawnPoints
- List spawnpoints = RegionInfo.RegionSettings.SpawnPoints();
- if (spawnpoints.Count > 1)
+
+ if (telehub != null)
{
- // We have multiple SpawnPoints, Route the agent to a random or sequential one
- if (SpawnPointRouting == "random")
- acd.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation(
- telehub.AbsolutePosition,
- telehub.GroupRotation
- );
+ // Can have multiple SpawnPoints
+ List spawnpoints = RegionInfo.RegionSettings.SpawnPoints();
+ if (spawnpoints.Count > 1)
+ {
+ // We have multiple SpawnPoints, Route the agent to a random or sequential one
+ if (SpawnPointRouting == "random")
+ acd.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation(
+ telehub.AbsolutePosition,
+ telehub.GroupRotation
+ );
+ else
+ acd.startpos = spawnpoints[SpawnPoint()].GetLocation(
+ telehub.AbsolutePosition,
+ telehub.GroupRotation
+ );
+ }
+ else if (spawnpoints.Count == 1)
+ {
+ // We have a single SpawnPoint and will route the agent to it
+ acd.startpos = spawnpoints[0].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
+ }
else
- acd.startpos = spawnpoints[SpawnPoint()].GetLocation(
- telehub.AbsolutePosition,
- telehub.GroupRotation
- );
+ {
+ m_log.DebugFormat(
+ "[SCENE]: No spawnpoints defined for telehub {0} for {1} in {2}. Continuing.",
+ RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
+ }
}
else
{
- // We have a single SpawnPoint and will route the agent to it
- acd.startpos = spawnpoints[0].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
+ m_log.DebugFormat(
+ "[SCENE]: No telehub {0} found to direct {1} in {2}. Continuing.",
+ RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
}
return true;
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneTelehubTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneTelehubTests.cs
new file mode 100644
index 0000000..9a97acc
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneTelehubTests.cs
@@ -0,0 +1,119 @@
+/*
+ * 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 Nini.Config;
+using NUnit.Framework;
+using OpenMetaverse;
+using OpenSim.Framework;
+using OpenSim.Region.CoreModules.World.Estate;
+using OpenSim.Region.Framework.Scenes;
+using OpenSim.Region.Framework.Interfaces;
+using OpenSim.Services.Interfaces;
+using OpenSim.Tests.Common;
+using OpenSim.Tests.Common.Mock;
+
+namespace OpenSim.Region.Framework.Scenes.Tests
+{
+ ///
+ /// Scene telehub tests
+ ///
+ ///
+ /// TODO: Tests which run through normal functionality. Currently, the only test is one that checks behaviour
+ /// in the case of an error condition
+ ///
+ [TestFixture]
+ public class SceneTelehubTests : OpenSimTestCase
+ {
+ ///
+ /// Test for desired behaviour when a telehub has no spawn points
+ ///
+ [Test]
+ public void TestNoTelehubSpawnPoints()
+ {
+ TestHelpers.InMethod();
+// TestHelpers.EnableLogging();
+
+ EstateManagementModule emm = new EstateManagementModule();
+
+ SceneHelpers sh = new SceneHelpers();
+ Scene scene = sh.SetupScene();
+ SceneHelpers.SetupSceneModules(scene, emm);
+
+ UUID telehubSceneObjectOwner = TestHelpers.ParseTail(0x1);
+
+ SceneObjectGroup telehubSo = SceneHelpers.AddSceneObject(scene, "telehubObject", telehubSceneObjectOwner);
+
+ emm.HandleOnEstateManageTelehub(null, UUID.Zero, UUID.Zero, "connect", telehubSo.LocalId);
+ scene.RegionInfo.EstateSettings.AllowDirectTeleport = false;
+
+ // Must still be possible to successfully log in
+ UUID loggingInUserId = TestHelpers.ParseTail(0x2);
+
+ UserAccount ua
+ = UserAccountHelpers.CreateUserWithInventory(scene, "Test", "User", loggingInUserId, "password");
+
+ SceneHelpers.AddScenePresence(scene, ua);
+
+ Assert.That(scene.GetScenePresence(loggingInUserId), Is.Not.Null);
+ }
+
+ ///
+ /// Test for desired behaviour when the scene object nominated as a telehub object does not exist.
