From 641c636790f3e4421e089a44e6b00fed338726eb Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 9 May 2013 16:43:16 +0100
Subject: minor: Simplify test setup in SceneObjectDeRezTests since permissions
module doesn't need different configuration anymore
---
.../Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs | 14 ++++----------
1 file changed, 4 insertions(+), 10 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
index 52ad538..bde15cd 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
@@ -59,15 +59,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
public void TestDeRezSceneObject()
{
TestHelpers.InMethod();
-// log4net.Config.XmlConfigurator.Configure();
UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
TestScene scene = new SceneHelpers().SetupScene();
- IConfigSource configSource = new IniConfigSource();
- IConfig config = configSource.AddConfig("Startup");
- config.Set("serverside_object_permissions", true);
- SceneHelpers.SetupSceneModules(scene, configSource, new object[] { new PermissionsModule() });
+ SceneHelpers.SetupSceneModules(scene, new object[] { new PermissionsModule() });
IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).ControllingClient;
// Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
@@ -97,8 +93,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests
///
/// Test deleting an object from a scene where the deleter is not the owner
///
- ///
+ ///
/// This test assumes that the deleter is not a god.
+ ///
[Test]
public void TestDeRezSceneObjectNotOwner()
{
@@ -109,10 +106,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
UUID objectOwnerId = UUID.Parse("20000000-0000-0000-0000-000000000001");
TestScene scene = new SceneHelpers().SetupScene();
- IConfigSource configSource = new IniConfigSource();
- IConfig config = configSource.AddConfig("Startup");
- config.Set("serverside_object_permissions", true);
- SceneHelpers.SetupSceneModules(scene, configSource, new object[] { new PermissionsModule() });
+ SceneHelpers.SetupSceneModules(scene, new object[] { new PermissionsModule() });
IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).ControllingClient;
// Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
--
cgit v1.1
From 2cb2f1d7e30fa583a9f43ddd6b420deb8e9b56bd Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 9 May 2013 18:02:19 +0100
Subject: Fix issue where objects removed via llDie() would not disappear for
users looking in from neighbouring sims.
This was because this particular code path (unlike user delete) only sent kills to root presences, for no apparent good reason.
Added regression test for this case.
This fixes http://opensimulator.org/mantis/view.php?id=6627
---
.../Attachments/Tests/AttachmentsModuleTests.cs | 4 +-
.../Region/Framework/Scenes/SceneObjectGroup.cs | 14 ++--
.../Scenes/Tests/SceneObjectDeRezTests.cs | 78 +++++++++++++++++++++-
.../Scenes/Tests/ScenePresenceCrossingTests.cs | 4 +-
.../Scenes/Tests/ScenePresenceTeleportTests.cs | 14 ++--
5 files changed, 93 insertions(+), 21 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
index 25444e5..508743c 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
@@ -833,11 +833,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(sceneA, 0x1);
AgentCircuitData acd = SceneHelpers.GenerateAgentData(ua1.PrincipalID);
- TestClient tc = new TestClient(acd, sceneA, sh.SceneManager);
+ TestClient tc = new TestClient(acd, sceneA);
List destinationTestClients = new List();
EntityTransferHelpers.SetUpInformClientOfNeighbour(tc, destinationTestClients);
- ScenePresence beforeTeleportSp = SceneHelpers.AddScenePresence(sceneA, tc, acd, sh.SceneManager);
+ ScenePresence beforeTeleportSp = SceneHelpers.AddScenePresence(sceneA, tc, acd);
beforeTeleportSp.AbsolutePosition = new Vector3(30, 31, 32);
InventoryItemBase attItem = CreateAttachmentItem(sceneA, ua1.PrincipalID, "att", 0x10, 0x20);
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 9e7a986..3b2f537 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -1221,11 +1221,11 @@ namespace OpenSim.Region.Framework.Scenes
///
/// Delete this group from its scene.
///
- ///
+ ///
/// This only handles the in-world consequences of deletion (e.g. any avatars sitting on it are forcibly stood
/// up and all avatars receive notification of its removal. Removal of the scene object from database backup
/// must be handled by the caller.