+ ///
+ [Test]
+ public void TestNoTelehubSceneObject()
+ {
+ TestHelpers.InMethod();
+// TestHelpers.EnableLogging();
+
+ EstateManagementModule emm = new EstateManagementModule();
+
+ SceneHelpers sh = new SceneHelpers();
+ Scene scene = sh.SetupScene();
+ SceneHelpers.SetupSceneModules(scene, emm);
+
+ UUID telehubSceneObjectOwner = TestHelpers.ParseTail(0x1);
+
+ SceneObjectGroup telehubSo = SceneHelpers.AddSceneObject(scene, "telehubObject", telehubSceneObjectOwner);
+ SceneObjectGroup spawnPointSo = SceneHelpers.AddSceneObject(scene, "spawnpointObject", telehubSceneObjectOwner);
+
+ emm.HandleOnEstateManageTelehub(null, UUID.Zero, UUID.Zero, "connect", telehubSo.LocalId);
+ emm.HandleOnEstateManageTelehub(null, UUID.Zero, UUID.Zero, "spawnpoint add", spawnPointSo.LocalId);
+ scene.RegionInfo.EstateSettings.AllowDirectTeleport = false;
+
+ scene.DeleteSceneObject(telehubSo, false);
+
+ // Must still be possible to successfully log in
+ UUID loggingInUserId = TestHelpers.ParseTail(0x2);
+
+ UserAccount ua
+ = UserAccountHelpers.CreateUserWithInventory(scene, "Test", "User", loggingInUserId, "password");
+
+ SceneHelpers.AddScenePresence(scene, ua);
+
+ Assert.That(scene.GetScenePresence(loggingInUserId), Is.Not.Null);
+ }
+ }
+}
\ No newline at end of file
--
cgit v1.1
From 2e78e89c36e661f72773e54f97bec3f04af67b79 Mon Sep 17 00:00:00 2001
From: Mic Bowman
Date: Mon, 20 Jan 2014 11:33:49 -0800
Subject: Clean up orphaned json stores. This can happen when an object is
removed, when a script is removed, or when a script is reset. Also added a
stats command to track the number of json stores used by a region. Will
probably add some more commands later.
---
OpenSim/Region/Framework/Interfaces/IJsonStoreModule.cs | 7 +++++++
1 file changed, 7 insertions(+)
(limited to 'OpenSim/Region/Framework')
diff --git a/OpenSim/Region/Framework/Interfaces/IJsonStoreModule.cs b/OpenSim/Region/Framework/Interfaces/IJsonStoreModule.cs
index b67312e..1a89721 100644
--- a/OpenSim/Region/Framework/Interfaces/IJsonStoreModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IJsonStoreModule.cs
@@ -51,10 +51,17 @@ namespace OpenSim.Region.Framework.Interfaces
UUID = 5
}
+ public struct JsonStoreStats
+ {
+ public int StoreCount;
+ }
+
public delegate void TakeValueCallback(string s);
public interface IJsonStoreModule
{
+ JsonStoreStats GetStoreStats();
+
bool AttachObjectStore(UUID objectID);
bool CreateStore(string value, ref UUID result);
bool DestroyStore(UUID storeID);
--
cgit v1.1
From 7bd42fc42f0d945fe96b058d06f14c091d96b2d2 Mon Sep 17 00:00:00 2001
From: dahlia
Date: Mon, 20 Jan 2014 15:01:18 -0800
Subject: Add back code to UuidGatherer to retrieve UUIDs for materials stored
in DynAttrs. This is unfortunately still necessary until a better solution
for handling existing legacy materials can be implemented
---
OpenSim/Region/Framework/Scenes/UuidGatherer.cs | 73 +++++++++++++++++++++++++
1 file changed, 73 insertions(+)
(limited to 'OpenSim/Region/Framework')
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index 42a1977..75a51b5 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -218,6 +218,10 @@ namespace OpenSim.Region.Framework.Scenes
// inventory transfer. There needs to be a way for a module to register a method without assuming a
// Scene.EventManager is present.
// part.ParentGroup.Scene.EventManager.TriggerGatherUuids(part, assetUuids);
+
+
+ // still needed to retrieve textures used as materials for any parts containing legacy materials stored in DynAttrs
+ GatherMaterialsUuids(part, assetUuids);
}
catch (Exception e)
{
@@ -241,6 +245,75 @@ namespace OpenSim.Region.Framework.Scenes
// Monitor.Pulse(this);
// }
// }
+
+ ///
+ /// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps
+ /// stored in legacy format in part.DynAttrs
+ ///
+ ///
+ ///
+ //public void GatherMaterialsUuids(SceneObjectPart part, IDictionary assetUuids)
+ public void GatherMaterialsUuids(SceneObjectPart part, IDictionary assetUuids)
+ {
+ // scan thru the dynAttrs map of this part for any textures used as materials
+ OSD osdMaterials = null;
+
+ lock (part.DynAttrs)
+ {
+ if (part.DynAttrs.ContainsStore("OpenSim", "Materials"))
+ {
+ OSDMap materialsStore = part.DynAttrs.GetStore("OpenSim", "Materials");
+
+ if (materialsStore == null)
+ return;
+
+ materialsStore.TryGetValue("Materials", out osdMaterials);
+ }
+
+ if (osdMaterials != null)
+ {
+ //m_log.Info("[UUID Gatherer]: found Materials: " + OSDParser.SerializeJsonString(osd));
+
+ if (osdMaterials is OSDArray)
+ {
+ OSDArray matsArr = osdMaterials as OSDArray;
+ foreach (OSDMap matMap in matsArr)
+ {
+ try
+ {
+ if (matMap.ContainsKey("Material"))
+ {
+ OSDMap mat = matMap["Material"] as OSDMap;
+ if (mat.ContainsKey("NormMap"))
+ {
+ UUID normalMapId = mat["NormMap"].AsUUID();
+ if (normalMapId != UUID.Zero)
+ {
+ assetUuids[normalMapId] = (sbyte)AssetType.Texture;
+ //m_log.Info("[UUID Gatherer]: found normal map ID: " + normalMapId.ToString());
+ }
+ }
+ if (mat.ContainsKey("SpecMap"))
+ {