- ///
+ ///
/// If true then deletion is not broadcast to clients
public void DeleteGroupFromScene(bool silent)
{
@@ -1234,10 +1234,10 @@ namespace OpenSim.Region.Framework.Scenes
{
SceneObjectPart part = parts[i];
- Scene.ForEachRootScenePresence(delegate(ScenePresence avatar)
+ Scene.ForEachScenePresence(sp =>
{
- if (avatar.ParentID == LocalId)
- avatar.StandUp();
+ if (!sp.IsChildAgent && sp.ParentID == LocalId)
+ sp.StandUp();
if (!silent)
{
@@ -1245,9 +1245,9 @@ namespace OpenSim.Region.Framework.Scenes
if (part == m_rootPart)
{
if (!IsAttachment
- || AttachedAvatar == avatar.ControllingClient.AgentId
+ || AttachedAvatar == sp.UUID
|| !HasPrivateAttachmentPoint)
- avatar.ControllingClient.SendKillObject(m_regionHandle, new List { part.LocalId });
+ sp.ControllingClient.SendKillObject(m_regionHandle, new List { part.LocalId });
}
}
});
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
index bde15cd..f738ff1 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
@@ -33,7 +33,9 @@ using NUnit.Framework;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
+using OpenSim.Region.CoreModules.Framework.EntityTransfer;
using OpenSim.Region.CoreModules.Framework.InventoryAccess;
+using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
using OpenSim.Region.CoreModules.World.Permissions;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
@@ -52,6 +54,24 @@ namespace OpenSim.Region.Framework.Scenes.Tests
[TestFixture]
public class SceneObjectDeRezTests : OpenSimTestCase
{
+ [TestFixtureSetUp]
+ public void FixtureInit()
+ {
+ // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
+ // This facility was added after the original async delete tests were written, so it may be possible now
+ // to not bother explicitly disabling their async (since everything will be running sync).
+ Util.FireAndForgetMethod = FireAndForgetMethod.RegressionTest;
+ }
+
+ [TestFixtureTearDown]
+ public void TearDown()
+ {
+ // We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
+ // threads. Possibly, later tests should be rewritten so none of them require async stuff (which regression
+ // tests really shouldn't).
+ Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
+ }
+
///
/// Test deleting an object from a scene.
///
@@ -63,7 +83,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
TestScene scene = new SceneHelpers().SetupScene();
- SceneHelpers.SetupSceneModules(scene, new object[] { new PermissionsModule() });
+ SceneHelpers.SetupSceneModules(scene, new PermissionsModule());
IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).ControllingClient;
// Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
@@ -87,7 +107,59 @@ namespace OpenSim.Region.Framework.Scenes.Tests
sogd.InventoryDeQueueAndDelete();
SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(part.LocalId);
- Assert.That(retrievedPart2, Is.Null);
+ Assert.That(retrievedPart2, Is.Null);
+ }
+
+ ///
+ /// Test that child and root agents correctly receive KillObject notifications.
+ ///
+ [Test]
+ public void TestDeRezSceneObjectToAgents()
+ {
+ TestHelpers.InMethod();
+// TestHelpers.EnableLogging();
+
+ SceneHelpers sh = new SceneHelpers();
+ TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
+ TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999);
+
+ // We need this so that the creation of the root client for userB in sceneB can trigger the creation of a child client in sceneA
+ LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
+ EntityTransferModule etmB = new EntityTransferModule();
+ IConfigSource config = new IniConfigSource();
+ IConfig modulesConfig = config.AddConfig("Modules");
+ modulesConfig.Set("EntityTransferModule", etmB.Name);
+ modulesConfig.Set("SimulationServices", lscm.Name);
+ SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
+ SceneHelpers.SetupSceneModules(sceneB, config, etmB);
+
+ // We need this for derez
+ SceneHelpers.SetupSceneModules(sceneA, new PermissionsModule());
+
+ UserAccount uaA = UserAccountHelpers.CreateUserWithInventory(sceneA, "Andy", "AAA", 0x1, "");
+ UserAccount uaB = UserAccountHelpers.CreateUserWithInventory(sceneA, "Brian", "BBB", 0x2, "");
+
+ TestClient clientA = (TestClient)SceneHelpers.AddScenePresence(sceneA, uaA).ControllingClient;
+
+ // This is the more long-winded route we have to take to get a child client created for userB in sceneA
+ // rather than just calling AddScenePresence() as for userA
+ AgentCircuitData acd = SceneHelpers.GenerateAgentData(uaB);
+ TestClient clientB = new TestClient(acd, sceneB);
+ List childClientsB = new List();
+ EntityTransferHelpers.SetUpInformClientOfNeighbour(clientB, childClientsB);
+
+ SceneHelpers.AddScenePresence(sceneB, clientB, acd);
+
+ SceneObjectGroup so = SceneHelpers.AddSceneObject(sceneA);
+ uint soLocalId = so.LocalId;
+
+ sceneA.DeleteSceneObject(so, false);
+
+ Assert.That(clientA.ReceivedKills.Count, Is.EqualTo(1));
+ Assert.That(clientA.ReceivedKills[0], Is.EqualTo(soLocalId));
+
+ Assert.That(childClientsB[0].ReceivedKills.Count, Is.EqualTo(1));
+ Assert.That(childClientsB[0].ReceivedKills[0], Is.EqualTo(soLocalId));
}
///
@@ -106,7 +178,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
UUID objectOwnerId = UUID.Parse("20000000-0000-0000-0000-000000000001");
TestScene scene = new SceneHelpers().SetupScene();
- SceneHelpers.SetupSceneModules(scene, new object[] { new PermissionsModule() });
+ SceneHelpers.SetupSceneModules(scene, new PermissionsModule());
IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).ControllingClient;
// Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs
index 8775949..5a72239 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs
@@ -95,11 +95,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB);
AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId);
- TestClient tc = new TestClient(acd, sceneA, sh.SceneManager);
+ TestClient tc = new TestClient(acd, sceneA);
List destinationTestClients = new List();
EntityTransferHelpers.SetUpInformClientOfNeighbour(tc, destinationTestClients);
- ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, tc, acd, sh.SceneManager);
+ ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, tc, acd);
originalSp.AbsolutePosition = new Vector3(128, 32, 10);
// originalSp.Flying = true;
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs
index de4458d..297c66b 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs
@@ -139,7 +139,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
Vector3 teleportPosition = new Vector3(10, 11, 12);
Vector3 teleportLookAt = new Vector3(20, 21, 22);
- ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager);
+ ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);
sp.AbsolutePosition = new Vector3(30, 31, 32);
List destinationTestClients = new List();
@@ -224,7 +224,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
Vector3 teleportPosition = new Vector3(10, 11, 12);
Vector3 teleportLookAt = new Vector3(20, 21, 22);
- ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager);
+ ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);
sp.AbsolutePosition = preTeleportPosition;
// Make sceneB return false on query access
@@ -300,7 +300,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
Vector3 teleportPosition = new Vector3(10, 11, 12);
Vector3 teleportLookAt = new Vector3(20, 21, 22);
- ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager);
+ ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);
sp.AbsolutePosition = preTeleportPosition;
// Make sceneB refuse CreateAgent
@@ -389,7 +389,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
Vector3 teleportPosition = new Vector3(10, 11, 12);
Vector3 teleportLookAt = new Vector3(20, 21, 22);
- ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager);
+ ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId);