+ UUID specularMapId = mat["SpecMap"].AsUUID();
+ if (specularMapId != UUID.Zero)
+ {
+ assetUuids[specularMapId] = (sbyte)AssetType.Texture;
+ //m_log.Info("[UUID Gatherer]: found specular map ID: " + specularMapId.ToString());
+ }
+ }
+ }
+
+ }
+ catch (Exception e)
+ {
+ m_log.Warn("[UUID Gatherer]: exception getting materials: " + e.Message);
+ }
+ }
+ }
+ }
+ }
+ }
///
/// Get an asset synchronously, potentially using an asynchronous callback. If the
--
cgit v1.1
From 1b86239f791754e2c3ba7bf2641db5882efb0c80 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 27 Jan 2014 23:17:09 +0000
Subject: refactor: Remove identical part.ParentGroup.AddAvatar(UUID); calls
which occur no matter which branch of the conditional is executed
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 3 +--
1 file changed, 1 insertion(+), 2 deletions(-)
(limited to 'OpenSim/Region/Framework')
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 85a20e9..0cc00ed 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -2909,7 +2909,6 @@ namespace OpenSim.Region.Framework.Scenes
Rotation = newRot;
// ParentPosition = part.AbsolutePosition;
- part.ParentGroup.AddAvatar(UUID);
}
else
{
@@ -2918,13 +2917,13 @@ namespace OpenSim.Region.Framework.Scenes
m_pos -= part.GroupPosition;
// ParentPosition = part.AbsolutePosition;
- part.ParentGroup.AddAvatar(UUID);
// m_log.DebugFormat(
// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
// Name, part.AbsolutePosition, m_pos, ParentPosition, part.Name, part.LocalId);
}
+ part.ParentGroup.AddAvatar(UUID);
ParentPart = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
ParentID = m_requestedSitTargetID;
m_AngularVelocity = Vector3.Zero;
--
cgit v1.1
From a4017ee1eb30af8af4ac08c8003a796fcdd6f4a8 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 27 Jan 2014 23:47:43 +0000
Subject: Reinsert attachments list taking code in SP.MakeRootAgent()
Locking attachments then launching script instances on a separate thread will not work, attachments will simply be unlocked and vulnerable to race conditions.
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 44 ++++++++++++++++--------
1 file changed, 30 insertions(+), 14 deletions(-)
(limited to 'OpenSim/Region/Framework')
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 0cc00ed..84201cc 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1190,22 +1190,36 @@ namespace OpenSim.Region.Framework.Scenes
// and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently
// be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are
// not transporting the required data.
- lock (m_attachments)
+ //
+ // We need to restart scripts here so that they receive the correct changed events (CHANGED_TELEPORT
+ // and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently
+ // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are
+ // not transporting the required data.
+ //
+ // We must take a copy of the attachments list here (rather than locking) to avoid a deadlock where a script in one of
+ // the attachments may start processing an event (which locks ScriptInstance.m_Script) that then calls a method here
+ // which needs to lock m_attachments. ResumeScripts() needs to take a ScriptInstance.m_Script lock to try to unset the Suspend status.
+ //
+ // FIXME: In theory, this deadlock should not arise since scripts should not be processing events until ResumeScripts().
+ // But XEngine starts all scripts unsuspended. Starting them suspended will not currently work because script rezzing
+ // is placed in an asynchronous queue in XEngine and so the ResumeScripts() call will almost certainly execute before the
+ // script is rezzed. This means the ResumeScripts() does absolutely nothing when using XEngine.
+ //
+ // One cannot simply iterate over attachments in a fire and forget thread because this would no longer
+ // be locked, allowing race conditions if other code changes the attachments list.
+ List attachments = GetAttachments();
+
+ if (attachments.Count > 0)
{
- if (HasAttachments())
- {
- m_log.DebugFormat(
- "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
+ m_log.DebugFormat(
+ "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
- // Resume scripts
- Util.FireAndForget(delegate(object x) {
- foreach (SceneObjectGroup sog in m_attachments)
- {
- sog.ScheduleGroupForFullUpdate();
- sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
- sog.ResumeScripts();
- }
- });
+ // Resume scripts
+ foreach (SceneObjectGroup sog in attachments)
+ {
+ sog.ScheduleGroupForFullUpdate();
+ sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
+ sog.ResumeScripts();
}
}
}
@@ -3227,6 +3241,8 @@ namespace OpenSim.Region.Framework.Scenes
// again here... this comes after the cached appearance check because the avatars
// appearance goes into the avatar update packet
SendAvatarDataToAllAgents();
+
+ // This invocation always shows up in the viewer logs as an error. Is it needed?
SendAppearanceToAgent(this);
// If we are using the the cached appearance then send it out to everyone
--
cgit v1.1