sp.AbsolutePosition = preTeleportPosition;
sceneA.RequestTeleportLocation(
@@ -428,7 +428,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
public void TestSameSimulatorNeighbouringRegions()
{
TestHelpers.InMethod();
- TestHelpers.EnableLogging();
+// TestHelpers.EnableLogging();
UUID userId = TestHelpers.ParseTail(0x1);
@@ -458,11 +458,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
Vector3 teleportLookAt = new Vector3(20, 21, 22);
AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId);
- TestClient tc = new TestClient(acd, sceneA, sh.SceneManager);
+ TestClient tc = new TestClient(acd, sceneA);
List destinationTestClients = new List();
EntityTransferHelpers.SetUpInformClientOfNeighbour(tc, destinationTestClients);
- ScenePresence beforeSceneASp = SceneHelpers.AddScenePresence(sceneA, tc, acd, sh.SceneManager);
+ ScenePresence beforeSceneASp = SceneHelpers.AddScenePresence(sceneA, tc, acd);
beforeSceneASp.AbsolutePosition = new Vector3(30, 31, 32);
Assert.That(beforeSceneASp, Is.Not.Null);
--
cgit v1.1
From 3290cd09d3ecd45c52bd131ada2a793c48fd99dc Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 9 May 2013 18:12:17 +0100
Subject: remove pointless region handle paramter from
IClientAPI.SendKillObject()
---
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 5 ++---
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs | 2 +-
OpenSim/Region/Framework/Scenes/Scene.cs | 5 +++--
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 2 +-
.../Agent/InternetRelayClientView/Server/IRCClientView.cs | 2 +-
OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs | 2 +-
6 files changed, 9 insertions(+), 9 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 47dd842..e014471 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -1588,7 +1588,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OutPacket(pc, ThrottleOutPacketType.Unknown);
}
- public void SendKillObject(ulong regionHandle, List localIDs)
+ public void SendKillObject(List localIDs)
{
// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, localID, regionHandle);
@@ -11555,8 +11555,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (part == null)
{
// It's a ghost! tell the client to delete it from view.
- simClient.SendKillObject(Scene.RegionInfo.RegionHandle,
- new List { localId });
+ simClient.SendKillObject(new List { localId });
}
else
{
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index 7d16635..f69ec21 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -776,7 +776,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
m_scene.ForEachClient(
client =>
{ if (client.AgentId != so.AttachedAvatar)
- client.SendKillObject(m_scene.RegionInfo.RegionHandle, new List() { so.LocalId });
+ client.SendKillObject(new List() { so.LocalId });
});
}
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 2aba2dd..8cdde3f 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -3480,7 +3480,7 @@ namespace OpenSim.Region.Framework.Scenes
delegate(IClientAPI client)
{
//We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway
- try { client.SendKillObject(avatar.RegionHandle, new List { avatar.LocalId }); }
+ try { client.SendKillObject(new List { avatar.LocalId }); }
catch (NullReferenceException) { }
});
}
@@ -3560,7 +3560,8 @@ namespace OpenSim.Region.Framework.Scenes
}
deleteIDs.Add(localID);
}
- ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, deleteIDs); });
+
+ ForEachClient(c => c.SendKillObject(deleteIDs));
}
#endregion
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 3b2f537..38fa26a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -1247,7 +1247,7 @@ namespace OpenSim.Region.Framework.Scenes
if (!IsAttachment
|| AttachedAvatar == sp.UUID
|| !HasPrivateAttachmentPoint)
- sp.ControllingClient.SendKillObject(m_regionHandle, new List { part.LocalId });
+ sp.ControllingClient.SendKillObject(new List { part.LocalId });
}
}
});
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index 3644856..384eb1f 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -950,7 +950,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
}
- public void SendKillObject(ulong regionHandle, List localID)
+ public void SendKillObject(List localID)
{
}
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index 8aae300..553443f 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -592,7 +592,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
}
- public virtual void SendKillObject(ulong regionHandle, List localID)
+ public virtual void SendKillObject(List localID)
{
}
--
cgit v1.1
From b4a6f2195d6d1a3a5f91715f7badf4cc983f7689 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 9 May 2013 18:53:34 +0100
Subject: Only send one kill object to the deleter when they derez an object
rather than two.
Extend regression test to check this.
---
.../Framework/Scenes/AsyncSceneObjectGroupDeleter.cs | 10 ++--------
.../Framework/Scenes/Tests/SceneObjectDeRezTests.cs | 19 ++++++++++---------
2 files changed, 12 insertions(+), 17 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
index f555b49..11a0146 100644
--- a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
+++ b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
@@ -104,14 +104,8 @@ namespace OpenSim.Region.Framework.Scenes
// better than losing the object for now.
if (permissionToDelete)
{
- List killIDs = new List();
-
foreach (SceneObjectGroup g in objectGroups)
- { killIDs.Add(g.LocalId);
- g.DeleteGroupFromScene(true);
- }
-
- m_scene.SendKillObject(killIDs);
+ g.DeleteGroupFromScene(false);
}
}
@@ -160,7 +154,7 @@ namespace OpenSim.Region.Framework.Scenes
if (x.permissionToDelete)
{
foreach (SceneObjectGroup g in x.objectGroups)
- m_scene.DeleteSceneObject(g, false);
+ m_scene.DeleteSceneObject(g, true);
}
}
catch (Exception e)
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
index f738ff1..d670dad 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
@@ -84,30 +84,31 @@ namespace OpenSim.Region.Framework.Scenes.Tests
TestScene scene = new SceneHelpers().SetupScene();
SceneHelpers.SetupSceneModules(scene, new PermissionsModule());
- IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).ControllingClient;
+ TestClient client = (TestClient)SceneHelpers.AddScenePresence(scene, userId).ControllingClient;
// Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
sogd.Enabled = false;
-
- SceneObjectPart part
- = new SceneObjectPart(userId, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero);
- part.Name = "obj1";
- scene.AddNewSceneObject(new SceneObjectGroup(part), false);
+
+ SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "so1", userId);
+ uint soLocalId = so.LocalId;
List localIds = new List();
- localIds.Add(part.LocalId);
+ localIds.Add(so.LocalId);
scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.Delete, UUID.Zero);
// Check that object isn't deleted until we crank the sogd handle.
- SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
+ SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId);
Assert.That(retrievedPart, Is.Not.Null);
Assert.That(retrievedPart.ParentGroup.IsDeleted, Is.False);
sogd.InventoryDeQueueAndDelete();
- SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(part.LocalId);
+ SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId);
Assert.That(retrievedPart2, Is.Null);
+
+ Assert.That(client.ReceivedKills.Count, Is.EqualTo(1));
+ Assert.That(client.ReceivedKills[0], Is.EqualTo(soLocalId));
}
///
--
cgit v1.1
From 9978f36d9f4edf89168093c0cd9b15281e02dc2a Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 9 May 2013 22:43:16 +0100
Subject: Don't send BulkUpdateInventory at the end up of
UpdateInventoryItemAsset().
This is causing editing of worn clothes to fail frequently, possibly due to a race condition with a transaction.
This looks to address http://opensimulator.org/mantis/view.php?id=6600
---
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 5 ++++-
1 file changed, 4 insertions(+), 1 deletion(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 8ddaa60..80581dc 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -490,7 +490,10 @@ namespace OpenSim.Region.Framework.Scenes
item.SaleType = itemUpd.SaleType;
InventoryService.UpdateItem(item);
- remoteClient.SendBulkUpdateInventory(item);
+
+ // We cannot send out a bulk update here, since this will cause editing of clothing to start
+ // failing frequently. Possibly this is a race with a separate transaction that uploads the asset.
+// remoteClient.SendBulkUpdateInventory(item);
}
if (UUID.Zero != transactionID)
--
cgit v1.1
From a42bb799cca27c0dddbecbd2edd2bd5e6d379472 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Fri, 10 May 2013 14:48:52 -0700
Subject: BulletSim: fix CPU loop that occurs when any 'degenerate' sculptie is
in a region. This fixes the high CPU usage for regions with nothing else
going on.
---
OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 8 ++++++--
1 file changed, 6 insertions(+), 2 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
index 9d47657..262d734 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
@@ -368,9 +368,10 @@ public class BSShapeMesh : BSShape
// Check to see if mesh was created (might require an asset).
newShape = VerifyMeshCreated(physicsScene, newShape, prim);
- if (!newShape.isNativeShape)
+ if (!newShape.isNativeShape || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed)
{
// If a mesh was what was created, remember the built shape for later sharing.
+ // Also note that if meshing failed we put it in the mesh list as there is nothing else to do about the mesh.
Meshes.Add(newMeshKey, retMesh);
}
@@ -481,8 +482,11 @@ public class BSShapeMesh : BSShape
}
else
{
+ // Force the asset condition to 'failed' so we won't try to keep fetching and processing this mesh.
+ prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed;
physicsScene.Logger.DebugFormat("{0} All mesh triangles degenerate. Prim {1} at {2} in {3}",
LogHeader, prim.PhysObjectName, prim.RawPosition, physicsScene.Name);
+ physicsScene.DetailLog("{0},BSShapeMesh.CreatePhysicalMesh,allDegenerate,key={1}", prim.LocalID, newMeshKey);
}
}
newShape.shapeKey = newMeshKey;
@@ -521,7 +525,7 @@ public class BSShapeHull : BSShape
// Check to see if hull was created (might require an asset).
newShape = VerifyMeshCreated(physicsScene, newShape, prim);
- if (!newShape.isNativeShape)
+ if (!newShape.isNativeShape || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed)
{
// If a mesh was what was created, remember the built shape for later sharing.
Hulls.Add(newHullKey, retHull);
--
cgit v1.1
From 81d8deb1a830765ec64948db5ec3902894761f24 Mon Sep 17 00:00:00 2001
From: Melanie
Date: Sat, 11 May 2013 01:27:37 +0100
Subject: Send up the part missing from the Avination Estate commit. Warning -
contains a small migration.
---
.../CoreModules/World/Estate/EstateManagementModule.cs | 12 ++++++++++++
OpenSim/Region/Framework/Scenes/Scene.cs | 2 --
2 files changed, 12 insertions(+), 2 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
index 91f6501..121b2aa 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
@@ -1245,6 +1245,8 @@ namespace OpenSim.Region.CoreModules.World.Estate
flags |= RegionFlags.NoFly;
if (Scene.RegionInfo.RegionSettings.RestrictPushing)
flags |= RegionFlags.RestrictPushObject;
+ if (Scene.RegionInfo.RegionSettings.AllowLandJoinDivide)
+ flags |= RegionFlags.AllowParcelChanges;
if (Scene.RegionInfo.RegionSettings.BlockShowInSearch)
flags |= RegionFlags.BlockParcelSearch;
@@ -1254,6 +1256,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
flags |= RegionFlags.Sandbox;
if (Scene.RegionInfo.EstateSettings.AllowVoice)
flags |= RegionFlags.AllowVoice;
+ if (Scene.RegionInfo.EstateSettings.AllowLandmark)
+ flags |= RegionFlags.AllowLandmark;
+ if (Scene.RegionInfo.EstateSettings.AllowSetHome)
+ flags |= RegionFlags.AllowSetHome;
if (Scene.RegionInfo.EstateSettings.BlockDwell)
flags |= RegionFlags.BlockDwell;
if (Scene.RegionInfo.EstateSettings.ResetHomeOnTeleport)
@@ -1299,6 +1305,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
flags |= RegionFlags.ResetHomeOnTeleport;
if (Scene.RegionInfo.EstateSettings.TaxFree)
flags |= RegionFlags.TaxFree;
+ if (Scene.RegionInfo.EstateSettings.AllowLandmark)
+ flags |= RegionFlags.AllowLandmark;
+ if (Scene.RegionInfo.EstateSettings.AllowParcelChanges)
+ flags |= RegionFlags.AllowParcelChanges;
+ if (Scene.RegionInfo.EstateSettings.AllowSetHome)
+ flags |= RegionFlags.AllowSetHome;
if (Scene.RegionInfo.EstateSettings.DenyMinors)
flags |= (RegionFlags)(1 << 30);
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 2aba2dd..1fa2fc7 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -4188,8 +4188,6 @@ namespace OpenSim.Region.Framework.Scenes
m_log.DebugFormat(
"[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName);
- // XPTO: if this agent is not allowed here as root, always return false
-
// TODO: This check should probably be in QueryAccess().
ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
if (nearestParcel == null)
--
cgit v1.1